diff --git a/build_langs.txt b/build_langs.txt index 151f6056d2..979188f50b 100644 --- a/build_langs.txt +++ b/build_langs.txt @@ -1,16 +1,9 @@ -cs de es fr ga -it ja -ko -pl -pt_BR -ru ta -tr uk zh_CN zh_TW diff --git a/check-completion-ratio.py b/check-completion-ratio.py index 2a31930680..508925d5af 100755 --- a/check-completion-ratio.py +++ b/check-completion-ratio.py @@ -3,13 +3,19 @@ import polib -def check(lang): +def get_percent_translated(lang): + """ + Get overall translation completion percentage. + """ pofile = polib.pofile("./weblate/{}.po".format(lang)) + return pofile.percent_translated() - if pofile.percent_translated() > 50: - return - print("==== {} - {}% translated ====".format(lang, pofile.percent_translated())) +def get_stats(lang): + """ + Print completion stats per folder. + """ + pofile = polib.pofile("./weblate/{}.po".format(lang)) statistic = {} # section -> [complete, incomplete] for entry in pofile: @@ -27,10 +33,10 @@ def check(lang): for k, v in sorted(statistic.items()): ratio = v[0] / (v[0] + v[1]) - if ratio > 0.5: - print("{:5.1f}\t{}".format(100 * ratio, k or "")) + print("{:5.1f}\t{}".format(100 * ratio, k or "")) with open("build_langs.txt") as f: for lang in f.read().splitlines(): - check(lang) + completion = get_percent_translated(lang) + print("==== {}:\t{}% translated ====".format(lang, completion)) diff --git a/sphinx/po/cs/LC_MESSAGES/about/complying_with_licenses.po b/sphinx/po/cs/LC_MESSAGES/about/complying_with_licenses.po deleted file mode 100644 index 0456922113..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/about/complying_with_licenses.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Complying with licenses" -msgstr "Dodržování licencí" - -msgid "What are licenses?" -msgstr "Co jsou Licence?" - -msgid "Requirements" -msgstr "Nároky" - -msgid "Inclusion" -msgstr "Inkluze" - -msgid "Licenses screen" -msgstr "Obrazovka licencí" - -msgid "Link to the license" -msgstr "Odkaz na licenci" diff --git a/sphinx/po/cs/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/cs/LC_MESSAGES/about/docs_changelog.po deleted file mode 100644 index 729530e6d3..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/about/docs_changelog.po +++ /dev/null @@ -1,348 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Documentation changelog" -msgstr "Seznam změn dokumentace" - -msgid "About" -msgstr "O aplikaci" - -msgid "2D" -msgstr "2D" - -msgid "Contributing" -msgstr "Jak přispět" - -msgid "Migrating" -msgstr "Migrování" - -msgid "Rendering" -msgstr "Vykreslování" - -msgid "C#" -msgstr "C#" - -msgid "Development" -msgstr "Vývoj" - -msgid "Platform-specific" -msgstr "Specifické pro platformu" - -msgid "Physics" -msgstr "Fyzika" - -msgid "3D" -msgstr "3D" - -msgid "Animation" -msgstr "Animace" - -msgid "Scripting" -msgstr "Skriptování" - -msgid "Shaders" -msgstr "Shadery" - -msgid "Editor" -msgstr "Editor" - -msgid "C++" -msgstr "C++" - -msgid "GDScript" -msgstr "GDSkript" - -msgid "Best practices" -msgstr "Osvědčené postupy" - -msgid "Community" -msgstr "Komunita" - -msgid ":ref:`doc_best_practices_for_engine_contributors`" -msgstr ":ref:`doc_best_practices_for_engine_contributors`" - -msgid "Export" -msgstr "Export" - -msgid ":ref:`doc_exporting_for_dedicated_servers`" -msgstr ":ref:`doc_exporting_for_dedicated_servers`" - -msgid "Input" -msgstr "Vstup" - -msgid "Math" -msgstr "Matematika" - -msgid ":ref:`doc_debugger_panel`" -msgstr ":ref:``" - -msgid "User Interface (UI)" -msgstr "Uživatelské rozhraní (UI)" - -msgid "Project workflow" -msgstr "Pracovní postup projektu" - -msgid ":ref:`doc_2d_sprite_animation`" -msgstr ":ref:`doc_2d_sprite_animation`" - -msgid "Audio" -msgstr "Zvuk" - -msgid ":ref:`doc_recording_with_microphone`" -msgstr ":ref:`doc_recording_with_microphone`" - -msgid ":ref:`doc_sync_with_audio`" -msgstr ":ref:`doc_sync_with_audio`" - -msgid ":ref:`doc_beziers_and_curves`" -msgstr ":ref:`doc_beziers_and_curves`" - -msgid ":ref:`doc_interpolation`" -msgstr ":ref:`doc_interpolation`" - -msgid "Inputs" -msgstr "Vstupy" - -msgid ":ref:`doc_input_examples`" -msgstr ":ref:`doc_input_examples`" - -msgid "Internationalization" -msgstr "Internacionalizace" - -msgid ":ref:`doc_localization_using_gettext`" -msgstr ":ref:`doc_localization_using_gettext`" - -msgid "Shading" -msgstr "Stínování" - -msgid "Your First Shader Series:" -msgstr "Vaše první Shader série :" - -msgid ":ref:`doc_introduction_to_shaders`" -msgstr ":ref:`doc_introduction_to_shaders`" - -msgid ":ref:`doc_your_first_canvasitem_shader`" -msgstr ":ref:`doc_your_first_canvasitem_shader`" - -msgid ":ref:`doc_your_first_spatial_shader`" -msgstr ":ref:`doc_your_first_canvasitem_shader`" - -msgid ":ref:`doc_your_second_spatial_shader`" -msgstr ":ref:`doc_your_first_canvasitem_shader`" - -msgid ":ref:`doc_visual_shaders`" -msgstr ":ref:`doc_visual_shaders`" - -msgid "Networking" -msgstr "Sítě" - -msgid ":ref:`doc_webrtc`" -msgstr ":ref:`doc_webrtc`" - -msgid "Plugins" -msgstr "Pluginy" - -msgid ":ref:`doc_android_plugin`" -msgstr ":ref:`doc_android_plugin`" - -msgid ":ref:`doc_inspector_plugins`" -msgstr ":ref:`doc_inspector_plugins`" - -msgid ":ref:`doc_visual_shader_plugins`" -msgstr ":ref:`doc_visual_shader_plugins`" - -msgid "Multi-threading" -msgstr "Použití multi-threadingu" - -msgid ":ref:`doc_using_multiple_threads`" -msgstr ":ref:`doc_using_multiple_threads`" - -msgid "Creating content" -msgstr "Vytváření obsahu" - -msgid "Procedural geometry series:" -msgstr "Série procedurální geometrie:" - -msgid ":ref:`Procedural geometry `" -msgstr ":ref:`Procedural geometry `" - -msgid ":ref:`doc_arraymesh`" -msgstr ":ref:`doc_arraymesh`" - -msgid ":ref:`doc_surfacetool`" -msgstr ":ref:`doc_surfacetool`" - -msgid ":ref:`doc_meshdatatool`" -msgstr ":ref:`doc_meshdatatool`" - -msgid "Optimization" -msgstr "Optimalizace" - -msgid ":ref:`doc_using_multimesh`" -msgstr ":ref:`doc_using_multimesh`" - -msgid ":ref:`doc_using_servers`" -msgstr ":ref:`doc_using_servers`" - -msgid "Legal" -msgstr "Legislativa" - -msgid ":ref:`doc_complying_with_licenses`" -msgstr ":ref:`doc_complying_with_licenses`" - -msgid "Step by step" -msgstr "Krok za krokem" - -msgid ":ref:`doc_signals`" -msgstr ":ref:`doc_signals`" - -msgid "Exporting" -msgstr "Exportování" - -msgid ":ref:`doc_gdscript_static_typing`" -msgstr ":ref:`doc_gdscript_static_typing`" - -msgid "Best Practices:" -msgstr "Nejlepší doporučené postupy:" - -msgid ":ref:`doc_introduction_best_practices`" -msgstr ":ref:`doc_introduction_best_practices`" - -msgid ":ref:`doc_what_are_godot_classes`" -msgstr ":ref:`doc_what_are_godot_classes`" - -msgid ":ref:`doc_scene_organization`" -msgstr ":ref:`doc_scene_organization`" - -msgid ":ref:`doc_scenes_versus_scripts`" -msgstr ":ref:`doc_scenes_versus_scripts`" - -msgid ":ref:`doc_autoloads_versus_internal_nodes`" -msgstr ":ref:`doc_autoloads_versus_internal_nodes`" - -msgid ":ref:`doc_node_alternatives`" -msgstr ":ref:`doc_node_alternatives`" - -msgid ":ref:`doc_godot_interfaces`" -msgstr ":ref:`doc_godot_interfaces`" - -msgid ":ref:`doc_godot_notifications`" -msgstr ":ref:`doc_godot_notifications`" - -msgid ":ref:`doc_data_preferences`" -msgstr ":ref:`doc_data_preferences`" - -msgid ":ref:`doc_logic_preferences`" -msgstr ":ref:`doc_data_preferences`" - -msgid ":ref:`doc_2d_lights_and_shadows`" -msgstr ":ref:`doc_2d_lights_and_shadows`" - -msgid ":ref:`doc_2d_meshes`" -msgstr ":ref:`doc_2d_meshes`" - -msgid ":ref:`doc_csg_tools`" -msgstr ":ref:`doc_csg_tools`" - -msgid ":ref:`doc_animating_thousands_of_fish`" -msgstr ":ref:`doc_animating_thousands_of_fish`" - -msgid ":ref:`doc_controlling_thousands_of_fish`" -msgstr ":ref:`doc_animating_thousands_of_fish`" - -msgid ":ref:`doc_ragdoll_system`" -msgstr ":ref:`doc_ragdoll_system`" - -msgid ":ref:`doc_soft_body`" -msgstr ":ref:`doc_soft_body`" - -msgid ":ref:`doc_2d_skeletons`" -msgstr ":ref:`doc_2d_skeletons`" - -msgid ":ref:`doc_animation_tree`" -msgstr ":ref:`doc_animation_tree`" - -msgid "GUI" -msgstr "GUI" - -msgid ":ref:`doc_gui_containers`" -msgstr ":ref:`doc_gui_containers`" - -msgid "Viewports" -msgstr "Viewporty" - -msgid ":ref:`doc_viewport_as_texture`" -msgstr ":ref:`doc_viewport_as_texture`" - -msgid ":ref:`doc_custom_postprocessing`" -msgstr ":ref:`doc_custom_postprocessing`" - -msgid ":ref:`doc_converting_glsl_to_godot_shaders`" -msgstr ":ref:`doc_converting_glsl_to_godot_shaders`" - -msgid ":ref:`doc_advanced_postprocessing`" -msgstr ":ref:`doc_custom_postprocessing`" - -msgid "Shading Reference:" -msgstr "Stínování Reference:" - -msgid ":ref:`doc_shading_language`" -msgstr ":ref:`doc_shading_language`" - -msgid ":ref:`doc_spatial_shader`" -msgstr ":ref:`doc_visual_shaders`" - -msgid ":ref:`doc_canvas_item_shader`" -msgstr ":ref:`doc_canvas_item_shader`" - -msgid ":ref:`doc_particle_shader`" -msgstr ":ref:`doc_particle_shader`" - -msgid ":ref:`doc_making_main_screen_plugins`" -msgstr ":ref:`doc_making_main_screen_plugins`" - -msgid ":ref:`doc_customizing_html5_shell`" -msgstr ":ref:`doc_customizing_html5_shell`" - -msgid ":ref:`doc_thread_safe_apis`" -msgstr ":ref:`doc_thread_safe_apis`" - -msgid ":ref:`doc_making_trees`" -msgstr ":ref:`doc_making_trees`" - -msgid "Miscellaneous" -msgstr "Různé" - -msgid ":ref:`doc_jitter_stutter`" -msgstr ":ref:`doc_jitter_stutter`" - -msgid ":ref:`doc_running_code_in_the_editor`" -msgstr ":ref:`doc_running_code_in_the_editor`" - -msgid ":ref:`doc_change_scenes_manually`" -msgstr ":ref:`doc_change_scenes_manually`" - -msgid "Compiling" -msgstr "Kompilace" - -msgid ":ref:`doc_optimizing_for_size`" -msgstr ":ref:`doc_optimizing_for_size`" - -msgid ":ref:`doc_compiling_with_script_encryption_key`" -msgstr ":ref:`doc_compiling_with_script_encryption_key`" - -msgid "Engine development" -msgstr "Vývoj enginu" - -msgid ":ref:`doc_binding_to_external_libraries`" -msgstr ":ref:`doc_binding_to_external_libraries`" diff --git a/sphinx/po/cs/LC_MESSAGES/about/faq.po b/sphinx/po/cs/LC_MESSAGES/about/faq.po deleted file mode 100644 index eb9cf508d7..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/about/faq.po +++ /dev/null @@ -1,1219 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "FAQ" -msgstr "FAQ" - -msgid "Frequently asked questions" -msgstr "Často kladené otázky" - -msgid "" -"What can I do with Godot? How much does it cost? What are the license terms?" -msgstr "Co mohu dělat s Godot? Kolik to stojí? Jaké jsou licenční podmínky?" - -msgid "In short:" -msgstr "Ve zkratce:" - -msgid "" -"You are free to download and use Godot for any purpose: personal, non-" -"profit, commercial, or otherwise." -msgstr "" -"Můžete si zdarma stáhnout a používat Godot pro jakékoliv účely: osobní, " -"neziskový, komerční nebo jakkoli jinak." - -msgid "" -"You are free to modify, distribute, redistribute, and remix Godot to your " -"heart's content, for any reason, both non-commercially and commercially." -msgstr "" -"Můžete volne modifikovat, distribuovat, předávat a upravovat Godot tak jak " -"uznáte za vhodné a to z jakéhokoli důvodu, ať už nekomerčně nebo komerčně." - -msgid "" -"All the contents of this accompanying documentation are published under the " -"permissive Creative Commons Attribution 3.0 (`CC BY 3.0 `_) license, with attribution to \"Juan " -"Linietsky, Ariel Manzur and the Godot Engine community.\"" -msgstr "" -"Veškerý obsah této doprovodné dokumentace je zveřejněn pod volnou licencí " -"Creative Commons Attribution 3.0 ( `CC-BY 3.0 `_ ), s přiřazením licence k „Juan Linietsky, Ariel Manzur " -"a komunitě Godot Engine. \"" - -msgid "" -"Logos and icons are generally under the same Creative Commons license. Note " -"that some third-party libraries included with Godot's source code may have " -"different licenses." -msgstr "" -"Loga a ikony jsou obecně pod stejnou licencí Creative Commons. Upozorňujeme, " -"že některé knihovny třetích stran zahrnuté ve zdrojovém kódu Godota mohou " -"mít různé licence." - -msgid "" -"For full details, look at the `COPYRIGHT.txt `_ as well as the `LICENSE.txt `_ and `LOGO_LICENSE." -"txt `_ " -"files in the Godot repository." -msgstr "" -"Veškeré podrobnosti naleznete v souborech `COPYRIGHT.txt `_, `LICENSE.txt `_ a `LOGO_LICENSE.txt " -"`_ v " -"úložišti Godot." - -msgid "" -"Also, see `the license page on the Godot website `_." -msgstr "" -"Viz také `licenční stránka na webu Godot `_." - -msgid "Which platforms are supported by Godot?" -msgstr "Které platformy podporuje Godot?" - -msgid "**For the editor:**" -msgstr "**Pro editor:**" - -msgid "Windows" -msgstr "Windows" - -msgid "macOS" -msgstr "macOS" - -msgid "Linux, \\*BSD" -msgstr "Linux, \\*BSD" - -msgid "Android (experimental)" -msgstr "Android (experimentální)" - -msgid "`Web `__ (experimental)" -msgstr "`Webové stránky `__ (experimentální)" - -msgid "**For exporting your games:**" -msgstr "**Pro export vašich her:**" - -msgid "Android" -msgstr "Android" - -msgid "iOS" -msgstr "Ios" - -msgid "Web" -msgstr "Web" - -msgid "" -"Both 32- and 64-bit binaries are supported where it makes sense, with 64 " -"being the default. Official macOS builds support Apple Silicon natively as " -"well as x86_64." -msgstr "" -"Obě 32-bit a 64-bit bitové verze jsou podporovány všude, kde to dává smysl, " -"s tím že 64 je defaultní. Oficiální macOS sestavení přirozeně podporuje " -"Apple Silicon stejně jako x86_64." - -msgid "" -"Some users also report building and using Godot successfully on ARM-based " -"systems with Linux, like the Raspberry Pi." -msgstr "" -"Někteří uživatelé také hlásí úspěšné sestavení a použití Godot na systémech " -"založených na ARM s Linuxem, jako je Raspberry Pi." - -msgid "" -"The Godot team can't provide an open source console export due to the " -"licensing terms imposed by console manufacturers. Regardless of the engine " -"you use, though, releasing games on consoles is always a lot of work. You " -"can read more about :ref:`doc_consoles`." -msgstr "" -"Tým enginu Godot nemůže poskytovat export open-source projektů na konzole " -"kvůli licenčním podmínkám stanovených jejich výrobci. Bez ohledu na engine, " -"který použijete, znamená vydání her pro konzole vždy hodně práce. Více se " -"můžete dočíst na :ref:`doc_consoles`." - -msgid "" -"For more on this, see the sections on :ref:`exporting ` and :ref:`compiling Godot yourself `." -msgstr "" -"Pro více informací se podívejte na sekce :ref:`exportování ` a :ref:`kompilování Godot `." - -msgid "" -"Godot 3 also had support for Universal Windows Platform (UWP). This platform " -"port was removed in Godot 4 due to lack of maintenance, and it being " -"deprecated by Microsoft. It is still available in the current stable release " -"of Godot 3 for interested users." -msgstr "" -"Godot 3 měl také podporu pro Universal Windows Platform (UWP). Tento port " -"platformy byl v Godot 4 odstraněn kvůli nedostatečné údržbě a Microsoft ho " -"zavrhl. Pro zainteresované uživatele je stále k dispozici v aktuální " -"stabilní verzi Godot 3." - -msgid "Which programming languages are supported in Godot?" -msgstr "Které programovací jazyky jsou podporovány v Godot?" - -msgid "" -"The officially supported languages for Godot are GDScript, C#, and C++. See " -"the subcategories for each language in the :ref:`scripting ` section." -msgstr "" -"Oficiálně podporované jazyky pro Godot jsou GDScript, C# a C++. Více v " -"podkategoriích pro každý jazyk v sekci :ref:`skriptování `." - -msgid "" -"If you are just starting out with either Godot or game development in " -"general, GDScript is the recommended language to learn and use since it is " -"native to Godot. While scripting languages tend to be less performant than " -"lower-level languages in the long run, for prototyping, developing Minimum " -"Viable Products (MVPs), and focusing on Time-To-Market (TTM), GDScript will " -"provide a fast, friendly, and capable way of developing your games." -msgstr "" -"Pokud teprve začínáte s Godot nebo s vývojem her obecně, doporučujeme se " -"naučit a používat GDScript, protože je v Godotu přirozeně podporován. " -"Zatímco skriptovací jazyky mají v dlouhodobém horizontu tendenci být méně " -"výkonné než jazyky nižší úrovně, pro prototypování, vývoj minimálních " -"životaschopných produktů (MVP) a zaměřování se na TTM (Time-To-Market), " -"GDScript poskytne rychlý, uživatelsky přívětivý a výkonný prostředek pro " -"rozvoj vašich her." - -msgid "" -"Note that C# support is still relatively new, and as such, you may encounter " -"some issues along the way. C# support is also currently missing on the web " -"platform. Our friendly and hard-working development community is always " -"ready to tackle new problems as they arise, but since this is an open source " -"project, we recommend that you first do some due diligence yourself. " -"Searching through discussions on `open issues `__ " -"is a great way to start your troubleshooting." -msgstr "" -"Všimněte si, že podpora C # je stále relativně nová, a proto se můžete " -"setkat s některými problémy. Podpora C#také cyhbí na webové platformě. Naše " -"přátelská a pracovitá komunita vývojářů je vždy připravena řešit nové " -"problémy jakmile se objeví, ale protože se jedná o projekt s otevřeným " -"zdrojovým kódem, doporučujeme vám nejprve udělat si vlastní hloubkový " -"průzkum. Prohledávání diskusí o `otevřených problémech `_ je " -"skvělý způsob, jak začít s řešením vlastních problémů." - -msgid "" -"As for new languages, support is possible via third parties with " -"GDExtensions. (See the question about plugins below). Work is currently " -"underway, for example, on unofficial bindings for Godot to `Python `_ and `Nim `_." -msgstr "" -"Pokud jde o nové jazyky, podpora je možná prostřednictvím třetích stran " -"pomocí GDExtensions. (Více v otázce o pluginech níže.) V současné době " -"například probíhají práce na neoficiálním propojení Godot s`Pythonem " -"`_ a `Nimem `_." - -msgid "What is GDScript and why should I use it?" -msgstr "Co je GDScript a proč bych jej měl používat?" - -msgid "" -"GDScript is Godot's integrated scripting language. It was built from the " -"ground up to maximize Godot's potential in the least amount of code, " -"affording both novice and expert developers alike to capitalize on Godot's " -"strengths as fast as possible. If you've ever written anything in a language " -"like Python before, then you'll feel right at home. For examples and a " -"complete overview of the power GDScript offers you, check out the :ref:" -"`GDScript scripting guide `." -msgstr "" -"GDScript je integrovaný skriptovací jazyk pro Godot. Byl postaven od základů " -"tak, aby maximalizoval potenciál enginu při využití minimálního množství " -"kódu. To umožňuje jak začínajícím, tak i pokročilým vývojářům co nejrychleji " -"ovládnout silné stránky Godota. Pokud jste někdy napsali něco v jazyce jako " -"je Python, budete se zde cítit jako doma. Pro příklady a úplný přehled " -"možností které GDScipt nabízí zjistíte v :ref:`GDScript skriptovací příručka " -"GDScript `." - -msgid "" -"The original intent of creating a tightly integrated, custom scripting " -"language for Godot was two-fold: first, it reduces the amount of time " -"necessary to get up and running with Godot, giving developers a rapid way of " -"exposing themselves to the engine with a focus on productivity; second, it " -"reduces the overall burden of maintenance, attenuates the dimensionality of " -"issues, and allows the developers of the engine to focus on squashing bugs " -"and improving features related to the engine core, rather than spending a " -"lot of time trying to get a small set of incremental features working across " -"a large set of languages." -msgstr "" -"Původní záměr vytvořit těsně integrovaný, vlastní skriptovací jazyk pro " -"Godot byl dvojí: zaprvé, snižit množství času potřebného k poznání a " -"ovládnutí Godotu, což potenciálním vývojářům poskytuje rychlý způsob, jak se " -"seznámit s enginem a používat ho produktivně; za druhé, redukovat celkové " -"břemeno údržby, zmenšit složitost problémů a umožnit vývojářům enginu " -"soustředit se na odstraňování chyb a vylepšování funkcí souvisejících s " -"jádrem enginu, spíše než utápět spoustu času prací na malých přírůstkových " -"funkcích pro velké množství jazyků." - -msgid "" -"More information about getting comfortable with GDScript or dynamically " -"typed languages can be found in the :ref:`doc_gdscript_more_efficiently` " -"tutorial." -msgstr "" -"Více informací jak pohodlně používat GDScript nebo dynamicky typované jazyky " -"najdete v tutoriálu :ref:`doc_gdscript_more_efficiently`." - -msgid "What were the motivations behind creating GDScript?" -msgstr "Jaká byla motivace pro vytvořeníí GDScript?" - -msgid "" -"In the early days, the engine used the `Lua `__ " -"scripting language. Lua can be fast thanks to LuaJIT, but creating bindings " -"to an object-oriented system (by using fallbacks) was complex and slow and " -"took an enormous amount of code. After some experiments with `Python " -"`__, that also proved difficult to embed." -msgstr "" -"V začátcích používal engin skriptovací jazyk `Lua `_ . " -"Lua umí být ychlý, díky LuaJIT, ale vytváření vazeb na objektově orientovaný " -"systém (pomocí fallbacks) bylo složité a pomalé a vyžadovalo enormní " -"množství kódu. Po několika experimentech s `Pythonem `_ se i toto řešení ukázalo jako problematické." - -msgid "" -"The main reasons for creating a custom scripting language for Godot were:" -msgstr "" -"Hlavní důvody pro vytvoření vlastního skriptovacího jazyka pro Godot byly:" - -msgid "" -"Poor threading support in most script VMs, and Godot uses threads (Lua, " -"Python, Squirrel, JavaScript, ActionScript, etc.)." -msgstr "" -"Špatná podpora vláken ve většiny VM skriptů a Godot používá vlákna(Lua, " -"Python, Squirrel, JavaScript, ActionScript atd.)." - -msgid "" -"Poor class-extending support in most script VMs, and adapting to the way " -"Godot works is highly inefficient (Lua, Python, JavaScript)." -msgstr "" -"Špatná podpora rozšíření tříd ve většině VM skriptů a přizpůsobení se " -"způsobu, jakým Godot pracuje, je vysoce neefektivní (Lua, Python, " -"JavaScript)." - -msgid "" -"Many existing languages have horrible interfaces for binding to C++, " -"resulting in a large amount of code, bugs, bottlenecks, and general " -"inefficiency (Lua, Python, Squirrel, JavaScript, etc.). We wanted to focus " -"on a great engine, not a great number of integrations." -msgstr "" -"Mnoho existujících jazyků má otřesná rozhraní pro vazbu na C ++, což vede k " -"velkému množství kódu, chybám, bottlenecks (efekt hrdla lahve) a obecně " -"neefektivnosti (Lua, Python, Squirrel, JavaScript atd.) Chtěli jsme se " -"zaměřit na skvělý engine, ne na velké množství integrovaných jazyků." - -msgid "" -"No native vector types (Vector3, Transform3D, etc.), resulting in highly " -"reduced performance when using custom types (Lua, Python, Squirrel, " -"JavaScript, ActionScript, etc.)." -msgstr "" -"Žádné nativní typy vektorů (vector3, Transform3D atd.), kterou vedou k " -"velmkému snížené výkonu při používání vlastních typů (Lua, Python, Squirrel, " -"JavaScript, ActionScript atd.)." - -msgid "" -"Garbage collector results in stalls or unnecessarily large memory usage " -"(Lua, Python, JavaScript, ActionScript, etc.)." -msgstr "" -"Automatická správa paměti (Garbage Collector) má za následek prodlevy nebo " -"zbytečně velké využití paměti (Lua, Python, JavaScript, ActionScript atd.)." - -msgid "" -"Difficulty integrating with the code editor for providing code completion, " -"live editing, etc. (all of them)." -msgstr "" -"Potíže při integraci script editoru s automatickým navrhováním doplňování " -"kódu (code completion), úpravou prováděného kódu atd. (Všechny)." - -msgid "GDScript was designed to curtail the issues above, and more." -msgstr "" -"GDScript byl navržen tak, aby omezil výše uvedené problémy a jiné další." - -msgid "What 3D model formats does Godot support?" -msgstr "Jaké typy formátů 3D modelů Godot podporuje?" - -msgid "" -"You can find detailed information on supported formats, how to export them " -"from your 3D modeling software, and how to import them for Godot in the :ref:" -"`doc_importing_3d_scenes` documentation." -msgstr "" -"Podrobné informace o podporovaných formátech, jak je exportovat z vašeho " -"softwaru pro 3D modelování a jak je importovat do Godotu, naleznete v " -"dokumentaci :ref:`doc_importing_3d_scenes`." - -msgid "" -"Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?" -msgstr "" -"Budou [insert closed SDK, jako je FMOD, GameWorks atd.] v Godot podporovány?" - -msgid "" -"The aim of Godot is to create a free and open source MIT-licensed engine " -"that is modular and extendable. There are no plans for the core engine " -"development community to support any third-party, closed-source/proprietary " -"SDKs, as integrating with these would go against Godot's ethos." -msgstr "" -"Cílem Godot je vytvořit bezplatný a open-source MIT-licencovaný engine, " -"který je modulární a rozšiřitelný. Neexistují žádné plány na to, aby " -"komunita vyvyjející jádro enginu podporovala jakékoli SDK třetích stran s " -"uzavřeným kódem/proprietární, protože jejich integrace by byla v rozporu s " -"etikou Godot." - -msgid "" -"That said, because Godot is open source and modular, nothing prevents you or " -"anyone else interested in adding those libraries as a module and shipping " -"your game with them, as either open- or closed-source." -msgstr "" -"Vzhledem k tomu, že Godot je open-source a modulární, nic nebrání vám ani " -"komukoli jinému přidat tyto knihovny jako moduly a distribuovat s nimi hru " -"ať už formou open či closed source." - -msgid "" -"To see how support for your SDK of choice could still be provided, look at " -"the Plugins question below." -msgstr "" -"Chcete-li zjistit, jak by mohla být podpora pro vaše vybrané SDK " -"poskytována, se podívejte níže na otázku týkající se pluginů." - -msgid "" -"If you know of a third-party SDK that is not supported by Godot but that " -"offers free and open source integration, consider starting the integration " -"work yourself. Godot is not owned by one person; it belongs to the " -"community, and it grows along with ambitious community contributors like you." -msgstr "" -"Pokud víte o sadě SDK třetích stran, kterou Godot nepodporuje, ale která " -"nabízí bezplatnou a open-source integraci, zvažte zahájení integrační práce " -"vlastní silou. Godot není jen ve vlastnictví jedné osoby; patří komunitě a " -"roste spolu s ambicemi komunitních přispěvatelů, jako jste vy." - -msgid "How can I extend Godot?" -msgstr "Jak mohu rozšířit Godot?" - -msgid "" -"For extending Godot, like creating Godot Editor plugins or adding support " -"for additional languages, take a look at :ref:`EditorPlugins " -"` and tool scripts." -msgstr "" -"Chcete-li rozšířit Godot, například vytvořit pluginy editoru Godot nebo " -"přidat podporu pro další jazyky, podívejte se na :ref:`Editor pluginů " -"` a skripty nástrojů." - -msgid "" -"Also, see the official blog post on GDExtension, a way to develop native " -"extensions for Godot:" -msgstr "" -"Podívejte se také na oficiální blogové příspěvky na GDExtension, možnost jak " -"vyvíjet nativní doplňky pro Godot:" - -msgid "" -"`Introducing GDNative's successor, GDExtension `_" -msgstr "" -"`Představujeme nástupce GDNative, GDExtension `_" - -msgid "" -"You can also take a look at the GDScript implementation, the Godot modules, " -"as well as the `Jolt physics engine integration `__ for Godot. This would be a good starting point to see " -"how another third-party library integrates with Godot." -msgstr "" -"Můžete se také podívat na implementaci GDScriptu, moduly Godotu a také na " -"`integraci Jolt physics enginu `__ " -"pro Godot. To je dobrým začátečním bodem pro pochopení, jak se knihovny " -"třetích stran do Godot integrují." - -msgid "" -"How do I install the Godot editor on my system (for desktop integration)?" -msgstr "" -"Jak nainstaluji editor Godot na svém systému (pro integraci na desktopové " -"počítače)?" - -msgid "" -"Since you don't need to actually install Godot on your system to run it, " -"this means desktop integration is not performed automatically. There are two " -"ways to overcome this. You can install Godot from `Steam `__ (all platforms), `Scoop " -"`__ (Windows), `Homebrew `__ (macOS) or " -"`Flathub `__ " -"(Linux). This will automatically perform the required steps for desktop " -"integration." -msgstr "" -"Vzhledem k tomu, že nepotřebujete Godot instalovat na svůj systém abyste jej " -"spustili, znamená, že se integrace desktopového rozhraní neprovádí " -"automaticky. Existují dva způsoby, jak toto překonat. Godot si můžete " -"nainstalovat ze `Steamu `__ (všechny platformy), `Scoop `__ " -"(Windows), `Homebrew `__ (macOS) nebo `Flathub `__ (Linux). Tím se " -"automaticky provedou požadované kroky pro integraci desktopového rozhraní." - -msgid "" -"Alternatively, you can manually perform the steps that an installer would do " -"for you:" -msgstr "" -"Případně můžete ručně provést kroky, které by za vás udělal instalační " -"program:" - -msgid "" -"Move the Godot executable to a stable location (i.e. outside of your " -"Downloads folder), so you don't accidentally move it and break the shortcut " -"in the future." -msgstr "" -"Přesuňte spustitelný soubor Godot na pevné umístění (tj. mimo složku Stažené " -"soubory), abyste jej omylem nepřesunuli a v budoucnu nerozbili zástupce." - -msgid "Right-click the Godot executable and choose **Create Shortcut**." -msgstr "" -"Klikněte pravým tlačítkem myši na spustitelný soubor Godot a vyberte " -"**Vytvořit zástupce**." - -msgid "" -"Move the created shortcut to ``%APPDATA%\\Microsoft\\Windows\\Start " -"Menu\\Programs``. This is the user-wide location for shortcuts that will " -"appear in the Start menu. You can also pin Godot in the task bar by right-" -"clicking the executable and choosing **Pin to Task Bar**." -msgstr "" -"Přesuňte vytvořeného zástupce do ``%APPDATA%\\Microsoft\\Windows\\Start " -"Menu\\Programs``. Toto je uživatelské místo pro zástupce, které se zobrazí v " -"nabídce Start. Godot můžete také připnout na hlavní panel kliknutím pravého " -"tlačítka myši na spustitelný soubor a výběrem **Připnout na hlavní panel**." - -msgid "" -"Drag the extracted Godot application to ``/Applications/Godot.app``, then " -"drag it to the Dock if desired. Spotlight will be able to find Godot as long " -"as it's in ``/Applications`` or ``~/Applications``." -msgstr "" -"Přetáhněte rozbalenou aplikaci Godot do ``/Applications/Godot.app`` a poté " -"ji podle potřeby přetáhněte do Docku. Spotlight bude moci najít Godot, dokud " -"bude v ``/Applications`` nebo ``~/Applications``." - -msgid "Linux" -msgstr "Linux" - -msgid "" -"Move the Godot binary to a stable location (i.e. outside of your Downloads " -"folder), so you don't accidentally move it and break the shortcut in the " -"future." -msgstr "" -"Přesuňte soubor Godot na pevné umístění (tj. mimo vaši složku Stažené " -"soubory), abyste jej omylem nepřesunuli a v budoucnu nerozbili zástupce." - -msgid "" -"Rename and move the Godot binary to a location present in your ``PATH`` " -"environment variable. This is typically ``/usr/local/bin/godot`` or ``/usr/" -"bin/godot``. Doing this requires administrator privileges, but this also " -"allows you to :ref:`run the Godot editor from a terminal " -"` by entering ``godot``." -msgstr "" -"Přejmenujte a přesuňte soubor Godot do umístění ve vaší proměnné prostředí " -"``PATH``. Obvykle je to ``/usr/local/bin/godot`` nebo ``/usr/bin/godot``. To " -"vyžaduje administrátorská práva, ale také vám umoží :ref:`spustit editor " -"Godot z terminálu ` zadáním ``godot``." - -msgid "" -"If you cannot move the Godot editor binary to a protected location, you can " -"keep the binary somewhere in your home directory, and modify the ``Path=`` " -"line in the ``.desktop`` file linked below to contain the full *absolute* " -"path to the Godot binary." -msgstr "" -"Pokud nemůžete soubor editoru Godot přesunout na chráněné umístění, můžete " -"si binární soubor ponechat někde ve svém domovském adresáři a upravit řádek " -"``Path=`` v níže odkazovaném souboru ``.desktop`` tak, aby obsahoval úplnou " -"*absolutní* cestu ke Godot souboru." - -msgid "" -"Save `this .desktop file `__ to ``$HOME/." -"local/share/applications/``. If you have administrator privileges, you can " -"also save the ``.desktop`` file to ``/usr/local/share/applications`` to make " -"the shortcut available for all users." -msgstr "" -"Uložte `soubor this.desktop `__ do ``$HOME/." -"local/share/applications/``. Pokud máte administrátorská práva, můžete také " -"uložit soubor ``.desktop`` do ``/usr/local/share/applications`` aby byl " -"zástupce k dispozici pro všechny uživatele." - -msgid "Is the Godot editor a portable application?" -msgstr "Je editor Godot přenosná aplikace?" - -msgid "" -"In its default configuration, Godot is *semi-portable*. Its executable can " -"run from any location (including non-writable locations) and never requires " -"administrator privileges." -msgstr "" -"V základní konfiguraci je Godot *polo-přenosný*. Jeho spouštěcí soubor může " -"být spuštěn z kterékoliv lokace (všetně lokací do kterých nelze zapisovat) a " -"nikdy nevyžaduje administrátorská práva." - -msgid "" -"However, configuration files will be written to the user-wide configuration " -"or data directory. This is usually a good approach, but this means " -"configuration files will not carry across machines if you copy the folder " -"containing the Godot executable. See :ref:`doc_data_paths` for more " -"information." -msgstr "" -"Nicméně, konfigurační soubory budou zapsány do konfigurace pro všechny " -"uživatele nebo datového úložiště. Toto je většinou dobrý přístup, ale " -"znamená to, že konfigurační soubory se nepřenáší mezi stroji pokud " -"zkopírujete složku obsahující spustitelný soubor Godot. Čtěte :re:" -"`doc_data_paths` pro více informací." - -msgid "" -"Godot aims for cross-platform compatibility and open standards first and " -"foremost. OpenGL and Vulkan are the technologies that are both open and " -"available on (nearly) all platforms. Thanks to this design decision, a " -"project developed with Godot on Windows will run out of the box on Linux, " -"macOS, and more." -msgstr "" -"Godot staví prvně a především na mezi platformní kompatibilitě a otevřených " -"standardech. OpenGL a Vulkan jsou technologie, které jsou otevřené a " -"dostupné (téměř) na všech platformách. Díky tomuto návrhovému rozhodnutí " -"bude projekt vyvinutý s Godot pro Windows fungovat ihned po rozbalení na " -"Linuxu, macOS a dalších." - -msgid "Why does Godot aim to keep its core feature set small?" -msgstr "Proč se Godot snaží udržet svou základní sadu funkcí malou?" - -msgid "" -"Godot intentionally does not include features that can be implemented by add-" -"ons unless they are used very often. One example of something not used often " -"is advanced artificial intelligence functionality." -msgstr "" -"Godot záměrně neobsahuje funkce, které lze implementovat pomocí doplňků, " -"pokud nejsou používány velmi často. Příkladem něčeho co není užíváno moc " -"často pokročilé funkce umělé inteligence." - -msgid "There are several reasons for this:" -msgstr "Existuje pro to několik důvodů:" - -msgid "" -"**Code maintenance and surface for bugs.** Every time we accept new code in " -"the Godot repository, existing contributors often take the responsibility of " -"maintaining it. Some contributors don't always stick around after getting " -"their code merged, which can make it difficult for us to maintain the code " -"in question. This can lead to poorly maintained features with bugs that are " -"never fixed. On top of that, the \"API surface\" that needs to be tested and " -"checked for regressions keeps increasing over time." -msgstr "" -"**Údržba kódu a vyhledávání chyb.** Pokaždé, když do úložiště Godot přijmeme " -"nový kód, stávající přispěvatelé často přebírají odpovědnost za jeho údržbu. " -"Někteří přispěvatelé po začlenění svého kódu nejsou často po ruce po " -"začlenění jejich kódu, což nám může ztížit údržbu daného kódu. To může vést " -"ke špatně udržovaným funkcím s chybami, které nejsou nikdy opraveny. Kromě " -"toho \"API rozhraní\", které je třeba testovat a kontrolovat, zda nedošlo k " -"regresi, se v průběhu času neustále zvětšuje." - -msgid "" -"**Ease of contribution.** By keeping the codebase small and tidy, it can " -"remain fast and easy to compile from source. This makes it easier for new " -"contributors to get started with Godot, without requiring them to purchase " -"high-end hardware." -msgstr "" -"**Snadné přispívání.** Díky tomu, že je kódová základna malá a přehledná, " -"tak zůstává nadále rychle a snadno sestavitelná ze zdrojových kódů. Noví " -"přispěvatelé tak mohou s Godotem snáze začít pracovat, aniž by museli " -"kupovat špičkový hardware." - -msgid "" -"**Keeping the binary size small for the editor.** Not everyone has a fast " -"Internet connection. Ensuring that everyone can download the Godot editor, " -"extract it and run it in less than 5 minutes makes Godot more accessible to " -"developers in all countries." -msgstr "" -"**Udržování malé velikosti binárního souboru pro editor.** Ne každý má " -"rychlé připojení k internetu. Zajištění, aby si každý mohl stáhnout editor " -"Godot, rozbalit jej a spustit za méně než 5 minut, činí Godot přístupnějším " -"pro vývojáře ve všech zemích." - -msgid "" -"**Keeping the binary size small for export templates.** This directly " -"impacts the size of projects exported with Godot. On mobile and web " -"platforms, keeping file sizes low is important to ensure fast installation " -"and loading on underpowered devices. Again, there are many countries where " -"high-speed Internet is not readily available. To add to this, strict data " -"usage caps are often in effect in those countries." -msgstr "" -"**Zachování malé velikosti binárních souborů pro exportní šablony.** Toto " -"přímo ovlivňuje velikost projektů exportovaných pomocí Godot. U mobilních a " -"webových platforem je udržení nízké velikosti souborů prvořadé pro zajištění " -"rychlé instalace a načítání na málo výkonných zařízeních. Opět, existuje " -"mnoho zemí, kde není snadno dostupný vysokorychlostní internet. Navíc v " -"těchto zemích často platí přísné limity pro využívání dat." - -msgid "" -"For all the reasons above, we have to be selective of what we can accept as " -"core functionality in Godot. This is why we are aiming to move some core " -"functionality to officially supported add-ons in future versions of Godot. " -"In terms of binary size, this also has the advantage of making you pay only " -"for what you actually use in your project. (In the meantime, you can :ref:" -"`compile custom export templates with unused features disabled " -"` to optimize the distribution size of your " -"project.)" -msgstr "" -"Kvůli všecm výše uvedeným důvodům si musíme vybírat, co můžeme v Godotu " -"přijmout za základní funkce. Proto se snažíme přesunout některé základní " -"funkce pro oficiálně podporované doplňky do příštích verzí Godot. Z hlediska " -"velikosti binárních souborů to má také tu výhodu, že budete platit pouze za " -"to, co ve svém projektu skutečně používáte. (Tím je myšleno :ref:`kompilovat " -"vlastní exportní šablony s vypnutými nepoužívanými funkcemi " -"` a optimalizovat tak distribuční velikost svého " -"projektu.)" - -msgid "" -"How should assets be created to handle multiple resolutions and aspect " -"ratios?" -msgstr "" -"Jak by měly být vytvořeny zdroje, aby zvládaly vícenásobná rozlišení a " -"poměry stran?" - -msgid "" -"This question pops up often and it's probably thanks to the misunderstanding " -"created by Apple when they originally doubled the resolution of their " -"devices. It made people think that having the same assets in different " -"resolutions was a good idea, so many continued towards that path. That " -"originally worked to a point and only for Apple devices, but then several " -"Android and Apple devices with different resolutions and aspect ratios were " -"created, with a very wide range of sizes and DPIs." -msgstr "" -"Tato otázka se objevuje často a je to pravděpodobně díky nedorozumění, když " -"Apple původně zdvojnásobil rozlišení jeho zařízení. To přimělo lidi myslet " -"si, že mít stejné doplňky v různých rozlišeních, je dobrý nápad a tak mnozí " -"touto cestou pokračovali. To původně fungovalo jenom do určité míry a pouze " -"pro zařízení Apple, ale poté bylo vytvořeno několik dalších zařízení Android " -"a Apple s různými rozlišeními a poměry stran s velmi širokou škálou " -"velikostí a DPI." - -msgid "" -"The most common and proper way to achieve this is to, instead, use a single " -"base resolution for the game and only handle different screen aspect ratios. " -"This is mostly needed for 2D, as in 3D, it's just a matter of camera " -"vertical or horizontal FOV." -msgstr "" -"Nejběžnějším a nejvhodnějším způsobem jak toho dosáhnout, je použít pro hru " -"jediné základní rozlišení a ošetřit pouze různé poměry stran obrazovky. To " -"je většinou potřeba pro 2D, protože ve 3D je to jen záležitost " -"horizontálního a vertikálního FOV kamery." - -msgid "" -"Choose a single base resolution for your game. Even if there are devices " -"that go up to 1440p and devices that go down to 400p, regular hardware " -"scaling in your device will take care of this at little or no performance " -"cost. The most common choices are either near 1080p (1920x1080) or 720p " -"(1280x720). Keep in mind the higher the resolution, the larger your assets, " -"the more memory they will take and the longer the time it will take for " -"loading." -msgstr "" -"Vyberte si jedno základní rozlišení pro vaši hru. I když existují zařízení, " -"která mají až 1440p a zařízení, která jenom na 400p, o toto se postará " -"pravidelné hardwarové škálování ve vašem zařízení s minimálními nebo žádnými " -"požadavky na výkon. Nejběžnější volby jsou buď 1080p (1920x1080) nebo 720p " -"(1280x720). Mějte na paměti, že čím vyšší rozlišení, tím větší jsou potřebné " -"doplňky a tím více paměti zaberou a déle bude trvat jejich načítání." - -msgid "" -"Use the stretch options in Godot; canvas items stretching while keeping " -"aspect ratios works best. Check the :ref:`doc_multiple_resolutions` tutorial " -"on how to achieve this." -msgstr "" -"Použijte různé možnosti roztažení v Godot; 2D roztažení při zachování poměru " -"stran funguje nejlépe. Podívejte se na návod :ref:" -"`doc_multiple_resolutions` , jak toho dosáhnout." - -msgid "" -"Determine a minimum resolution and then decide if you want your game to " -"stretch vertically or horizontally for different aspect ratios, or if there " -"is one aspect ratio and you want black bars to appear instead. This is also " -"explained in :ref:`doc_multiple_resolutions`." -msgstr "" -"Určete minimální rozlišení a poté se rozhodněte, zda chcete, aby byla vaše " -"hra roztažená svisle nebo vodorovně pro různé poměry stran nebo zda existuje " -"jediný poměr stran a chcete, aby se místo toho zobrazovaly černé pruhy. To " -"je také vysvětleno v :ref:`doc_multiple_resolutions`." - -msgid "" -"For user interfaces, use the :ref:`anchoring ` to " -"determine where controls should stay and move. If UIs are more complex, " -"consider learning about Containers." -msgstr "" -"U uživatelských rozhraní použijte :ref:`ukotvení `, k " -"určení, kde by měly ovládací prvky zůstat a kam by se měly případně " -"pohybovat. Pokud jsou uživatelská rozhraní komplexnější, zjistěte si více o " -"kontejnerech." - -msgid "And that's it! Your game should work in multiple resolutions." -msgstr "A to je vše! Vaše hra by měla fungovat ve více rozlišeních." - -msgid "When is the next release of Godot out?" -msgstr "Kdy vyjde další verze Godot?" - -msgid "" -"When it's ready! See :ref:`doc_release_policy_when_is_next_release_out` for " -"more information." -msgstr "" -"Až bude připravena! Čtěte :ref:`doc_release_policy_when_is_next_release_out` " -"pro více informací." - -msgid "Which Godot version should I use for a new project?" -msgstr "Kterou verzi Godot mám použít pro nový projekt?" - -msgid "" -"We recommend using Godot 4.x for new projects, but depending on the feature " -"set you need, it may be better to use 3.x instead. See :ref:" -"`doc_release_policy_which_version_should_i_use` for more information." -msgstr "" -"Doporučujeme pro nové projekty použít Godot 4.x, ale záleží na doplňcích " -"které použijete. Nekdy proto může být lepší využít verzi 3.x. Čtěte :ref:" -"`doc_release_policy_which_version_should_i_use` pro více informací." - -msgid "Should I upgrade my project to use new Godot versions?" -msgstr "Můžu aktualizovat projekt aby využíval novou novější verzi Godot?" - -msgid "" -"Some new versions are safer to upgrade to than others. In general, whether " -"you should upgrade depends on your project's circumstances. See :ref:" -"`doc_release_policy_should_i_upgrade_my_project` for more information." -msgstr "" -"Některé nové verze jsou bezpečnější pro provedení upgradu než jiné. Záleží " -"na okolnostech vašeho projektu, zda by jste měli provést upgrade. Čtěte :ref:" -"` doc_release_policy_should_i_upgrade_my_project` pro více informací." - -msgid "I would like to contribute! How can I get started?" -msgstr "Chtěl bych přispět! Jak mohu začít?" - -msgid "" -"Awesome! As an open source project, Godot thrives off of the innovation and " -"the ambition of developers like you." -msgstr "" -"Skvělé! Jako open-source projekt, Godot vzkvétá díky inovacím a ambicím " -"vývojářů, jako jste vy." - -msgid "" -"The best way to start contributing to Godot is by using it and reporting any " -"`issues `_ that you might " -"experience. A good bug report with clear reproduction steps helps your " -"fellow contributors fix bugs quickly and efficiently. You can also report " -"issues you find in the `online documentation `_." -msgstr "" -"Nejlepším způsobem jak přispět je Godot používat a nahlásit jakékoliv " -"`problémy `_ které " -"zaregistrujete. Kvalitní report o problému se srozumitelným postupem jak " -"chybu zopakovat pomáhá vaším spolupřispěvatelům opravit problém rychle a " -"efektivně. Můžete také nahlásit chybí, kterou naleznete v `online " -"dokumentaci `_." - -msgid "" -"If you feel ready to submit your first PR, pick any issue that resonates " -"with you from one of the links above and try your hand at fixing it. You " -"will need to learn how to compile the engine from sources, or how to build " -"the documentation. You also need to get familiar with Git, a version control " -"system that Godot developers use." -msgstr "" -"Pokud jste připraveni předložit první příspěvek, vyberte si problém který " -"vás trápí v jednom z výše uvedených odkazů a zkuste ho vyřešit. Budete se " -"muset naučit jak sestavit engine ze zdrojů nebo jak vytvořit dokumentaci. " -"Také by jste měli být obeznámeni s Git, verzovacim nástrojem který vývojáři " -"Godot používají." - -msgid "" -"We explain how to work with the engine source, how to edit the " -"documentation, and what other ways to contribute are there in our :ref:" -"`documentation for contributors `." -msgstr "" -"Jak pracovat s enginem, jak upravovat dokumentaci a také jaké další možnosti " -"přispívat máte vysvětlujeme v :ref:`dokumentaci pro přispěvatele " -"`." - -msgid "I have a great idea for Godot. How can I share it?" -msgstr "Mám skvělý nápad pro Godot. Jak se o něj mohu podělit?" - -msgid "" -"We are always looking for suggestions about how to improve the engine. User " -"feedback is the main driving force behind our decision-making process, and " -"limitations that you might face while working on your project are a great " -"data point for us when considering engine enhancements." -msgstr "" -"Stále hledáme nové nápady jak engine vylepšit. Zpětná vazba je hlavní hybnou " -"silou našich rozhodnutí a omezení kterým můžete čelit při práci na vašem " -"projektu jsou skvělé ukazatelem nás, když se rozhodujeme o vylepšeních " -"enginu." - -msgid "" -"If you experience a usability problem or are missing a feature in the " -"current version of Godot, start by discussing it with our `community " -"`_. There may be other, perhaps better, " -"ways to achieve the desired result that community members could suggest. And " -"you can learn if other users experience the same issue, and figure out a " -"good solution together." -msgstr "" -"Pokud zaznamenáte potíže s užíváním enginu nebo vám schází funkce v současné " -"verzi Godot, zkuste to prodiskutovat s naší `komunitou `_. Můžete zde nalézt jiný, možná i lepší postup navrhnutý " -"členy komunity, který povede k dosažení požadovaného výsledku. A můžete se " -"dozvědět, zda jiní uživatele mají stejný problém a najít pak řešení společně." - -msgid "" -"If you come up with a well-defined idea for the engine, feel free to open a " -"`proposal issue `_. " -"Try to be specific and concrete while describing your problem and your " -"proposed solution — only actionable proposals can be considered. It is not " -"required, but if you want to implement it yourself, that's always " -"appreciated!" -msgstr "" -"Pokud budete mit dobře nadefinovaný nápad pro engine, podělte se o něj s " -"námi otevřením `návrhu řešení `_. Budte detailní a podrobně popište váš problém a vámi " -"navrhované řešení - jen realizovatelné návrhy mohou být posuzovány. Není to " -"podmínka, ale pokud bude chtít nápad implementovat sami, budeme velmi rádi!" - -msgid "" -"If you only have a general idea without specific details, you can open a " -"`proposal discussion `_. These can be anything you want, and allow for a free-form " -"discussion in search of a solution. Once you find one, a proposal issue can " -"be opened." -msgstr "" -"Pokud máte všeobecný nápad bez specifických detailu, můžete otevřít `diskuzi " -"o návrhu `_. Ty " -"mohou být o čemkoliv a dovoluji volnou diskuzi při hledání řešení. Jakmile " -"se řešení nalezne, může být otevřeno řešení návrhu(issue)." - -msgid "" -"Please, read the `readme `_ document before creating a proposal to learn more " -"about the process." -msgstr "" -"Prosím přečtěte si `readme `_ dříve než vložíte nový návrh aby jste zjistili vše " -"o tomto procesu." - -msgid "Is it possible to use Godot to create non-game applications?" -msgstr "Je možné použít Godot k vytváření jiných než herních aplikací?" - -msgid "" -"Yes! Godot features an extensive built-in UI system, and its small " -"distribution size can make it a suitable alternative to frameworks like " -"Electron or Qt." -msgstr "" -"Ano! Godot má rozsáhlý vestavěný systém uživatelského rozhraní a díky své " -"malé distribuční velikosti může být vhodnou alternativou k frameworkům jako " -"Electron nebo Qt." - -msgid "" -"When creating a non-game application, make sure to enable :ref:`low-" -"processor mode ` in the Project Settings to decrease CPU and GPU usage." -msgstr "" -"Při vytváření neherní aplikace nezapomeňte povolit :ref:`low-processor mode " -"`v " -"nastavení projektu, abyste snížili využití CPU a GPU." - -msgid "" -"Check out `Material Maker `__ " -"and `Pixelorama `__ for " -"examples of open source applications made with Godot." -msgstr "" -"Podívejte se na `Material Maker `__ a `Pixelorama `__, kde najdete příklady open source aplikací vytvořených pomocí " -"Godot." - -msgid "Is it possible to use Godot as a library?" -msgstr "Je možné použít Godot jako knihovnu?" - -msgid "" -"Godot is meant to be used with its editor. We recommend you give it a try, " -"as it will most likely save you time in the long term. There are no plans to " -"make Godot usable as a library, as it would make the rest of the engine more " -"convoluted and difficult to use for casual users." -msgstr "" -"Godot je určen k použití s jeho editorem. Doporučujeme vám to vyzkoušet, " -"protože vám s největší pravděpodobností v dlouhodobém horizontu ušetří čas. " -"Neexistují žádné plány na to, aby byl Godot použitelný jako knihovna, " -"protože by se tím zvyšovala spletitost a obtížnost zbytku enginu pro " -"příležitostné uživatele." - -msgid "" -"If you want to use a rendering library, look into using an established " -"rendering engine instead. Keep in mind rendering engines usually have " -"smaller communities compared to Godot. This will make it more difficult to " -"find answers to your questions." -msgstr "" -"Pokud chcete použít vykreslovací knihovnu, prozkoumejte místo toho použití " -"zavedeného vykreslovacího enginu. Mějte na paměti, že vykreslovací enginy " -"mají obvykle menší komunitní základny ve srovnání s Godotem. To poté ztěžuje " -"nalezení odpovědí na vaše otázky." - -msgid "What user interface toolkit does Godot use?" -msgstr "Jaký toolkit uživatelského rozhraní Godot používá?" - -msgid "" -"Godot does not use a standard :abbr:`GUI (Graphical User Interface)` toolkit " -"like GTK, Qt or wxWidgets. Instead, Godot uses its own user interface " -"toolkit, rendered using OpenGL ES or Vulkan. This toolkit is exposed in the " -"form of Control nodes, which are used to render the editor (which is written " -"in C++). These Control nodes can also be used in projects from any scripting " -"language supported by Godot." -msgstr "" -"Godot nepoužívá standardní :abbr:`GUI (Graphical User Interface)` sadu " -"nástrojů jako GTK, Qt nebo wxWidgets. Místo toho Godot používá vlastní sadu " -"nástrojů uživatelského rozhraní vykreslovanou pomocí OpenGL ES nebo Vulkan. " -"Tato sada nástrojů je vystavena ve formě uzlů Control, které se používají k " -"vykreslování editoru (který je napsán v jazyce C++). Tyto uzly Control lze " -"také použít v projektech v libovolném skriptovacím azyce podporovaného " -"systémem Godot." - -msgid "" -"This custom toolkit makes it possible to benefit from hardware acceleration " -"and have a consistent appearance across all platforms. On top of that, it " -"doesn't have to deal with the LGPL licensing caveats that come with GTK or " -"Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor " -"itself is one of the most complex users of Godot's UI system." -msgstr "" -"Tato vlastní sada nástrojů umožňuje těžit z hardwarové akceleraci a mít " -"konzistentní vzhled na všech platformách. Kromě toho se nemusí potýkat s " -"licenčními výhradami LGPL, které jsou spojeny s GTK nebo Qt. V neposlední " -"řadě to znamená, že Godot \"žere vlastní psí žrádlo\", protože samotný " -"editor je jedním z nejsložitějších uživatelkých systémů uživatelského " -"rozhraní Godot." - -msgid "" -"This custom UI toolkit :ref:`can't be used as a library " -"`, but you can still :ref:`use Godot to create " -"non-game applications by using the editor `." -msgstr "" -"Tuto vlastní sadu nástrojů uživatelského rozhraní :ref:`nelze použít jako " -"knihovnu `, ale stále můžete :ref:`použít " -"Godot k vytváření neherních aplikací pomocí editoru " -"`." - -msgid "Why does Godot use the SCons build system?" -msgstr "Proč Godot používá sestavovací systém Scons?" - -msgid "" -"Godot uses the `SCons `__ build system. There are no " -"plans to switch to a different build system in the near future. There are " -"many reasons why we have chosen SCons over other alternatives. For example:" -msgstr "" -"Godot používá sestavovací program `Scons `__. V " -"blízké budoucnosti se neplánuje přechod na jiný sestavovací systém. Je mnoho " -"důvodů proč jsme si vybrali Scons mezi různými alternativní. Například:" - -msgid "" -"Godot can be compiled for a dozen different platforms: all PC platforms, all " -"mobile platforms, many consoles, and WebAssembly." -msgstr "" -"Godot může být sestaven pro desítky různých platforem: všechny PC platformy, " -"všechny mobilní platformy, mnoho konzolých a WebAssembly." - -msgid "" -"Developers often need to compile for several of the platforms **at the same " -"time**, or even different targets of the same platform. They can't afford " -"reconfiguring and rebuilding the project each time. SCons can do this with " -"no sweat, without breaking the builds." -msgstr "" -"Vývojáři casto potřebuji provest sestavení pro různé platformy **najednou** " -"nebo dokonce různé zacílení té same platformy. Nemohou si dovolit pokaždé " -"rekonfigurovat a přestavět projekt. Scons se u toho ani nezapotí a nezničí " -"při tom sestavení." - -msgid "" -"SCons will *never* break a build no matter how many changes, configurations, " -"additions, removals etc." -msgstr "" -"Scon **nikdy** nepřeruší sestavování bez ohledu na provedené změn, " -"konfiguracie, přídavky, odstranění atd." - -msgid "" -"Godot's build process is not simple. Several files are generated by code " -"(binders), others are parsed (shaders), and others need to offer " -"customization (:ref:`modules `). This requires " -"complex logic which is easier to write in an actual programming language " -"(like Python) rather than using a mostly macro-based language only meant for " -"building." -msgstr "" -"Sestavovací proces v Godot není snadný. Několik souborů je generováno kódem " -"(binders), jiné jsou parsovsné (stíny) a ostatní potřebují upravitelné (:ref:" -"` moduly`). To vše vyžaduje komplexní logiku, " -"kterou je snazší napsat v aktuálním programovacím jazyce (jako Python), než-" -"li použít nejznámější makro jazyky jen kvůli sestavení." - -msgid "" -"Please try to keep an open mind and get at least a little familiar with " -"SCons if you are planning to build Godot yourself." -msgstr "" -"Pokuste se mít otevřenou mysl a zkuste se alespoň trochu seznámit s Scons " -"pokud plánujete sestavit si Godot sami." - -msgid "Why does Godot not use STL (Standard Template Library)?" -msgstr "Proč Godot nepoužívá STL (Standard Template Library)?" - -msgid "" -"Like many other libraries (Qt as an example), Godot does not make use of STL " -"(with a few exceptions such as threading primitives). We believe STL is a " -"great general-purpose library, but we had special requirements for Godot." -msgstr "" -"Stejně jako mnoho jiných knihoven (Qt jako příklad), Godot nevyužívá STL (až " -"na pár vyjímek jako třeba threading primitives). Věříme, že STL je skvělá " -"univerzální knihovna, ale pro Godot jsme měli specifické požadavky." - -msgid "" -"STL templates create very large symbols, which results in huge debug " -"binaries. We use few templates with very short names instead." -msgstr "" -"Šablony STL vytvářejí velmi rozsáhlé symboly, které ve výsledku mají " -"obrovské debugovací binární soubory. Místo toho používáme několik šablon s " -"velmi krátkými jmény." - -msgid "" -"Most of our containers cater to special needs, like Vector, which uses copy " -"on write and we use to pass data around, or the RID system, which requires " -"O(1) access time for performance. Likewise, our hash map implementations are " -"designed to integrate seamlessly with internal engine types." -msgstr "" -"Většina našich kontejnerů vyhovuje zvláštním potřebám, jako je Vector, který " -"používá kopii při zápisu a které pak používáme k předávání dat nebo systému " -"RID, který vyžaduje pro výkon O(1) přístupový čas. Naše implementace hash " -"map jsou také navrženy tak, aby hladce spolupracovaly s interními typy " -"enginu." - -msgid "" -"Our containers have memory tracking built-in, which helps better track " -"memory usage." -msgstr "" -"Naše kontejnery mají vestavěné sledování paměti, což pomáhá lépe sledovat " -"celkové využití paměti." - -msgid "" -"For large arrays, we use pooled memory, which can be mapped to either a " -"preallocated buffer or virtual memory." -msgstr "" -"Pro rozsáhlá pole používáme paměť alokovanou v pevných blocích, kterou lze " -"namapovat buď na předběžně přidělenou vyrovnávací paměť nebo na virtuální " -"paměť." - -msgid "" -"We use our custom String type, as the one provided by STL is too basic and " -"lacks proper internationalization support." -msgstr "" -"Používáme náš vlastní typ String, protože typ poskytovaný STL je příliš " -"prostý a postrádá náležitou podporu internacionalizace." - -msgid "Why does Godot not use exceptions?" -msgstr "Proč Godot nevyužívá výjimky?" - -msgid "" -"We believe games should not crash, no matter what. If an unexpected " -"situation happens, Godot will print an error (which can be traced even to " -"script), but then it will try to recover as gracefully as possible and keep " -"going." -msgstr "" -"Věříme, že hry by se neměly padat, ať už je důvod jakýkoliv. Pokud dojde k " -"neočekávané situaci, Godot oznámí chybu (kterou lze vysledovat i ke " -"skriptu), ale pak se pokusí co možná nejelegantněji vzpamatovat a pokračovat " -"v v běhu programu." - -msgid "" -"Additionally, exceptions significantly increase the binary size for the " -"executable and result in increased compile times." -msgstr "" -"Výjimky navíc výrazně zvyšují celkovou velikost spustitelného soubor a vedou " -"ke zvýšenému času k sestavení produktu." - -msgid "Does Godot use an ECS (Entity Component System)?" -msgstr "Používá Godot ECS (Entity Component System)?" - -msgid "" -"Godot does **not** use an ECS and relies on inheritance instead. While there " -"is no universally better approach, we found that using an inheritance-based " -"approach resulted in better usability while still being fast enough for most " -"use cases." -msgstr "" -"Godot **nepoužívá** ECS a namísto toho se spoléhá na dědičnost. I když " -"neexistuje žádný univerzální přístup, zjistili jsme, že využití přístupu " -"založeného na dědičnosti vede ve většině případů k lepší použitelnosti při " -"zachování rychlosti." - -msgid "" -"That said, nothing prevents you from making use of composition in your " -"project by creating child Nodes with individual scripts. These nodes can " -"then be added and removed at run-time to dynamically add and remove " -"behaviors." -msgstr "" -"Nic vám nebrání vytvořit si sestavu ve svém projektu vytvořením podřízených " -"uzlů s individuálními skripty. Tyto uzly pak mohou být přidávány a mazány za " -"běhu programu k přidání nebo odebrání dynamického chovani." - -msgid "" -"More information about Godot's design choices can be found in `this article " -"`__." -msgstr "" -"Více o designových volbách Godot lze nalézt v `tomto článku `__." - -msgid "Why does Godot not force users to implement DOD (Data-Oriented Design)?" -msgstr "" -"Proč Godot nenutí uživatele implementovat DOD (Datově-Orientovaný Design)?" - -msgid "" -"While Godot internally attempts to use cache coherency as much as possible, " -"we believe users don't need to be forced to use DOD practices." -msgstr "" -"Zatímco sebGodot interně snaží co nejlépe využít koherenci mezipaměti, " -"věříme, že uživatelé nepotřebují být nuceni využívat postupy DOD." - -msgid "" -"DOD is mostly a cache coherency optimization that can only provide " -"significant performance improvements when dealing with dozens of thousands " -"of objects which are processed every frame with little modification. That " -"is, if you are moving a few hundred sprites or enemies per frame, DOD won't " -"result in a meaningful improvement in performance. In such a case, you " -"should consider a different approach to optimization." -msgstr "" -"DOD spočívá převážně v optimalizaci soudržnost mezipaměti, která vám může " -"přinést pouze částečné zvýšení výkonu při práci s desítkami tisíc objektů, " -"které mají při zpracování v každém snímku malou úpravu. V případě, že " -"pohybujete několika stovkami spritů nebo nepřátel za snímek, DoD vám tady " -"stějně nepomůže zlepšit výkon. V takovém případě byste měli zvážit jiný " -"přístup k optimalizaci." - -msgid "" -"The vast majority of games do not need this and Godot provides handy helpers " -"to do the job for most cases when you do." -msgstr "" -"Drtivá většina her toto nepotřebuje a Godot poskytuje šikovné pomocníky, " -"kteří toto ve většině případů zařídí." - -msgid "" -"If a game needs to process such a large amount of objects, our " -"recommendation is to use C++ and GDExtensions for performance-heavy tasks " -"and GDScript (or C#) for the rest of the game." -msgstr "" -"Pokud hra skutečně potřebuje zpracovat tak velké množství objektů, " -"doporučujeme použít C ++ a GDExtensions pro úkoly s vysokým požadavkem na " -"výkon a GDScript (nebo C #) pro zbytek hry." - -msgid "How can I support Godot development or contribute?" -msgstr "Jak mohu podpořit rozvoj Godot nebo přispět?" - -msgid "See :ref:`doc_ways_to_contribute`." -msgstr "Čtěte :ref:`doc_ways_to_contribute`." - -msgid "Who is working on Godot? How can I contact you?" -msgstr "Kdo pracuje na Godot? Jak vás mohu kontaktovat?" - -msgid "" -"See the corresponding page on the `Godot website `_." -msgstr "" -"Podívejte se na příslušnou stránku na `webu Godot `_." diff --git a/sphinx/po/cs/LC_MESSAGES/about/introduction.po b/sphinx/po/cs/LC_MESSAGES/about/introduction.po deleted file mode 100644 index 70723b11ab..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/about/introduction.po +++ /dev/null @@ -1,192 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "" -"Welcome to the official documentation of **Godot Engine**, the free and open " -"source community-driven 2D and 3D game engine! Behind this mouthful, you " -"will find a powerful yet user-friendly tool that you can use to develop any " -"kind of game, for any platform and with no usage restriction whatsoever." -msgstr "" -"Vítejte v oficiální dokumentaci **Enginu Godot**, svobodného, open-source, " -"komunitou řízeného enginu pro tvorbu 2D i 3D her! Za těmito slovy se skrývá " -"mocný, avšak uživatelsky přívětivý nástroj, který můžete použít k vývoji " -"jakéhokoli druhu hry, pro jakoukoli platformu a bez jakéhokoli omezení " -"použití." - -msgid "" -"This page gives a broad overview of the engine and of this documentation, so " -"that you know where to start if you are a beginner or where to look if you " -"need information on a specific feature." -msgstr "" -"Tato stránka vám nabídne obecný přehled o enginu a této dokumentaci. Jste-li " -"tu noví, dozvíte se, kde nejlépe začít a pokud hledáte informace o konkrétní " -"funkci, zjistíte, kde hledat." - -msgid "Before you start" -msgstr "Než začnete" - -msgid "" -"The :ref:`Tutorials and resources ` page lists " -"video tutorials contributed by the community. If you prefer video to text, " -"consider checking them out. Otherwise, :ref:`Getting Started " -"` is a great starting point." -msgstr "" -"Stránka :ref:`Návody a zdroje ` obsahuje seznam " -"video návodů vytvořených členy komunity. Preferujete-li video tutoriály " -"namísto psaných, podívejte se tam. Jinak je :ref:`Začínáme " -"` skvělý startovní bod." - -msgid "About Godot Engine" -msgstr "O enginu Godot" - -msgid "" -"A game engine is a complex tool and difficult to present in a few words. " -"Here's a quick synopsis, which you are free to reuse if you need a quick " -"write-up about Godot Engine:" -msgstr "" -"Herní engine je komplexní nástroj a je těžké jej představit několika slovy. " -"Zde je stručný přehled, ke kterému se můžete vrátit, kdykoli budete " -"potřebovat rychlé shrnutí:" - -msgid "" -"Godot Engine is a feature-packed, cross-platform game engine to create 2D " -"and 3D games from a unified interface. It provides a comprehensive set of " -"common tools, so that users can focus on making games without having to " -"reinvent the wheel. Games can be exported with one click to a number of " -"platforms, including the major desktop platforms (Linux, macOS, Windows), " -"mobile platforms (Android, iOS), as well as Web-based platforms and consoles." -msgstr "" -"Engine Godot je multiplatformní engine plný nástrojů pro tvorbu 2D a 3D her " -"v jednotném prostředí. Poskytuje komplexní sadu běžných nástrojů, díky " -"kterým se uživatelé mohou soustředit na vytváření her, aniž by museli znovu " -"vynalézat kolo. Hry lze exportovat jedním kliknutím na řadu platforem, " -"včetně těch hlavních desktopových (Linux, macOS, Windows), mobilních " -"(Android, iOS), ale i na webové platformy a konzole." - -msgid "" -"Godot is completely free and open source under the :ref:`permissive MIT " -"license `. No strings attached, no royalties, " -"nothing. Users' games are theirs, down to the last line of engine code. " -"Godot's development is fully independent and community-driven, empowering " -"users to help shape their engine to match their expectations. It is " -"supported by the `Godot Foundation `_ not-for-" -"profit." -msgstr "" -"Godot je zcela zdarma a open source pod :ref:`svobodnou licencí MIT " -"`. Žádné závazky, žádné licenční poplatky, nic. " -"Hry uživatelů jsou jejich, až do posledního řádku zdrojového kódu. Vývoj " -"Godotu je plně nezávislý a řízený komunitou, což uživatelům umožňuje pomáhat " -"formovat svůj engine tak, aby odpovídal jejich očekáváním. Je podporován " -"neziskovou organizací `Godot Foundation `_." - -msgid "Organization of the documentation" -msgstr "Uspořádání dokumentace" - -msgid "This documentation is organized into several sections:" -msgstr "Tato dokumentace je uspořádána do několika sekcí:" - -msgid "" -"**About** contains this introduction as well as information about the " -"engine, its history, its licensing, authors, etc. It also contains the :ref:" -"`doc_faq`." -msgstr "" -"**O aplikaci** obsahuje tento úvod a také informace o enginu, jeho historii, " -"licencování, autorech atd. Obsahuje také :ref:`doc_faq`." - -msgid "" -"**Getting Started** contains all necessary information on using the engine " -"to make games. It starts with the :ref:`Step by step ` tutorial which should be the entry point for all new users. " -"**This is the best place to start if you're new!**" -msgstr "" -"**Začínáme** obsahuje všechny potřebné informace o používání enginu ke " -"tvorbě her. Začíná návodem :ref:`Krok za krokem `, " -"který by měl být vstupním bodem pro všechny nové uživatele. **Toto je " -"nejlepší místo, kde začít, jste-li tu nově!**" - -msgid "" -"The **Manual** can be read or referenced as needed, in any order. It " -"contains feature-specific tutorials and documentation." -msgstr "" -"**Manuál** lze číst v libovolném pořadí podle potřeby. Obsahuje návody a " -"dokumentaci specifických funkcí." - -msgid "" -"**Contributing** gives information related to contributing to Godot, whether " -"to the core engine, documentation, demos or other parts. It describes how to " -"report bugs, how contributor workflows are organized, etc. It also contains " -"sections intended for advanced users and contributors, with information on " -"compiling the engine, contributing to the editor, or developing C++ modules." -msgstr "" -"**Jak přispět** poskytuje informace související s přispíváním ke Godotu, ať " -"už do jádra enginu, dokumentace, ukázek nebo kamkoli jinam. Najdete zde " -"instrukce, jak hlásit chyby, jak jsou organizovány pracovní postupy " -"přispěvatelů atd. Obsahuje také sekce určené pro pokročilé uživatele a " -"přispěvatele s informacemi o kompilaci enginu, přispívání do editoru nebo " -"vývoji modulů C++." - -msgid "" -"Finally, the **Class reference** documents the full Godot API, also " -"available directly within the engine's script editor. You can find " -"information on all classes, functions, signals and so on here." -msgstr "" -"A konečně, **Dokumentace tříd** dokumentuje kompletní API Godotu. Je také " -"přímo dostupná v editoru skriptů v enginu. Zde najdete podrobné informace o " -"všech třídách, funkcích, signálech a podobně." - -msgid "" -"In addition to this documentation, you may also want to take a look at the " -"various `Godot demo projects `_." -msgstr "" -"Kromě této dokumentace se také můžete podívat na různé `demo projekty " -"napsané v Godotu `_." - -msgid "About this documentation" -msgstr "O této dokumentaci" - -msgid "" -"Members of the Godot Engine community continuously write, correct, edit, and " -"improve this documentation. We are always looking for more help. You can " -"also contribute by opening Github issues or translating the documentation " -"into your language. If you are interested in helping, see :ref:`Ways to " -"contribute ` and :ref:`Writing documentation " -"`, or get in touch with the " -"`Documentation team `_ on " -"`Godot Contributors Chat `_." -msgstr "" -"Členové komunity enginu Godot tuto dokumentaci neustále rozšiřují, opravují " -"a vylepšují. Neustále hledáme další pomoc. Můžete také přispět vytvářením " -"issues na GitHubu nebo překladem dokumentace do vašeho jazyka. Máte-li zájem " -"pomoci, podívejte se na :ref:`Jak můžu pomoci ` a :" -"ref:`Psaní dokuemntace `, nebo se " -"obraťte na `Tým dokumentaristů `_ v `Godot Contributors Chat `_." - -msgid "" -"All documentation content is licensed under the permissive Creative Commons " -"Attribution 3.0 (`CC BY 3.0 `_) license, with attribution to \"*Juan Linietsky, Ariel Manzur, and the " -"Godot Engine community*\" unless otherwise noted." -msgstr "" -"Veškerý obsah dokumentace je chráněn svobodnou licencí Creative Commons " -"Attribution 3.0 ( `CC-BY 3.0 `_ ) s uvedením autorství \"Juan Linietsky, Ariel Manzur a komunita Godot " -"Engine\", není-li uvedeno jinak." - -msgid "*Have fun reading and making games with Godot Engine!*" -msgstr "*Ať vás čtení a vytváření her v enginu Godot baví!*" diff --git a/sphinx/po/cs/LC_MESSAGES/about/list_of_features.po b/sphinx/po/cs/LC_MESSAGES/about/list_of_features.po deleted file mode 100644 index f8b0fb27a4..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/about/list_of_features.po +++ /dev/null @@ -1,1315 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "List of features" -msgstr "Seznam funkcí" - -msgid "This page aims to list **all** features currently supported by Godot." -msgstr "" -"Tato stránka si klade za cíl sepsat **všechny** funkce, které Godot v " -"současné době podporuje." - -msgid "Platforms" -msgstr "Platformy" - -msgid "" -"See :ref:`doc_system_requirements` for hardware and software version " -"requirements." -msgstr "" -"Informace o požadavcích na hardware a verzi softwaru naleznete v :ref:" -"`doc_system_requirements`." - -msgid "**Can run both the editor and exported projects:**" -msgstr "**Dokáží spustit jak editor, tak exportované projekty:**" - -msgid "macOS (x86 and ARM, 64-bit only)." -msgstr "macOS (x86 a ARM, pouze 64-bit)." - -msgid "Linux (x86 and ARM, 64-bit and 32-bit)." -msgstr "Linux (x86 a ARM, 64-bit a 32-bit)." - -msgid "" -"Binaries are statically linked and can run on any distribution if compiled " -"on an old enough base distribution." -msgstr "" -"Binární soubory jsou staticky propojeny a lze je spustit na libovolné " -"distribuci za podmínky, že byly zkompilovány na dostatečně staré základní " -"distribuci." - -msgid "Android (editor support is experimental)." -msgstr "Android (podpora editoru je experimentální)." - -msgid "" -":ref:`Web browsers `. Experimental in 4.0, using " -"Godot 3.x is recommended instead when targeting HTML5." -msgstr "" -":ref: `Webové prohlížeče `. Ve verzi 4.0 je " -"podpora experimentální. Pokud cílíte na HTML5, doporučujeme použít Godot 3.x." - -msgid "**Runs exported projects:**" -msgstr "**Dokáží spustit exportované projekty:**" - -msgid "iOS." -msgstr "iOS." - -msgid ":ref:`Consoles `." -msgstr ":ref:`Konzole `." - -msgid "" -"Godot aims to be as platform-independent as possible and can be :ref:`ported " -"to new platforms ` with relative ease." -msgstr "" -"Godot si klade za cíl být co nejvíce platformně-nezávislý a je možné jej " -"poměrně snadno :ref:`portovat na nové platformy `." - -msgid "" -"Projects written in C# using Godot 4 currently cannot be exported to the web " -"platform. To use C# on that platform, consider Godot 3 instead. Android and " -"iOS platform support is available as of Godot 4.2, but is experimental and :" -"ref:`some limitations apply `." -msgstr "" -"Projekty napsané v C# používající Godot 4 momentálně není možné exportovat " -"na webové platformy. Pro použití C# na webu zvažte raději použití Godotu 3. " -"Podpora platforem Android a iOS je od verze 4.2 dostupná, nicméně je stále " -"experimentální a platí pro ně `určitá omezení `." - -msgid "Editor" -msgstr "Editor" - -msgid "**Features:**" -msgstr "**Funkce:**" - -msgid "Scene tree editor." -msgstr "Editor stromu scén." - -msgid "Built-in script editor." -msgstr "Vestavěný editor skriptů." - -msgid "" -"Support for :ref:`external script editors ` such as " -"Visual Studio Code or Vim." -msgstr "" -"Podpora pro :ref:`externí editory skriptů ` , jako " -"například Visual Studio Code nebo Vim." - -msgid "GDScript :ref:`debugger `." -msgstr ":ref:`Ladicí program ` pro GDScript." - -msgid "Support for debugging in threads is available since 4.2." -msgstr "Od verze 4.2 je dostupná podpora ladění ve vláknech." - -msgid "" -"Visual profiler with CPU and GPU time indications for each step of the " -"rendering pipeline." -msgstr "" -"Vizuální profiler s indikací časů CPU a GPU pro každý krok vykreslování." - -msgid "" -"Performance monitoring tools, including :ref:`custom performance monitors " -"`." -msgstr "" -"Nástroje pro sledování výkonu, včetně :ref:`vlastních monitorů výkonu " -"`." - -msgid "Live script reloading." -msgstr "Opětovné načítání skriptu za běhu." - -msgid "Live scene editing." -msgstr "Upravování scén za běhu." - -msgid "" -"Changes will reflect in the editor and will be kept after closing the " -"running project." -msgstr "" -"Změny se projeví v editoru a budou zachovány i po ukončení běžícího projektu." - -msgid "Remote inspector." -msgstr "Vzdálený inspektor." - -msgid "" -"Changes won't reflect in the editor and won't be kept after closing the " -"running project." -msgstr "" -"Změny se neprojeví v editoru a po ukončení běžícího projektu nebudou " -"zachovány." - -msgid "Live camera replication." -msgstr "Replikace kamery za běhu." - -msgid "Move the in-editor camera and see the result in the running project." -msgstr "" -"Přesuňte kameru v editoru a podívejte se na výsledek v běžícím projektu." - -msgid "Built-in offline class reference documentation." -msgstr "Vestavěná offline dokumentace tříd." - -msgid "Use the editor in dozens of languages contributed by the community." -msgstr "Použijte editor v desítkách překladů přispěných komunitou." - -msgid "**Plugins:**" -msgstr "**Rozšíření:**" - -msgid "" -"Editor plugins can be downloaded from the :ref:`asset library " -"` to extend editor functionality." -msgstr "" -"Pluginy pro rozšíření funkcí editoru lze stáhnout z :ref:`knihovny doplňků " -"`." - -msgid "" -":ref:`Create your own plugins ` using GDScript to add " -"new features or speed up your workflow." -msgstr "" -":ref:`Vytvářejte si vlastní pluginy ` pomocí GDScriptu " -"pro nové funkce nebo urychlení své práce." - -msgid "" -":ref:`Download projects from the asset library ` " -"in the Project Manager and import them directly." -msgstr "" -":ref:`Stáhněte si projekty z knihovny doplňků ` " -"ve Správci projektů a obratem je naimportujte." - -msgid "Rendering" -msgstr "Vykreslování" - -msgid "" -"3 rendering *methods* (running over 2 rendering *drivers*) are available:" -msgstr "" -"K dispozici jsou 3 *metody* vykreslování, které běží přes 2 *ovladače* " -"vykreslování:" - -msgid "" -"**Forward+**, running over Vulkan 1.0 (with optional Vulkan 1.1 and 1.2 " -"features). The most advanced graphics backend, suited for desktop platforms " -"only. Used by default on desktop platforms." -msgstr "" -"**Forward+** běží přes Vulkan 1.0 (s volitelnými funkcemi Vulkan 1.1 a 1.2). " -"Nejpokročilejší grafický back-end uzpůsobený jen pro desktopové platformy. " -"Výchozí nastavení na desktopových platformách." - -msgid "" -"**Forward Mobile**, running over Vulkan 1.0 (with optional Vulkan 1.1 and " -"1.2 features). Less features, but renders simple scenes faster. Suited for " -"mobile and desktop platforms. Used by default on mobile platforms." -msgstr "" -"**Forward Mobile** běží na Vulkan 1.0 (s volitelnými funkcemi Vulkan 1.1 a " -"1.2). Má méně funkcí, ale vykresluje jednodušší scény rychleji. Vhodný pro " -"mobilní a desktopové platformy. Výchozí nastavení pro mobilní platformy." - -msgid "" -"**Compatibility**, running over OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. The " -"least advanced graphics backend, suited for low-end desktop and mobile " -"platforms. Used by default on the web platform." -msgstr "" -"**Compatibilitz** běží na OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. Nejméně " -"pokročilý grafický back-end vhodný pro nízkovýkonné desktopové a mobilní " -"platformy. Výchozí nastavení pro webové platformy." - -msgid "2D graphics" -msgstr "2D grafika" - -msgid "Sprite, polygon and line rendering." -msgstr "Vykreslování spritů, polygonů a čar." - -msgid "" -"High-level tools to draw lines and polygons such as :ref:`class_Polygon2D` " -"and :ref:`class_Line2D`, with support for texturing." -msgstr "" -"Vysokoúrovňové nástroje pro kreslení čar a mnohoúhelníků, jako například :" -"ref:` class_Polygon2D` a :ref:` class_Line2D` s podporou texturování." - -msgid "AnimatedSprite2D as a helper for creating animated sprites." -msgstr "AnimatedSprite2D jako pomocník při vytváření animovaných spritů." - -msgid "Parallax layers." -msgstr "Paralaxní vrstvy." - -msgid "Pseudo-3D support including preview in the editor." -msgstr "Podpora pseudo-3D zobrazení, včetně náhledu v editoru." - -msgid "" -":ref:`2D lighting ` with normal maps and specular " -"maps." -msgstr "" -":ref:` 2D světelné efekty ` s normálními a " -"zrcadlovymi mapami." - -msgid "Point (omni/spot) and directional 2D lights." -msgstr "Bodová (omni/spot) a směrová 2D osvětlení." - -msgid "Hard or soft shadows (adjustable on a per-light basis)." -msgstr "Tvrdé a měkké stínování (nastavitelné pro jednotlivá osvětlení)." - -msgid "" -"Custom shaders can access a real-time :abbr:`SDF (Signed Distance Field)` " -"representation of the 2D scene based on :ref:`class_LightOccluder2D` nodes, " -"which can be used for improved 2D lighting effects including 2D global " -"illumination." -msgstr "" -"Vlastní stínování mají v reálném čase přístup k :abbr:` SDF ( Signed " -"Distance Field)`reprezentaci 2D scény založené na :ref:` " -"class_LightOccluder2D` uzlech, které mohou být použity ke zlepšení 2D " -"světelných efektů včetně 2D globálního osvětlení." - -msgid "" -":ref:`Font rendering ` using bitmaps, rasterization " -"using FreeType or multi-channel signed distance fields (MSDF)." -msgstr "" -":ref:` Vykreslení fontů `používá bitmapy, rastrování " -"používá FreeType nebo multi kanálová podepsaná distanční pole (MSDF)." - -msgid "" -"Bitmap fonts can be exported using tools like BMFont, or imported from " -"images (for fixed-width fonts only)." -msgstr "" -"Bitmapové fonty lze exportovat pomocí nástrojů, jako je BMFont nebo " -"importovány z obrázku (pouze pro fonty s pevnou šířkou)." - -msgid "" -"Dynamic fonts support monochrome fonts as well as colored fonts (e.g. for " -"emoji). Supported formats are TTF, OTF, WOFF1 and WOFF2." -msgstr "" -"Dynamické fonty podporují monochromatická i barevná písma (tzn. pro emoji). " -"Podporované formáty jsou TTF, OTF, WOFF1 a WOFF2." - -msgid "" -"Dynamic fonts support optional font outlines with adjustable width and color." -msgstr "" -"Dynamické fonty podporuje volitelné obrysy fontulů s nastavitelnou šířkou a " -"barvou." - -msgid "" -"Dynamic fonts support variable fonts and OpenType features including " -"ligatures." -msgstr "" -"Dynamické fonty podporují variabilní fonty a OpenType funkce včetně ligatur." - -msgid "" -"Dynamic fonts support simulated bold and italic when the font file lacks " -"those styles." -msgstr "" -"Dynamické fonty podporují simulované tučné písmo a kurzívu, pokud v souboru " -"písma tyto styly chybí." - -msgid "" -"Dynamic fonts support oversampling to keep fonts sharp at higher resolutions." -msgstr "" -"Dynamické fonty podpora nadměrné vzorkování (oversampling), aby byla písma " -"ve vyšších rozlišeních ostrá." - -msgid "" -"Dynamic fonts support subpixel positioning to make fonts crisper at low " -"sizes." -msgstr "" -"Dynamické fonty podporují sub-pixelové pozicování aby byla písma při malých " -"velikostech ostřejší." - -msgid "" -"Dynamic fonts support LCD subpixel optimizations to make fonts even crisper " -"at low sizes." -msgstr "" -"Dynamické fonty podporují sub-pixelovou optimalizaci LCD vytvářející ještě " -"ostřejší fonty při malých velikostech." - -msgid "" -"Signed distance field fonts can be scaled at any resolution without " -"requiring re-rasterization. Multi-channel usage makes SDF fonts scale down " -"to lower sizes better compared to monochrome SDF fonts." -msgstr "" -"Fonty podepsaného distančního pole mohou být škálovány bez nutnosti " -"opětovného rastrování. Multi-kanálové. Díky vícekanálovému použití se písma " -"SDF zmenšují na menší velikosti lépe ve srovnání s monochromatickými písmy " -"SDF." - -msgid "" -"GPU-based :ref:`particles ` with support for :ref:" -"`custom particle shaders `." -msgstr "" -"GPU generované :ref:`částice ` s podporou pro :ref:" -"`volitelné částicové stíny `." - -msgid "CPU-based particles." -msgstr "CPU generované částice." - -msgid "" -"Optional :ref:`2D HDR rendering " -"` for better glow " -"capabilities." -msgstr "" -"Volitelné :ref: `2D HDR renderování " -"` pro lepší možnosti " -"osvícení." - -msgid "2D tools" -msgstr "2D nástroje" - -msgid ":ref:`TileMaps ` for 2D tile-based level design." -msgstr "" -":ref:`Dlaždicové mapy ` pro návrh úrovní založených na " -"2D dlaždicích." - -msgid "2D camera with built-in smoothing and drag margins." -msgstr "2D kamera s vestavěným vyhlazováním s upravitelnými okraji." - -msgid "Path2D node to represent a path in 2D space." -msgstr "Uzel Path2D reprezentující cestu ve 2D prostoru." - -msgid "Can be drawn in the editor or generated procedurally." -msgstr "Lze nakreslit v editoru nebo generovat procedurálně." - -msgid "PathFollow2D node to make nodes follow a Path2D." -msgstr "Uzel PathFollow2D, pro přidání vlastnosti uzlů následovat Path2D." - -msgid ":ref:`2D geometry helper class `." -msgstr ":ref:`Pomocná třída 2D geometrie `." - -msgid "2D physics" -msgstr "2D fyzika" - -msgid "**Physics bodies:**" -msgstr "**Fyzikální tělesa:**" - -msgid "Static bodies." -msgstr "Statická tělesa." - -msgid "" -"Animatable bodies (for objects moving only by script or animation, such as " -"doors and platforms)." -msgstr "" -"Animovatelná tělesa (pro objekty pohybující se pomocí skriptů nebo animace, " -"jako třeba dveře nebo platformy)." - -msgid "Rigid bodies." -msgstr "Tuhá tělesa." - -msgid "Character bodies." -msgstr "Tělesa charakterů." - -msgid "Joints." -msgstr "Klouby." - -msgid "Areas to detect bodies entering or leaving it." -msgstr "Oblasti pro detekci těles, která do něj vstupují nebo jej opouštějí." - -msgid "**Collision detection:**" -msgstr "**Detekce kolize:**" - -msgid "" -"Built-in shapes: line, box, circle, capsule, world boundary (infinite plane)." -msgstr "" -"Vestavěné tvary: linie, box, kruh, kapsle, hranice světa (nekonečná plocha)." - -msgid "" -"Collision polygons (can be drawn manually or generated from a sprite in the " -"editor)." -msgstr "" -"Kolizní polygony (lze je kreslit ručně nebo generovat ze spritů v editoru)." - -msgid "3D graphics" -msgstr "3D grafika" - -msgid "HDR rendering with sRGB." -msgstr "HDR renderování společně s sRGB." - -msgid "Perspective, orthographic and frustum-offset cameras." -msgstr "" -"Perspektivní, ortografické a frustrum-offset (záběr ve tvaru jehlanu - " -"vyrovnávaný) kamery." - -msgid "" -"When using the Forward+ backend, a depth prepass is used to improve " -"performance in complex scenes by reducing the cost of overdraw." -msgstr "" -"Při použití backendu Forward+ se ke zlepšení výkonu ve složitých scénách " -"používá hloubkový prepass, který snižuje náklady na překreslení." - -msgid "" -":ref:`doc_variable_rate_shading` on supported GPUs in Forward+ and Forward " -"Mobile." -msgstr "" -":ref:`doc_variable_rate_shading` na podporovaných GPU v aplikacích Forward+ " -"a Forward Mobile." - -msgid "**Physically-based rendering (built-in material features):**" -msgstr "**Fyzikální vykreslování (vestavěné materiálové funkce):**" - -msgid "Follows the Disney PBR model." -msgstr "Následuje model Disney PBR." - -msgid "" -"Supports Burley, Lambert, Lambert Wrap (half-Lambert) and Toon diffuse " -"shading modes." -msgstr "" -"Podporuje Burley, Lambert, Lambert Wrap (poloviční-Lambert) a Toon diffuse " -"stínovací model." - -msgid "Supports Schlick-GGX, Toon and Disabled specular shading modes." -msgstr "Podporuje Schlick-GGX, Toon a Disabled specular stínovací mód." - -msgid "Uses a roughness-metallic workflow with support for ORM textures." -msgstr "Používá roughness-metallic postup s podporou ORM textury." - -msgid "" -"Uses horizon specular occlusion (Filament model) to improve material " -"appearance." -msgstr "" -"Používá se horizontální okluze (model Filament) pro zlepšení vzhledu " -"materiálů." - -msgid "Normal mapping." -msgstr "Normální mapování." - -msgid "" -"Parallax/relief mapping with automatic level of detail based on distance." -msgstr "" -"Parallax / reliéfní mapování s automatickou úrovní detailů podle vzdálenosti." - -msgid "Detail mapping for the albedo and normal maps." -msgstr "Detailní mapování pro albedo a normal mapy." - -msgid "Sub-surface scattering and transmittance." -msgstr "Podpovrchový rozptyl a propustnost." - -msgid "" -"Screen-space refraction with support for material roughness (resulting in " -"blurry refraction)." -msgstr "" -"Lom v prostoru obrazovky s podporou drsnosti materiálu (výsledkem je " -"rozmazaný lom)." - -msgid "Dithering can be determined on a per-pixel or per-object basis." -msgstr "" -"Dithering lze určit na základě počtu pixelů nebo na základě jednotlivých " -"objektů." - -msgid "**Real-time lighting:**" -msgstr "**Osvětlení v reálném čase:**" - -msgid "Directional lights (sun/moon). Up to 4 per scene." -msgstr "Směrová světla (slunce / měsíc). Až 4 na scénu." - -msgid "Omnidirectional lights." -msgstr "Všesměrová světla." - -msgid "Spot lights with adjustable cone angle and attenuation." -msgstr "Bodová světla s nastavitelným úhlem kužele a útlumem." - -msgid "" -"Specular, indirect light, and volumetric fog energy can be adjusted on a per-" -"light basis." -msgstr "" -"Zrcadlové, nepřímé světlo a sílu objemové mlhy lze nastavit pro každé světlo " -"zvlášť." - -msgid "" -"Adjustable light \"size\" for fake area lights (will also make shadows " -"blurrier)." -msgstr "" -"Nastavitelná \"velikost\" světla pro falešná plošná světla (díky tomu budou " -"stíny rozmazanější)." - -msgid "" -"Optional distance fade system to fade distant lights and their shadows, " -"improving performance." -msgstr "" -"Volitelný systém ztlumení vzdálenosti pro ztlumení vzdálených světel a " -"jejich stínů, což zlepšuje výkon." - -msgid "" -"When using the Forward+ backend (default on desktop), lights are rendered " -"with clustered forward optimizations to decrease their individual cost. " -"Clustered rendering also lifts any limits on the number of lights that can " -"be used on a mesh." -msgstr "" -"Pokud je použit backend Forward+ (výchozí nastavení na ploše), jsou světla " -"vykreslována pomocí sdružených optimalizací forward, aby se snížily jejich " -"individuální náklady. Seskupená světla také odstraňují veškerá omezení počtu " -"světel, která lze v síti použít." - -msgid "" -"When using the Forward Mobile backend, up to 8 omni lights and 8 spot lights " -"can be displayed per mesh resource. Baked lighting can be used to overcome " -"this limit if needed." -msgstr "" -"Při použití backendu Forward Mobile lze na jeden zdroj sítě zobrazit až 8 " -"všesměrových světel a 8 bodových světel. V případě potřeby lze použít " -"zapečetěná světla, aby se tento limit překročil." - -msgid "**Shadow mapping:**" -msgstr "**Mapování stínů:**" - -msgid "" -"*DirectionalLight:* Orthogonal (fastest), PSSM 2-split and 4-split. Supports " -"blending between splits." -msgstr "" -"*DirectionalLight:* Orthogonal (nejrychlejší), PSSM 2-split and 4-split. " -"Podporuje prolnutí mezer." - -msgid "" -"*OmniLight:* Dual paraboloid (fast) or cubemap (slower but more accurate). " -"Supports colored projector textures in the form of panoramas." -msgstr "" -"*OmniLight:* Duální parabolid (rychlý) nebo cubemap (pomalejší, ale " -"přesnější). Podporuje barevné textury projektorů ve formě panoramat." - -msgid "*SpotLight:* Single texture. Supports colored projector textures." -msgstr "*SpotLight:* Jedna textura. Podporuje barevné textury projektoru." - -msgid "**Global illumination with indirect lighting:**" -msgstr "**Globální iluminace s nepřímým osvětlením:**" - -msgid "" -"Supports lighting dynamic objects using automatic and manually placed probes." -msgstr "" -"Podporuje osvětlení dynamických objektů pomocí automaticky a ručně " -"umístěných sond (probes)." - -msgid "**Reflections:**" -msgstr "**Odrazy:**" - -msgid "" -"Fast baked reflections or slow real-time reflections using ReflectionProbe. " -"Parallax box correction can optionally be enabled." -msgstr "" -"Rychle vytvořené odrazy nebo pomalé odrazy v reálném čase pomocí " -"ReflectionProbe. Korekci paralaxe lze volitelně povolit." - -msgid "Screen-space reflections with support for material roughness." -msgstr "Odrazy v obrazovkovém prostoru s podporou pro drsnost materiálu." - -msgid "" -"Reflection techniques can be mixed together for greater accuracy or " -"scalability." -msgstr "Odrazové techniky lze pro větší přesnost a škálovatelnost kombinovat." - -msgid "" -"When using the Forward Mobile backend, up to 8 reflection probes can be " -"displayed per mesh resource." -msgstr "" -"Při použití backendu Forward Mobile může být zobrazeno až 8 odrazových sond " -"(reflection probes) na zdroj typu model (mesh)." - -msgid "" -"Support for nearest, bilinear, trilinear or anisotropic texture filtering " -"(configured globally)." -msgstr "" -"Podpora nejbližšího, bilineárního, trilineárního nebo anizotropního " -"filtrování textur (konfigurováno globálně)." - -msgid "**Sky:**" -msgstr "**Obloha:**" - -msgid "Panorama sky (using an HDRI)." -msgstr "Panoramatická obloha (pomocí HDRI)." - -msgid "**Fog:**" -msgstr "**Mlha:**" - -msgid "Exponential depth fog." -msgstr "Mlha s exponenciální hloubkou." - -msgid "Exponential height fog." -msgstr "Mlha s exponenciální výškou." - -msgid "" -"Support for automatic fog color depending on the sky color (aerial " -"perspective)." -msgstr "" -"Podpora automatické barvy mlhy v závislosti na barvě nebe (letecká " -"perspektiva)." - -msgid "Support for sun scattering in the fog." -msgstr "Podpora rozptylu slunce v mlze." - -msgid "" -"Support for controlling how much fog rendering should affect the sky, with " -"separate controls for traditional and volumetric fog." -msgstr "" -"Podpora pro kontrolu toho, jak moc bude vykreslování mlhy ovlivňovat oblohu, " -"se samostatnými ovladači pro tradiční a volumetrickou mlhu." - -msgid "Support for making specific materials ignore fog." -msgstr "Podpora pro ignorování mlhy u konkrétních materiálů." - -msgid "**Volumetric fog:**" -msgstr "**Volumetrická mlha:**" - -msgid "**Particles:**" -msgstr "**Částice:**" - -msgid "**Post-processing:**" -msgstr "**Následné zpracování:**" - -msgid "Tonemapping (Linear, Reinhard, Filmic, ACES)." -msgstr "Tonemapování (lineární, Reinhard, filmový, ACES)." - -msgid "" -"Automatic exposure adjustments based on viewport brightness (and manual " -"exposure override)." -msgstr "" -"*GLES3:*Automatické nastavení expozice na základě jasu na obrazovce (a ruční " -"přenastavení expozice)." - -msgid "" -"Glow/bloom with optional bicubic upscaling and several blend modes " -"available: Screen, Soft Light, Add, Replace, Mix." -msgstr "" -"GLow/bloom s volitelným bikubickým zvětšením a několika dostupnými režimy " -"prolnutí: Screen, Soft Light, Add, Replace, Mix." - -msgid "Color correction using a one-dimensional ramp or a 3D LUT texture." -msgstr "Korekce barev pomocí jednorozměrné rampy nebo 3D LUT textury." - -msgid "Brightness, contrast and saturation adjustments." -msgstr "Nastavení jasu, kontrastu a sytosti." - -msgid "**Texture filtering:**" -msgstr "**Filtrování textur:**" - -msgid "Nearest, bilinear, trilinear or anisotropic filtering." -msgstr "Nejbližší, bilineární, trilineární nebo anizotropní filtrování." - -msgid "" -"Filtering options are defined on a per-use basis, not a per-texture basis." -msgstr "" -"Možnosti filtrování jsou definovány pro jednotlivá použití, nikoli pro " -"jednotlivé textury." - -msgid "**Texture compression:**" -msgstr "**Komprese textur:**" - -msgid "BPTC for high-quality compression (not supported on macOS)." -msgstr "" -"*GLES3:* BPTC pro vysoce kvalitní kompresi (není podporováno v systému " -"macOS)." - -msgid "ETC2 (not supported on macOS)." -msgstr "*GLES3:* ETC2 (není podporováno v systému macOS)." - -msgid "S3TC (not supported on mobile/Web platforms)." -msgstr "S3TC (není podporováno na mobilních/webových platformách)." - -msgid "Fast approximate antialiasing (FXAA)." -msgstr "Rychlé přibližné vyhlazování (FXAA)." - -msgid "**Resolution scaling:**" -msgstr "**zvyšování rozlišení**" - -msgid "" -"Most effects listed above can be adjusted for better performance or to " -"further improve quality. This can be helpful when :ref:`using Godot for " -"offline rendering `." -msgstr "" -"Většinu výše uvedených efektů lze upravit pro lepší výkon nebo další " -"zlepšení kvality. To může být užitečné při :ref:`používání Godota pro " -"offline renderování `." - -msgid "3D tools" -msgstr "3D nástroje" - -msgid "" -"Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad, " -"torus, ribbon, tube." -msgstr "" -"Vestavěné sítě: krychle, válec/kužel, (polo)koule, hranol, rovina, " -"čtyřúhelník, torus, stuha, trubka." - -msgid "" -":ref:`Constructive solid geometry ` (intended for " -"prototyping)." -msgstr "" -":ref:`Konstrukční pevná geometrie ` (určená pro " -"prototypování)." - -msgid "" -"Tools for :ref:`procedural geometry generation `." -msgstr ":ref:`Proceduralní geometrie `." - -msgid "Path3D node to represent a path in 3D space." -msgstr "Uzel Path3D reprezentující cestu ve 3D prostoru." - -msgid "PathFollow3D node to make nodes follow a Path3D." -msgstr "Uzel PathFollow3D, aby uzly sledovaly Path3D." - -msgid "" -"Support for exporting the current scene as a glTF 2.0 file, both from the " -"editor and at run-time from an exported project." -msgstr "" -"Podpora exportu aktuální scény jako souboru glTF 2.0, a to jak z editoru, " -"tak za běhu z exportovaného projektu." - -msgid "3D physics" -msgstr "3D fyzika" - -msgid "Vehicle bodies (intended for arcade physics, not simulation)." -msgstr "Karoserie vozidel (určené pro arkádovou fyziku, nikoli pro simulaci)." - -msgid "Soft bodies." -msgstr "Měkká tělesa." - -msgid "Ragdolls." -msgstr "Ragdoll." - -msgid "" -"Built-in shapes: cuboid, sphere, capsule, cylinder, world boundary (infinite " -"plane)." -msgstr "" -"Vestavěné tvary: krychle, koule, kapsle, válec, hranice světa (nekonečná " -"rovina)." - -msgid "Generate triangle collision shapes for any mesh from the editor." -msgstr "" -"Generujte trojúhelníkové kolizní tvary pro libovolnou síť vyrvořenou " -"editorem." - -msgid "" -"Generate one or several convex collision shapes for any mesh from the editor." -msgstr "" -"Vygenerujte jeden nebo několik konvexních kolizních tvarů pro libovolnou síť " -"z editoru." - -msgid "Shaders" -msgstr "Shadery" - -msgid "*2D:* Custom vertex, fragment, and light shaders." -msgstr "*2D:* Vlastní vertex, fragmentové a světelné shadery." - -msgid "*3D:* Custom vertex, fragment, light, and sky shaders." -msgstr "*3D:* Vlastní vertex , fragmentové, světelné shadery a shadery oblohy." - -msgid "" -"Text-based shaders using a :ref:`shader language inspired by GLSL " -"`." -msgstr "" -"Textové shadery používající :ref:`shader jazyk inspirovaný jazykem GLSL " -"`." - -msgid "Visual shader editor." -msgstr "Vizuální editor shaderů." - -msgid "Support for visual shader plugins." -msgstr "Podpora doplňků vizuálních shaderu." - -msgid "Scripting" -msgstr "Skriptování" - -msgid "**General:**" -msgstr "**Všeobecné:**" - -msgid "Object-oriented design pattern with scripts extending nodes." -msgstr "Objektově orientovaný návrhový vzor se skripty rozšiřujícími uzly." - -msgid "Signals and groups for communicating between scripts." -msgstr "Signály a skupiny pro komunikaci mezi skripty." - -msgid "" -"Support for :ref:`cross-language scripting `." -msgstr "" -"Podpora pro :ref:`cross-language scripting `." - -msgid "" -"Many 2D, 3D and 4D linear algebra data types such as vectors and transforms." -msgstr "" -"Mnoho 2D, 3D a 4D lineárních typů dat, jako jsou vektory a transformace." - -msgid ":ref:`GDScript: `" -msgstr ":ref:`GDScript: `" - -msgid "" -":ref:`High-level interpreted language ` with :ref:`optional " -"static typing `." -msgstr "" -":ref:`Interpretovaný high-level jazyk i ` s :ref:`volitelné " -"statické typy`." - -msgid "Syntax highlighting is provided on GitHub." -msgstr "Zvýraznění syntaxe je k dispozici na GitHubu." - -msgid "" -":ref:`Use threads ` to perform asynchronous " -"actions or make use of multiple processor cores." -msgstr "" -":ref:`Použít vlákna ` k provádění asynchronních " -"akcí nebo k využití více jader procesorů." - -msgid ":ref:`C#: `" -msgstr ":ref:`C #: `" - -msgid "Packaged in a separate binary to keep file sizes and dependencies down." -msgstr "" -"Baleno v samostatném binárním formátu, aby se snížila velikost souborů a " -"počet závislostí." - -msgid "" -"Using an external editor is recommended to benefit from IDE functionality." -msgstr "" -"Doporučujeme používat externí editor, abyste mohli využívat funkce IDE." - -msgid "**GDExtension (C, C++, Rust, D, ...):**" -msgstr "**GDRozšíření (C, C++, Rust, D, ...):**" - -msgid "" -"When you need it, link to native libraries for higher performance and third-" -"party integrations." -msgstr "" -"Pokud to potřebujete pro vyšší výkon integrujte nativní knihovny a hotová " -"řešení třetích stran." - -msgid "" -"For scripting game logic, GDScript or C# are recommended if their " -"performance is suitable." -msgstr "" -"Pro skriptování herní logiky se doporučuje GDScript nebo C #, pokud na to " -"jejich výkon stačí." - -msgid "Use any build system and language features you wish." -msgstr "Použijte systém sestavení a jazyk , který vám bude vyhovovat." - -msgid "Audio" -msgstr "Zvuk" - -msgid "Mono, stereo, 5.1 and 7.1 output." -msgstr "Mono, stereo, 5.1 a 7.1 výstup." - -msgid "Non-positional and positional playback in 2D and 3D." -msgstr "Nepoziční a poziční přehrávání ve 2D a 3D." - -msgid "Optional Doppler effect in 2D and 3D." -msgstr "Volitelný Dopplerův efekt ve 2D a 3D." - -msgid "" -"Support for re-routable :ref:`audio buses ` and effects " -"with dozens of effects included." -msgstr "" -"Podpora re-routable :ref:`audio bus ` a efekty s tucty " -"efektů v ceně." - -msgid "Support for random volume and pitch." -msgstr "Podpora náhodné hlasitosti a výšky tónu." - -msgid "Support for real-time pitch scaling." -msgstr "Podpora změny výšky tónu v reálném čase." - -msgid "" -"Listener2D and Listener3D nodes to listen from a position different than the " -"camera." -msgstr "" -"Uzel Listener2D (Listener3D) k poslechu z jiné polohy než kamera ve 2D (3D)." - -msgid "" -"Support for :ref:`procedural audio generation `." -msgstr "" -"Podpora pro :ref:`procedural audio generation `." - -msgid "MIDI input." -msgstr "Vstup MIDI." - -msgid "No support for MIDI output yet." -msgstr "Zatím žádná podpora pro výstup MIDI." - -msgid "**APIs used:**" -msgstr "**použité API:**" - -msgid "*Windows:* WASAPI." -msgstr "*Windows:* WASAPI." - -msgid "*macOS:* CoreAudio." -msgstr "*macOS:* CoreAudio." - -msgid "*Linux:* PulseAudio or ALSA." -msgstr "*Linux:* PulseAudio nebo ALSA." - -msgid "Import" -msgstr "Import" - -msgid "Support for :ref:`custom import plugins `." -msgstr "Podpora pro :ref:`custom import plugins `." - -msgid "**Formats:**" -msgstr "**Formáty:**" - -msgid "*Images:* See :ref:`doc_importing_images`." -msgstr "*Obrázky:* Viz: ref: `doc_import_images`." - -msgid "*Audio:*" -msgstr "*Zvuk:*" - -msgid "WAV with optional IMA-ADPCM compression." -msgstr "WAV s volitelnou kompresí IMA-ADPCM." - -msgid "Ogg Vorbis." -msgstr "Ogg Vorbis." - -msgid "MP3." -msgstr "MP3." - -msgid "*3D scenes:* See :ref:`doc_importing_3d_scenes`." -msgstr "*3D scény:* viz :ref:`doc_importing_3d_scenes`." - -msgid "glTF 2.0 *(recommended)*." -msgstr "glTF 2,0 *(doporučeno)*." - -msgid "Collada (.dae)." -msgstr "Collada (dae)." - -msgid "" -"Support for loading glTF 2.0 scenes at run-time, including from an exported " -"project." -msgstr "" -"Podpora načítání scén glTF 2.0 za běhu, a to i z exportovaného projektu." - -msgid "Input" -msgstr "Vstup" - -msgid "" -"Axis values can be mapped to two different actions with a configurable " -"deadzone." -msgstr "" -"Hodnoty os lze mapovat na dvě různé akce pomocí konfigurovatelného mrtvého " -"pásma." - -msgid "Use the same code to support both keyboards and gamepads." -msgstr "Použijte stejný kód pro podporu klávesnice i gamepadů." - -msgid "Keyboard input." -msgstr "Vstup z klávesnice." - -msgid "" -"Keys can be mapped in \"physical\" mode to be independent of the keyboard " -"layout." -msgstr "" -"Klávesy lze mapovat ve „fyzickém“ režimu tak, aby byly nezávislé na " -"rozložení klávesnice." - -msgid "Mouse input." -msgstr "Vstup myši." - -msgid "" -"The mouse cursor can be visible, hidden, captured or confined within the " -"window." -msgstr "" -"Kurzor myši může být viditelný, skrytý, zachycený nebo uzavřený v okně." - -msgid "" -"When captured, raw input will be used on Windows and Linux to sidestep the " -"OS' mouse acceleration settings." -msgstr "" -"Při zachycení bude nezpracovaný vstup použit v systémech Windows a Linux, " -"aby se vyhnul nastavení akcelerace myši operačního systému." - -msgid "Gamepad input (up to 8 simultaneous controllers)." -msgstr "Vstup pro gamepad (až 8 současně připojených ovladačů)." - -msgid "Pen/tablet input with pressure support." -msgstr "Vstup pera / tabletu s tlakovou podporou." - -msgid "Navigation" -msgstr "Navigace" - -msgid "" -"Generate navigation meshes from the editor or at run-time (including from an " -"exported project)." -msgstr "" -"Vygenerovat navigační sítě z editoru nebo v době běhu (včetně z " -"exportovaného projektu)." - -msgid "Networking" -msgstr "Sítě" - -msgid "" -"Low-level TCP networking using :ref:`class_StreamPeer` and :ref:" -"`class_TCPServer`." -msgstr "" -"Nízkoúrovňové sítě TCP pomocí :ref:`class_StreamPeer` and :ref:" -"`class_TCPServer`." - -msgid "Supports HTTPS out of the box using bundled certificates." -msgstr "Podporuje HTTPS nativně pomocí přiložených certifikátů." - -msgid "Automatic replication using remote procedure calls (RPCs)." -msgstr "Automatická replikace pomocí vzdáleného volání procedur (RPC)." - -msgid "Supports unreliable, reliable and ordered transfers." -msgstr "Podporuje nespolehlivé, spolehlivé a objednané přenosy." - -msgid "Internationalization" -msgstr "Internacionalizace" - -msgid "Full support for Unicode including emoji." -msgstr "Plná podpora unicode včetně emoji." - -msgid "" -"Store localization strings using :ref:`CSV ` " -"or :ref:`gettext `." -msgstr "" -"Uložte lokalizační řetězce pomocí :ref:`CSV ` " -"nebo :ref:`gettext `." - -msgid "" -"Use localized strings in your project automatically in GUI elements or by " -"using the ``tr()`` function." -msgstr "" -"Použijte lokalizované řetězce v projektu automaticky v prvcích GUI nebo " -"pomocí funkce ``tr ()``." - -msgid "Windowing and OS integration" -msgstr "Integrace oken a operačního systému" - -msgid "Change the window title and icon." -msgstr "Změňte název a ikonu okna." - -msgid "" -"Request attention (will cause the title bar to blink on most platforms)." -msgstr "" -"Vyžádejte si pozornost (způsobí, že na většině platforem bliká záhlaví)." - -msgid "Fullscreen mode." -msgstr "Režim celé obrazovky." - -msgid "Global menu integration on macOS." -msgstr "Globální integrace menu v systému MacOS." - -msgid "" -"Open file paths and URLs using default or custom protocol handlers (if " -"registered on the system)." -msgstr "" -"Otevřete cesty k souborům a adresy URL pomocí výchozích nebo vlastních " -"obslužných rutin protokolu (pokud jsou registrovány v systému)." - -msgid "Parse custom command line arguments." -msgstr "Analyzujte vlastní argumenty příkazového řádku." - -msgid "Mobile" -msgstr "Mobilní" - -msgid "Support for advertisements using third-party modules." -msgstr "Podpora reklam pomocí modulů třetích stran." - -msgid "XR support (AR and VR)" -msgstr "Podpora XR (AR a VR)" - -msgid "GUI system" -msgstr "GUI systém" - -msgid "" -"Godot's GUI is built using the same Control nodes used to make games in " -"Godot. The editor UI can easily be extended in many ways using add-ons." -msgstr "" -"Grafické uživatelské rozhraní Godota je vytvořeno pomocí stejných řídicích " -"uzlů, které jsou použivány při vytváření her v Godotu. Uživatelské rozhraní " -"editoru lze snadno rozšířit mnoha způsoby pomocí doplňků." - -msgid "**Nodes:**" -msgstr "**Uzly:**" - -msgid "Buttons." -msgstr "Buttons (Tlačítka)." - -msgid "Checkboxes, check buttons, radio buttons." -msgstr "" -"Checkboxes (zaškrtávací políčka), check buttons (zaškrtávací tlačítka), " -"radio buttons (přepínací tlačítka)." - -msgid "Scrollbars." -msgstr "Scrollbars (Skrolovací lišty)." - -msgid "Labels." -msgstr "Labels (Popisky)." - -msgid "Trees (can also be used to represent tables)." -msgstr "Trees (Stromy) (mohou být také použity k reprezentaci tabulky)." - -msgid "Controls can be rotated and scaled." -msgstr "Ovládací prvky lze otáčet a měnit jejich měřítko." - -msgid "**Sizing:**" -msgstr "Změna velikosti (dimenzování)" - -msgid "Anchors to keep GUI elements in a specific corner, edge or centered." -msgstr "" -"Kotvy (Anchors) pro udržení prvků GUI v určitém rohu, u konkrétní hrany nebo " -"na středu." - -msgid "Containers to place GUI elements automatically following certain rules." -msgstr "" -"Kontejnery pro umístění prvků grafického uživatelského rozhraní podle " -"určitých pravidel." - -msgid ":ref:`Stack ` layouts." -msgstr ":ref:`Krabicové ` rozložení." - -msgid ":ref:`Grid ` layouts." -msgstr ":ref:`Mřížkové ` rozložení." - -msgid ":ref:`Draggable splitter ` layouts." -msgstr ":ref:`Rozložení s tahovým rozdělovačem ` ." - -msgid "" -"Support any aspect ratio using anchors and the ``expand`` stretch aspect." -msgstr "" -"Podporujte jakýkoli poměr stran pomocí kotev a aspektu roztažení ``expand``." - -msgid "**Theming:**" -msgstr "**Motivy vzhledu:**" - -msgid "Built-in theme editor." -msgstr "Vestavěný editor motivů." - -msgid "Generate a theme based on the current editor theme settings." -msgstr "Vygenerujte motiv na základě aktuálního nastavení motivu editoru." - -msgid "Procedural vector-based theming using :ref:`class_StyleBoxFlat`." -msgstr "Procedurální vektorové tematizace pomocí :ref:`class_StyleBoxFlat`." - -msgid "" -"Supports rounded/beveled corners, drop shadows, per-border widths and " -"antialiasing." -msgstr "" -"Podporuje zaoblené / zkosené rohy, vržené stíny a šířku okraje a vyhlazování." - -msgid "Texture-based theming using :ref:`class_StyleBoxTexture`." -msgstr "Motivy vytvořené z textur pomocí :ref:`class_StyleBoxTexture`." - -msgid "" -"Godot's small distribution size can make it a suitable alternative to " -"frameworks like Electron or Qt." -msgstr "" -"Malá velikost distribuce Godot z něj činí vhodnou alternativu k frameworkům " -"jako Electron nebo Qt." - -msgid "Animation" -msgstr "Animace" - -msgid "Direct kinematics and inverse kinematics." -msgstr "Přímá kinematika a inverzní kinematika." - -msgid "Support for animating any property with customizable interpolation." -msgstr "Podpora animace libovolnévlastnosti s přizpůsobitelnou interpolací." - -msgid "Support for calling methods in animation tracks." -msgstr "Podpora pro volání metod v animačních stopách." - -msgid "Support for playing sounds in animation tracks." -msgstr "Podpora přehrávání zvuků v animačních stopách." - -msgid "Support for Bézier curves in animation." -msgstr "Podpora Bézierových křivek v animaci." - -msgid "File formats" -msgstr "Formáty souboru" - -msgid "" -"Scenes and resources can be saved in :ref:`text-based " -"` or binary formats." -msgstr "" -"Scény a herní zdroje lze uložit pomocí :ref:`textově založeného " -"` nebo binárního formátu." - -msgid "" -"Text-based formats are human-readable and more friendly to version control." -msgstr "Textové formáty jsou čitelné pro člověka a přátelské k řízení verzí." - -msgid "Binary formats are faster to save/load for large scenes/resources." -msgstr "" -"Binární formáty se pro velké scény / zdroje rychleji ukládají / načítají." - -msgid "Can optionally be compressed or encrypted." -msgstr "Lze volitelně komprimovat nebo šifrovat." - -msgid "Read and write :ref:`class_JSON` files." -msgstr "Čtení a zápis :ref:`class_JSON` souborů." - -msgid "" -"Read and write INI-style configuration files using :ref:`class_ConfigFile`." -msgstr "" -"Čtení a zápis konfiguračních souborů ve stylu INI pomocí :" -"ref:'class_ConfigFile'." - -msgid "Can (de)serialize any Godot datatype, including Vector2/3, Color, ..." -msgstr "" -"Může (de) serializovat jakýkoli datový typ Godota, včetně Vector2/3, " -"Color, ..." - -msgid "Read XML files using :ref:`class_XMLParser`." -msgstr "Čtení souborů XML pomocí :ref:`class_XMLParser`." - -msgid "" -"Pack game data into a PCK file (custom format optimized for fast seeking), " -"into a ZIP archive, or directly into the executable for single-file " -"distribution." -msgstr "" -"Zabalte herní data do souboru PCK (vlastní formát optimalizovaný pro rychlé " -"vyhledávání), do archivu ZIP nebo přímo do jednoho spustitelného souboru pro " -"distribuci." - -msgid "" -":ref:`Export additional PCK files` that can be read by " -"the engine to support mods and DLCs." -msgstr "" -":ref:`Exportovat další soubory PCK `, které lze číst " -"enginempro podporu modů a DLC." - -msgid "Miscellaneous" -msgstr "Různé" - -msgid "" -":ref:`Low-level access to servers ` which allows " -"bypassing the scene tree's overhead when needed." -msgstr "" -":ref:`Nízkoúrovňový přístup k serverům `, který umožňuje " -"obejít režii stromu scény, když je to potřeba." - -msgid "" -":ref:`Command line interface ` for automation." -msgstr "" -":ref:`Rozhraní příkazového řádku ` pro " -"automatizaci." - -msgid "Export and deploy projects using continuous integration platforms." -msgstr "Export a nasazení projekty pomocí platforem kontinuální integrace." - -msgid "" -"`Shell completion scripts `__ are available for Bash, zsh and fish." -msgstr "" -"`Skripty pro dokončení `_ jsou k dispozici pro Bash, zsh a fish." - -msgid "" -"Can be :ref:`compiled ` using GCC, " -"Clang and MSVC. MinGW is also supported." -msgstr "" -"Může být :ref:`zkompilován ` pomocí " -"GCC, Clang a MSVC. Podporováno je také MinGW." - -msgid "" -"Friendly towards packagers. In most cases, system libraries can be used " -"instead of the ones provided by Godot. The build system doesn't download " -"anything. Builds can be fully reproducible." -msgstr "" -"Přátelský k balíčkovačům: ve většině případů lze místo knihoven " -"poskytovaných Godotem použít systémové knihovny. Systém pro sestavení nic " -"nestáhuje. Sestavení mohou být plně reprodukovatelné." - -msgid "Licensed under the permissive MIT license." -msgstr "Licencováno pod tolerantní licencí MIT." - -msgid "" -"The `Godot proposals repository `__ lists features that have been requested by the community and " -"may be implemented in future Godot releases." -msgstr "" -"Úložiště `Godot návrhy `__ " -"obsahuje seznam funkcí, které byly požadovány komunitou a mohou být " -"implementovány v budoucích verzích Godotu." diff --git a/sphinx/po/cs/LC_MESSAGES/about/release_policy.po b/sphinx/po/cs/LC_MESSAGES/about/release_policy.po deleted file mode 100644 index 8d865f8b3a..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/about/release_policy.po +++ /dev/null @@ -1,177 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot release policy" -msgstr "Zásady uvolňování Godota" - -msgid "Godot versioning" -msgstr "Godot verze" - -msgid "" -"Godot loosely follows `Semantic Versioning `__ with a " -"``major.minor.patch`` versioning system, albeit with an interpretation of " -"each term adapted to the complexity of a game engine:" -msgstr "" -"Godot volně navazuje na `Sémantické verzování `__ se " -"systémem verzování ``major.minor.patch``, i když s výkladem jednotlivých " -"termínů přizpůsobeným složitosti herního enginu:" - -msgid "" -"The ``major`` version is incremented when major compatibility breakages " -"happen which imply significant porting work to move projects from one major " -"version to another." -msgstr "" -"Verze ``major`` se zvyšuje, když dojde k závažným poruchám kompatibility, " -"které by znamenaly značnou práci při převádění projektů z jedné verze major " -"do druhé." - -msgid "" -"The ``patch`` version is incremented for maintenance releases which focus on " -"fixing bugs and security issues, implementing new requirements for platform " -"support, and backporting safe usability enhancements. Patch releases are " -"backwards compatible." -msgstr "" -"Verze ``patch(záplata)`` je zvyšována u údržbových verzí, které se zaměřují " -"na opravy chyb a bezpečnostních problémů, implementaci nových požadavků na " -"podporu platformy a zpětnou podporu bezpečných vylepšení použitelnosti. " -"Vydání se záplatami jsou zpětně kompatibilní." - -msgid "" -"Patch versions may include minor new features which do not impact the " -"existing API, and thus have no risk of impacting existing projects." -msgstr "" -"Patch verze mohou obsahovat drobné nové funkce, které nemají vliv na " -"stávající rozhraní API, a tudíž nehrozí, že by ovlivnily stávající projekty." - -msgid "" -"Updating to new patch versions is therefore considered safe and strongly " -"recommended to all users of a given stable branch." -msgstr "" -"Aktualizace na nové verze záplat je proto považována za bezpečnou a důrazně " -"doporučována všem uživatelům dané stabilní větve." - -msgid "Release support timeline" -msgstr "Podpora jednotlivých vydání" - -msgid "**Version**" -msgstr "**Verze**" - -msgid "**Release date**" -msgstr "**Datum vydání**" - -msgid "**Support level**" -msgstr "**Úroveň podpory**" - -msgid "unstable" -msgstr "nestabilní" - -msgid "supported" -msgstr "podporováno" - -msgid "Godot 4.0" -msgstr "Godot 4.0" - -msgid "Godot 3.5" -msgstr "Godot 3.5" - -msgid "Godot 3.4" -msgstr "Godot 3.4" - -msgid "November 2021" -msgstr "Prosinec 2021" - -msgid "Godot 3.3" -msgstr "Godot 3.3" - -msgid "April 2021" -msgstr "Duben 2021" - -msgid "Godot 3.2" -msgstr "Godot 3.2" - -msgid "January 2020" -msgstr "Leden 2020" - -msgid "Godot 3.1" -msgstr "Godot 3.1" - -msgid "March 2019" -msgstr "Březen 2019" - -msgid "|eol| No longer supported (last update: 3.1.2)." -msgstr "|eol| Již není podporována (poslední update: 3.1.2)." - -msgid "Godot 3.0" -msgstr "Godot 3.0" - -msgid "January 2018" -msgstr "Leden 2018" - -msgid "|eol| No longer supported (last update: 3.0.6)." -msgstr "|eol| Již není podporována (poslední update: 3.0.6)." - -msgid "Godot 2.1" -msgstr "Godot 2.1" - -msgid "July 2016" -msgstr "Červenec 2016" - -msgid "|eol| No longer supported (last update: 2.1.6)." -msgstr "|eol| Již není podporována (poslední update: 2.1.6)." - -msgid "Godot 2.0" -msgstr "Godot 2.0" - -msgid "February 2016" -msgstr "Únor 2016" - -msgid "|eol| No longer supported (last update: 2.0.4.1)." -msgstr "|eol| Již není podporována (poslední update:2.0.4.1)." - -msgid "Godot 1.1" -msgstr "Godot 1.1" - -msgid "May 2015" -msgstr "Květen 2015" - -msgid "|eol| No longer supported." -msgstr "|eol| Již není podporována." - -msgid "Godot 1.0" -msgstr "Godot 1.0" - -msgid "December 2014" -msgstr "Prosinec 2014" - -msgid "" -"**Legend:** |supported| Full support – |partial| Partial support – |eol| No " -"support (end of life) – |unstable| Development version" -msgstr "" -"**Legenda:** |supported| Plná podpora - |partial| Částečná podpora - |eol| " -"Žádná podpora (konec životnosti) - |unstable| Vývojová verze" - -msgid "partial" -msgstr "částečné" - -msgid "" -"Pre-release Godot versions aren't intended to be used in production and are " -"provided for testing purposes only." -msgstr "" -"Vývojové verze Godota nejsou určeny k použití v produkčním prostředí a jsou " -"poskytovány pouze pro testovací účely." - -msgid "When is the next release out?" -msgstr "Kdy vyjde další verze?" - -msgid "Significant new features." -msgstr "Významné nové funkce." diff --git a/sphinx/po/cs/LC_MESSAGES/about/system_requirements.po b/sphinx/po/cs/LC_MESSAGES/about/system_requirements.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/about/system_requirements.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/community/asset_library/index.po b/sphinx/po/cs/LC_MESSAGES/community/asset_library/index.po deleted file mode 100644 index 7708b51686..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/community/asset_library/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Asset Library" -msgstr "Knihovna zdrojů (AssetLib)" diff --git a/sphinx/po/cs/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po b/sphinx/po/cs/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po deleted file mode 100644 index b8654d1721..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po +++ /dev/null @@ -1,57 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Requirements" -msgstr "Nároky" - -msgid "Recommendations" -msgstr "Doporučení" - -msgid "|image0|" -msgstr "| image0 |" - -msgid "image0" -msgstr "| image0 |" - -msgid "**Category**:" -msgstr "**Kategorie**:" - -msgid "**Godot version**:" -msgstr "**Verze Godot**:" - -msgid "**Version**:" -msgstr "**Verze**:" - -msgid "**Issues URL**:" -msgstr "**URL Problému**:" - -msgid "**Icon URL**:" -msgstr "**URL Ikony**:" - -msgid "**License**:" -msgstr "**Licence**:" - -msgid "**Description**:" -msgstr "**Popis**:" - -msgid "Either an image, or a video." -msgstr "Obrázek či video." - -msgid "**Image/YouTube URL**:" -msgstr "**Obrázek/YouTube Adresa**:" - -msgid "Either a link to the image, or to a video, hosted on YouTube." -msgstr "Buď odkaz na obrázek či video, které je nahráno na YouTube." diff --git a/sphinx/po/cs/LC_MESSAGES/community/asset_library/using_assetlib.po b/sphinx/po/cs/LC_MESSAGES/community/asset_library/using_assetlib.po deleted file mode 100644 index f44151e0af..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/community/asset_library/using_assetlib.po +++ /dev/null @@ -1,108 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the Asset Library" -msgstr "Použití knihovny zdrojů (Asset Library)" - -msgid "Overview" -msgstr "Přehled" - -msgid "|image0|" -msgstr "| image0 |" - -msgid "image0" -msgstr "| image0 |" - -msgid "|image1|" -msgstr "| image1 |" - -msgid "image1" -msgstr "image1" - -msgid "|image2|" -msgstr "| image2 |" - -msgid "image2" -msgstr "image2" - -msgid "|image3|" -msgstr "| image3 |" - -msgid "image3" -msgstr "image3" - -msgid "|image4|" -msgstr "| image4 |" - -msgid "image4" -msgstr "image4" - -msgid "|image5|" -msgstr "| image5 |" - -msgid "image5" -msgstr "image5" - -msgid "|image6|" -msgstr "|obrázek6|" - -msgid "image6" -msgstr "image6" - -msgid "|image7|" -msgstr "|obrázek7|" - -msgid "image7" -msgstr "image7" - -msgid "|image14|" -msgstr "|obrázek14|" - -msgid "image14" -msgstr "image14" - -msgid "|image8|" -msgstr "|obrázek8|" - -msgid "image8" -msgstr "image8" - -msgid "|image9|" -msgstr "|obrázek9|" - -msgid "image9" -msgstr "image9" - -msgid "|image10|" -msgstr "|obrázek10|" - -msgid "image10" -msgstr "image10" - -msgid "|image11|" -msgstr "|obrázek11|" - -msgid "image11" -msgstr "image11" - -msgid "|image12|" -msgstr "|obrázek12|" - -msgid "image12" -msgstr "image12" - -msgid "|image13|" -msgstr "|obrázek13|" - -msgid "image13" -msgstr "image13" diff --git a/sphinx/po/cs/LC_MESSAGES/community/asset_library/what_is_assetlib.po b/sphinx/po/cs/LC_MESSAGES/community/asset_library/what_is_assetlib.po deleted file mode 100644 index f58bd310ef..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/community/asset_library/what_is_assetlib.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Frequently asked questions" -msgstr "Často kladené otázky" diff --git a/sphinx/po/cs/LC_MESSAGES/community/channels.po b/sphinx/po/cs/LC_MESSAGES/community/channels.po deleted file mode 100644 index 5a5919ef73..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/community/channels.po +++ /dev/null @@ -1,20 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Community channels" -msgstr "Komunitní kanály" - -msgid "" -"So, where is the Godot community and where can you ask questions and get " -"help?" -msgstr "Kde se nachází Godot komunita a kde můžete požádat o pomoc?" diff --git a/sphinx/po/cs/LC_MESSAGES/community/tutorials.po b/sphinx/po/cs/LC_MESSAGES/community/tutorials.po deleted file mode 100644 index 17189590e0..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/community/tutorials.po +++ /dev/null @@ -1,40 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Where to start" -msgstr "Kde začít" - -msgid "Video tutorials" -msgstr "Video návody" - -msgid "Text tutorials" -msgstr "Textové tutoriály" - -msgid "Devlogs" -msgstr "Devblogy" - -msgid "`bitbrain `_" -msgstr "`bitbrain `_" - -msgid "Resources" -msgstr "Zdroje" - -msgid "`Godot Asset Library `_" -msgstr "`Godot Knihovna Pomůcek`_" - -msgid "" -"`Godot Shaders: A community-driven shader library `_" -msgstr "" -"`Godot Shaders: Knihovna shaderů řízená komunitou `_" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po deleted file mode 100644 index 4842b319b8..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Language" -msgstr "Jazyk" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/code_style_guidelines.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/code_style_guidelines.po deleted file mode 100644 index eb4e7b67ba..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/code_style_guidelines.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Example:" -msgstr "Příklad:" - -msgid "Editor integration" -msgstr "Integrace editoru" - -msgid "Comment style guide" -msgstr "Průvodce stylem komentářů" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po deleted file mode 100644 index 14fd6a660f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Nároky" - -msgid "Cleaning the generated export templates" -msgstr "Čištění vygenerovaných šablon exportu" - -msgid "Troubleshooting" -msgstr "Odstraňování problémů" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po deleted file mode 100644 index 835b1f0359..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Nároky" - -msgid "Compiling" -msgstr "Kompilace" - -msgid "Run" -msgstr "Spustit" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po deleted file mode 100644 index 7a352f6deb..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Nároky" - -msgid "Development libraries:" -msgstr "Vývojové knihovny:" - -msgid "Compiling" -msgstr "Kompilace" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po deleted file mode 100644 index 6997b29243..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Nároky" - -msgid "Compiling" -msgstr "Kompilace" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po deleted file mode 100644 index 2ca51e09cd..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Nároky" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po deleted file mode 100644 index a53de62899..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Nároky" - -msgid "Compiling" -msgstr "Kompilace" - -msgid "Troubleshooting" -msgstr "Odstraňování problémů" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po deleted file mode 100644 index 235f580e2c..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Nároky" - -msgid "Examples" -msgstr "Příklady" - -msgid "Editor" -msgstr "Editor" - -msgid "Export templates" -msgstr "Šablony pro export" - -msgid "Command-line options" -msgstr "Možnosti příkazového řádku" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po deleted file mode 100644 index 67554ccec1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Step by step" -msgstr "Krok za krokem" - -msgid "Troubleshooting" -msgstr "Odstraňování problémů" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po deleted file mode 100644 index 2ca51e09cd..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Nároky" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/getting_source.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/getting_source.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/getting_source.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/index.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po deleted file mode 100644 index da80f5c6c4..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Example for using 4 threads::" -msgstr "Příklad použití 4 vláken::" - -msgid "Target" -msgstr "Cíl" - -msgid "Custom modules" -msgstr "Vlastní moduly" - -msgid "Cleaning generated files" -msgstr "Čištění generovaných souborů" - -msgid "Using a file" -msgstr "Použití souboru" - -msgid "Export templates" -msgstr "Šablony pro export" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po deleted file mode 100644 index b13f7e1b13..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po +++ /dev/null @@ -1,51 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Disabling advanced GUI objects" -msgstr "Zakázání pokročilých objektů grafického uživatelského rozhraní" - -msgid "FileDialog" -msgstr "FileDialog" - -msgid "Tree" -msgstr "Strom" - -msgid "TextEdit" -msgstr "TextEdit" - -msgid "OptionButton" -msgstr "OptionButton" - -msgid "ColorPicker" -msgstr "ColorPicker" - -msgid "CharFXTransform" -msgstr "CharFXTransform" - -msgid "AcceptDialog" -msgstr "AcceptDialog" - -msgid "MarginContainer" -msgstr "Kontejner pro okraje" - -msgid "SplitContainer" -msgstr "Rozdělovací kontejner" - -msgid "HSplitContainer" -msgstr "Rozdělovací kontejner" - -msgid ":ref:`doc_overriding_build_options`." -msgstr ":ref:`doc_overriding_build_options`." - -msgid "Web" -msgstr "Web" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po deleted file mode 100644 index cfbda8af43..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po +++ /dev/null @@ -1,28 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Android Studio" -msgstr "Android Studio" - -msgid "Android Studio's welcome window." -msgstr "Uvítací okno Android studia." - -msgid "" -"The project is organized using `Android Studio's modules `_:" -msgstr "" -"Projekt je organizován pomocí `Android Studio modulů `_:" - -msgid "``editor`` module:" -msgstr "``editor`` modulů:" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po deleted file mode 100644 index 88a58d281d..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating a new project" -msgstr "Vytvoření nového projektu" - -msgid "Configuring the build" -msgstr "Konfigurace sestavení" - -msgid "Windows example:" -msgstr "Příklad pro Windows:" - -msgid "Configuring the run" -msgstr "Konfigurace běhu" - -msgid "Adding files to the project" -msgstr "Přidávání souborů do projektu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/index.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po deleted file mode 100644 index 0a23556f0a..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Enable" -msgstr "Povolit" - -msgid "Debugging the project" -msgstr "Ladění projektu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po deleted file mode 100644 index f50a60830a..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Qt Creator" -msgstr "Qt Creator" - -msgid "Command" -msgstr "Příkaz" - -msgid "Debugging the project" -msgstr "Ladění projektu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po deleted file mode 100644 index 1d9e7b8690..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Rider" -msgstr "Rider" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po deleted file mode 100644 index 335cd30f53..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual Studio" -msgstr "Visual Studio" - -msgid "Debugging the project" -msgstr "Ladění projektu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po deleted file mode 100644 index 58ba729414..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual Studio Code" -msgstr "Visual Studio Code" - -msgid "Debugging the project" -msgstr "Ladění projektu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po deleted file mode 100644 index 2ec0d54095..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Fill out the form with the following settings:" -msgstr "Vyplňte formulář s následujícím nastavením:" - -msgid "Directory" -msgstr "Adresář" - -msgid "Debugging the project" -msgstr "Ladění projektu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po deleted file mode 100644 index 537b77576f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po deleted file mode 100644 index f6c20b8b01..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Modules" -msgstr "Moduly" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po deleted file mode 100644 index 67547daab7..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Format a string" -msgstr "Formátování řetězce" - -msgid "Internationalize a string" -msgstr "Internacionalizace řetězce" - -msgid "Get project/editor settings" -msgstr "Získejte nastavení projektu / editoru" - -msgid "Error macros" -msgstr "Chybová makra" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/core_types.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/core_types.po deleted file mode 100644 index c4525f12aa..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/core_types.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Containers" -msgstr "Kontejnery" - -msgid "Vector" -msgstr "Vektor" - -msgid "Set" -msgstr "Nastavit" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po deleted file mode 100644 index 537b77576f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po deleted file mode 100644 index 12db802461..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Binding Signals" -msgstr "Vázané signály" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po deleted file mode 100644 index b394206a05..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Modules" -msgstr "Moduly" - -msgid "Now we can generate the documentation:" -msgstr "Nyní můžeme generovat dokumentaci:" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po deleted file mode 100644 index b633737ecd..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Creating a ResourceFormatSaver" -msgstr "Vytvoření ResourceFormatSaver" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/index.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/object_class.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/object_class.po deleted file mode 100644 index 3611e90f1c..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/object_class.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Constants" -msgstr "Konstanty" - -msgid "Signals" -msgstr "Signály" - -msgid "Notifications" -msgstr "Oznámení" - -msgid "Resources" -msgstr "Zdroje" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po deleted file mode 100644 index 1df71cb5c1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript" -msgstr "GDSkript" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po deleted file mode 100644 index e386218b89..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Description**" -msgstr "**Popis**" - -msgid "Description" -msgstr "Popis" - -msgid "Run GDScript tests with:" -msgstr "Spustit test GDScript s:" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po deleted file mode 100644 index a0828f2ba7..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "About" -msgstr "O aplikaci" - -msgid "Type" -msgstr "Typ" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po deleted file mode 100644 index 70a37e5b22..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "See :ref:`doc_code_style_guidelines` for formatting guidelines." -msgstr "Pokyny pro formátování viz :ref:`doc_code_style_guidelines`." - -msgid "Disallowed features" -msgstr "Zakázané funkce" - -msgid "Standard Template Library" -msgstr "Standardní knihovna šablon (STL)" - -msgid "Use ``String`` instead of ``std::string``." -msgstr "Použijte ``String`` místo ``std::string``." - -msgid "Use ``Array`` instead of ``std::array``." -msgstr "Použijte ``Array`` místo ``std::array``." - -msgid "``auto`` keyword" -msgstr "``auto`` klíčové slovo" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/index.po deleted file mode 100644 index 9b4391ebaf..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Debugging and profiling" -msgstr "Ladění a profilování" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/macos_debug.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/macos_debug.po deleted file mode 100644 index 35ad4fbdcd..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/macos_debug.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Debugging on macOS" -msgstr "Ladění na macOS" - -msgid "Debugging Godot editor" -msgstr "Ladění editoru Godot" - -msgid "Debugging exported project" -msgstr "Ladění exportovaného projektu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po deleted file mode 100644 index d960e06622..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po +++ /dev/null @@ -1,28 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using C++ profilers" -msgstr "Používání profilerů jazyka C++" - -msgid "Setting up Godot" -msgstr "Nastavení Godot" - -msgid "Your results window should now look something like this:" -msgstr "Okno s výsledky by nyní mělo vypadat takto:" - -msgid "" -"Click **Start Recording** and perform the actions you wish to profile in the " -"editor/project." -msgstr "" -"Klikněte na tlačítko **Spustit nahrávání** a proveďte akce, které chcete v " -"editoru/projektu profilovat." diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po deleted file mode 100644 index 5c2b2de880..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Web" -msgstr "Web" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/vulkan/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/vulkan/index.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/vulkan/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po deleted file mode 100644 index 60504e7f99..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Windows" -msgstr "Windows" - -msgid "macOS" -msgstr "macOS" - -msgid "Linux, \\*BSD" -msgstr "Linux, \\*BSD" - -msgid "Android" -msgstr "Android" - -msgid "iOS" -msgstr "Ios" - -msgid "Web" -msgstr "Web" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/creating_icons.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/creating_icons.po deleted file mode 100644 index 309947d5aa..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/creating_icons.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Editor icons" -msgstr "Editor ikon" - -msgid "Creating icons" -msgstr "Vytváření ikon" - -msgid "Icon optimization" -msgstr "Optimalizace ikon" - -msgid "Troubleshooting" -msgstr "Odstraňování problémů" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/editor_style_guide.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/editor_style_guide.po deleted file mode 100644 index fd53004683..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/editor_style_guide.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Editor style guide" -msgstr "Průvodce stylem editoru" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Writing style" -msgstr "Styl psaní" - -msgid "**Bad:** *Editor Settings*" -msgstr "**Špatné:** *Nastavení editoru*" - -msgid "Inspector sections" -msgstr "Sekce inspektorů" - -msgid "Inspector performance hints" -msgstr "Pokyny inspektora pro výkon" - -msgid "Tooltips" -msgstr "Tipy" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/index.po deleted file mode 100644 index 71c29b452e..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Editor development" -msgstr "Vývoj editoru" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po deleted file mode 100644 index 25fc34eae1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to editor development" -msgstr "Úvod do vývoje editoru" - -msgid "On this page, you will learn:" -msgstr "Na této stránce se dozvíte:" - -msgid "Directory structure" -msgstr "Struktura adresářů" - -msgid "Development tips" -msgstr "Tipy pro vývoj" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/index.po deleted file mode 100644 index 9512b8507b..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot file formats" -msgstr "Godot formáty souborů" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/tscn.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/tscn.po deleted file mode 100644 index a17dbaa0d9..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/tscn.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "File structure" -msgstr "Struktura souborů" - -msgid "Nodes" -msgstr "Uzly" - -msgid "``connection``" -msgstr "``připojení``" - -msgid "The scene tree" -msgstr "Stromová struktura scén" - -msgid "``groups``" -msgstr "``skupiny``" - -msgid "AnimationPlayer" -msgstr "AnimationPlayer" - -msgid "Resources" -msgstr "Zdroje" - -msgid "Animation" -msgstr "Animace" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/index.po deleted file mode 100644 index 437ac0efc5..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Engine development" -msgstr "Vývoj enginu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/building_the_manual.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/building_the_manual.po deleted file mode 100644 index 2a24d91a54..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/building_the_manual.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Building the manual with Sphinx" -msgstr "Sestavení příručky pomocí Sphinx" - -msgid "Windows" -msgstr "Windows" - -msgid "Build the docs:" -msgstr "Sestavit dokumentaci:" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/class_reference_primer.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/class_reference_primer.po deleted file mode 100644 index d3b1369ffd..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/class_reference_primer.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "``" -msgstr "``" - -msgid "``" -msgstr "``" - -msgid "``" -msgstr "``" - -msgid "Example" -msgstr "Příklad" - -msgid "``[b]`` ``[/b]``" -msgstr "``[b]`` ``[/b]``" - -msgid "``[i]`` ``[/i]``" -msgstr "``[i]`` ``[/i]``" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/content_guidelines.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/content_guidelines.po deleted file mode 100644 index a7167bdded..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/content_guidelines.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Content guidelines" -msgstr "Pokyny pro obsah" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po deleted file mode 100644 index f1d1b3108e..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po +++ /dev/null @@ -1,39 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Getting started" -msgstr "Začínáme" - -msgid "What is the Godot documentation" -msgstr "Co je dokumentace Godot" - -msgid "Contributing changes" -msgstr "Přispívání změnami" - -msgid "Editing existing pages" -msgstr "Úprava stávajících stránek" - -msgid "Editing pages online" -msgstr "Úpravy stránek online" - -msgid "Edit the text in the text editor." -msgstr "Upravte text v textovém editoru." - -msgid "Adding new pages" -msgstr "Přidávání nových stránek" - -msgid "**Good:** Understanding signals in Godot" -msgstr "**Dobrý:** Pochopení signálů v Godotovi" - -msgid "License" -msgstr "Licence" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po deleted file mode 100644 index dfc3f2019c..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Adding a new language" -msgstr "Přidání nového jazyka" - -msgid "Locating original content" -msgstr "Vyhledání původního obsahu" - -msgid "Editor interface (C++)" -msgstr "Rozhraní editoru (C ++)" - -msgid "Online documentation (RST)" -msgstr "Online dokumentace (RST)" - -msgid "Class reference (BBCode)" -msgstr "Dokumentace tříd (BBCode)" - -msgid "Offline translation and testing" -msgstr "Offline překlad a testování" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/index.po deleted file mode 100644 index 7bdcca9a7f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/index.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Writing documentation" -msgstr "Psaní dokumentace" - -msgid "Guidelines" -msgstr "Pokyny" - -msgid "Writing the manual" -msgstr "Psaní návodu" - -msgid "Class reference guides" -msgstr "Referenční příručky tříd" - -msgid "The pages below focus on the class reference." -msgstr "Níže uvedené stránky se zaměřují na referenci třídy." - -msgid "Translating the documentation" -msgstr "Překlad dokumentace" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po deleted file mode 100644 index e3f3fac5ca..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Contributing to the class reference" -msgstr "Přispějte k dokumentaci tříd" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/how_to_contribute.po b/sphinx/po/cs/LC_MESSAGES/contributing/how_to_contribute.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/how_to_contribute.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/bisecting_regressions.po b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/bisecting_regressions.po deleted file mode 100644 index ceb848a218..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/bisecting_regressions.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "What is bisecting?" -msgstr "Co je to protínání?" - -msgid "Example usage:" -msgstr "Příklad použití:" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po deleted file mode 100644 index 3d4e0654d0..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Documentation labels" -msgstr "Dokumentační štítky" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/first_steps.po b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/first_steps.po deleted file mode 100644 index 99b7862c59..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/first_steps.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"A good place to start is by searching for issues tagged as `good first issue " -"`_ on GitHub." -msgstr "" -"Dobrým začátkem je vyhledání problémů označených jako `dobrý první problém " -"`_ na GitHubu." - -msgid "Contributing translations" -msgstr "Přispějte k překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/index.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/pr_workflow.po b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/pr_workflow.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/pr_workflow.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/testing_pull_requests.po b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/testing_pull_requests.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/testing_pull_requests.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po deleted file mode 100644 index e194d5bc2c..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po +++ /dev/null @@ -1,50 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Launch Godot and create a new project." -msgstr "Spusťte Godot a vytvořte nový projekt." - -msgid "GDScript" -msgstr "GDSkript" - -msgid "C#" -msgstr "C#" - -msgid "C++" -msgstr "C++" - -msgid "Your project folder should look like this." -msgstr "Vaše složka projektu by měla vypadat takto." - -msgid "Organizing the project" -msgstr "Uspořádání projektu" - -msgid "" -"In this project, we will make 3 independent scenes: ``Player``, ``Mob``, and " -"``HUD``, which we will combine into the game's ``Main`` scene." -msgstr "" -"V tomto projektu vytvoříme 3 nezávislé scény: ``Player``, ``Mob`` a ``HUD``, " -"které zkombinujeme do hlavní scény hry:``Main`` ." - -msgid "" -"In a larger project, it might be useful to create folders to hold the " -"various scenes and their scripts, but for this relatively small game, you " -"can save your scenes and scripts in the project's root folder, identified by " -"``res://``. You can see your project folders in the FileSystem dock in the " -"lower left corner:" -msgstr "" -"Ve větším projektu může být užitečné vytvořit složky, pro každkou scénu a " -"její skript zvlášť, ale pro tuto relativně malou hru můžete ukládat své " -"scény a skripty do kořenového adresáře projektu identifikovaného pomocí " -"``res: //``. Složky projektu můžete vidět v doku Souborový systém v levém " -"dolním rohu:" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po deleted file mode 100644 index 9d1de1d3eb..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po +++ /dev/null @@ -1,87 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating the player scene" -msgstr "Vytvoření scény hráče" - -msgid "" -"The first scene will define the ``Player`` object. One of the benefits of " -"creating a separate Player scene is that we can test it separately, even " -"before we've created other parts of the game." -msgstr "" -"První scéna, kterou vytvoříme, definuje objekt ``Player``. Jednou z výhod " -"vytvoření samostatné hráčské scény je to, že ji můžeme testovat samostatně, " -"dokonce ještě předtím, než vytvoříme další části hry." - -msgid "Node structure" -msgstr "Struktura uzlu" - -msgid "" -"To begin, we need to choose a root node for the player object. As a general " -"rule, a scene's root node should reflect the object's desired functionality " -"- what the object *is*. Click the \"Other Node\" button and add an :ref:" -"`Area2D ` node to the scene." -msgstr "" -"Nejprve musíme vybrat kořenový uzel pro objekt hráče. Obecně by kořen scény " -"měl odrážet požadovanou funkčnost objektu - to čím objekt *je*. Klikněte na " -"tlačítko \"Jiný uzel\" a do scény přidejte uzel :ref:`Area2D `." - -msgid "" -"With ``Area2D`` we can detect objects that overlap or run into the player. " -"Change the node's name to ``Player`` by double-clicking on it. Now that " -"we've set the scene's root node, we can add additional nodes to give it more " -"functionality." -msgstr "" -"Pomocí ``Area2D`` můžeme detekovat objekty, které se překrývají nebo naráží " -"do hráče. Změňte název uzlu na ``Player`` poklepáním na něj. Nyní, když jsme " -"nastavili kořen scény hráče, můžeme do něho přidat další podřízené uzly, " -"abychom mu rozšířili funkčnost a poskytli více vlastností." - -msgid "" -"Save the scene. Click Scene -> Save, or press :kbd:`Ctrl + S` on Windows/" -"Linux or :kbd:`Cmd + S` on macOS." -msgstr "" -"Uložte scénu. Klikněte na Scéna -> Uložit nebo stiskněte :kbd:`Ctrl + S` v " -"systému Windows / Linux nebo :kbd:`Cmd + S` v systému MacOS." - -msgid "For this project, we will be following the Godot naming conventions." -msgstr "" -"V tomto projektu budeme dodržovat Godot pravidla pro názvy identifikátorů." - -msgid "" -"**GDScript**: Classes (nodes) use PascalCase, variables and functions use " -"snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." -msgstr "" -"**GDScript**: Třídy (uzly) používají PascalCase, proměnné a funkce používají " -"snake_case a konstanty používají ALL_CAPS (viz :ref:" -"`doc_gdscript_styleguide`)." - -msgid "" -"**C#**: Classes, export variables and methods use PascalCase, private fields " -"use _camelCase, local variables and parameters use camelCase (See :ref:" -"`doc_c_sharp_styleguide`). Be careful to type the method names precisely " -"when connecting signals." -msgstr "" -"**C #**: Třídy, exportované proměnné a metody používají PascalCase, soukromá " -"pole používají _camelCase, lokální proměnné a parametry používají camelCase " -"(viz :ref:`doc_c_sharp_styleguide`). Při připojování signálů buďte opatrní, " -"abyste přesně zadali názvy metod." - -msgid "Sprite animation" -msgstr "Animace spritu" - -msgid "When you're finished, your ``Player`` scene should look like this:" -msgstr "Až skončíte, měla by vaše ``Player`` scéna vypadat takto:" - -msgid "Make sure to save the scene again after these changes." -msgstr "Po těchto změnách nezapomeňte scénu znovu uložit." diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po deleted file mode 100644 index 2d62efacc3..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po +++ /dev/null @@ -1,245 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Coding the player" -msgstr "Programování pohybu hráčem" - -msgid "" -"To do so, we need to add some functionality that we can't get from a built-" -"in node, so we'll add a script. Click the ``Player`` node and click the " -"\"Attach Script\" button:" -msgstr "" -"Nyní musíme přidat některé funkce, které nám připravený uzel neposkytuje, " -"proto je naprogramujeme pomocí skriptu. Klikněte na uzel ``Player`` a dále " -"na tlačítko \"Připojit skript\":" - -msgid "" -"In the script settings window, you can leave the default settings alone. " -"Just click \"Create\":" -msgstr "" -"V okně nastavení skriptu můžete ponechat výchozí nastavení. Stačí kliknout " -"na „Vytvořit“:" - -msgid "" -"If you're creating a C# script or other languages, select the language from " -"the `language` drop down menu before hitting create." -msgstr "" -"Pokud vytváříte skript v C# nebo v jiném jazyku, vyberte požadovaný jazyk z " -"rozbalovací nabídky `jazyk` před tím, než kliknete vytvořit." - -msgid "Start by declaring the member variables this object will need:" -msgstr "" -"Začněte deklarováním členských proměnných, které bude tento objekt " -"potřebovat:" - -msgid "" -"The ``_ready()`` function is called when a node enters the scene tree, which " -"is a good time to find the size of the game window:" -msgstr "" -"Funkce ``_ready ()`` se volá, když uzel vstoupuje do stromu scény, a to je " -"dobrý čas k nalezení velikosti okna hry:" - -msgid "" -"Now we can use the ``_process()`` function to define what the player will " -"do. ``_process()`` is called every frame, so we'll use it to update elements " -"of our game, which we expect will change often. For the player, we need to " -"do the following:" -msgstr "" -"Nyní můžeme pomocí funkce ``_process ()`` definovat, co bude hráč dělat. " -"``_process ()`` se volá v každém framu(snímku) takže tuto funkci použijeme k " -"aktualizaci takových prvků naší hry, které se často změní. Pro hráče musíme " -"udělat následující:" - -msgid "Check for input." -msgstr "Zkontrolovat vstup." - -msgid "Move in the given direction." -msgstr "Pohnout se v požadovaném směru." - -msgid "Play the appropriate animation." -msgstr "Přehrát příslušnou animaci." - -msgid "" -"First, we need to check for input - is the player pressing a key? For this " -"game, we have 4 direction inputs to check. Input actions are defined in the " -"Project Settings under \"Input Map\". Here, you can define custom events and " -"assign different keys, mouse events, or other inputs to them. For this game, " -"we will map the arrow keys to the four directions." -msgstr "" -"Nejprve musíme zkontrolovat vstup - tiskne hráč klávesu? Pro tuto hru máme k " -"dispozici 4 vstupy pro směr. Vstupní akce jsou definovány v Nastavení " -"projektu v části „Mapa vstupů“. Zde můžete definovat vlastní události a " -"přiřadit jim různé klávesy, události myši nebo jiné vstupy. Pro toto demo " -"použijeme výchozí události, které jsou přiřazeny kurzorovým klávesám " -"klávesnice." - -msgid "Your input map tab should look like this:" -msgstr "Karta vstupní mapy by měla vypadat takto:" - -msgid "" -"You can detect whether a key is pressed using ``Input.is_action_pressed()``, " -"which returns ``true`` if it's pressed or ``false`` if it isn't." -msgstr "" -"Zda je klávesa stisknuta můžete zjistit pomocí funkce ``Input." -"is_action_pressed()``, která vrací ``true``, pokud je stisknuta, nebo " -"``false``, pokud není." - -msgid "" -"We start by setting the ``velocity`` to ``(0, 0)`` - by default, the player " -"should not be moving. Then we check each input and add/subtract from the " -"``velocity`` to obtain a total direction. For example, if you hold ``right`` " -"and ``down`` at the same time, the resulting ``velocity`` vector will be " -"``(1, 1)``. In this case, since we're adding a horizontal and a vertical " -"movement, the player would move *faster* diagonally than if it just moved " -"horizontally." -msgstr "" -"Začneme nastavením ``velocity`` na ``(0, 0)`` - ve výchozím nastavení by se " -"hráč neměl pohybovat. Pak zkontrolujeme každý vstup a přidáme / odečteme z " -"``velocity``, abychom získali celkový směr. Například pokud podržíte " -"``right`` a ``down`` současně, bude výsledný vektor ``velocity`` ``(1, 1)``. " -"V tomto případě, protože přidáváme vodorovný a svislý pohyb, by se hráč " -"pohyboval *rychleji* diagonálně, než kdyby se pohyboval vodorovně." - -msgid "" -"We can prevent that if we *normalize* the velocity, which means we set its " -"*length* to ``1``, then multiply by the desired speed. This means no more " -"fast diagonal movement." -msgstr "" -"Můžeme tomu zabránit, pokud *normalizujeme* vektor rychlosti, což znamená, " -"že nastavíme jeho *velikost* na ``1``, a vynásobíme jej velikostí požadované " -"rychlostí. To znamená, už žádné rychlé diagonální pohyby." - -msgid "" -"If you've never used vector math before, or need a refresher, you can see an " -"explanation of vector usage in Godot at :ref:`doc_vector_math`. It's good to " -"know but won't be necessary for the rest of this tutorial." -msgstr "" -"Pokud jste nikdy předtím nepoužívali vektorovou matematiku, nebo potřebujete " -"málé opáčko, používání vektorů v Godotu najdete na :ref:`doc_vector_math`. " -"Je dobré vektory znát, ale po zbytek tohoto tutoriálu to nebude nutné." - -msgid "" -"Now that we have a movement direction, we can update the player's position. " -"We can also use ``clamp()`` to prevent it from leaving the screen. " -"*Clamping* a value means restricting it to a given range. Add the following " -"to the bottom of the ``_process`` function (make sure it's not indented " -"under the `else`):" -msgstr "" -"Nyní, když máme směr pohybu, můžeme aktualizovat pozici hráče. Můžeme také " -"použít ``clamp()``, abychom zabránili opuštění obrazovky. *Clamp* hodnotu " -"znamená omezit ji na určitý rozsah. Na konec funkce ``_process`` přidejte " -"následující (ujistěte se, že není odsazeno jako pokračování větve `else`):" - -msgid "" -"The `delta` parameter in the `_process()` function refers to the *frame " -"length* - the amount of time that the previous frame took to complete. Using " -"this value ensures that your movement will remain consistent even if the " -"frame rate changes." -msgstr "" -"Parametr ``delta`` ve funkci ``_process()`` označuje délku *snímku* - dobu, " -"kterou předchozí snímek potřeboval k dokončení. Použitím této hodnoty " -"zajistíte, že pohyb zůstane konzistentní, i když se změní snímková frekvence." - -msgid "If you get an error in the \"Debugger\" panel that says" -msgstr "Pokud se zobrazí následující chyba v panelu \"Debugger\"" - -msgid "" -"``Attempt to call function 'play' in base 'null instance' on a null " -"instance``" -msgstr "" -"``Pokus o volání funkce 'play' v základní 'null instance' na null instance``" - -msgid "Choosing animations" -msgstr "Výběr animací" - -msgid "" -"The boolean assignments in the code above are a common shorthand for " -"programmers. Since we're doing a comparison test (boolean) and also " -"*assigning* a boolean value, we can do both at the same time. Consider this " -"code versus the one-line boolean assignment above:" -msgstr "" -"Booleovská přiřazení ve výše uvedeném kódu jsou běžnými zkratkami při " -"programování. Protože provádíme porovnání (booleovsky) a pak *přiřazujeme* " -"booleovskou hodnotu, můžeme oba kroky provést současně. Porovnejte tento kód " -"s jednořádkovým přiřazením výše:" - -msgid "" -"Play the scene again and check that the animations are correct in each of " -"the directions." -msgstr "" -"Zahrajte si scénu znovu a zkontrolujte, zda jsou animace ve všech směrech " -"odpovídající." - -msgid "" -"A common mistake here is to type the names of the animations wrong. The " -"animation names in the SpriteFrames panel must match what you type in the " -"code. If you named the animation ``\"Walk\"``, you must also use a capital " -"\"W\" in the code." -msgstr "" -"Častou chybou je nesprávné zadání názvů animací. Názvy animací v panelu " -"SpriteFrames se musí shodovat s tím, co zadáte v kódu. Pokud jste animaci " -"pojmenovali ``\"Walk\"``, musíte v kódu také použít velké písmeno \"W\"." - -msgid "" -"When you're sure the movement is working correctly, add this line to " -"``_ready()``, so the player will be hidden when the game starts:" -msgstr "" -"Pokud jste si jisti, že pohyb funguje správně, přidejte tento řádek do " -"``_ready () ``, takže hráč bude při spuštění hry skrytý:" - -msgid "Preparing for collisions" -msgstr "Příprava na kolize" - -msgid "" -"We want ``Player`` to detect when it's hit by an enemy, but we haven't made " -"any enemies yet! That's OK, because we're going to use Godot's *signal* " -"functionality to make it work." -msgstr "" -"Chceme, aby ``Player`` detekoval, když je zasažen nepřítelem, ale zatím jsme " -"žádného nepřítele nevytvořili! To je v pořádku, protože zde použijeme Gotovi " -"*signály*." - -msgid "" -"This defines a custom signal called \"hit\" that we will have our player " -"emit (send out) when it collides with an enemy. We will use ``Area2D`` to " -"detect the collision. Select the ``Player`` node and click the \"Node\" tab " -"next to the Inspector tab to see the list of signals the player can emit:" -msgstr "" -"Toto definuje vlastní signál zvaný \"hit\", který bude hráč vysílat při " -"srážce s nepřítelem. K detekci kolize použijeme ``Area2D``. Vyberte uzel " -"``Player`` a klikněte na záložku \"Uzel\" vedle záložky Inspektor, aby se " -"zobrazil seznam signálů, které může hráč vyslat:" - -msgid "" -"Each time an enemy hits the player, the signal is going to be emitted. We " -"need to disable the player's collision so that we don't trigger the ``hit`` " -"signal more than once." -msgstr "" -"Pokaždé, když hráče zasáhne nepřítel, bude vyslán signál. Musíme pak vypnout " -"kolizi hráče, abychom nespustili signál „hit“ více než jednou." - -msgid "" -"Disabling the area's collision shape can cause an error if it happens in the " -"middle of the engine's collision processing. Using ``set_deferred()`` tells " -"Godot to wait to disable the shape until it's safe to do so." -msgstr "" -"Zakázání kolizního tvaru uzlu může způsobit chybu, pokud k tomu dojde " -"uprostřed zpracovávání kolize enginem. Pomocí ``set_deferred()`` řekneme " -"Godotovi, aby počkal, s vypnutím kolizního tvaru, dokud to nebude bezpečné." - -msgid "" -"The last piece is to add a function we can call to reset the player when " -"starting a new game." -msgstr "" -"Posledním kusem je přidání funkce, kterou můžeme nazvat resetem hráče při " -"spuštění nové hry." diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po deleted file mode 100644 index 5a59776d52..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po +++ /dev/null @@ -1,82 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating the enemy" -msgstr "Vytvoření nepřítele" - -msgid "" -"Now it's time to make the enemies our player will have to dodge. Their " -"behavior will not be very complex: mobs will spawn randomly at the edges of " -"the screen, choose a random direction, and move in a straight line." -msgstr "" -"Nyní je čas, vytvořit nepřátele, kterým se náš hráč bude muset vyhnout. " -"Jejich chování nebude příliš složité: náhodně se vynoří na okrajích " -"obrazovky, vyberou náhodný směr a budou se dál pohybovat po přímce." - -msgid "" -"We'll create a ``Mob`` scene, which we can then *instance* to create any " -"number of independent mobs in the game." -msgstr "" -"Vytvoříme scénu ``Mob``, pomocí jejích *instancí* pak stvoříme ve hře " -"libovolný počet nezávislých nepřátel." - -msgid "Node setup" -msgstr "Nastavení uzlu" - -msgid ":ref:`RigidBody2D ` (named ``Mob``)" -msgstr ":ref:`RigidBody2D ` (pojmenovaný ``Mob``)" - -msgid ":ref:`CollisionShape2D `" -msgstr ":ref:`CollisionShape2D `" - -msgid "" -"Don't forget to set the children so they can't be selected, like you did " -"with the Player scene." -msgstr "" -"Nezapomeňte nastavit podřízené uzly tak, aby nemohly být vybrány, jako jste " -"to udělali na scéně Player." - -msgid "" -"We'll select one of these animations randomly so that the mobs will have " -"some variety." -msgstr "" -"Jednu z těchto animací vybereme náhodně, aby nepřátelé měly určitou " -"rozmanitost." - -msgid "Save the scene." -msgstr "Ulož scénu." - -msgid "Enemy script" -msgstr "Skript nepřítele" - -msgid "Add a script to the ``Mob`` like this:" -msgstr "Ke scéně ``Mob`` přidej skript a vytvoř následující členské proměnné:" - -msgid "" -"Now let's look at the rest of the script. In ``_ready()`` we play the " -"animation and randomly choose one of the three animation types:" -msgstr "" -"Nyní se podívejme na zbytek skriptu. V ``_ready()`` přehráváme animaci " -"náhodně pro ní vybereme jeden ze tří typů animací:" - -msgid "" -"We then need to pick a random number between ``0`` and ``2`` to select one " -"of these names from the list (array indices start at ``0``). ``randi() % n`` " -"selects a random integer between ``0`` and ``n-1``." -msgstr "" -"Potom musíme vybrat náhodné číslo mezi ``0`` a ``2``, abychom vybrali jedno " -"z těchto jmen ze seznamu (indexy pole začínají ``0``). ``randi() % n`` " -"vybere náhodné celé číslo mezi ``0`` a ``n-1``." - -msgid "This completes the `Mob` scene." -msgstr "Tím je dokončena scéna `Mob`." diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po deleted file mode 100644 index a1e4a463d9..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po +++ /dev/null @@ -1,140 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "The main game scene" -msgstr "Hlavní scéna hry" - -msgid "" -"Now it's time to bring everything we did together into a playable game scene." -msgstr "" -"Nyní je čas všechno co jsme dosud udělali spojit do jedné hratelné scény." - -msgid "" -"Create a new scene and add a :ref:`Node ` named ``Main``. (The " -"reason we are using Node instead of Node2D is because this node will be a " -"container for handling game logic. It does not require 2D functionality " -"itself.)" -msgstr "" -"Vytvořte novou scénu a přidejte :ref:`Node ` s názvem ``Main``. " -"(Důvod, proč používáme Node místo Node2D, je ten, že tento uzel bude " -"kontejnerem pro zpracování herní logiky. Sám o sobě 2D funkcionalitu " -"nevyžaduje.)" - -msgid "" -":ref:`Timer ` (named ``MobTimer``) - to control how often mobs " -"spawn" -msgstr "" -":ref:`Timer ` (pojmenovaný ``MobTimer``) - pro ovládání času " -"generování nepřátel" - -msgid "" -":ref:`Timer ` (named ``ScoreTimer``) - to increment the score " -"every second" -msgstr "" -":ref:`Timer ` (pojmenovaný ``ScoreTimer``) - pro zvýšení skóre " -"za každou sekundu bez srážky" - -msgid "" -":ref:`Timer ` (named ``StartTimer``) - to give a delay before " -"starting" -msgstr "" -":ref:`Timer ` (pojmenovaný ``StartTimer``) - pro zpoždění před " -"spuštěním" - -msgid "``MobTimer``: ``0.5``" -msgstr "``MobTimer``: ``0.5``" - -msgid "``ScoreTimer``: ``1``" -msgstr "``ScoreTimer``: ``1``" - -msgid "``StartTimer``: ``2``" -msgstr "``StartTimer``: ``2``" - -msgid "" -"In addition, set the ``One Shot`` property of ``StartTimer`` to \"On\" and " -"set ``Position`` of the ``StartPosition`` node to ``(240, 450)``." -msgstr "" -"Dále nastavte vlastnost ``One Shot`` uzlu ``StartTimer`` na \" On \"a " -"nastavte ``Position`` v uzlu ``StartPosition`` na ``(240, 450)``." - -msgid "Spawning mobs" -msgstr "Zrození nepřátel" - -msgid "" -"The Main node will be spawning new mobs, and we want them to appear at a " -"random location on the edge of the screen. Add a :ref:`Path2D " -"` node named ``MobPath`` as a child of ``Main``. When you " -"select ``Path2D``, you will see some new buttons at the top of the editor:" -msgstr "" -"Main uzel bude vytvářet nové nepřátele a chceme, aby se objevili na náhodné " -"místě při okraji obrazovky. Přidejte a :ref:`Path2D ` uzel s " -"názvem ``MobPath`` jako potomka ``Main``. Když vyberete ``Path2D``, uvidíte " -"v horní části editoru některá nová tlačítka:" - -msgid "" -"Draw the path in *clockwise* order, or your mobs will spawn pointing " -"*outwards* instead of *inwards*!" -msgstr "" -"Nakreslete cestu *ve směru hodinových ručiček*, jinak budou vaši nepřátelé " -"natočení *směrem ven* místo *dovnitř*!" - -msgid "" -"After placing point ``4`` in the image, click the \"Close Curve\" button and " -"your curve will be complete." -msgstr "" -"Po umístění bodu ``4`` do obrázku klikněte na tlačítko „Zavřít křivku“ a " -"vaše cesta bude úplná." - -msgid "" -"Now that the path is defined, add a :ref:`PathFollow2D ` " -"node as a child of ``MobPath`` and name it ``MobSpawnLocation``. This node " -"will automatically rotate and follow the path as it moves, so we can use it " -"to select a random position and direction along the path." -msgstr "" -"Nyní, když je cesta definována, přidejte uzel :ref:`PathFollow2D " -"` jako podřízený uzel ``MobPath`` a pojmenujte jej " -"``MobSpawnLocation``. Tento uzel se bude automaticky otáčet a sledovat " -"cestu, jak se pohybuje, takže ji můžeme použít k výběru náhodné polohy a " -"směru podél cesty." - -msgid "Your scene should look like this:" -msgstr "Vaše scéna by měla vypadat takto:" - -msgid "Main script" -msgstr "Hlavní skript" - -msgid "You can assign this property's value in two ways:" -msgstr "Hodnotu této vlastnosti můžete přiřadit dvěma způsoby:" - -msgid "" -"Note that a new instance must be added to the scene using ``add_child()``." -msgstr "" -"Všimněte si, že do scény musí být přidána nová instance pomocí " -"``add_child()``." - -msgid "Testing the scene" -msgstr "Testování scény" - -msgid "" -"Let's test the scene to make sure everything is working. Add this " -"``new_game`` call to ``_ready()``:" -msgstr "" -"Vyzkoušejte scénu, abychom se ujistili, že vše funguje. Přidejte volání " -"``new_game`` do ``_ready()``:" - -msgid "" -"You should be able to move the player around, see mobs spawning, and see the " -"player disappear when hit by a mob." -msgstr "" -"Měli byste být schopni pohybovat hráčem do všech směrů, vidět rozmnožování " -"nepřátek a sledovat, jak hráč zmizí, když je zasažen nepřítelem." diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po deleted file mode 100644 index 2b26a2a4aa..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po +++ /dev/null @@ -1,188 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"The final piece our game needs is a User Interface (UI) to display things " -"like score, a \"game over\" message, and a restart button." -msgstr "" -"Posledním kouskem, který naše hra potřebuje, je UI: rozhraní pro zobrazování " -"věcí, jako je skóre, zpráva „konec hry“ a tlačítko restartu." - -msgid "" -"The :ref:`CanvasLayer ` node lets us draw our UI elements " -"on a layer above the rest of the game, so that the information it displays " -"isn't covered up by any game elements like the player or mobs." -msgstr "" -"Uzel :ref:`CanvasLayer ` umožňuje nakreslit naše prvky " -"uživatelského rozhraní do vrstvy nad zbytkem hry, takže informace, které " -"zobrazuje, nejsou zakryty žádnými herními prvky, jako je hráč nebo nepřátelé." - -msgid "The HUD needs to display the following information:" -msgstr "HUD musí zobrazit následující informace:" - -msgid "Score, changed by ``ScoreTimer``." -msgstr "Skóre, změněno uzlem ``ScoreTimer``." - -msgid "A message, such as \"Game Over\" or \"Get Ready!\"" -msgstr "Zprávu, například „Game Over“ nebo „Připravte se!“" - -msgid "A \"Start\" button to begin the game." -msgstr "Tlačítko \"Start\" pro zahájení hry." - -msgid "" -"The basic node for UI elements is :ref:`Control `. To create " -"our UI, we'll use two types of :ref:`Control ` nodes: :ref:" -"`Label ` and :ref:`Button `." -msgstr "" -"Základní uzel pro prvky uživatelského rozhraní je :ref:`Control " -"`. K vytvoření našeho uživatelského rozhraní použijeme dva " -"typy :ref:`Control ` nodes: :ref:`Label ` a :ref:" -"`Button `." - -msgid "Create the following as children of the ``HUD`` node:" -msgstr "Jako podřízené uzlu ``HUD`` vytvořte následující:" - -msgid ":ref:`Label ` named ``ScoreLabel``." -msgstr ":ref:`Label ` s názvem ``ScoreLabel``." - -msgid ":ref:`Label ` named ``Message``." -msgstr ":ref:`Label ` pojmenovaný ``Message``." - -msgid ":ref:`Button ` named ``StartButton``." -msgstr ":ref:`Button ` s názvem ``StartButton``." - -msgid ":ref:`Timer ` named ``MessageTimer``." -msgstr ":ref:`Timer ` s názvem ``MessageTimer``." - -msgid "" -"Click on the ``ScoreLabel`` and type a number into the ``Text`` field in the " -"Inspector. The default font for ``Control`` nodes is small and doesn't scale " -"well. There is a font file included in the game assets called \"Xolonium-" -"Regular.ttf\". To use this font, do the following:" -msgstr "" -"Klikněte na ``ScoreLabel`` a zadejte číslo do pole ``Text`` v Inspektoru. " -"Výchozí písmo pro uzly ``Control`` je malé a neškáluje se dobře. Ve " -"herníchzdrojích je obsažen soubor s názvem „Xolonium-Regular.ttf“. Chcete-li " -"použít toto písmo, proveďte následující:" - -msgid "" -"Arrange the nodes as shown below. You can drag the nodes to place them " -"manually, or for more precise placement, use \"Anchor Presets\"." -msgstr "" -"Uzly můžete přetáhnout a umístit je ručně, nebo pro přesnější umístění " -"použijte následující nastavení." - -msgid "ScoreLabel" -msgstr "ScoreLabel" - -msgid "Message" -msgstr "Zpráva" - -msgid "Add the text ``Dodge the Creeps!``." -msgstr "Přidejte text ``Dodge the Creeps!``." - -msgid "StartButton" -msgstr "StartButton" - -msgid "Add the text ``Start``." -msgstr "Přidejte text ``Start``." - -msgid "" -"On the ``MessageTimer``, set the ``Wait Time`` to ``2`` and set the ``One " -"Shot`` property to \"On\"." -msgstr "" -"V ``MessageTimer`` nastavte ``Wait Time`` na ``2`` a nastavte vlastnost " -"``One Shot`` na ``On``." - -msgid "Now add this script to ``HUD``:" -msgstr "Nyní přidejte tento skript do ``HUD``:" - -msgid "" -"We now want to display a message temporarily, such as \"Get Ready\", so we " -"add the following code" -msgstr "" -"Nyní cheme zobrazit dočasnou zprávu, například „Připravte se“, takže přidáme " -"následující kód" - -msgid "" -"This function is called when the player loses. It will show \"Game Over\" " -"for 2 seconds, then return to the title screen and, after a brief pause, " -"show the \"Start\" button." -msgstr "" -"Tato funkce se volá, když hráč prohraje. Na 2 sekundy se zobrazí „Game " -"Over“, poté se vratíme na titulní obrazovku a po krátké pauze se zobrazí " -"tlačítko „Start“." - -msgid "" -"When you need to pause for a brief time, an alternative to using a Timer " -"node is to use the SceneTree's ``create_timer()`` function. This can be very " -"useful to add delays such as in the above code, where we want to wait some " -"time before showing the \"Start\" button." -msgstr "" -"Pokud potřebujete pozastavit na krátkou dobu, alternativou k použití uzlu " -"Timer je použití funkce ``create_timer()`` třídy SceneTree. To může být " -"velmi užitečné pro přidání zpoždění, jako například ve výše uvedeném kódu, " -"kdy chceme počkat, než se zobrazí tlačítko „Start“." - -msgid "Connecting HUD to Main" -msgstr "Připojení HUD k Main" - -msgid "" -"Now that we're done creating the ``HUD`` scene, go back to ``Main``. " -"Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene. " -"The scene tree should look like this, so make sure you didn't miss anything:" -msgstr "" -"Nyní, když jsme dokončili scénu ``HUD``, vraťte se ke scéně ``Main``. " -"Vytvořte instanci scény ``HUD`` ve ``Main``, jak jste to udělali se scénou " -"``Player``. Strom scény by měl vypadat takto, takže se ujistětě, že vám něco " -"neuniklo:" - -msgid "" -"Now we need to connect the ``HUD`` functionality to our ``Main`` script. " -"This requires a few additions to the ``Main`` scene:" -msgstr "" -"Nyní musíme propojit funkcionalitu ``HUD`` se skriptem ``Main``. To vyžaduje " -"několik přídavků ke scéně ``Main``:" - -msgid "" -"In ``new_game()``, update the score display and show the \"Get Ready\" " -"message:" -msgstr "" -"V ``new_game()`` aktualizujte zobrazení skóre a zobrazte zprávu „Připravte " -"se“:" - -msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:" -msgstr "V ``game_over()`` musíme zavolat odpovídající `HUD`` funkci:" - -msgid "Removing old creeps" -msgstr "Odstranění starých nepřátel" - -msgid "" -"If you play until \"Game Over\" and then start a new game right away, the " -"creeps from the previous game may still be on the screen. It would be better " -"if they all disappeared at the start of a new game. We just need a way to " -"tell *all* the mobs to remove themselves. We can do this with the \"group\" " -"feature." -msgstr "" -"Pokud budete hrát až do „Game Over“ a ihned poté zahájíte novou hru, můžou " -"se na obrazovce stále zobrazovat nepřátelé z předchozí hry. Bylo by lepší, " -"kdyby všichni zmizeli na začátku hry nové. Potřebujeme jen způsob, jak říct " -"všem nepřátelům, aby zmizeli. Můžeme to udělat pomocí funkcionality " -"„skupina“." - -msgid "" -"The ``call_group()`` function calls the named function on every node in a " -"group - in this case we are telling every mob to delete itself." -msgstr "" -"Funkce ``call_group()`` volá pojmenovanou funkci na každém uzlu ve skupině - " -"v tomto případě říkáme každému nepříteli, aby se sám odstranil." diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po deleted file mode 100644 index 3813a16e72..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po +++ /dev/null @@ -1,69 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Finishing up" -msgstr "Dokončení" - -msgid "" -"We have now completed all the functionality for our game. Below are some " -"remaining steps to add a bit more \"juice\" to improve the game experience." -msgstr "" -"Nyní jsme dokončili všechny funkce pro naši hru. Níže uvádíme několik " -"zbývajících kroků pro přidání trochu více „šťávy“ pro zlepšení herního " -"zážitku. Nebojte se rozšířit hru o své vlastní nápady." - -msgid "Background" -msgstr "Pozadí" - -msgid "Sound effects" -msgstr "Zvukové efekty" - -msgid "" -"Add two :ref:`AudioStreamPlayer ` nodes as children " -"of ``Main``. Name one of them ``Music`` and the other ``DeathSound``. On " -"each one, click on the ``Stream`` property, select \"Load\", and choose the " -"corresponding audio file." -msgstr "" -"Přidejte dva :ref:`AudioStreamPlayer ` uzly jako " -"podřízené uzlu ``Main``. Pojmenujte jednoho z nich ``Music`` a druhého " -"``DeathSound``. U každého z nich, klikněte na ``Stream`` vlastnost, vyberte " -"možnost \"Načíst\", a vyberte odpovídající zvukový soubor." - -msgid "" -"To play the music, add ``$Music.play()`` in the ``new_game()`` function and " -"``$Music.stop()`` in the ``game_over()`` function." -msgstr "" -"Chcete-li přehrát hudbu, přidejte ``$Music.play()`` do funkce ``new_game()`` " -"a ``$Music.stop()`` do funkce ``game_over()``." - -msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function." -msgstr "Nakonec přidejte do funkce ``game_over()`` ``$ DeathSound.play()``." - -msgid "Keyboard shortcut" -msgstr "Klávesová zkratka" - -msgid "" -"Since the game is played with keyboard controls, it would be convenient if " -"we could also start the game by pressing a key on the keyboard. We can do " -"this with the \"Shortcut\" property of the ``Button`` node." -msgstr "" -"Protože se hra ovládá pomocí klávesnice, bylo by vhodné, kdybychom ji mohli " -"také spustit stisknutím klávesy na klávesnici. Můžeme to udělat pomocí " -"vlastnosti \"Shortcut\" v uzlu ``Button``." - -msgid "" -"Now when the start button appears, you can either click it or press :kbd:" -"`Enter` to start the game." -msgstr "" -"Nyní, když se objeví tlačítko Start, můžete na něj buď kliknout, nebo " -"stisknout :kbd:`Enter` pro spuštění hry." diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/index.po deleted file mode 100644 index 99859d312a..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/index.po +++ /dev/null @@ -1,70 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Your first 2D game" -msgstr "Vaše první 2D hra" - -msgid "" -"In this step-by-step tutorial series, you will create your first complete 2D " -"game with Godot. By the end of the series, you will have a simple yet " -"complete game of your own, like the image below." -msgstr "" -"V této sérii krok za krokem tutoriálů si vytvoříte vaši první kompletní 2D " -"hru pomocí Godot. Na konci série budete mít jednoduchou, ale kompletní " -"vlastní hru, jako je na obrázku níže." - -msgid "|image0|" -msgstr "| image0 |" - -msgid "image0" -msgstr "| image0 |" - -msgid "" -"You will learn how the Godot editor works, how to structure a project, and " -"build a 2D game." -msgstr "" -"Tento tutorialvás provede vytvořením vašeho prvního projektu v Godotu. " -"Dozvíte se, jak funguje editor Godotu, jak strukturovat projekt a jak " -"vytvořit 2D hru." - -msgid "" -"This project is an introduction to the Godot engine. It assumes that you " -"have some programming experience already. If you're new to programming " -"entirely, you should start here: :ref:`doc_scripting`." -msgstr "" -"Tento projekt je úvodem k enginu Godot. Předpokládá se, že už máte nějaké " -"zkušenosti s programováním. Pokud je pro vás programování \"španělská " -"vesnice\", měli byste začít zde: :ref:`doc_scripting`. Pokud chcete v Godotu " -"používat jazyk C#, přečtěte si před pokračováním také :ref:`doc_c_sharp`." - -msgid "" -"The game is called \"Dodge the Creeps!\". Your character must move and avoid " -"the enemies for as long as possible." -msgstr "" -"Hra se jmenuje „Dodge the Creeps!“. Vaše postava se musí pohybovat a vyhýbat " -"se nepřátelům tak dlouho, jak je to možné." - -msgid "You will learn to:" -msgstr "Naučíte se:" - -msgid "Structure a simple game project." -msgstr "Struktura jednoduchého herního projektu." - -msgid "You can find a completed version of this project at this location:" -msgstr "Dokončenou verzi tohoto projektu najdete na této adrese:" - -msgid "Prerequisites" -msgstr "Prerekvizity" - -msgid "Contents" -msgstr "Obsah" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po deleted file mode 100644 index 420f459c14..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Setting up the game area" -msgstr "Nastavení herního prostoru" - -msgid "Click *Import & Edit* to open the project in the editor." -msgstr "Kliknutím na tlačítko *Import &; Edit* otevřete projekt v editoru." - -msgid "Setting up the playable area" -msgstr "Nastavení hratelné oblasti" - -msgid "Your scene tree should look like this" -msgstr "Vaše scéna by měla vypadat takto" - -msgid "At this point, your project should look like this." -msgstr "V tomto okamžiku by váš projekt měl vypadat takto." diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po deleted file mode 100644 index 48a33ed8b4..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po +++ /dev/null @@ -1,105 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "|image0|" -msgstr "| image0 |" - -msgid "image0" -msgstr "| image0 |" - -msgid "|image1|" -msgstr "| image1 |" - -msgid "image1" -msgstr "image1" - -msgid "|image2|" -msgstr "| image2 |" - -msgid "image2" -msgstr "image2" - -msgid "|image3|" -msgstr "| image3 |" - -msgid "image3" -msgstr "image3" - -msgid "|image4|" -msgstr "| image4 |" - -msgid "image4" -msgstr "image4" - -msgid "|image5|" -msgstr "| image5 |" - -msgid "image5" -msgstr "image5" - -msgid "Save the scene as ``player.tscn``" -msgstr "Uložte scénu jako ``player.tscn``" - -msgid "Creating input actions" -msgstr "Vytváření vstupních akcí" - -msgid "|image6|" -msgstr "|obrázek6|" - -msgid "image6" -msgstr "image6" - -msgid "|image7|" -msgstr "|obrázek7|" - -msgid "image7" -msgstr "image7" - -msgid "|image8|" -msgstr "|obrázek8|" - -msgid "image8" -msgstr "image8" - -msgid "|image9|" -msgstr "|obrázek9|" - -msgid "image9" -msgstr "image9" - -msgid "|image12|" -msgstr "|obrázek12|" - -msgid "image12" -msgstr "image12" - -msgid "|image15|" -msgstr "| image15 |" - -msgid "image15" -msgstr "image15" - -msgid "|image16|" -msgstr "| image16 |" - -msgid "image16" -msgstr "image16" - -msgid "Your jump input action should look like this." -msgstr "Vstupní akce skoku by měla vypadat takto." - -msgid "|image18|" -msgstr "| image18 |" - -msgid "image18" -msgstr "image18" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po deleted file mode 100644 index dafd7cfa97..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po +++ /dev/null @@ -1,113 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Moving the player with code" -msgstr "Přesunutí přehrávače pomocí kódu" - -msgid "For this project, we will be following the Godot naming conventions." -msgstr "" -"V tomto projektu budeme dodržovat Godot pravidla pro názvy identifikátorů." - -msgid "" -"**GDScript**: Classes (nodes) use PascalCase, variables and functions use " -"snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." -msgstr "" -"**GDScript**: Třídy (uzly) používají PascalCase, proměnné a funkce používají " -"snake_case a konstanty používají ALL_CAPS (viz :ref:" -"`doc_gdscript_styleguide`)." - -msgid "" -"**C#**: Classes, export variables and methods use PascalCase, private fields " -"use _camelCase, local variables and parameters use camelCase (See :ref:" -"`doc_c_sharp_styleguide`). Be careful to type the method names precisely " -"when connecting signals." -msgstr "" -"**C #**: Třídy, exportované proměnné a metody používají PascalCase, soukromá " -"pole používají _camelCase, lokální proměnné a parametry používají camelCase " -"(viz :ref:`doc_c_sharp_styleguide`). Při připojování signálů buďte opatrní, " -"abyste přesně zadali názvy metod." - -msgid "|image0|" -msgstr "| image0 |" - -msgid "image0" -msgstr "| image0 |" - -msgid "|image1|" -msgstr "| image1 |" - -msgid "image1" -msgstr "image1" - -msgid "|image2|" -msgstr "| image2 |" - -msgid "image2" -msgstr "image2" - -msgid "Adding a camera" -msgstr "Přidání kamery" - -msgid "|image3|" -msgstr "| image3 |" - -msgid "image3" -msgstr "image3" - -msgid "|image4|" -msgstr "| image4 |" - -msgid "image4" -msgstr "image4" - -msgid "|image11|" -msgstr "|obrázek11|" - -msgid "image11" -msgstr "image11" - -msgid "|image5|" -msgstr "| image5 |" - -msgid "image5" -msgstr "image5" - -msgid "|image6|" -msgstr "|obrázek6|" - -msgid "image6" -msgstr "image6" - -msgid "|image7|" -msgstr "|obrázek7|" - -msgid "image7" -msgstr "image7" - -msgid "|image8|" -msgstr "|obrázek8|" - -msgid "image8" -msgstr "image8" - -msgid "|image9|" -msgstr "|obrázek9|" - -msgid "image9" -msgstr "image9" - -msgid "|image10|" -msgstr "|obrázek10|" - -msgid "image10" -msgstr "image10" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po deleted file mode 100644 index 3ff8846b8b..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po +++ /dev/null @@ -1,87 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Designing the mob scene" -msgstr "Navrhování scény nepřítele" - -msgid "|image0|" -msgstr "| image0 |" - -msgid "image0" -msgstr "| image0 |" - -msgid "|image1|" -msgstr "| image1 |" - -msgid "image1" -msgstr "image1" - -msgid "Add a :ref:`CollisionShape3D `." -msgstr "Přidejte :ref:`CollisionShape3D `." - -msgid "|image2|" -msgstr "| image2 |" - -msgid "image2" -msgstr "image2" - -msgid "|image4|" -msgstr "| image4 |" - -msgid "image4" -msgstr "image4" - -msgid "Removing monsters off-screen" -msgstr "Odstranění příšer mimo obrazovku" - -msgid "|image5|" -msgstr "| image5 |" - -msgid "image5" -msgstr "image5" - -msgid "|image6|" -msgstr "|obrázek6|" - -msgid "image6" -msgstr "image6" - -msgid "Attach a script to the ``Mob``." -msgstr "Ke scéně ``Mob`` přidejte skript." - -msgid "|image7|" -msgstr "|obrázek7|" - -msgid "image7" -msgstr "image7" - -msgid "Leaving the screen" -msgstr "Opuštění obrazovky" - -msgid "|image8|" -msgstr "|obrázek8|" - -msgid "image8" -msgstr "image8" - -msgid "|image9|" -msgstr "|obrázek9|" - -msgid "image9" -msgstr "image9" - -msgid "|image10|" -msgstr "|obrázek10|" - -msgid "image10" -msgstr "image10" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po deleted file mode 100644 index facdfca075..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po +++ /dev/null @@ -1,192 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Spawning monsters" -msgstr "Zrození nepřátel" - -msgid "|image0|" -msgstr "| image0 |" - -msgid "image0" -msgstr "| image0 |" - -msgid "Go to *Project -> Project Settings*." -msgstr "Přejděte na *Project -> Project Settings*." - -msgid "|image1|" -msgstr "| image1 |" - -msgid "image1" -msgstr "image1" - -msgid "|image2|" -msgstr "| image2 |" - -msgid "image2" -msgstr "image2" - -msgid "Creating the spawn path" -msgstr "Vytvoření cesty pro zrození" - -msgid "|image3|" -msgstr "| image3 |" - -msgid "image3" -msgstr "image3" - -msgid "Adding placeholder cylinders" -msgstr "Přidávání zástupných válců" - -msgid "|image4|" -msgstr "| image4 |" - -msgid "image4" -msgstr "image4" - -msgid "|image5|" -msgstr "| image5 |" - -msgid "image5" -msgstr "image5" - -msgid "|image6|" -msgstr "|obrázek6|" - -msgid "image6" -msgstr "image6" - -msgid "|image7|" -msgstr "|obrázek7|" - -msgid "image7" -msgstr "image7" - -msgid "|image8|" -msgstr "|obrázek8|" - -msgid "image8" -msgstr "image8" - -msgid "|image9|" -msgstr "|obrázek9|" - -msgid "image9" -msgstr "image9" - -msgid "|image10|" -msgstr "|obrázek10|" - -msgid "image10" -msgstr "image10" - -msgid "|image11|" -msgstr "|obrázek11|" - -msgid "image11" -msgstr "image11" - -msgid "|image12|" -msgstr "|obrázek12|" - -msgid "image12" -msgstr "image12" - -msgid "|image13|" -msgstr "|obrázek13|" - -msgid "image13" -msgstr "image13" - -msgid "|image14|" -msgstr "|obrázek14|" - -msgid "image14" -msgstr "image14" - -msgid "|image15|" -msgstr "| image15 |" - -msgid "image15" -msgstr "image15" - -msgid "|image16|" -msgstr "| image16 |" - -msgid "image16" -msgstr "image16" - -msgid "|image17|" -msgstr "| image17 |" - -msgid "image17" -msgstr "image17" - -msgid "Your path should look like this." -msgstr "Vaše cesta by měla vypadat takto." - -msgid "|image18|" -msgstr "| image18 |" - -msgid "image18" -msgstr "image18" - -msgid "|image19|" -msgstr "| image19|" - -msgid "image19" -msgstr "image19" - -msgid "Spawning monsters randomly" -msgstr "Náhodné rození nepřátel" - -msgid "|image20|" -msgstr "| image20 |" - -msgid "image20" -msgstr "image20" - -msgid "|image21|" -msgstr "| image21 |" - -msgid "image21" -msgstr "image21" - -msgid "|image22|" -msgstr "| image22 |" - -msgid "image22" -msgstr "image22" - -msgid "|image23|" -msgstr "| image23 |" - -msgid "image23" -msgstr "image23" - -msgid "Connect it to the *Main* node." -msgstr "Připojte jej k uzlu *Main*." - -msgid "|image24|" -msgstr "| image24 |" - -msgid "image24" -msgstr "image24" - -msgid "Instantiate the mob scene." -msgstr "Vytvořte instance scény nepřítele." - -msgid "|image25|" -msgstr "| image25 |" - -msgid "image25" -msgstr "image25" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po deleted file mode 100644 index c051fb8386..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po +++ /dev/null @@ -1,90 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"First, we have to change a few settings related to physics interactions. " -"Enter the world of :ref:`physics layers " -"`." -msgstr "" -"Nejprve musíme změnit několik nastavení pro fyzikální interakce. Vstupte do " -"světa :ref:`fyzikálních zákonů " -"`." - -msgid "Controlling physics interactions" -msgstr "Řízení fyzikálních interakcí" - -msgid "Setting layer names" -msgstr "Nastavení názvů vrstev" - -msgid "|image0|" -msgstr "| image0 |" - -msgid "image0" -msgstr "| image0 |" - -msgid "|image1|" -msgstr "| image1 |" - -msgid "image1" -msgstr "image1" - -msgid "Assigning layers and masks" -msgstr "Přiřazení vrstev a masek" - -msgid "|image2|" -msgstr "| image2 |" - -msgid "image2" -msgstr "image2" - -msgid "|image3|" -msgstr "| image3 |" - -msgid "image3" -msgstr "image3" - -msgid "|image4|" -msgstr "| image4 |" - -msgid "image4" -msgstr "image4" - -msgid "|image5|" -msgstr "| image5 |" - -msgid "image5" -msgstr "image5" - -msgid "|image6|" -msgstr "|obrázek6|" - -msgid "image6" -msgstr "image6" - -msgid "Jumping" -msgstr "Skákání" - -msgid "Squashing monsters" -msgstr "Mačkání příšer" - -msgid "|image7|" -msgstr "|obrázek7|" - -msgid "image7" -msgstr "image7" - -msgid "|image8|" -msgstr "|obrázek8|" - -msgid "image8" -msgstr "image8" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po deleted file mode 100644 index 177e6d388e..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po +++ /dev/null @@ -1,57 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Killing the player" -msgstr "Zabití hráče" - -msgid "|image0|" -msgstr "| image0 |" - -msgid "image0" -msgstr "| image0 |" - -msgid "|image1|" -msgstr "| image1 |" - -msgid "image1" -msgstr "image1" - -msgid "|image2|" -msgstr "| image2 |" - -msgid "image2" -msgstr "image2" - -msgid "|image3|" -msgstr "| image3 |" - -msgid "image3" -msgstr "image3" - -msgid "|image4|" -msgstr "| image4 |" - -msgid "image4" -msgstr "image4" - -msgid "Ending the game" -msgstr "Ukončení hry" - -msgid "|image5|" -msgstr "| image5 |" - -msgid "image5" -msgstr "image5" - -msgid "Code checkpoint" -msgstr "Kontrolní bod kódu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po deleted file mode 100644 index d1011c0008..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po +++ /dev/null @@ -1,151 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Score and replay" -msgstr "Skóre a opakování" - -msgid "Add a :ref:`Label ` node and name it ``ScoreLabel``" -msgstr "" -"Přidejte :ref:`uzel Label ` a pojmenujte ho ``ScoreLabel``" - -msgid "|image1|" -msgstr "| image1 |" - -msgid "image1" -msgstr "image1" - -msgid "|image2|" -msgstr "| image2 |" - -msgid "image2" -msgstr "image2" - -msgid "|image3|" -msgstr "| image3 |" - -msgid "image3" -msgstr "image3" - -msgid "|image4|" -msgstr "| image4 |" - -msgid "image4" -msgstr "image4" - -msgid "Creating a UI theme" -msgstr "Vytvoření motivu uživatelského rozhraní" - -msgid "|image5|" -msgstr "| image5 |" - -msgid "image5" -msgstr "image5" - -msgid "|image6|" -msgstr "|obrázek6|" - -msgid "image6" -msgstr "image6" - -msgid "|image7|" -msgstr "|obrázek7|" - -msgid "image7" -msgstr "image7" - -msgid "|image8|" -msgstr "|obrázek8|" - -msgid "image8" -msgstr "image8" - -msgid "|image9|" -msgstr "|obrázek9|" - -msgid "image9" -msgstr "image9" - -msgid "Retrying the game" -msgstr "Opakování hry" - -msgid "|image10|" -msgstr "|obrázek10|" - -msgid "image10" -msgstr "image10" - -msgid "|image11|" -msgstr "|obrázek11|" - -msgid "image11" -msgstr "image11" - -msgid "|image12|" -msgstr "|obrázek12|" - -msgid "image12" -msgstr "image12" - -msgid "|image13|" -msgstr "|obrázek13|" - -msgid "image13" -msgstr "image13" - -msgid "|image14|" -msgstr "|obrázek14|" - -msgid "image14" -msgstr "image14" - -msgid "Coding the retry option" -msgstr "Kódování možnosti pro opakování" - -msgid "Adding music" -msgstr "Přidání hudby" - -msgid "|image15|" -msgstr "| image15 |" - -msgid "image15" -msgstr "image15" - -msgid "|image16|" -msgstr "| image16 |" - -msgid "image16" -msgstr "image16" - -msgid "|image17|" -msgstr "| image17 |" - -msgid "image17" -msgstr "image17" - -msgid "|image18|" -msgstr "| image18 |" - -msgid "image18" -msgstr "image18" - -msgid "|image19|" -msgstr "| image19|" - -msgid "image19" -msgstr "image19" - -msgid "|image20|" -msgstr "| image20 |" - -msgid "image20" -msgstr "image20" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po deleted file mode 100644 index b7760b63a9..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po +++ /dev/null @@ -1,177 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Character animation" -msgstr "Animace postav" - -msgid "|image0|" -msgstr "| image0 |" - -msgid "image0" -msgstr "| image0 |" - -msgid "We'll start with an introduction to using the animation editor." -msgstr "Začneme úvodem do používání editoru animací." - -msgid "Using the animation editor" -msgstr "Použití editoru animací" - -msgid "|image1|" -msgstr "| image1 |" - -msgid "image1" -msgstr "image1" - -msgid "|image2|" -msgstr "| image2 |" - -msgid "image2" -msgstr "image2" - -msgid "Name the animation \"float\"." -msgstr "Pojmenujte animaci \"float\"." - -msgid "|image3|" -msgstr "| image3 |" - -msgid "image3" -msgstr "image3" - -msgid "|image4|" -msgstr "| image4 |" - -msgid "image4" -msgstr "image4" - -msgid "|image5|" -msgstr "| image5 |" - -msgid "image5" -msgstr "image5" - -msgid "|image6|" -msgstr "|obrázek6|" - -msgid "image6" -msgstr "image6" - -msgid "|image7|" -msgstr "|obrázek7|" - -msgid "image7" -msgstr "image7" - -msgid "|image8|" -msgstr "|obrázek8|" - -msgid "image8" -msgstr "image8" - -msgid "|image9|" -msgstr "|obrázek9|" - -msgid "image9" -msgstr "image9" - -msgid "The float animation" -msgstr "Plovoucí animace" - -msgid "|image10|" -msgstr "|obrázek10|" - -msgid "image10" -msgstr "image10" - -msgid "|image11|" -msgstr "|obrázek11|" - -msgid "image11" -msgstr "image11" - -msgid "|image12|" -msgstr "|obrázek12|" - -msgid "image12" -msgstr "image12" - -msgid "|image13|" -msgstr "|obrázek13|" - -msgid "image13" -msgstr "image13" - -msgid "|image14|" -msgstr "|obrázek14|" - -msgid "image14" -msgstr "image14" - -msgid "|image15|" -msgstr "| image15 |" - -msgid "image15" -msgstr "image15" - -msgid "|image16|" -msgstr "| image16 |" - -msgid "image16" -msgstr "image16" - -msgid "|image17|" -msgstr "| image17 |" - -msgid "image17" -msgstr "image17" - -msgid "|image18|" -msgstr "| image18 |" - -msgid "image18" -msgstr "image18" - -msgid "|image19|" -msgstr "| image19|" - -msgid "image19" -msgstr "image19" - -msgid "|image20|" -msgstr "| image20 |" - -msgid "image20" -msgstr "image20" - -msgid "Your animation should look something like this." -msgstr "Vaše animace by měla vypadat přibližně takto." - -msgid "|image21|" -msgstr "| image21 |" - -msgid "image21" -msgstr "image21" - -msgid "Controlling the animation in code" -msgstr "Ovládání animace kódem" - -msgid "|image22|" -msgstr "| image22 |" - -msgid "image22" -msgstr "image22" - -msgid "Animating the mobs" -msgstr "Animování nepřátel" - -msgid "**Congratulations**!" -msgstr "**Gratulujeme**!" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/going_further.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/going_further.po deleted file mode 100644 index bce1474947..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/going_further.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Going further" -msgstr "Jdeme dál" - -msgid "Exploring the manual" -msgstr "Prozkoumání manuálu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/index.po deleted file mode 100644 index c551743e6d..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/index.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Your first 3D game" -msgstr "Vaše první 3D hra" - -msgid "|image0|" -msgstr "| image0 |" - -msgid "image0" -msgstr "| image0 |" - -msgid "You will learn to:" -msgstr "Naučíte se:" - -msgid "Contents" -msgstr "Obsah" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po deleted file mode 100644 index 43a7a34afb..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po +++ /dev/null @@ -1,98 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"This page will give you a brief overview of Godot's interface. We're going " -"to look at the different main screens and docks to help you situate yourself." -msgstr "" -"Tato stránka vám dá stručný přehled o rozhraní Godot. Podíváme se na různé " -"hlavní obrazovky a doky, abyste se lépe zorientovali." - -msgid "First look at Godot's editor" -msgstr "Váš první pohled na Godot editor" - -msgid "" -"On either side of the viewport sit the **docks**. And at the bottom of the " -"window lies the **bottom panel**." -msgstr "" -"Na obou stranách od výřezu leží **doky**. A na spodu okna leží **spodní " -"panel**." - -msgid "The four main screens" -msgstr "Čtyři hlavní obrazovky" - -msgid "" -"You'll use the **2D screen** for all types of games. In addition to 2D " -"games, the 2D screen is where you'll build your interfaces." -msgstr "" -"Pracovní plochu **2D** budete používat pro všechny typy her. Kromě 2D her je " -"2D pracoviště také místem, kde budete vytvářet uživatelské rozhraní pro vaše " -"hry." - -msgid "" -"In the **3D screen**, you can work with meshes, lights, and design levels " -"for 3D games." -msgstr "" -"Na **3D** pracovní ploše můžete pracovat s mřížkou a osvětlením při návrhu " -"úrovní pro 3D hry." - -msgid "" -"Read :ref:`doc_introduction_to_3d` for more detail about the **3D main " -"screen**." -msgstr "" -"Přečtěte si :ref:`doc_introduction_to_3d` pro více informací o **3D pracovní " -"ploše**." - -msgid "" -"The **Script screen** is a complete code editor with a debugger, rich auto-" -"completion, and built-in code reference." -msgstr "" -"Obrazovka **Script** je kompletní editor kódu s debuggerem, bohatým " -"automatickým dokončováním a vestavěnými referencemi kódu." - -msgid "Integrated class reference" -msgstr "Integrovaná reference třídy" - -msgid "Godot comes with a built-in class reference." -msgstr "Godot je vybaven integrovanou dokumentací pro třídy." - -msgid "" -"You can search for information about a class, method, property, constant, or " -"signal by any one of the following methods:" -msgstr "" -"Informace o třídě, metodě, vlastnosti, konstantě nebo signálu můžete " -"vyhledat některou z následujících metod:" - -msgid "" -"Clicking the \"Search Help\" button in the top-right of the Script main " -"screen." -msgstr "" -"Kliknutím na tlačítko \"Hledat v dokumentaci\" vpravo nahoře hlavní " -"obrazovky Script." - -msgid "Clicking on the Help menu and Search Help." -msgstr "Kliknutím na Nápověda v menu a Hledat v dokumentaci." - -msgid "" -"When you do any of these, a window pops up. Type to search for any item. You " -"can also use it to browse available objects and methods." -msgstr "" -"Když něco z toho uděláte, vyskočí okno. Pište pro vyhledání libovolné " -"položky. Můžete jej také použít k procházení dostupných objektů a metod." - -msgid "" -"Double-click on an item to open the corresponding page in the script main " -"screen." -msgstr "" -"Dvojitým poklepáním na položku se otevře odpovídající stránka v hlavní " -"obrazovce skriptu." diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po deleted file mode 100644 index 668290b9d5..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po +++ /dev/null @@ -1,274 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot's design philosophy" -msgstr "Filozofie návrhu Godota" - -msgid "Now that you've gotten your feet wet, let's talk about Godot's design." -msgstr "" -"Teď, když jste si ušpinili ruce, pojďme si promluvit o tom, jak byl Godot " -"navržen." - -msgid "" -"**Every game engine is different and fits different needs.** Not only do " -"they offer a range of features, but the design of each engine is unique. " -"This leads to different workflows and different ways to form your games' " -"structures. This all stems from their respective design philosophies." -msgstr "" -"**Každý herní engine je jiný a vyhovuje různým potřebám.** Nejenže nabízejí " -"celou řadu funkcí, ale i design každého enginu je unikátní. To vede k různým " -"pracovním postupům a různým způsobům tvorby struktury vašich her. Vše tedy " -"vychází z příslušné filozofie návrhu enginu." - -msgid "" -"This page is here to help you understand how Godot works, starting with some " -"of its core pillars. It is not a list of available features, nor is it an " -"engine comparison. To know if any engine can be a good fit for your project, " -"you need to try it out for yourself and understand its design and " -"limitations." -msgstr "" -"Tato stránka vám pomůže pochopit, jak Godot a některé jeho základní pilíře " -"fungují. Nejedná se tedy o seznam dostupných funkcí, ani o porovnání enginů. " -"Chcete-li vědět, zda je nějaký engine pro váš projekt vhodný, musíte si jej " -"vyzkoušet a pochopit jeho konstrukci a omezení." - -msgid "Object-oriented design and composition" -msgstr "Objektově orientovaný návrh a kompozice" - -msgid "" -"Godot embraces object-oriented design at its core with its flexible scene " -"system and Node hierarchy. It tries to stay away from strict programming " -"patterns to offer an intuitive way to structure your game." -msgstr "" -"Godot zahrnuje objektově orientovaný design ve svém jádru díky flexibilnímu " -"systému scén a hierarchii uzlů. Snaží se držet dál od přísných " -"programovacích vzorů a nabízí intuitivní způsob, jak strukturovat vaši hru." - -msgid "" -"For one, Godot lets you **compose or aggregate** scenes. It's like nested " -"prefabs: you can create a BlinkingLight scene and a BrokenLantern scene that " -"uses the BlinkingLight. Then, create a city filled with BrokenLanterns. " -"Change the BlinkingLight's color, save, and all the BrokenLanterns in the " -"city will update instantly." -msgstr "" -"Pro jednu, Godot vám umožňuje **komponovat nebo agregovat** scény. Je to " -"jako vnořené montované panely: můžete vytvořit scénu BlinkingLight a scénu " -"BrokenLantern, která používá BlinkingLight. Poté vytvořte město plné " -"BrokenLanterns. Změňte barvu, uložte BlinkingLight a všechny BrokenLanterns " -"ve městě se okamžitě aktualizují." - -msgid "On top of that, you can **inherit** from any scene." -msgstr "Navíc můžete **dědit** z jakékoliv scény." - -msgid "" -"A Godot scene could be a Weapon, a Character, an Item, a Door, a Level, part " -"of a level… anything you'd like. It works like a class in pure code, except " -"you're free to design it by using the editor, using only the code, or mixing " -"and matching the two." -msgstr "" -"Godotová scéna může být zbraň, postava, položka, dveře, úroveň, část " -"úrovně ... cokoli, co budete chtít. Funguje to jako třída v čistém kódu, " -"kromě toho, že si ji můžete navrhnout pomocí editoru nebo pouze kódem anebo " -"smícháním a porovnáním obou." - -msgid "" -"It's different from prefabs you find in several 3D engines, as you can then " -"inherit from and extend those scenes. You may create a Magician that extends " -"your Character. Modify the Character in the editor and the Magician will " -"update as well. It helps you build your projects so that their structure " -"matches the game's design." -msgstr "" -"Je to odlišné od prefabrikátů, které najdete v některých 3D enginech, " -"protože tyto scény pak můžete zdědit a rozšířit. Můžete si vytvořit " -"Kouzelníka, který rozšíří vaši Postavu. Upravte Postavu v editoru a " -"Kouzelník se také aktualizuje. Godot vám pomáhá vytvářet vaše projekty tak, " -"aby jejich struktura odpovídala designu hry." - -msgid "|image0|" -msgstr "| image0 |" - -msgid "image0" -msgstr "| image0 |" - -msgid "" -"Also note that Godot offers many different types of objects called nodes, " -"each with a specific purpose. Nodes are part of a tree and always inherit " -"from their parents up to the Node class. Although the engine does feature " -"some nodes like collision shapes that a parent physics body will use, most " -"nodes work independently from one another." -msgstr "" -"Také si všimněte, že Godot nabízí mnoho různých typů objektů zvaných uzly, " -"každý se specifickým účelem. Uzly jsou součástí stromu a vždy dědí od svých " -"rodičů až po základní třídu Node. Ačkoli engine obsahuje některé uzly, jako " -"jsou kolizní tvary, které jsou využívány rodičovským uzlem, zde fyzikálním " -"tělesem (physic body), většina uzlů pracuje nezávisle na sobě." - -msgid "|image1|" -msgstr "| image1 |" - -msgid "image1" -msgstr "image1" - -msgid "All-inclusive package" -msgstr "All-inclusive balíček" - -msgid "" -"Godot tries to provide its own tools to answer most common needs. It has a " -"dedicated scripting workspace, an animation editor, a tilemap editor, a " -"shader editor, a debugger, a profiler, the ability to hot-reload locally and " -"on remote devices, etc." -msgstr "" -"Godot se snaží poskytnout své vlastní nástroje k řešení nejběžnějších " -"potřeb. Má vyhrazený skriptovací pracovní prostor, animační editor, tilemap " -"editor, shader editor, debugger, profiler, schopnost znovu se načíst lokálně " -"a na vzdálených zařízeních atd." - -msgid "|image2|" -msgstr "| image2 |" - -msgid "image2" -msgstr "image2" - -msgid "" -"GDScript lets you write code using an indentation-based syntax, yet it " -"detects types and offers a static language's quality of auto-completion. It " -"is also optimized for gameplay code with built-in types like Vectors and " -"Colors." -msgstr "" -"GDscript vám umožňuje psát jednoduchý kód pomocí syntaxe podobné Pythonu, " -"přesto detekuje typy a nabízí automatické doplňování v kvalitě statického " -"jazyka. Je také optimalizován pro herní kód s vestavěnými typy, jako jsou " -"vektory a barvy." - -msgid "" -"Note that the 3D workspace doesn't feature as many tools as the 2D " -"workspace. You'll need external programs or add-ons to edit terrains, " -"animate complex characters, and so on. Godot provides a complete API to " -"extend the editor's functionality using game code. See `The Godot editor is " -"a Godot game`_ below." -msgstr "" -"Všimněte si, že 3D pracovní prostor nemá tolik nástrojů jako 2D pracovní " -"prostor. K úpravám terénů, animaci složitých postav atd. budete potřebovat " -"externí programy nebo doplňky. Godot poskytuje kompletní API pro rozšíření " -"funkčnosti editoru pomocí herního kódu. Viz `Editor Godot je hra Godot`_ " -"níže." - -msgid "|image4|" -msgstr "| image4 |" - -msgid "image4" -msgstr "image4" - -msgid "" -"*A State Machine editor plugin in Godot 2 by kubecz3k. It lets you manage " -"states and transitions visually.*" -msgstr "" -"*Doplněk editoru State Machine v Godot 2 od kubecz3k. Umožňuje vizuální " -"správu stavů a přechodů.*" - -msgid "Open source" -msgstr "Open source" - -msgid "" -"Godot offers a fully open source codebase under the **MIT license**. This " -"means all the technologies that ship with it have to be Free (as in freedom) " -"as well. For the most part, they're developed from the ground up by " -"contributors." -msgstr "" -"Godot nabízí plně otevřený zdrojový kód pod licencí **MIT**. To znamená, že " -"všechny technologie, které se s ním dodávají, musí být také zdarma (jako ve " -"svobodě). Z velké části jsou vyvíjeny od základu přispěvateli." - -msgid "" -"Anyone can plug in proprietary tools for the needs of their projects — they " -"just won't ship with the engine. This may include Google AdMob, or FMOD. Any " -"of these can come as third-party plugins instead." -msgstr "" -"Každý může připojit proprietární nástroje pro potřeby svých projektů - " -"prostě je nebude dodávat spolu s enginem. To může zahrnovat Google AdMob, " -"nebo FMOD. Každý z nich může být užíván jako plugin třetích stran." - -msgid "" -"On the other hand, an open codebase means you can **learn from and extend " -"the engine** to your heart's content. You can also debug games easily, as " -"Godot will print errors with a stack trace, even if they come from the " -"engine itself." -msgstr "" -"Na druhé straně, otevřená kódová základna znamená, že se můžete **učit od " -"enginu a rozšiřovat jej** co hrdlo ráčí. Můžete také snadno ladit hry, " -"protože Godot bude tisknout chyby s trasováním zásobníku, i když pocházejí z " -"enginu samotného." - -msgid "" -"This **does not affect the work you do with Godot** in any way: there's no " -"strings attached to the engine or anything you make with it." -msgstr "" -"To **nijak neovlivňuje práci, kterou provádíte s Godotem**: k enginu nejsou " -"připojeny žádné další podmínky a omezení a ani nic, co s ním vytvoříte." - -msgid "Community-driven" -msgstr "Řízený komunitou" - -msgid "" -"**Godot is made by its community, for the community, and for all game " -"creators out there.** It's the needs of the users and open discussions that " -"drive the core updates. New features from the core developers often focus on " -"what will benefit the most users first." -msgstr "" -"**Godot je vytvořen komunitou, pro komunitu a pro všechny tvůrce her tam " -"venku.** Je to potřeba uživatelů a diskuze, co řídí základní aktualizace. " -"Nové funkce od hlavních vývojářů se často zaměřují na to, co přinese užitek " -"co nejvíce uživatelům." - -msgid "The Godot editor is a Godot game" -msgstr "Editor Godot je Godot hra" - -msgid "" -"The Godot editor runs on the game engine. It uses the engine's own UI " -"system, it can hot-reload code and scenes when you test your projects, or " -"run game code in the editor. This means you can **use the same code** and " -"scenes for your games, or **build plugins and extend the editor.**" -msgstr "" -"Editor Godot běží na herním enginu. Využívá vlastní systém uživatelského " -"rozhraní enginu, může při testování projektů znovu načíst kód a scény, nebo " -"spustit kód hry v editoru. To znamená, že můžete **použít stejný kód** a " -"scény pro své hry, nebo **vytvořit doplňky a rozšířit editor.**" - -msgid "|image5|" -msgstr "| image5 |" - -msgid "image5" -msgstr "image5" - -msgid "" -"*RPG in a Box is a voxel RPG editor made with Godot 2. It uses Godot's UI " -"tools for its node-based programming system and for the rest of the " -"interface.*" -msgstr "" -"*RPG in a Box je voxel RPG editor vytvořený programem Godot 2. Používá " -"nástroje UI Godota pro svůj programovací systém založený na uzlech a pro " -"zbytek rozhraní.*" - -msgid "Separate 2D and 3D engines" -msgstr "Oddělené 2D a 3D enginy" - -msgid "" -"Godot offers dedicated 2D and 3D rendering engines. As a result, **the base " -"unit for 2D scenes is pixels.** Even though the engines are separate, you " -"can render 2D in 3D, 3D in 2D, and overlay 2D sprites and interfaces over " -"your 3D world." -msgstr "" -"Godot nabízí jednoúčelové 2D a 3D vykreslovací enginy. Výsledkem je, že " -"**základní jednotkou pro 2D scény jsou pixely.** Přestože jsou enginy " -"oddělené, můžete vykreslit 2D ve 3D, 3D ve 2D a překrýt 2D sprity a rozhraní " -"přes svůj 3D svět." diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/index.po deleted file mode 100644 index d80155bf83..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/index.po +++ /dev/null @@ -1,32 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "" -"This series will introduce you to Godot and give you an overview of its " -"features." -msgstr "" -"Tato série vás uvede do enginu Godot a poskytne vám přehled o jeho funkcích." - -msgid "" -"In the following pages, you will get answers to questions such as \"Is Godot " -"for me?\" or \"What can I do with Godot?\". We will then introduce the " -"engine's most essential concepts, run you through the editor's interface, " -"and give you tips to make the most of your time learning it." -msgstr "" -"Na následujících stránkách dostanete odpovědi na otázky jako \"Je Godot pro " -"mě? nebo \"K čemu můžu Godot použít?\" Potom si představíme nejzákladnější " -"pojmy enginu, provedeme vás rozhraním editoru a dáme vám pár tipů, jak " -"nejlépe využít váš čas učením." diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po deleted file mode 100644 index d1d001c177..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po +++ /dev/null @@ -1,74 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to Godot" -msgstr "Úvod do Godotu" - -msgid "" -"This article is here to help you figure out whether Godot might be a good " -"fit for you. We will introduce some broad features of the engine to give you " -"a feel for what you can achieve with it and answer questions such as \"what " -"do I need to know to get started?\"." -msgstr "" -"Tento článek je zde, aby vám pomohl zjistit, zda by pro vás Godot mohl být " -"vhodný. Představíme si některé široké funkce enginu, abyste měli představu o " -"tom, čeho s ním můžete dosáhnout a odpovíme na otázky jako „co potřebuji " -"vědět, abych mohl začít?“." - -msgid "" -"This is by no means an exhaustive overview. We will introduce many more " -"features in this getting started series." -msgstr "" -"V žádném případě se nejedná o vyčerpávající přehled. V této sérii Začínáme " -"si představíme mnoho dalších funkcí." - -msgid "What is Godot?" -msgstr "Co je Godot?" - -msgid "" -"Godot is a general-purpose 2D and 3D game engine designed to support all " -"sorts of projects. You can use it to create games or applications you can " -"then release on desktop or mobile, as well as on the web." -msgstr "" -"Godot je univerzální 2D a 3D herní engine navržený pro podporu nejrůznějších " -"projektů. Můžete ho použít k vytváření her nebo aplikací, které pak můžete " -"vydat na desktop nebo mobilní telefon, stejně tak jako na web." - -msgid "" -"You can also create console games with it, although you either need strong " -"programming skills or a developer to port the game for you." -msgstr "" -"Můžete s ním vytvořit také hry pro konzole, ačkoli budete potřebovat značné " -"programátorské dovednosti nebo vývojáře, který vám hru přenese za vás." - -msgid "" -"Some examples of games created with Godot include Ex-Zodiac and Helms of " -"Fury." -msgstr "" -"Nějaké příklady her vytvořených s Godot zahrnují Ex-Zodiac a Helms of Fury." - -msgid "How does it work and look?" -msgstr "Jak funguje a vypadá?" - -msgid "" -"Godot comes with a fully-fledged game editor with integrated tools to answer " -"the most common needs. It includes a code editor, an animation editor, a " -"tilemap editor, a shader editor, a debugger, a profiler, and more." -msgstr "" -"Godot obsahuje plnohodnotný herní editor s integrovanými nástroji k řešení " -"nejběžnějších úkolů. Má vyhrazený skriptovací pracovní prostor, animační " -"editor, tilemap editor, shader editor, debugger, profiler, schopnost znovu " -"se načíst lokálně a na vzdálených zařízeních atd." - -msgid "Programming languages" -msgstr "Programovací jazyky" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po deleted file mode 100644 index 5237372fe1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po +++ /dev/null @@ -1,165 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Overview of Godot's key concepts" -msgstr "Přehled Godot klíčových konceptů" - -msgid "" -"Every game engine revolves around abstractions you use to build your " -"applications. In Godot, a game is a **tree** of **nodes** that you group " -"together into **scenes**. You can then wire these nodes so they can " -"communicate using **signals**." -msgstr "" -"Každý herní engine se točí kolem abstrakcí, které používáte k tvorbě vašich " -"aplikací. V Godot je hra **strom (tree)** **uzlů (nodes)**, které " -"seskupujete dohromady do **scén**. Tyto uzly potom můžete propojit, takže " -"mohou komunikovat pomocí **signálů**." - -msgid "" -"These are the four concepts you will learn here. We're going to look at them " -"briefly to give you a sense of how the engine works. In the getting started " -"series, you will get to use them in practice." -msgstr "" -"Toto jsou čtyři základní koncepty, které se zde naučíte. Krátce se na ně " -"podíváme, abyste měli představu, jak engine funguje. V sérii Začínáme je " -"využijete v praxi." - -msgid "Scenes" -msgstr "Scény" - -msgid "" -"In Godot, you break down your game in reusable scenes. A scene can be a " -"character, a weapon, a menu in the user interface, a single house, an entire " -"level, or anything you can think of. Godot's scenes are flexible; they fill " -"the role of both prefabs and scenes in some other game engines." -msgstr "" -"V Godot rozložíte vaši hru na znovupoužitelné scény. Scéna může být postava, " -"zbraň, menu v uživatelském rozhraní, samostatný dům, celá úroveň nebo " -"cokoliv vás jen napadne. Scény v Godot jsou přizpůsobivé; plní roli jak " -"prefabrikátů, tak scén jako v některých jiných herních enginech." - -msgid "" -"You can also nest scenes. For example, you can put your character in a " -"level, and drag and drop a scene as a child of it." -msgstr "" -"Také můžete scény vnořovat. Například můžete vložit postavu do úrovně a " -"přetáhnout scénu jako její dítě (child)." - -msgid "Nodes" -msgstr "Uzly" - -msgid "" -"A scene is composed of one or more **nodes**. Nodes are your game's smallest " -"building blocks that you arrange into trees. Here's an example of a " -"character's nodes." -msgstr "" -"Scéna je složena z jednoho nebo více **uzlů**. Uzly jsou nejmenší stavební " -"bloky vaší hry, které uspořádáváte do stromů. Zde je příklad uzlů postavy " -"hráče." - -msgid "" -"Notice how nodes and scenes look the same in the editor. When you save a " -"tree of nodes as a scene, it then shows as a single node, with its internal " -"structure hidden in the editor." -msgstr "" -"Všimněte si jak uzly a scény vypadají v editoru stejně. Když uložíte strom " -"uzlů jako scénu, zobrazí se potom jako jeden uzel se skrytou vnitřní " -"strukturou v editoru." - -msgid "" -"Godot provides an extensive library of base node types you can combine and " -"extend to build more powerful ones. 2D, 3D, or user interface, you will do " -"most things with these nodes." -msgstr "" -"Godot poskytuje rozsáhlou knihovnu základních typů uzlů, které můžete " -"kombinovat a rozšiřovat pro stavění mocnějších uzlů. 2D, 3D nebo uživatelské " -"rozhraní, s těmito uzly uděláte většinu věcí." - -msgid "The scene tree" -msgstr "Stromová struktura scén" - -msgid "" -"All your game's scenes come together in the **scene tree**, literally a tree " -"of scenes. And as scenes are trees of nodes, the scene tree also is a tree " -"of nodes. But it's easier to think of your game in terms of scenes as they " -"can represent characters, weapons, doors, or your user interface." -msgstr "" -"Všechny vaše herní scény se dají dohromady ve **stromové struktuře**, " -"doslova stromu scén. A scény jsou stromy uzlů, stromová struktura je také " -"stromem uzlů. Ale jednodušší je přemýšlet o vaší hře ve smyslu scén, jak " -"mohou představovat postavy, zbraně, dveře nebo uživatelské rozhraní." - -msgid "Signals" -msgstr "Signály" - -msgid "" -"Nodes emit signals when some event occurs. This feature allows you to make " -"nodes communicate without hard-wiring them in code. It gives you a lot of " -"flexibility in how you structure your scenes." -msgstr "" -"Uzly vysílají signály, když nastane nějaká událost (event). Tato funkce vám " -"umožní, aby uzly komunikovali, aniž by byly natvrdo propojeny v kódu. To vám " -"poskytuje mnoho možností jak strukturovat scény." - -msgid "" -"Signals are Godot's version of the *observer* pattern. You can read more " -"about it here: https://gameprogrammingpatterns.com/observer.html" -msgstr "" -"Signály jsou Godotovou verzí vzoru *Observer(pozorovatel)* .Více informací o " -"vzoru Observer najdete zde: https://gameprogrammingpatterns.com/observer.html" - -msgid "" -"For example, buttons emit a signal when pressed. You can connect to this " -"signal to run code in reaction to this event, like starting the game or " -"opening a menu." -msgstr "" -"Například tlačítka (buttons) vyšlou signál, když jsou stisknuty. K tomuto " -"kódu můžete připojit kód k reakci na událost jako je zahájení hry nebo " -"otevření menu." - -msgid "" -"Other built-in signals can tell you when two objects collided, when a " -"character or monster entered a given area, and much more. You can also " -"define new signals tailored to your game." -msgstr "" -"Ostatní vestavěné signály vám mohou říct, když dva objekty kolidovali, když " -"postava nebo příšera vstoupí do určité zóny a mnohem více. Také si můžete " -"definovat nové signály, ušité na míru vaší hře." - -msgid "Summary" -msgstr "Shrnutí" - -msgid "" -"Nodes, scenes, the scene tree, and signals are four core concepts in Godot " -"that you will manipulate all the time." -msgstr "" -"Uzly, scény, stromová struktura scén a signály jsou čtyři základní koncepty, " -"se kterými budete v Godot manipulovat pořád." - -msgid "" -"Nodes are your game's smallest building blocks. You combine them to create " -"scenes that you then combine and nest into the scene tree. You can then use " -"signals to make nodes react to events in other nodes or different scene tree " -"branches." -msgstr "" -"Uzly jsou nejmenší stavební bloky vaší hry. Můžete je kombinovat pro " -"vytvoření scén, které můžete kombinovat a zanořovat ve stromové struktuře " -"scén. Potom můžete použít signály pro reakci uzlů na události v ostatních " -"uzlech nebo větvích stromu scén." - -msgid "" -"After this short breakdown, you probably have many questions. Bear with us " -"as you will get many answers throughout the getting started series." -msgstr "" -"Po tomto krátkém rozboru máte nejspíš mnoho otázek. Zůstaňte s námi, protože " -"během série Začínáme se vám dostane mnoho odpovědí." diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/learning_new_features.po b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/learning_new_features.po deleted file mode 100644 index 717e70e995..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/learning_new_features.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Learning new features" -msgstr "Učení se novým funkcím" - -msgid "Community tutorials" -msgstr "Tutoriály pro komunitu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/index.po deleted file mode 100644 index f9ecc6c665..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/index.po +++ /dev/null @@ -1,39 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Step by step" -msgstr "Krok za krokem" - -msgid "" -"This series builds upon the :ref:`Introduction to Godot ` and will get you started with the editor and the engine. You " -"will learn more about nodes and scenes, code your first classes with " -"GDScript, use signals to make nodes communicate with one another, and more." -msgstr "" -"Tato sekce staví na :ref:`Úvod do Godotu ` a " -"seznámíte se v ní s editorem a enginem. Dozvíte se více o uzlech a scénách, " -"napíšete své první třídy v GDScriptu, využijete signály pro komunikaci mezi " -"uzly a mnoho dalšího." - -msgid "" -"The following lessons are here to prepare you for :ref:" -"`doc_your_first_2d_game`, a step-by-step tutorial where you will code a game " -"from scratch. By the end of it, you will have the necessary foundations to " -"explore more features in other sections. We also included links to pages " -"that cover a given topic in-depth where appropriate." -msgstr "" -"Následující lekce vás připraví na :ref:`doc_your_first_2d_game`, návod, ve " -"kterém napíšete kompletní hru úplně od začátku. Na jeho konci budete mít " -"potřebné základy pro zkoumání dalších funkcí v následujících částech. V " -"případě potřeby jsme také zahrnuli odkazy na stránky, které pokrývají daná " -"témata do hloubky." diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/instancing.po deleted file mode 100644 index 4124fa88c0..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ /dev/null @@ -1,167 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating instances" -msgstr "Vytváření instancí" - -msgid "" -"In the previous part, we saw that a scene is a collection of nodes organized " -"in a tree structure, with a single node as its root. You can split your " -"project into any number of scenes. This feature helps you break down and " -"organize your game's different components." -msgstr "" -"V předchozí části jsme si ukázali, že scéna je kolekce uzlů uspořádaných do " -"stromové struktury s jedním kořenovým uzlem. Svůj projekt můžete rozdělit do " -"libovolného počtu scén, což vám pomůže lépe rozčlenit a organizovat " -"jednotlivé komponenty vaší hry." - -msgid "" -"You can create as many scenes as you'd like and save them as files with the " -"``.tscn`` extension, which stands for \"text scene\". The ``label.tscn`` " -"file from the previous lesson was an example. We call those files \"Packed " -"Scenes\" as they pack information about your scene's content." -msgstr "" -"Můžete vytvořit tolik scén, kolik chcete, a uložit je jako soubory s " -"příponou ``.tscn`` (zkratka pro \"textová scéna\"). Příkladem byl soubor " -"``label.tscn`` z předchozí lekce. Takovéto soubory nazýváme \"zabalené " -"scény\", protože obsahují informace o obsahu vaší scény." - -msgid "" -"Here's an example of a ball. It's composed of a :ref:`RigidBody2D " -"` node as its root named Ball, which allows the ball to " -"fall and bounce on walls, a :ref:`Sprite2D ` node, and a :" -"ref:`CollisionShape2D `." -msgstr "" -"Jako příklad si vezměme následující míč. Skládá se z kořenového uzlu :ref:" -"`RigidBody2D ` s názvem Míč, který mu umožňuje padat a " -"odrážet se po stěnách, uzlu :ref:`Sprite2D ` a uzlu :ref:" -"`CollisionShape2D `." - -msgid "" -"Once you have saved a scene, it works as a blueprint: you can reproduce it " -"in other scenes as many times as you'd like. Replicating an object from a " -"template like this is called **instancing**." -msgstr "" -"Jakmile scénu uložíte, funguje jako šablona: můžete ji opakovaně vkládat do " -"dalších scén, kolikrát chcete. Tento způsob opakovaného použití objektu na " -"základě šablony se nazývá **instancování**." - -msgid "" -"As we mentioned in the previous part, instanced scenes behave like a node: " -"the editor hides their content by default. When you instance the Ball, you " -"only see the Ball node. Notice also how each duplicate has a unique name." -msgstr "" -"Jak jsme zmínili v předchozí části, instance scén se chovají jako běžné " -"uzly: editor ve výchozím nastavení skryje jejich vnitřní strukturu. Když " -"tedy instancujete scénu Míč, uvidíte jen uzel s názvem Míč. Všimněte si " -"také, že každý duplikát má jedinečný název." - -msgid "" -"Every instance of the Ball scene starts with the same structure and " -"properties as ``ball.tscn``. However, you can modify each independently, " -"such as changing how they bounce, how heavy they are, or any property " -"exposed by the source scene." -msgstr "" -"Každá instance scény Míč vychází ze stejné struktury a vlastností " -"definováných v souboru ``ball.tscn``. Každou z nich však můžete nezávisle " -"upravit – například změnit, jak se odráží, jak jsou těžké nebo jakoukoli " -"vlastnost, kterou zdrojová scéna nabízí." - -msgid "In practice" -msgstr "Praktická ukázka" - -msgid "The ball appears in the top-left corner of the viewport." -msgstr "Koule se zobrazí v levém horním rohu okna zobrazení." - -msgid "You can repeat this process until you have several in the scene." -msgstr "Tento postup můžete opakovat, dokud jich na scéně nebude několik." - -msgid "Editing scenes and instances" -msgstr "Úpravy scén a instancí" - -msgid "" -"This icon indicates you are overriding a value from the source packed scene. " -"Even if you modify the property in the original scene, the value override " -"will be preserved in the instance. Clicking the revert icon will restore the " -"property to the value in the saved scene." -msgstr "" -"Všimněte si, že vedle upravené vlastnosti se zobrazí šedé tlačítko " -"„obnovit“. Je-li toto tlačítko k dispozici, znamená to, že jste v instanci " -"scény upravili vlastnost originální scény tj tak, aby přepsala svoji hodnotu " -"v uložených vlastnostech upravené scény. I když je tato vlastnost " -"modifikována ve scéně původni, zde v instanci zůstane hodnota upravená . " -"Stisknutím tlačítka pro obnovení vrátíte vlastnost na hodnotu v uložené " -"scéně." - -msgid "For example, you could break down a shooter game like so:" -msgstr "Například takhle by se dala představit jednoduchá střílečka:" - -msgid "" -"You can come up with a diagram like this for almost any type of game. Each " -"rectangle represents an entity that's visible in the game from the player's " -"perspective. The arrows tell you which scene owns which." -msgstr "" -"S takovým diagramem můžete přijít pro téměř jakoukoli hru. Zakreslete si ty " -"části hry, které jsou viditelné z perspektivy hráče, a poté přidejte šipky " -"znázorňující vlastnictví jednoho objektu druhým." - -msgid "" -"Programmers tend to spend a lot of time designing abstract architectures and " -"trying to fit components into it. Designing based on scenes makes " -"development faster and more straightforward, allowing you to focus on the " -"game logic itself. Because most game components map directly to a scene, " -"using a design based on scene instantiation means you need little other " -"architectural code." -msgstr "" -"Hodně času stráveného při programováním her (nebo softwaru obecně) je o " -"navrhování architektury a přizpůsobení herních komponent této architektuře. " -"Navrh založený na scénách nahrazuje tento přístup a dělá vývoj mnohem " -"rychlejším a přímočarějším, což vám umožňuje soustředit se na samotnou herní " -"logiku. Protože většina herních komponent je mapována přímo na scénu, " -"použití designu založeného na instancích scén znamená, že žádné další " -"rozšiřování architektury kódem není většinou potřeba." - -msgid "" -"Here's the example of a scene diagram for an open-world game with tons of " -"assets and nested elements:" -msgstr "" -"Podívejme se na další příklad hry typu otevřený-svět se spoustou zdrojů a " -"vnořených prvků:" - -msgid "" -"Later, we could create scenes representing guards and add them to the " -"citadel. They would be indirectly added to the overall game world." -msgstr "" -"Později bychom mohli vytvořit scény, které představují Stráže (a další NPC) " -"a také je přidat do Citadely. V důsledku toho by byli nepřímo přidáni do " -"celého herního světa." - -msgid "" -"With Godot, it's easy to iterate on your game like this, as all you need to " -"do is create and instantiate more scenes. We designed the editor to be " -"accessible to programmers, designers, and artists alike. A typical team " -"development process can involve 2D or 3D artists, level designers, game " -"designers, and animators, all working with the Godot editor." -msgstr "" -"S Godotem je snadné takto postupně budovat vaši hru, protože vše, co musíte " -"udělat, je vytvořit další scény a následně jejich instance. Kromě toho je " -"uživatelské rozhraní editoru navrženo tak, aby bylo uživatelsky přívětivé " -"pro programátory i neprogramátory. Typický proces týmového vývoje může " -"vyžadovat 2D nebo 3D umělce, návrháře úrovní, herní návrháře a animátory, " -"všechny pracující s jedním editorem." - -msgid "Summary" -msgstr "Shrnutí" - -msgid "The ability to divide your game into reusable components." -msgstr "Možnost rozdělit hru na opakovaně použitelné komponenty." diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po deleted file mode 100644 index 7d6e8254ca..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po +++ /dev/null @@ -1,338 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Nodes and Scenes" -msgstr "Uzly a scény" - -msgid "" -"In :ref:`doc_key_concepts_overview`, we saw that a Godot game is a tree of " -"scenes and that each scene is a tree of nodes. In this lesson, we explain a " -"bit more about them. You will also create your first scene." -msgstr "" -"V :ref:`doc_key_concepts_overview` jsme viděli, že hra je v Godotu stromem " -"scén a že každá scéna je stromem uzlů. V této lekci si o nich řekneme trochu " -"více. Vytvoříte také svou první scénu." - -msgid "Nodes" -msgstr "Uzly" - -msgid "" -"**Nodes are the fundamental building blocks of your game**. They are like " -"the ingredients in a recipe. There are dozens of kinds that can display an " -"image, play a sound, represent a camera, and much more." -msgstr "" -"**Uzly jsou základní stavební kameny vaší hry**. Jsou něco jako ingredience " -"v receptu. Existují desítky druhů uzlů. Některé dokážou zobrazit obrázek, " -"jiné přehrát zvuk, reprezentovat kameru a mnoho dalšího." - -msgid "All nodes have the following characteristics:" -msgstr "Všechny uzly mají následující atributy:" - -msgid "A name." -msgstr "Název." - -msgid "Editable properties." -msgstr "Upravitelné vlastnosti." - -msgid "They receive callbacks to update every frame." -msgstr "" -"V každém snímku (frame) mohou obdržet pokyn k volání zpětných funkcí " -"(callbacks)." - -msgid "You can extend them with new properties and functions." -msgstr "Můžete je rozšířit o nové vlastnosti a funkce." - -msgid "You can add them to another node as a child." -msgstr "Lze je přidat jinému uzlu jako potomka." - -msgid "" -"The last characteristic is important. **Together, nodes form a tree**, which " -"is a powerful feature to organize projects. Since different nodes have " -"different functions, combining them produces more complex behavior. As we " -"saw before, you can build a playable character the camera follows using a :" -"ref:`CharacterBody2D ` node, a :ref:`Sprite2D " -"` node, a :ref:`Camera2D ` node, and a :ref:" -"`CollisionShape2D ` node." -msgstr "" -"Poslední charakteristika je důležitá. **Společně uzly tvoří strom**, což je " -"mocný koncept pro organizaci projektů. Různé uzly mají různé funkce a jejich " -"kombinací vzniká složitější chování. Jak jsme již viděli, je možné vytvořit " -"ovladatelnou postavu, kterou bude sledovat kamera, za pomoci uzlu :ref:" -"`CharacterBody2D `, uzlu :ref:`Sprite2D " -"`, uzlu :ref:`Camera2D ` a uzlu :ref:" -"`CollisionShape2D `." - -msgid "Scenes" -msgstr "Scény" - -msgid "" -"When you organize nodes in a tree, like our character, we call this " -"construct a scene. Once saved, scenes work like new node types in the " -"editor, where you can add them as a child of an existing node. In that case, " -"the instance of the scene appears as a single node with its internals hidden." -msgstr "" -"Když uspořádáte uzly do stromové struktury, tak jako naši postavu, nazýváme " -"tento celek scénou. Jakmile scénu uložíte, funguje v editoru jako nový typ " -"uzlu, který lze přidat jako potomka existujícího uzlu. V takovém případě se " -"instance scény zobrazí jako jediný uzel, jehož vnitřní struktura zůstává " -"skrytá." - -msgid "" -"Scenes allow you to structure your game's code however you want. You can " -"**compose nodes** to create custom and complex node types, like a game " -"character that runs and jumps, a life bar, a chest with which you can " -"interact, and more." -msgstr "" -"Scény vám umožňují strukturovat kód hry podle vlastních představ. Můžete " -"**uzly skládat** a vytvářet tak vlastní a složitější typy uzlů – například " -"herní postavu, která běhá a skáče, ukazatel životů, interaktivní truhlu a " -"další." - -msgid "" -"The Godot editor essentially is a **scene editor**. It has plenty of tools " -"for editing 2D and 3D scenes, as well as user interfaces. A Godot project " -"can contain as many of these scenes as you need. The engine only requires " -"one as your application's **main scene**. This is the scene Godot will first " -"load when you or a player runs the game." -msgstr "" -"Editor Godotu je v podstatě **editorem scén**. Disponuje množstvím nástrojů " -"pro práci s 2D a 3D scénami, stejně jako pro tvorbu uživatelských rozhraní. " -"Projekt v Godotu může obsahovat libovolný počet scén. Engine vždy vyžaduje " -"pouze jednu **hlavní scénu**, která se načte jako první, když hru vy nebo " -"hráč spustíte." - -msgid "On top of acting like nodes, scenes have the following characteristics:" -msgstr "Kromě toho, že se chovají jako uzly, mají scény tyto vlastnosti:" - -msgid "They always have one root node, like the \"Player\" in our example." -msgstr "Vždy mají jeden kořenový uzel, kterým je v našem příkladu \"Hráč\"." - -msgid "You can save them to your local drive and load them later." -msgstr "Lze je uložit na disk a později znovu načíst." - -msgid "" -"You can create as many instances of a scene as you'd like. You could have " -"five or ten characters in your game, created from your Character scene." -msgstr "" -"Můžete vytvořit libovolný počet instancí jedné scény. Můžete tak ve hře mít " -"být pět nebo deset postav vytvořených ze scény Postava." - -msgid "Creating your first scene" -msgstr "Tvorba vaší první scény" - -msgid "" -"Let's create our first scene with a single node. To do so, you will need to :" -"ref:`create a new project ` first. " -"After opening the project, you should see an empty editor." -msgstr "" -"Vytvořme naši první scénu s jediným uzlem. K tomu nejdříve musíte :ref:" -"`vytvořit nový projekt `. Po jeho " -"otevření byste měli vidět prázdný editor." - -msgid "" -"In an empty scene, the Scene dock on the left shows several options to add a " -"root node quickly. \"2D Scene\" adds a :ref:`Node2D ` node, " -"\"3D Scene\" adds a :ref:`Node3D ` node, and \"User " -"Interface\" adds a :ref:`Control ` node. These presets are " -"here for convenience; they are not mandatory. \"Other Node\" lets you select " -"any node to be the root node. In an empty scene, \"Other Node\" is " -"equivalent to pressing the \"Add Child Node\" button at the top-left of the " -"Scene dock, which usually adds a new node as a child of the currently " -"selected node." -msgstr "" -"V prázdné scéně se v levém doku Scéna zobrazí několik možností, jak rychle " -"přidat kořenový uzel. \"2D scéna\" přidá uzel typu :ref:`Node2D " -"`, \"3D scéna\" přidá uzel typu :ref:`Node3D ` a " -"\"Uživatelské rozhraní\" přidá uzel typu :ref:`Control `. " -"Tyto předvolby slouží pro usnadnění práce, nejsou povinné. Možnost \"Jiný " -"uzel\" vám umožní vybrat libovolný uzel jako kořenový. V prázdné scéně je " -"\"Jiný uzel\" ekvivalentní stisknutí tlačítka \"Přidat podřízený uzel\" v " -"levém horním rohu doku Scéna, které obvykle přidá nový uzel jako potomka " -"aktuálně vybraného uzlu." - -msgid "" -"We're going to add a single :ref:`Label ` node to our scene. " -"Its function is to draw text on the screen." -msgstr "" -"Do naší scény přidáme jeden uzel typu :ref:`Label `. Slouží pro " -"vykreslování textu na obrazovku." - -msgid "" -"Press the \"Add Child Node\" button or \"Other Node\" to create a root node." -msgstr "" -"Vytvořte kořenový uzel tím, že stisknete tlačítko \"Přidat podřízený uzel\" " -"nebo \"Jiný uzel\"." - -msgid "The Create Node dialog opens, showing the long list of available nodes." -msgstr "" -"Otevře se dialogové okno Vytvořit uzel s dlouhým seznamem dostupných uzlů." - -msgid "Select the Label node. You can type its name to filter down the list." -msgstr "" -"Vyberte uzel Label. Napsáním jeho názvu můžete seznam filtrovat pro " -"rychlejší vyhledání." - -msgid "" -"Click on the Label node to select it and click the Create button at the " -"bottom of the window." -msgstr "" -"Kliknutím na uzel Label jej vyberte. Poté klikněte na tlačítko Vytvořit ve " -"spodní části okna." - -msgid "" -"A lot happens when you add a scene's first node. The scene changes to the 2D " -"workspace because Label is a 2D node type. The Label appears, selected, in " -"the top-left corner of the viewport. The node appears in the Scene dock on " -"the left, and the node's properties appear in the Inspector dock on the " -"right." -msgstr "" -"Při přidání prvního uzlu do scény se odehraje řada akcí: Scéna se " -"automaticky přepne do 2D pracovního prostoru, protože Label je 2D uzel. " -"Label se objeví, vybraný, v levém horním rohu průzoru. Uzel se zobrazí v " -"levém doku Scéna a jeho vlastnosti v doku Inspektor napravo." - -msgid "Changing a node's properties" -msgstr "Změna vlastností uzlu" - -msgid "" -"The next step is to change the Label's \"Text\" property. Let's change it to " -"\"Hello World\"." -msgstr "" -"Dalším krokem je změnit vlastnost \"Text\" štítku. Nastavme ji na hodnotu " -"\"Hello World\"." - -msgid "" -"Head to the Inspector dock on the right of the viewport. Click inside the " -"field below the Text property and type \"Hello World\"." -msgstr "" -"Přejděte do doku Inspektor napravo or průzoru, klikněte do pole pod " -"vlastností Text a zadejte \"Hello World\"." - -msgid "You will see the text draw in the viewport as you type." -msgstr "Během psaní se text okamžitě zobrazí v průzoru." - -msgid "" -"You can edit any property listed in the Inspector as we did with the Text. " -"For a complete reference of the Inspector dock, see :ref:" -"`doc_editor_inspector_dock`." -msgstr "" -"Můžete upravit jakoukoli vlastnost uvedenou v Inspektoru, stejně jako jsme " -"upravili Text. Úplný přehled o doku Inspektor naleznete v části :ref:" -"`doc_editor_inspector_dock`." - -msgid "" -"You can move your Label node in the viewport by selecting the move tool in " -"the toolbar." -msgstr "" -"Uzel Label můžete v průzoru přesunout výběrem nástroje pro přesun v panelu " -"nástrojů." - -msgid "" -"With the Label selected, click and drag anywhere in the viewport to move it " -"to the center of the view delimited by the rectangle." -msgstr "" -"Zatímco máte štítek vybraný, klikněte a táhněte myší kdekoli v průzoru, " -"abyste jej přemístili do středu zobrazení vymezeného obdélníkem." - -msgid "Running the scene" -msgstr "Spuštění scény" - -msgid "" -"Everything's ready to run the scene! Press the Play Scene button in the top-" -"right of the screen or press :kbd:`F6` (:kbd:`Cmd + R` on macOS)." -msgstr "" -"Nyní máme vše připraveno ke spuštění scény! Klkněte na tlačítko Spustit " -"aktuální scénu v pravém horním rohu obrazovky nebo stiskněte :kbd:`F6` (:kbd:" -"`Cmd + R` na macOS)." - -msgid "" -"A popup invites you to save the scene, which is required to run it. Click " -"the Save button in the file browser to save it as ``label.tscn``." -msgstr "" -"Objeví se okno s výzvou k uložení scény. To je nutné, aby ji šlo spustit. " -"Klikněte na tlačítko Uložit v prohlížeči souborů a uložte scénu jako ``label." -"tscn``." - -msgid "" -"The Save Scene As dialog, like other file dialogs in the editor, only allows " -"you to save files inside the project. The ``res://`` path at the top of the " -"window represents the project's root directory and stands for \"resource " -"path\". For more information about file paths in Godot, see :ref:" -"`doc_filesystem`." -msgstr "" -"Dialog Uložit scénu jako (stejně jako další dialogová okna pro výběr souborů " -"v editoru) vám dovoluje ukládat soubory pouze uvnitř projektu. Cesta ``res://" -"`` v horní části okna představuje kořenový adresář projektu a znamená " -"\"resource path\" (cesta ke zdrojům). Více informací o cestách k souborům v " -"Godotu najdete v :ref:`doc_filesystem`." - -msgid "" -"The application should open in a new window and display the text \"Hello " -"World\"." -msgstr "" -"Aplikace by se měla otevřít v novém okně a zobrazit text „Hello World“." - -msgid "" -"Close the window or press :kbd:`F8` (:kbd:`Cmd + .` on macOS) to quit the " -"running scene." -msgstr "" -"Pro ukončení scény zavřete okno nebo stiskněte :kbd:`F8` (:kbd:`Cmd + .` na " -"macOS)." - -msgid "Setting the main scene" -msgstr "Nastavení hlavní scény" - -msgid "" -"To run our test scene, we used the Run Current Scene button. Another button " -"next to it allows you to set and run the project's main scene. You can " -"press :kbd:`F5` (:kbd:`Cmd + B` on macOS) to do so." -msgstr "" -"Ke spuštění naší testovací scény jsme použili tlačítko Spustit aktuální " -"scénu. Vedle něj se nachází další tlačítko, kterým můžete nastavit a spustit " -"hlavní scénu projektu. Pro tento účel můžete také stisknout :kbd:`F5` (:kbd:" -"`Cmd + B` na macOS)." - -msgid "A popup window appears and invites you to select the main scene." -msgstr "Objeví se dialogové okno s výzvou k výběru hlavní scény." - -msgid "" -"Click the Select button, and in the file dialog that appears, double click " -"on ``label.tscn``." -msgstr "" -"Klikněte na tlačítko Vybrat a v otevřeném dialogu dvojklikem vyberte soubor " -"``label.tscn``." - -msgid "" -"The demo should run again. Moving forward, every time you run the project, " -"Godot will use this scene as a starting point." -msgstr "" -"Demo by se mělo spustit znovu. Od této chvíle Godot při spuštění projektu " -"vždy použije právě tuto scénu jako výchozí." - -msgid "" -"The editor saves the main scene's path in a project.godot file in your " -"project's directory. While you can edit this text file directly to change " -"project settings, you can also use the \"Project -> Project Settings\" " -"window to do so. For more information, see :ref:`doc_project_settings`." -msgstr "" -"Editor si uloží cestu k hlavní scéně v souboru project.godot v adresáři " -"vašeho projektu. I když lze měnit nastavení projektu přímou úpravou tohoto " -"textového soubore, můžete také použít nabídku \"Projekt -> Nastavení " -"projektu\". Další informace viz :ref:`doc_project_settings`." - -msgid "" -"In the next part, we will discuss another key concept in games and in Godot: " -"creating instances of a scene." -msgstr "" -"V příští části probereme další klíčový koncept ve hrách a Godotu: vytváření " -"instancí scény." diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po deleted file mode 100644 index 972caf0003..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po +++ /dev/null @@ -1,38 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating your first script" -msgstr "Vytvoření prvního skriptu" - -msgid "Project setup" -msgstr "Nastavení projektu" - -msgid "Creating a new script" -msgstr "Vytvoření nového skriptu" - -msgid "" -"The Attach Node Script window appears. It allows you to select the script's " -"language and file path, among other options." -msgstr "" -"Otevře se dialogové okno pro vytvoření skriptu. Toto dialogové okno umožňuje " -"nastavit jazyk skriptu, cestu k souboru, název třídy a další relevantní " -"možnosti." - -msgid "Hello, world!" -msgstr "Ahoj, světe!" - -msgid "Moving forward" -msgstr "Pohyb vpřed" - -msgid "Complete script" -msgstr "Kompletní skript" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po deleted file mode 100644 index 0ea59c3a03..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po +++ /dev/null @@ -1,69 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Scripting languages" -msgstr "Skriptovací jazyky" - -msgid "Which language should I use?" -msgstr "Jaký jazyk mám použít?" - -msgid "GDScript" -msgstr "GDSkript" - -msgid "" -"Tight editor integration, with code completion for nodes, signals, and more " -"information from the scene it's attached to." -msgstr "" -"Díky integrovanému editoru je potěšením pracovat s automatickým dokončováním " -"kódu pro uzly, signály a ostaní prvky právě editované scény." - -msgid "" -"Built-in vector and transform types, making it efficient for heavy use of " -"linear algebra, a must for games." -msgstr "" -"Má vestavěné vektorové typy (například vektory, transformace atd.), Díky " -"tomuto je efektivní pro náročné použití lineární algebry, což je pro hry " -"nezbytné." - -msgid ".NET / C#" -msgstr ".NET / C #" - -msgid "" -"C# offers a good tradeoff between performance and ease of use, although you " -"should be aware of its garbage collector." -msgstr "" -"Představuje vynikající kompromis mezi výkonem a jednoduchostí použití, " -"přesto si však člověk musí být vědom jeho automatické správy paměti." - -msgid "" -"Projects written in C# using Godot 4 currently cannot be exported to the web " -"platform. To use C# on that platform, consider Godot 3 instead. Android and " -"iOS platform support is available as of Godot 4.2, but is experimental and :" -"ref:`some limitations apply `." -msgstr "" -"Projekty napsané v C# používající Godot 4 momentálně není možné exportovat " -"na webové platformy. Pro použití C# na webu zvažte raději použití Godotu 3. " -"Podpora platforem Android a iOS je od verze 4.2 dostupná, nicméně je stále " -"experimentální a platí pro ně `určitá omezení `." - -msgid "" -"You can use any version of the language or mix compiler brands and versions " -"for the generated shared libraries, thanks to our use of an internal C API " -"Bridge." -msgstr "" -"Lze použít libovolnou verzi C ++ a mix kompilátorů či verzí pro vygenerované " -"sdílené knihovny funguje perfektně díky našemu použití interního C API " -"můstku." - -msgid "Summary" -msgstr "Shrnutí" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po deleted file mode 100644 index 7e779c6d63..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Complete script" -msgstr "Kompletní skript" - -msgid "Summary" -msgstr "Shrnutí" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/signals.po deleted file mode 100644 index 9174eb96fa..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/signals.po +++ /dev/null @@ -1,104 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Signal" -msgstr "Signál" - -msgid "Using signals" -msgstr "Používání signálů" - -msgid "For this project, we will be following the Godot naming conventions." -msgstr "" -"V tomto projektu budeme dodržovat Godot pravidla pro názvy identifikátorů." - -msgid "" -"**GDScript**: Classes (nodes) use PascalCase, variables and functions use " -"snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." -msgstr "" -"**GDScript**: Třídy (uzly) používají PascalCase, proměnné a funkce používají " -"snake_case a konstanty používají ALL_CAPS (viz :ref:" -"`doc_gdscript_styleguide`)." - -msgid "" -"**C#**: Classes, export variables and methods use PascalCase, private fields " -"use _camelCase, local variables and parameters use camelCase (See :ref:" -"`doc_c_sharp_styleguide`). Be careful to type the method names precisely " -"when connecting signals." -msgstr "" -"**C #**: Třídy, exportované proměnné a metody používají PascalCase, soukromá " -"pole používají _camelCase, lokální proměnné a parametry používají camelCase " -"(viz :ref:`doc_c_sharp_styleguide`). Při připojování signálů buďte opatrní, " -"abyste přesně zadali názvy metod." - -msgid "Scene setup" -msgstr "Nastavení scény" - -msgid "Your scene tree and viewport should look like this." -msgstr "Strom scény a okno zobrazení by měly vypadat takto." - -msgid "Connecting a signal in the editor" -msgstr "Připojení signálu v editoru" - -msgid "" -"Run the scene now and click the button to see the sprite start and stop." -msgstr "" -"Spusťte nyní scénu a klikněte na tlačítko, abyste viděli, jak se sprite " -"spouští a zastavuje." - -msgid "Connecting a signal via code" -msgstr "Připojení signálů v kódu" - -msgid "Complete script" -msgstr "Kompletní skript" - -msgid "Custom signals" -msgstr "Vlastní signály" - -msgid "" -"A signal can optionally declare one or more arguments. Specify the argument " -"names between parentheses:" -msgstr "" -"Signál může také volitelně deklarovat jeden nebo více argumentů. Názvy " -"argumentů zadejte mezi závorkami:" - -msgid "" -"The signal arguments show up in the editor's node dock, and Godot can use " -"them to generate callback functions for you. However, you can still emit any " -"number of arguments when you emit signals. So it's up to you to emit the " -"correct values." -msgstr "" -"Argumenty signálu se zobrazují v doku Uzel editoru a Godot je pro vás může " -"použít k vytvoření funkcí zpětného volání. Při vysílání signálů však stále " -"můžete vysílat signály s libovolným počtem argumentů. Je tedy na vás, abyste " -"vyslali ty správné hodnoty." - -msgid "Summary" -msgstr "Shrnutí" - -msgid "" -"For example, an :ref:`Area2D ` representing a coin emits a " -"``body_entered`` signal whenever the player's physics body enters its " -"collision shape, allowing you to know when the player collected it." -msgstr "" -"Mnoho vestavěných typů uzlů Godota poskytuje signály, které můžete použít " -"pro detekci událostí. Například :ref:`Area2D ` představující " -"minci vydává signál ``body_entered``, kdykoli tělo hráče (uzel Physicsbody) " -"vstoupí do jejího kolizního tvaru, což vám umožní zaznamenat okamžik, kdy " -"hráč minci sebere." - -msgid "" -"In the next section, :ref:`doc_your_first_2d_game`, you'll create a complete " -"2D game and put everything you learned so far into practice." -msgstr "" -"V následující sekci :ref:`doc_your_first_2D_game` vytvoříte kompletní hru," -"která ukáže využití signálů pro vzájené spojení různých herních komponent." diff --git a/sphinx/po/cs/LC_MESSAGES/index.po b/sphinx/po/cs/LC_MESSAGES/index.po deleted file mode 100644 index a9480a9523..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/index.po +++ /dev/null @@ -1,155 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "About" -msgstr "O aplikaci" - -msgid "Getting started" -msgstr "Začínáme" - -msgid "Manual" -msgstr "Manuál" - -msgid "Contributing" -msgstr "Jak přispět" - -msgid "Community" -msgstr "Komunita" - -msgid "Class reference" -msgstr "Dokumentace tříd" - -msgid "" -"Godot's documentation is available in various languages and versions. Expand " -"the \"Read the Docs\" panel at the bottom of the sidebar to see the list." -msgstr "" -"Dokumentace enginu Godot je dostupná v mnoha jazycích a verzích. Celý seznam " -"zobrazíte rozbalením panelu \"Read the Docs\" vespod postranní nabídky." - -msgid "" -"This documentation is translated from the `original English one `_ by community members on `Weblate `_." -msgstr "" -"Tato dokumentace byla přeložena z `anglického originálu `_ členy komunity z `Weblate `_." - -msgid "" -"Depending on the translation effort's completion level, you may find " -"paragraphs or whole pages which are still in English. You can help the " -"community by providing new translations or reviewing existing ones on " -"Weblate." -msgstr "" -"V závislosti na úrovni dokončení překladu je možné, že naleznete odstavce " -"nebo celé stránky, které jsou stále anglicky. Můžete komunitě pomoci " -"poskytnutím nových překladů nebo kontrolou těch stávajících na Weblate." - -msgid "" -"For the time being, localized translations are only available for the " -"\"stable\" branch. You can still view the English documentation for other " -"engine versions using the \"Read the Docs\" panel at the bottom of the " -"sidebar." -msgstr "" -"Prozatím jsou překlady dostupné pouze pro větev \"stable\". Anglickou " -"dokumentaci ostatních verzí enginu si můžete zobrazit vespod boční nabídky v " -"panelu \"Read the Docs\"." - -msgid "" -"Welcome to the official documentation of `Godot Engine `__, the free and open source community-driven 2D and 3D game engine! If " -"you are new to this documentation, we recommend that you read the :ref:" -"`introduction page ` to get an overview of what this " -"documentation has to offer." -msgstr "" -"Vítejte v oficiální dokumentaci `Enginu Godot `__, " -"svobodném, open-source, komunitou řízeném enginu pro 2D i 3D hry! Jste-li " -"zde poprvé, doporučujeme prečíst si :ref:`úvodní stránku `, " -"abyste dostali lepší představu, co tato dokumentace nabízí." - -msgid "" -"The table of contents in the sidebar should let you easily access the " -"documentation for your topic of interest. You can also use the search " -"function in the top-left corner." -msgstr "" -"Obsah v postranním panelu vám umožní snadný přístup k dokumentaci témat, " -"která vás zajímají. Můžete také použít funkci vyhledávání v levém horním " -"rohu." - -msgid "Get involved" -msgstr "Zapojte se" - -msgid "" -"Godot Engine is an open source project developed by a community of " -"volunteers. The documentation team can always use your feedback and help to " -"improve the tutorials and class reference. If you don't understand " -"something, or cannot find what you are looking for in the docs, help us make " -"the documentation better by letting us know!" -msgstr "" -"Godot Engine je open source projekt vyvíjený komunitou dobrovolníků. " -"Dokumentační tým vždy ocení vaši zpětnou vazbu a pomoc při zlepšování návodů " -"a dokumentaci tříd. Pokud něčemu nerozumíte, nebo se vám nedaří najít, co " -"hledáte, dejte nám vědět a pomozte nám tak dokumentaci vylepšit!" - -msgid "" -"Submit an issue or pull request on the `GitHub repository `_, help us `translate the documentation " -"`_ into your language, or " -"talk to us on the ``#documentation`` channel on the `Godot Contributors Chat " -"`_!" -msgstr "" -"Ohlašte problém vytvořením issue nebo rovnou vytvořte pull request na " -"`GitHubu `_ , pomozte nám " -"`přeložit dokumentaci `_ do " -"vašeho jazyka, nebo si s námi promluvte na kanále ``#documentation`` v " -"`Godot Contributors Chat `_!" - -msgid "weblate_widget" -msgstr "weblate_widget" - -msgid "Translation status" -msgstr "Stav překladu" - -msgid "Offline documentation" -msgstr "Offline dokumentace" - -msgid "" -"To browse the documentation offline, you can download an HTML copy (updated " -"every Monday): `stable `__, `latest " -"`__, `3.6 `__. Extract the ZIP archive then open the top-level ``index." -"html`` in a web browser." -msgstr "" -"Pro čtení offline si také můžete `stáhnout kopii HTML `__ (aktualizováno každé pondělí). Rozbalte archiv ZIP a poté " -"otevřete nejvýše umístěný soubor ``index.html`` ve webovém prohlížeči." - -msgid "" -"For mobile devices or e-readers, you can also download an ePub copy (updated " -"every Monday): `stable `__, `latest " -"`__, `3.6 `__. Extract the ZIP archive then open the ``GodotEngine.epub`` " -"file in an e-book reader application." -msgstr "" -"Pro mobilní zařízení a čtečky knih si můžete také `stáhnout kopii ePub " -"`__ (aktualizováno každé pondělí). " -"Rozbalte archiv ZIP a poté otevřete soubor ``GodotEngine.epub`` v aplikaci " -"pro čtení e-knížek." diff --git a/sphinx/po/cs/LC_MESSAGES/sphinx.po b/sphinx/po/cs/LC_MESSAGES/sphinx.po deleted file mode 100644 index b78f84dbc5..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/sphinx.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Languages" -msgstr "Jazyky" - -msgid "Versions" -msgstr "Verze" - -msgid "On Read the Docs" -msgstr "Na stránkách Read the Docs" - -msgid "Project Home" -msgstr "Stránka projektu" - -msgid "Builds" -msgstr "Sestavení" - -msgid "Downloads" -msgstr "Ke stažení" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_antialiasing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_antialiasing.po deleted file mode 100644 index 67bd7c9d86..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_antialiasing.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Multisample antialiasing (MSAA)" -msgstr "Vícenásobné vyhlazování (MSAA)" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po deleted file mode 100644 index 531910e48a..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Nodes" -msgstr "Uzly" - -msgid "Hard shadows" -msgstr "Tvrdé stíny" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_meshes.po deleted file mode 100644 index 3c69701b00..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D meshes" -msgstr "2D sítě" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Optimizing pixels drawn" -msgstr "Optimalizování nakreslených pixelů" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_movement.po deleted file mode 100644 index 13d1d5ecbd..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_movement.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Rotation + movement" -msgstr "Otáčení + pohyb" - -msgid "Summary" -msgstr "Shrnutí" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_parallax.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_parallax.po deleted file mode 100644 index 537b77576f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_parallax.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po deleted file mode 100644 index f8811ff79c..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Controlling the animation" -msgstr "Ovládání animace" - -msgid "Sprite sheet with AnimationPlayer" -msgstr "Sprite list s AnimationPlayer" - -msgid "Controlling an AnimationPlayer animation" -msgstr "Ovládání animace AnimationPlayer" - -msgid "Summary" -msgstr "Shrnutí" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_transforms.po deleted file mode 100644 index 537b77576f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/canvas_layers.po deleted file mode 100644 index 8e7b829c9c..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "CanvasLayers" -msgstr "Vrstvy plátna" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po deleted file mode 100644 index e105c70919..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Antialiased drawing" -msgstr "**Anti aliasing:**" - -msgid "Tools" -msgstr "Nástroje" - -msgid "Animation" -msgstr "Animace" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/index.po deleted file mode 100644 index 2f4acdcb29..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/index.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D" -msgstr "2D" - -msgid "Rendering" -msgstr "Vykreslování" - -msgid "Tools" -msgstr "Nástroje" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/introduction_to_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/introduction_to_2d.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/introduction_to_2d.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/particle_systems_2d.po deleted file mode 100644 index 5db5a281e6..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ /dev/null @@ -1,69 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Intro" -msgstr "Úvod" - -msgid "Particle nodes" -msgstr "Částicové uzly" - -msgid "Texture" -msgstr "Textura" - -msgid "Randomness" -msgstr "Náhodnost" - -msgid "Local Coords" -msgstr "Místní souřadnice" - -msgid "Draw Order" -msgstr "Pořadí vykreslování" - -msgid "Direction" -msgstr "Směr" - -msgid "Spread" -msgstr "Rozšířit" - -msgid "Flatness" -msgstr "Plochost" - -msgid "Gravity" -msgstr "Gravitace" - -msgid "Angular Velocity" -msgstr "Úhlová rychlost" - -msgid "Damping" -msgstr "Tlumení" - -msgid "Angle" -msgstr "Úhel" - -msgid "Scale" -msgstr "Měřítko" - -msgid "Color" -msgstr "Barva" - -msgid "Animation" -msgstr "Animace" - -msgid "Emission Shapes" -msgstr "Tvary emisí" - -msgid "Emission Mask" -msgstr "Emisní maska" - -msgid "Emission Colors" -msgstr "Emisní barvy" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilemaps.po deleted file mode 100644 index 2cb121af14..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using TileMaps" -msgstr "Používání TileMaps" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Rendering" -msgstr "Vykreslování" - -msgid "Physics" -msgstr "Fyzika" - -msgid "Navigation" -msgstr "Navigace" - -msgid "Bucket Fill" -msgstr "Vyplnit barvou" - -msgid "Example when using Paint mode:" -msgstr "Příklad kdy použít barvící mód:" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilesets.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilesets.po deleted file mode 100644 index d819fac4c4..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilesets.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Painting tile properties using the TileSet editor" -msgstr "Upravte text v textovém editoru" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_antialiasing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_antialiasing.po deleted file mode 100644 index 67bd7c9d86..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_antialiasing.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Multisample antialiasing (MSAA)" -msgstr "Vícenásobné vyhlazování (MSAA)" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po deleted file mode 100644 index 4840fbedd8..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "3D rendering limitations" -msgstr "Limitace 3D renderování" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Texture size limits" -msgstr "Limit velikosti textury" - -msgid "There are two main ways to alleviate banding:" -msgstr "Existují dva hlavní způsoby, jak zmírnit páskování:" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_text.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_text.po deleted file mode 100644 index 24dcb9325d..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_text.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Label3D" -msgstr "Label3D" - -msgid "Advantages" -msgstr "Výhody" - -msgid "Limitations" -msgstr "Omezení" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/csg_tools.po deleted file mode 100644 index 6b610451f2..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/csg_tools.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to CSG nodes" -msgstr "Úvod do uzlů CSG" - -msgid "CSG tools features" -msgstr "Vlastnosti nástrojů CSG" - -msgid "CSGPolygon" -msgstr "CSGMnohoúhelník" - -msgid "Custom meshes" -msgstr "Vlastní sítě" - -msgid "it must not self-intersect," -msgstr "Nesmí se samo se sebou prolínat," - -msgid "Prototyping a level" -msgstr "Prototypování úrovně" - -msgid "Using prototype textures" -msgstr "Použití prototypových textur" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po deleted file mode 100644 index 01a55c390b..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Environment" -msgstr "Prostředí" - -msgid "Environment options" -msgstr "Možnosti prostředí" - -msgid "Background" -msgstr "Pozadí" - -msgid "The tone mapping options are:" -msgstr "Možnosti mapování tónů jsou následující:" - -msgid "Glow" -msgstr "Svítivost" - -msgid "Adjustments" -msgstr "Úpravy" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/index.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po deleted file mode 100644 index 8ca2fda08d..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "What is global illumination?" -msgstr "Co je globalni osvětlení?" - -msgid "Performance" -msgstr "Výkon" - -msgid "**Screen-space indirect lighting (SSIL):**" -msgstr "**Nepřímé osvětlení prostoru obrazovky (SSIL):**" - -msgid "bad" -msgstr "špatný" - -msgid "Summary" -msgstr "Shrnutí" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po deleted file mode 100644 index 018bcd4074..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Limitations" -msgstr "Omezení" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po deleted file mode 100644 index af7e5c02a3..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Setting up" -msgstr "Nastavení" - -msgid "Setting up meshes" -msgstr "Nastavení sítě" - -msgid "Setting up lights" -msgstr "Nastavení světel" - -msgid "The modes are:" -msgstr "Módy jsou:" - -msgid "Disabled" -msgstr "Deaktivováno" - -msgid "Dynamic" -msgstr "Dynamické" - -msgid "Static" -msgstr "Statické" - -msgid "Baking" -msgstr "Pečení" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po deleted file mode 100644 index dc3d8bed01..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "SDFGI disabled." -msgstr "SDFGI deaktivováno." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/high_dynamic_range.po deleted file mode 100644 index fd94bc4adf..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Parameters of HDR" -msgstr "Parametry HDR" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/index.po deleted file mode 100644 index 5e854c2228..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/index.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "3D" -msgstr "3D" - -msgid "Rendering" -msgstr "Vykreslování" - -msgid "Optimization" -msgstr "Optimalizace" - -msgid "Tools" -msgstr "Nástroje" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/introduction_to_3d.po deleted file mode 100644 index 91803ef1dc..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to 3D" -msgstr "Úvod do 3D" - -msgid "**X** is sides" -msgstr "**X** je bokem" - -msgid "**Y** is up/down" -msgstr "**Y** je nahoru/dolu" - -msgid "**Z** is front/back" -msgstr "**Z** je vpřed/zad" - -msgid "2D in 3D" -msgstr "2D v 3D" - -msgid "Environment" -msgstr "Prostředí" - -msgid "Cameras" -msgstr "Kamery" - -msgid "Lights" -msgstr "Světla" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/lights_and_shadows.po deleted file mode 100644 index b41acd1368..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "3D lights and shadows" -msgstr "3D světla a stíny" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/mesh_lod.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/mesh_lod.po deleted file mode 100644 index 537b77576f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/mesh_lod.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/occlusion_culling.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/occlusion_culling.po deleted file mode 100644 index 188a2cccc1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/occlusion_culling.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Odstraňování problémů" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/attractors.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/attractors.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/attractors.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/collision.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/collision.po deleted file mode 100644 index 188a2cccc1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/collision.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Odstraňování problémů" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/index.po deleted file mode 100644 index cf509cd5ce..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/index.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Particles" -msgstr "Částice" - -msgid "Basic usage" -msgstr "Základní použití" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po deleted file mode 100644 index 5e3ae20d70..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Angle" -msgstr "Úhel" - -msgid "Direction" -msgstr "Směr" - -msgid "Gravity" -msgstr "Gravitace" - -msgid "Damping" -msgstr "Tlumení" - -msgid "Scale" -msgstr "Měřítko" - -msgid "Color" -msgstr "Barva" - -msgid "Animation" -msgstr "Animace" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/properties.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/properties.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/properties.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/subemitters.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/subemitters.po deleted file mode 100644 index 018bcd4074..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/subemitters.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Limitations" -msgstr "Omezení" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/trails.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/trails.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/trails.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/turbulence.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/turbulence.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/turbulence.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po deleted file mode 100644 index e77b9e2c22..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Enable the project setting." -msgstr "Povolte nastavení projektu." - -msgid "Configure the camera." -msgstr "Nastavte kameru." - -msgid "Configure the environment." -msgstr "Nastavte prostředí." - -msgid "Configure Light3D nodes." -msgstr "Nastavte uzly Light3D." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po deleted file mode 100644 index 076cd73830..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po +++ /dev/null @@ -1,62 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the ArrayMesh" -msgstr "Použití ArrayMesh" - -msgid "Index" -msgstr "Index" - -msgid "0" -msgstr "0" - -msgid "" -":ref:`PackedVector3Array ` or :ref:" -"`PackedVector2Array `" -msgstr "" -":ref:`PackedVector3Array `nebo :ref:" -"`PackedVector2Array> `" - -msgid "1" -msgstr "1" - -msgid "3" -msgstr "3" - -msgid "4" -msgstr "4" - -msgid "" -":ref:`PackedVector2Array ` or :ref:" -"`PackedVector3Array `" -msgstr "" -":ref:`PackedVector2Array `nebo :ref:" -"`PackedVector3Array `" - -msgid "5" -msgstr "5" - -msgid "10" -msgstr "10" - -msgid "11" -msgstr "11" - -msgid "12" -msgstr "12" - -msgid "Generating geometry" -msgstr "Generování geometrie" - -msgid "Saving" -msgstr "Ukládání" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po deleted file mode 100644 index 3f6961f531..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Procedural geometry" -msgstr "Procedurální geometrie" - -msgid "What is geometry?" -msgstr "Co je geometrie?" - -msgid "What is a Mesh?" -msgstr "Co je to Mesh?" - -msgid "What a Mesh is" -msgstr "Co je síť" - -msgid "Surfaces" -msgstr "Povrchy" - -msgid "Tools" -msgstr "Nástroje" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po deleted file mode 100644 index ae194cad51..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the MeshDataTool" -msgstr "Použití MeshDataTool" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po deleted file mode 100644 index 39cdbc0204..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the SurfaceTool" -msgstr "Používání nástroje SurfaceTool" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/resolution_scaling.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/resolution_scaling.po deleted file mode 100644 index 188a2cccc1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/resolution_scaling.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Odstraňování problémů" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/spring_arm.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/spring_arm.po deleted file mode 100644 index 537b77576f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/spring_arm.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/standard_material_3d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/standard_material_3d.po deleted file mode 100644 index 9294be8d0e..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/standard_material_3d.po +++ /dev/null @@ -1,84 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "No Depth Test" -msgstr "Žádný test hloubky" - -msgid "Shading" -msgstr "Stínování" - -msgid "Disable Ambient Light" -msgstr "Vypnout okolní světlo" - -msgid "Use as Albedo" -msgstr "Použít jako Albedo" - -msgid "Albedo" -msgstr "Albedo" - -msgid "Metallic" -msgstr "Kovový" - -msgid "Roughness" -msgstr "Hrubost" - -msgid "Emission" -msgstr "Svítivost" - -msgid "" -"Godot requires the normal map to use the X+, Y+ and Z+ coordinates, this is " -"known as OpenGL style. If you've imported a material made to be used with " -"another engine it may be DirectX style, in which case the normal map needs " -"to be converted so its Y axis is flipped." -msgstr "" -"Godot vyžaduje, aby normálová mapa používala souřadnice X+, Y- a Z+, toto je " -"známé jako styl OpenGL. Jinými slovy, pokud jste importovali materiál " -"vytvořený pro použití v jiném enginu, možná budete muset normálovou mapu " -"převést tak, aby byla její osa Y převrácená. V opačném případě se může zdát, " -"že směr normálové mapy je na ose Y převrácený tzv. DirectX styl." - -msgid "" -"More information about normal maps (including a coordinate order table for " -"popular engines) can be found `here `__." -msgstr "" -"Další informace o normálových mapách (včetně tabulky pořadí souřadnic pro " -"populární enginy) najdete `zde `__." - -msgid "Refraction" -msgstr "Odraz" - -msgid "Detail" -msgstr "Detail" - -msgid "UV1 and UV2" -msgstr "UV1 a UV2" - -msgid "Filter" -msgstr "Filtr" - -msgid "Repeat" -msgstr "Opakování" - -msgid "Grow" -msgstr "Růst" - -msgid "Transform" -msgstr "Transformace" - -msgid "Use Point Size" -msgstr "Použijte velikost bodu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_decals.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_decals.po deleted file mode 100644 index c77f3d60d4..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_decals.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Use cases" -msgstr "Případy použití" - -msgid "Create a Decal node in the 3D editor." -msgstr "Vytvořte uzel Obtisku v 3D editoru." - -msgid "Parameters" -msgstr "Parametry" - -msgid "Limitations" -msgstr "Omezení" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_gridmaps.po deleted file mode 100644 index 4f9087b440..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using GridMaps" -msgstr "Používání GridMaps" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Creating a MeshLibrary" -msgstr "Vytvořit knihovnu sítí" - -msgid "Collisions" -msgstr "Kolize" - -msgid "Materials" -msgstr "Materiály" - -msgid "NavigationMeshes" -msgstr "Navigační sítě" - -msgid "Exporting the MeshLibrary" -msgstr "Exportování knihovny sítí" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po deleted file mode 100644 index 05625eb7dc..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Scale" -msgstr "Měřítko" - -msgid "Amount" -msgstr "Množství" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_transforms.po deleted file mode 100644 index 9eb3a343de..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_transforms.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using 3D transforms" -msgstr "Použití 3D transformace" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Interpolation" -msgstr "Interpolace" - -msgid "Jump:" -msgstr "Skok:" - -msgid "Interpolating with quaternions" -msgstr "Interpolování kvaterniony" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/variable_rate_shading.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/variable_rate_shading.po deleted file mode 100644 index 52378bdb6d..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/variable_rate_shading.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "What is variable rate shading?" -msgstr "Co je proměnná doba stínování?" - -msgid "Color" -msgstr "Barva" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/visibility_ranges.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/visibility_ranges.po deleted file mode 100644 index 1ad5905c8d..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/visibility_ranges.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Refraction" -msgstr "Odraz" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/volumetric_fog.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/volumetric_fog.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/volumetric_fog.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/2d_skeletons.po deleted file mode 100644 index c404e8d33b..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D skeletons" -msgstr "2D kostry" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Creating the polygons" -msgstr "Vytváření polygonů" - -msgid "Creating the skeleton" -msgstr "Vytvoření kostry" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_track_types.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_track_types.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_track_types.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_tree.po deleted file mode 100644 index 862d6f294a..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_tree.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using AnimationTree" -msgstr "Použití AnimationTree (Stromu animací)" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Creating an AnimationTree" -msgstr "Vytvoření AnimationTree" - -msgid "Creating a tree" -msgstr "Vytvoření stromu" - -msgid "Transition" -msgstr "Přechod" - -msgid "Root motion" -msgstr "Kořenový pohyb" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/creating_movies.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/creating_movies.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/creating_movies.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/cutout_animation.po deleted file mode 100644 index 37ec527610..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Skeletons" -msgstr "Kostry" - -msgid "Animation tips" -msgstr "Tipy pro animaci" - -msgid "Creating a rest pose" -msgstr "Vytváření klidové polohy" - -msgid "Create a new animation, rename it \"rest\"." -msgstr "Vytvořte novou animaci, přejmenujte ji na \"rest\"." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/index.po deleted file mode 100644 index 9a4c0f845b..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "Animace" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/introduction.po deleted file mode 100644 index 72fe750b25..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/introduction.po +++ /dev/null @@ -1,107 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to the animation features" -msgstr "Seznámení s funkcemi animace" - -msgid "" -"The :ref:`class_AnimationPlayer` node allows you to create anything from " -"simple to complex animations." -msgstr "" -"Uzel :ref:`class_AnimationPlayer` umožňuje vytvářet animace složité i " -"jednoduché." - -msgid "In this guide you learn to:" -msgstr "V tomto průvodci se naučíte:" - -msgid "Work with the Animation Panel" -msgstr "Pracovat s animačním panelem" - -msgid "Animate any property of any node" -msgstr "Animovat libovolnou vlastnost libovolného uzlu" - -msgid "Create a simple animation" -msgstr "vytvořit jednoduchou animaci" - -msgid "Create an AnimationPlayer node" -msgstr "Vytvoření uzlu AnimationPlayer" - -msgid "" -"To use the animation tools we first have to create an :ref:" -"`class_AnimationPlayer` node." -msgstr "" -"Pro použití animačních nástrojů musíme nejprve vytvořit uzel :ref:" -"`class_AnimationPlayer`." - -msgid "The AnimationPlayer node" -msgstr "Uzel AnimationPlayer" - -msgid "The animation panel position" -msgstr "Umístění panelu animace" - -msgid "The animation panel" -msgstr "Panel animací" - -msgid "Animation controls (i.e. add, load, save, and delete animations)" -msgstr "ovládání animací (tj. přidávání, načítání, ukládání a mazání animací)" - -msgid "The tracks listing" -msgstr "seznam stop" - -msgid "The timeline with keyframes" -msgstr "Časová osa s klíčovými snímky" - -msgid "Computer animation relies on keyframes" -msgstr "Počítačová animace se opírá o klíčové snímky" - -msgid "Keyframes in Godot" -msgstr "Klíčové snímky v aplikaci Godot" - -msgid "Two keyframes are all it takes to obtain a smooth motion" -msgstr "K dosažení plynulého pohybu stačí dva klíčové snímky" - -msgid "The timeline in the animation panel" -msgstr "Časová osa na panelu animace" - -msgid "Example of Normal animation tracks" -msgstr "Příklad hodnotové animační stopy" - -msgid "Play from beginning" -msgstr "Přehrávání od začátku" - -msgid "Tutorial: Creating a simple animation" -msgstr "Tutoriál: Vytvoření jednoduché animace" - -msgid "Scene setup" -msgstr "Nastavení scény" - -msgid "" -"For this tutorial, we'll create a Sprite node with an AnimationPlayer as its " -"child. We will animate the sprite to move between two points on the screen." -msgstr "" -"V tomto tutoriálu vytvoříme uzel Sprite, jehož potomkem bude " -"AnimationPlayer. Sprite budeme animovat tak, aby se pohyboval mezi dvěma " -"body na obrazovce." - -msgid "Our scene setup" -msgstr "Naše nastavení scény" - -msgid "" -"Therefore, it is not recommended to add nodes that have a 2D/3D transform as " -"a child of an AnimationPlayer node." -msgstr "" -"Proto se nedoporučuje přidávat uzly s 2D/3D transformací jako potomky uzlu " -"AnimationPlayer." - -msgid "Add Animation" -msgstr "Přidání animace" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/playing_videos.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/playing_videos.po deleted file mode 100644 index 73a28b1f7c..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/playing_videos.po +++ /dev/null @@ -1,17 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"There are several limitations with the current implementation of video " -"playback in Godot:" -msgstr "Současná implementace přehrávání videa v Godot má několik omezení:" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po deleted file mode 100644 index 7625bddff0..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po +++ /dev/null @@ -1,138 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "Animace" - -msgid "Animation supported:" -msgstr "Podporované animace:" - -msgid "transform animation of all types of objects" -msgstr "transformační animace všech typů objektů" - -msgid "transform animation of pose bones" -msgstr "transformace animace pozice kostí" - -msgid "shape key animation" -msgstr "animace klíče tvaru" - -msgid "light animation" -msgstr "animace světla" - -msgid "camera animation" -msgstr "animace kamery" - -msgid "Multiple Actions For Single Object" -msgstr "Více akcí pro jeden objekt" - -msgid "" -"In most games, one object would have several animations to switch between. " -"This add-on has support for exporting multiple actions all at once into a " -"single AnimationPlayer and makes it easy to switch actions." -msgstr "" -"Ve většině her má jeden objekt několik animací, mezi kterými lze přepínat. " -"Tento doplněk podporuje export více akcí současně do jednoho " -"AnimationPlayeru a usnadňuje přepínání akcí." - -msgid "" -"This workflow makes use of blender nla_tracks. Here is a brief guide on how " -"to use this feature:" -msgstr "" -"Tento pracovní postup využívá blender nla_tracks. Zde je stručný návod, jak " -"tuto funkci používat:" - -msgid "**1. Stash active action**" -msgstr "**1. Uložit aktivní akci**" - -msgid "" -"New created action is always an active action bound to object. There are " -"several ways to place an active action into NLA track, one is of course " -"doing it in ``NLA Editor``" -msgstr "" -"Nově vytvořená akce je vždy aktivní akcí vázanou na objekt. Existuje několik " -"způsobů, jak umístit aktivní akci do stopy NLA, jedním z nich je samozřejmě " -"použití ``NLA Editoru``" - -msgid "Or it can be done stashing the action in ``Dope Sheet``" -msgstr "Nebo toho lze dosáhnout uložením akce do ``Dope Sheet``" - -msgid "**2. Check mute status of NLA tracks**" -msgstr "**2. Kontrola stavu ztlumení stop NLA**" - -msgid "**3. Export the scene**" -msgstr "**3. Export scény**" - -msgid "Make sure the ``Export Stashed Actions`` option has been turned on." -msgstr "Zkontrolujte, zda je zapnuta možnost ``Exportovat uložené akce``." - -msgid "" -"Then all the stashed actions, as well as the active action, are exported to " -"an AnimationPlayer." -msgstr "" -"Poté jsou všechny uložené akce i aktivní akce exportovány do přehrávače " -"animací." - -msgid "Constraints" -msgstr "Omezení" - -msgid "" -"Sometimes complicated animation is built with object constraint; a usual " -"example is inverse kinematics. The add-on would automatically check if an " -"object has some constraint; if it does, all the constraints are baked into " -"actions and then exported along with the object." -msgstr "" -"Někdy se složité animace vytvářejí pomocí omezení objektu; obvyklým " -"příkladem je inverzní kinematika. Doplněk by automaticky kontroloval, zda má " -"objekt nějaké omezení; pokud ano, všechna omezení se zapracují do akcí a " -"poté se exportují spolu s objektem." - -msgid "Animation Mode" -msgstr "Animační režim" - -msgid "**Mode 'Animation as Actions'**" -msgstr "**Režim 'Animace jako akce'**" - -msgid "" -"Treat all the animations as object actions, so in the exported scene, every " -"object would have its own AnimationPlayer and hold its actions." -msgstr "" -"Všechny animace považujte za akce objektů, takže v exportované scéně bude " -"mít každý objekt svůj AnimationPlayer a zachová si své akce." - -msgid "**Mode 'Scene Animation'**" -msgstr "**Režim \"Animace scény \"**" - -msgid "" -"If you want your animation to generate the same result as playing at " -"Blender's timeline, this is what you want. In this mode, all the animations " -"in the scene are placed in just one AnimationPlayer in the scene root." -msgstr "" -"Pokud chcete, aby vaše animace generovala stejný výsledek jako při " -"přehrávání na časové ose Blenderu, je tento režim právě pro vás. V tomto " -"režimu jsou všechny animace ve scéně umístěny pouze do jednoho " -"AnimationPlayeru v kořenu scény." - -msgid "**Mode 'Animation as Action with Squash'**" -msgstr "**Režim 'Animace jako zkuštěná akce'**" - -msgid "" -"This mode has very similar behavior of mode 'Animation as Action', but it " -"can generate fewer AnimationPlayers; objects in parent-children relationship " -"would share their AnimationPlayer. It is useful when you have several rigs, " -"and each Skeleton and Mesh has actions; then one rig would have just one " -"AnimationPlayer." -msgstr "" -"Tento režim se chová velmi podobně jako režim \"Animace jako akce\", ale je " -"schopen generovat méně AnimationPlayerů; objekty ve vztahu rodič-dítě budou " -"sdílet svůj AnimationPlayer. To je užitečné, pokud máte několik rigů a každý " -"Skeleton a Mesh má akce; pak by jeden rig měl právě jeden AnimationPlayer." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po deleted file mode 100644 index c5e9368edd..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po +++ /dev/null @@ -1,59 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Blender ESCN exporter" -msgstr "Exportér Blender ESCN" - -msgid "" -"This chapter relates to the Blender plugin called \"Godot Blender " -"Exporter\", which can be downloaded here: https://github.com/godotengine/" -"godot-blender-exporter" -msgstr "" -"Tato kapitola se týká zásuvného modulu pro Blender s názvem \"Godot Blender " -"Exporter\", který si můžete stáhnout zde: https://github.com/godotengine/" -"godot-blender-exporter" - -msgid "" -"This plugin can be used to export Blender scenes in a Godot-specific scene " -"format called ESCN, which is similar to TSCN (text format) but will be " -"imported as binary SCN for performance." -msgstr "" -"Tento zásuvný modul lze použít k exportu scén Blenderu ve formátu scény " -"specifickém pro Godot, který se nazývá ESCN a je podobný TSCN (textový " -"formát), ale kvůli výkonu se importuje jako binární SCN." - -msgid "Details on exporting" -msgstr "Podrobnosti o exportu" - -msgid "Disabling specific objects" -msgstr "Zakázání konkrétních objektů" - -msgid "" -"Sometimes you don't want some objects exported (e.g. high-res models used " -"for baking). An object will not be exported if it is not rendered in the " -"scene. This can be set in the outliner:" -msgstr "" -"Někdy nechcete některé objekty exportovat (např. modely ve vysokém rozlišení " -"používané pro baking (metoda předpočítaného renderingu)). Objekt nebude " -"exportován, pokud není ve scéně vykreslen. To lze nastavit v nástroji " -"outliner:" - -msgid "" -"Objects hidden in the viewport will be exported, but will be hidden in the " -"Godot scene." -msgstr "" -"Objekty skryté ve výřesu budou exportovány, ale ve scéně Godot skryté " -"zůstanou." - -msgid "Build pipeline integration" -msgstr "Integrace vícero sestavení" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po deleted file mode 100644 index a16bf609e4..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po +++ /dev/null @@ -1,68 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Lights" -msgstr "Světla" - -msgid "" -"By default, lamps in Blender have shadows enabled. This can cause " -"performance issues in Godot." -msgstr "" -"Ve výchozím nastavení mají lampy v Blenderu povoleny stíny. To může v Godotu " -"způsobovat problémy s výkonem." - -msgid "" -"Lamps are exported using their \"Blender Render\" settings. When Blender 2.8 " -"is released, this will be removed and this part of the exporter will change." -msgstr "" -"Lampy se exportují pomocí nastavení \"Blender Render\". Po vydání Blenderu " -"2.8 bude toto nastavení odstraněno a tato část exportéru se změní." - -msgid "" -"Sun, point and spot lamps are all exported from Blender along with many of " -"their properties:" -msgstr "" -"Slunce, bodové a reflektorové lampy jsou exportovány z programu Blender " -"spolu s mnoha svými vlastnostmi:" - -msgid "There are some things to note:" -msgstr "Je třeba si uvědomit několik věcí:" - -msgid "" -"In Blender, a light casts light all the way to infinity. In Godot, it is " -"clamped by the attenuation distance. To most closely match between the " -"viewport and Godot, enable the \"Sphere\" checkbox. (Highlighted green)" -msgstr "" -"V programu Blender vrhá světlo až do nekonečna. V Godotu je omezeno " -"vzdáleností útlumu. Chcete-li dosáhnout co největší shody mezi viewportem a " -"Godotem, zaškrtněte políčko \"Sphere\". (Zvýrazněno zeleně)" - -msgid "" -"Light attenuation models differ between Godot and Blender. The exporter " -"attempts to make them match, but it isn't always very good." -msgstr "" -"Modely útlumu světla se v programech Godot a Blender liší. Exportér se je " -"snaží sladit, ale ne vždy se mu to daří." - -msgid "" -"Spotlight angular attenuation models also differ between Godot and Blender. " -"The exporter attempts to make them similar, but it doesn't always look the " -"same." -msgstr "" -"Modely úhlového útlumu reflektorového světla se v Godotu a Blenderu také " -"liší. Exportér se je snaží přiblížit, ale ne vždy to vypadá stejně." - -msgid "" -"There is no difference between buffer shadow and ray shadow in the export." -msgstr "" -"V exportu není žádný rozdíl mezi stíny ``Buffer Shadow`` a ``Ray Shadow``." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po deleted file mode 100644 index d83f5d0202..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po +++ /dev/null @@ -1,111 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Materials" -msgstr "Materiály" - -msgid "Using existing Godot materials" -msgstr "Použití stávajících materiálů Godot" - -msgid "" -"One way in which the exporter can handle materials is to attempt to match " -"the Blender material with an existing Godot material. This has the advantage " -"of being able to use all of the features of Godot's material system, but it " -"means that you cannot see your model with the material applied inside " -"Blender." -msgstr "" -"Jedním ze způsobů, jak může exportér zpracovávat materiály, je pokusit se " -"přiřadit materiál Blenderu k existujícímu materiálu Godot. Výhodou tohoto " -"postupu je možnost využít všechny funkce materiálového systému Godot, ale " -"znamená to, že model s použitým materiálem v Blenderu neuvidíte." - -msgid "" -"Where the exporter searches for the ``.tres`` file is determined by the " -"\"Material Search Paths\" option:" -msgstr "" -"Místo, kde exportér hledá soubor ``.tres``, je určeno volbou \"Material " -"Search Paths\":" - -msgid "This can take the value of:" -msgstr "Může nabývat hodnot:" - -msgid "" -"Project Directory - Attempts to find the ``project.Godot`` and recursively " -"searches through subdirectories. If ``project.Godot`` cannot be found it " -"will throw an error. This is useful for most projects where naming conflicts " -"are unlikely." -msgstr "" -"Adresář projektu - Pokusí se najít adresář ``project.Godot`` a rekurzivně " -"prohledá podadresáře. Pokud ``project.Godot`` nenajde, vyhodí chybu. To je " -"užitečné pro většinu projektů, kde jsou konflikty názvů nepravděpodobné." - -msgid "" -"Export Directory - Look for materials in subdirectories of the export " -"location. This is useful for projects where you may have duplicate material " -"names and need more control over what material gets assigned." -msgstr "" -"Adresář exportu - vyhledá materiály v podadresářích umístění exportu. To je " -"užitečné pro projekty, kde můžete mít duplicitní názvy materiálů a " -"potřebujete mít větší kontrolu nad tím, jaký materiál bude přiřazen." - -msgid "None - Do not search for materials. Export them from the Blender file." -msgstr "Žádné - Nevyhledá materiály. Exportujte je ze souboru Blenderu." - -msgid "Export of Cycles/EEVEE materials" -msgstr "Export materiálů Cycles/EEVEE" - -msgid "" -"The exporter has a primitive support for converting Cycles/EEVEE material " -"node tree to Godot Shader Material. Note that some of the Shader Node are " -"not supported yet due to difficulties in implementation, which are:" -msgstr "" -"Exportér má primitivní podporu pro převod stromu uzlů materiálů Cycles/EEVEE " -"na materiál Godot Shader. Všimněte si, že některé uzly Shaderu nejsou zatím " -"podporovány kvůli obtížím při implementaci, což jsou:" - -msgid "all the ``noisy textures``" -msgstr "všechny ``noisy textures``" - -msgid "``generated texture coordinates``" -msgstr "``generated texture coordinates``" - -msgid "``group node``" -msgstr "``group node``" - -msgid "" -"shader nodes except ``PrincipledBSDF``, ``Diffuse``, ``Glossy``, ``Glass``, " -"``add shader`` and ``mix shader``" -msgstr "" -"uzly shaderu kromě ``PrincipledBSDF``, ``Difuse``, ``Glossy``, ``Glass``, " -"``add shader`` a ``mix shader``" - -msgid "" -"If possible, try to use PrincipledBSDF node with GGX distribution as the " -"output shader node, it is the only one guaranteed to be exactly correct. " -"Others are just based on approximation." -msgstr "" -"Pokud je to možné, zkuste jako výstupní shaderový uzel použít uzel " -"PrincipledBSDF s distribucí GGX, jen u něj je zaručena přesná správnost. " -"Ostatní jsou založeny pouze na aproximaci." - -msgid "Generate external materials" -msgstr "Generování externích materiálů" - -msgid "" -"The default configuration of material exporting would keep all the materials " -"internal to the ``escn`` file. There is an option which could enable " -"generating external ``.material`` file when the ``escn`` file opens in Godot." -msgstr "" -"Výchozí konfigurace exportu materiálů by měla všechny materiály uchovávat v " -"interním souboru ``escn``. Existuje volba, která by mohla povolit generování " -"externího souboru ``.material``, když se soubor ``escn`` otevře v Godotu." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po deleted file mode 100644 index 94f3d2087a..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po +++ /dev/null @@ -1,53 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Mesh" -msgstr "Sítě (Mesh)" - -msgid "Modifiers" -msgstr "Modifikátory" - -msgid "" -"There is an exporting option :code:`Apply Modifiers` to control whether mesh " -"modifiers are applied to the exported mesh." -msgstr "" -"Existuje možnost exportu :code:`Apply Modifiers`, která řídí, zda se na " -"exportovanou síť aplikují modifikátory." - -msgid "Shape Key" -msgstr "Klíč tvaru" - -msgid "" -"Exporting mesh shape key is supported, however exporting each shape key is " -"almost like exporting the mesh again, so don't be surprised it takes a " -"relatively long time." -msgstr "" -"Export klíče tvaru sítě je podporován, ale export každého klíče tvaru je " -"téměř tak náročný jako další export sítě, takže nebuďte překvapeni, že to " -"trvá relativně dlouho." - -msgid "" -"A lot of modifiers are not compatible with shape keys (e.g. subsurface " -"modifier), so if you found you have incorrect shape keys exported, try to " -"disable :code:`Apply Modifiers` and do the exporting again. Besides, it is " -"worthwhile to report the incompatible modifier to the `issue list `__, which helps to " -"develop the exporter to have a more precise check of modifiers." -msgstr "" -"Mnoho modifikátorů není kompatibilních s tvarovými klíči (např. modifikátor " -"podpovrchových ploch), takže pokud jste zjistili, že máte vyexportované " -"nesprávné tvarové klíče, zkuste vypnout :code:`Apply Modifiers` a provést " -"export znovu. Kromě toho se vyplatí nahlásit nekompatibilní modifikátor do " -"`seznamu problémů `__, což pomůže vývoji exportéru, aby měl přesnější kontrolu " -"modifikátorů." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po deleted file mode 100644 index f00a4f879a..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po +++ /dev/null @@ -1,101 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Physics properties" -msgstr "Fyzikální vlastnosti" - -msgid "" -"Exporting physics properties is done by enabling \"Rigid Body\" in Blender's " -"physics tab:" -msgstr "" -"Export fyzikálních vlastností se provádí povolením položky \"Rigid Body\" na " -"kartě fyziky programu Blender:" - -msgid "Body type" -msgstr "Typ tělesa" - -msgid "" -"Blender only has the concept of \"Active\" and \"Passive\" rigid bodies. " -"These turn into Static and RigidBody nodes. To create a kinematic body, " -"enable the \"animated\" checkbox on an \"Active\" body:" -msgstr "" -"Blender má pouze koncept \"aktivních\" a \"pasivních\" tuhých těles. Ta se " -"mění na uzly Static a RigidBody. Chcete-li vytvořit kinematické těleso, " -"zaškrtněte políčko \"animated\" (animovaný) u \"Active\" tělesa:" - -msgid "Collision shapes" -msgstr "Kolizní tvary" - -msgid "" -"Many of the parameters for collision shapes are missing from Blender, and " -"many of the collision shapes are also not present. However, almost all of " -"the options in Blender's rigid body collision and rigid body dynamics " -"interfaces are supported:" -msgstr "" -"Mnoho parametrů pro kolizní tvary v Blenderu chybí a mnoho kolizních tvarů " -"také není k dispozici. Podporovány jsou však téměř všechny možnosti " -"kolizního rozhraní a rozhraní dynamiky tuhého tělesa programu Blender:" - -msgid "There are the following caveats:" -msgstr "Existují následující omezení:" - -msgid "" -"Not all of the collision shapes are supported. Only ``Mesh``, ``Convex " -"Hull``, ``Capsule``, ``Sphere`` and ``Box`` are supported in both Blender " -"and Godot" -msgstr "" -"Ne všechny kolizní tvary jsou podporovány. V Blenderu i Godotu jsou " -"podporovány pouze ``Mesh``, ``Convex Hull``, ``Capsule``, ``Sphere`` a " -"``Box``" - -msgid "" -"In Godot, you can have different collision groups and collision masks. In " -"Blender you only have collision groups. As a result, the exported object's " -"collision mask is equal to its collision group. Most of the time, this is " -"what you want." -msgstr "" -"V Godotu můžete mít různé kolizní skupiny a kolizní masky. V Blenderu máte " -"pouze kolizní skupiny. Výsledkem je, že kolizní maska exportovaného objektu " -"se rovná jeho kolizní skupině. Většinou je to právě to, co chcete." - -msgid "" -"To build compound physics shapes, parent together multiple objects with " -"rigid body enabled. The physics properties are taken from the parent-most " -"rigid body, and the rest are used as collision shapes." -msgstr "" -"Chcete-li vytvořit složené fyzikální tvary, spojte dohromady více objektů se " -"zapnutým tuhým tělesem. Fyzikální vlastnosti se převezmou z nadřazeného " -"nejtužšího tělesa a ostatní se použijí jako kolizní tvary." - -msgid "Collision geometry only" -msgstr "Pouze kolizní geometrie" - -msgid "" -"Frequently you want different geometry for your collision meshes and your " -"graphical meshes, but by default, the exporter will export a mesh along with " -"the collision shape. To only export the collision shape, set the object's " -"maximum draw type to Wire:" -msgstr "" -"Často chcete mít odlišnou geometrii pro kolizní a grafické sítě, ale ve " -"výchozím nastavení exportér exportuje síť spolu s kolizním tvarem. Chcete-li " -"exportovat pouze kolizní tvar, nastavte maximální typ kreslení objektu na " -"hodnotu Wire (Drát):" - -msgid "" -"This will also influence how the object is shown in Blender's viewport. Most " -"of the time, you want your collision geometry to be shown see-through when " -"working on the models, so this works out fairly nicely." -msgstr "" -"To také ovlivní, jak se objekt zobrazí ve výřezu Blenderu. Většinou chcete, " -"aby se kolizní geometrie při práci s modely zobrazovala průhledná, takže to " -"funguje docela dobře." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po deleted file mode 100644 index 49b969d9c9..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po +++ /dev/null @@ -1,70 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Skeleton" -msgstr "Kostra" - -msgid "Rest Bone" -msgstr "Rest Bone" - -msgid "" -"Armature object in Blender is exported as a Skeleton node along with rest " -"position (transform in Godot) of bones." -msgstr "" -"Objekt Armature je v Blenderu exportován jako uzel Skeleton spolu s klidovou " -"polohou (transformací v Godotu) kostí." - -msgid "" -"The three check boxes :code:`Inherit Rotation`, :code:`Inherit Scale`, :code:" -"`Local Location` (colored in red) must be ticked when building armature in " -"Blender, so that the exported bone transform be consistent between Blender " -"and Godot" -msgstr "" -"Tři zaškrtávací políčka :code:`Inherit Rotation`, :code:`Inherit Scale`, :" -"code:`Local Location` (podbarvená červeně) musí být zaškrtnuta při " -"sestavování armatury v Blenderu, aby byla exportovaná transformace kosti " -"konzistentní mezi Blenderem a Godotem" - -msgid "" -"It is important that the mesh is not deformed by bones when exporting in " -"Blender. Make sure that the skeleton is reset to its T-pose or default rest " -"pose." -msgstr "" -"Při exportu do programu Blender je důležité, aby síť nebyla deformována " -"kostmi. Ujistěte se, že je kostra nastavena do T-pózy nebo výchozí klidové " -"pózy." - -msgid "Bone Weights" -msgstr "Hmotnosti kostí" - -msgid "Non-Deform Bone" -msgstr "Nedeformovaná kost" - -msgid "" -"Note that the non-deform bone can be configured as not exported by enabling " -"the :code:`Exclude Control Bones`; the deform bone checkbox is shown in the " -"picture." -msgstr "" -"Všimněte si, že nedeformovanou kost lze nakonfigurovat jako neexportovanou " -"zapnutím příkazu :code:`Exclude Control Bones`; zaškrtávací políčko " -"deformující kosti je znázorněno na obrázku." - -msgid "Bone Attachment" -msgstr "Upevnění kostí" - -msgid "" -"A bone can be the parent of an object in Blender; this relation is exported " -"as a BoneAttachment node in the Godot scene." -msgstr "" -"Kost může být v programu Blender rodičem objektu; tento vztah je ve scéně " -"Godot exportován jako uzel BoneAttachment." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po deleted file mode 100644 index 0d641a2387..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting 3D scenes" -msgstr "Export 3D scén" - -msgid "Overview" -msgstr "Přehled" - -msgid "Limitations" -msgstr "Omezení" - -msgid "There are several limitations with glTF export." -msgstr "Export glTF má několik omezení." - -msgid "No support for exporting 2D scenes." -msgstr "Nepodporuje export 2D scén." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/import_process.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/import_process.po deleted file mode 100644 index 76f6289ac6..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/import_process.po +++ /dev/null @@ -1,100 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Import process" -msgstr "Proces importu" - -msgid "Changing import parameters" -msgstr "Změna parametrů importu" - -msgid "" -"Changing the import parameters of several assets at the same time is also " -"possible. Simply select all of them together in the resources dock and the " -"exposed parameters will apply to all of them when reimporting." -msgstr "" -"Je také možné změnit parametry importu několika zdrojů najednou. Stačí je v " -"doku zdrojů všechny vybrat a změněné parametry se pro ně při opětovném " -"importu použijí hromadně." - -msgid "Reimporting multiple assets" -msgstr "Opětovný import více položek" - -msgid "" -"While working on a project you may find that several assets need to have the " -"same parameters changed, such as enabling mipmaps, but you only want those " -"specific parameters changed. To do this, select every asset you want to " -"reimport in the file system. In the import tab there will now be a checkbox " -"to the left of every import parameter." -msgstr "" -"Při práci na projektu můžete zjistit, že je třeba změnit stejné parametry u " -"několika zdrojů, například povolit mipmapy, ale chcete změnit pouze tyto " -"konkrétní parametry. Za tímto účelem vyberte v systému souborů každý zdroj, " -"který chcete znovu importovat. Na kartě import se nyní vlevo od každého " -"parametru importu objeví zaškrtávací políčko." - -msgid "" -"Select the checkbox of the parameters you want to change on your imported " -"assets, then change the parameters normally. Finally, click the reimport " -"button and every selected asset will be reimported with only those " -"parameters changed." -msgstr "" -"Zaškrtněte políčko u parametrů, které chcete u importovaných zdrojů změnit, " -"a poté parametry normálně změňte. Nakonec klikněte na tlačítko reimportovat " -"a každý vybraný zdroj bude znovu importován pouze se změněnými parametry." - -msgid "Automatic reimport" -msgstr "Automatický reimport" - -msgid "" -"When the MD5 checksum of the source asset changes, Godot will perform an " -"automatic reimport of it, applying the preset configured for that specific " -"asset." -msgstr "" -"Pokud se kontrolní součet MD5 položky zdroje změní, Godot provede jeho " -"automatický reimport a použije předvolbu nakonfigurovanou pro daný zdroj." - -msgid "Files generated" -msgstr "Vygenerované soubory" - -msgid "" -"Importing will add an extra ``.import`` file next to the source file, " -"containing the import configuration." -msgstr "" -"Při importu se přidá další soubor ``.import``, který obsahuje " -"konfiguraci importu." - -msgid "" -"If any of the files present in this folder is erased (or the whole folder), " -"the asset or assets will be reimported automatically. As such, committing " -"the ``.godot/`` folder to the version control system is not recommended. " -"While committing this folder can shorten reimporting time when checking out " -"on another computer, it requires considerably more space and bandwidth." -msgstr "" -"Pokud dojde k vymazání některého ze souborů v této složce (nebo celé " -"složky), zdroj nebo zdroje budou automaticky reimportovány. Odeslání této " -"složky do systému správy verzí je proto volitelné. Může zkrátit dobu " -"opětovného importu při kontrole na jiném počítači, ale zabere podstatně více " -"místa a času pro přenos. Vyberte si svoje." - -msgid "Changing import resource type" -msgstr "Změna typu importovaného zdroje" - -msgid "Changing default import parameters" -msgstr "Změna výchozích parametrů importu" - -msgid "" -"There are many types of assets available for import. Continue reading to " -"understand how to work with all of them:" -msgstr "" -"Pro import je k dispozici mnoho typů zdrojů, proto pokračujte ve čtení, " -"abyste pochopili, jak se všemi pracovat:" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po deleted file mode 100644 index 2f674c0a46..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po +++ /dev/null @@ -1,25 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"When dealing with 3D assets, Godot has a flexible and configurable importer." -msgstr "Při práci s 3D zdrojimá Godot flexibilní a konfigurovatelný importér." - -msgid "Godot supports the following 3D *scene file formats*:" -msgstr "Godot podporuje následující formáty souborů 3D *scén*:" - -msgid "There are 3 ways to export glTF files from Blender:" -msgstr "Jsou zde tři možnosti jak exportovat glTF 2.0 z programu Blender:" - -msgid "Exporting DAE files from Blender" -msgstr "Export souborů DAE z programu Blender" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po deleted file mode 100644 index b0aa97cd1e..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po +++ /dev/null @@ -1,137 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Import workflows" -msgstr "Pracovní postupy pro import" - -msgid "" -"It is possible to specify a filter script in a special syntax to decide " -"which tracks from which animations should be kept." -msgstr "" -"Je možné zadat skript filtru pomocí speciální syntaxe, aby rozhodnul, které " -"stopy z určitých animací mají být zachovány." - -msgid "" -"The script must start with an animation filter statement (as denoted by the " -"line beginning with an ``@``). For example, if we would like to apply " -"filters to all imported animations which have a name ending in " -"``\"_Loop\"``::" -msgstr "" -"Skript musí začínat příkazem animačního filtru ( řádkem začínajícím znakem " -"``@``). Například pokud chceme použít filtry na všechny importované animace, " -"jejichž název končí na ``\"_Loop\"``::" - -msgid "" -"Similarly, additional patterns can be added to the same line, separated by " -"commas. Here is a modified example to additionally *include* all animations " -"with names that begin with ``\"Arm_Left\"``, but also *exclude* all " -"animations which have names ending in ``\"Attack\"``::" -msgstr "" -"Podobně lze na stejný řádek přidat další vzory oddělené čárkami. Zde je " -"upravený příklad pro dodatečné *zařazení* všech animací s názvy začínajícími " -"na ``\"Arm_Left\"``, ale také *vyřazení* všech animací, jejichž názvy končí " -"na ``\"Attack\"``::" - -msgid "" -"Following the animation selection filter statement, we add track filtering " -"patterns to indicate which animation tracks should be kept or discarded. If " -"no track filter patterns are specified, then all tracks within the matched " -"animations will be discarded!" -msgstr "" -"Za příkaz filtru výběru animace přidáme vzory filtrování stop, které určují, " -"které stopy animace mají být zachovány nebo vyřazeny. Pokud nejsou zadány " -"žádné vzory filtrování stop, budou vyřazeny všechny stopy v rámci " -"odpovídajících animací!" - -msgid "" -"It's important to note that track filter statements are applied in order for " -"each track within the animation, this means that one line may include a " -"track, a later rule can still discard it. Similarly, a track excluded by an " -"early rule may then be re-included once again by a filter rule further down " -"in the filter script." -msgstr "" -"Je důležité si uvědomit, že příkazy filtru stop jsou aplikovány v pořadí pro " -"každou stopu v rámci animace, to znamená, že jeden řádek může obsahovat " -"stopu, pozdější pravidlo ji může přesto vyřadit. Stejně tak stopa vyloučená " -"dřívějším pravidlem může být poté znovu zahrnuta pravidlem filtru dále ve " -"skriptu filtru." - -msgid "" -"For example: include all tracks in animations with names ending in " -"``\"_Loop\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end " -"in ``\"Control\"``, unless they have ``\"Arm\"`` in their name::" -msgstr "" -"Například: zahrne všechny stopy v animacích s názvem končícím na " -"``\"_Loop\"``, ale vyřadí všechny stopy ovlivňující ``\"Skeleton\"``, které " -"končí na ``\"Control\"``, pokud nemají v názvu ``\"Arm\"``::" - -msgid "" -"In the above example, tracks like ``\"Skeleton:Leg_Control\"`` would be " -"discarded, while tracks such as ``\"Skeleton:Head\"`` or ``\"Skeleton:" -"Arm_Left_Control\"`` would be retained." -msgstr "" -"Ve výše uvedeném příkladu by stopy jako ``\"Skeleton:Leg_Control\"`` byly " -"vyřazeny, zatímco stopy jako ``\"Skeleton:Head\"`` nebo ``\"Skeleton:" -"Arm_Left_Control\"`` by byly zachovány." - -msgid "" -"Any track filter lines that do not begin with a ``+`` or ``-`` are ignored." -msgstr "" -"Všechny řádky filtru stop, které nezačínají znakem ``+`` nebo ``-``, jsou " -"ignorovány." - -msgid "Storage" -msgstr "Úložiště" - -msgid "" -"By default, animations are saved as built-in. It is possible to save them to " -"a file instead. This allows adding custom tracks to the animations and " -"keeping them after a reimport." -msgstr "" -"Ve výchozím nastavení jsou animace uloženy jako vestavěné. Místo toho je " -"možné je uložit do souboru. To umožňuje přidat k animacím vlastní stopy a " -"zachovat je i po opětovném importu." - -msgid "Optimizer" -msgstr "Optimalizátor" - -msgid "" -"When animations are imported, an optimizer is run, which reduces the size of " -"the animation considerably. In general, this should always be turned on " -"unless you suspect that an animation might be broken due to it being enabled." -msgstr "" -"Při importu animací se spustí optimalizátor, který výrazně zmenší velikost " -"animace. Obecně platí, že by měl být vždy zapnutý, pokud nemáte podezření, " -"že by animace mohla být jeho zapnutím poškozena." - -msgid "Clips" -msgstr "Klipy" - -msgid "" -"It is possible to specify multiple animations from a single timeline as " -"clips. For this to work, the model must have only one animation that is " -"named ``default``. To create clips, change the clip amount to something " -"greater than zero. You can then name a clip, specify which frames it starts " -"and stops on, and choose whether the animation loops or not." -msgstr "" -"Je možné zadat více animací z jedné časové osy jako klipy. Aby to fungovalo, " -"musí mít model pouze jednu animaci, která je pojmenována ``default``. Chcete-" -"li vytvořit klipy, změňte množství klipu na hodnotu větší než nula. Poté " -"můžete klip pojmenovat, určit, na kterých snímcích začíná a končí, a zvolit, " -"zda se animace zacyklí, nebo ne." - -msgid "Scene inheritance" -msgstr "Dědičnost scény" - -msgid "Other than that, everything is allowed." -msgstr "Jinak je vše povoleno." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po deleted file mode 100644 index 752d8bf180..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing 3D scenes" -msgstr "Import 3D scén" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po deleted file mode 100644 index 5b705b17ae..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting textures separately" -msgstr "Samostatný export textur" - -msgid "Exporting considerations" -msgstr "Aspekty exportu" - -msgid "" -"Since GPUs can only render triangles, meshes that contain quads or N-gons " -"have to be *triangulated* before they can be rendered. Godot can triangulate " -"meshes on import, but results may be unpredictable or incorrect, especially " -"with N-gons. Regardless of the target application, triangulating *before* " -"exporting the scene will lead to more consistent results and should be done " -"whenever possible." -msgstr "" -"Protože grafické procesory umí vykreslovat pouze trojúhelníky, musí být sítě " -"obsahující čtyřúhelníky nebo N-úhelníky před vykreslením *triangulovány*. " -"Godot umí triangulovat sítě při importu, ale výsledky mohou být " -"nepředvídatelné nebo nesprávné, zejména u N-úhelníků. Bez ohledu na cílovou " -"aplikaci povede triangulace *před* exportem scény ke konzistentnějším " -"výsledkům a měla by se provádět vždy, když je to možné." - -msgid "" -"It is important that the mesh is not deformed by bones when exporting. Make " -"sure that the skeleton is reset to its T-pose or default rest pose before " -"exporting with your favorite 3D editor." -msgstr "" -"Je důležité, aby síť nebyla při exportu deformována kostmi. Před exportem " -"pomocí oblíbeného 3D editoru se ujistěte, že je kostra nastavena do T-pózy " -"nebo výchozí klidové polohy." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po deleted file mode 100644 index e0fc7294cb..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po +++ /dev/null @@ -1,104 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Many times, when editing a scene, there are common tasks that need to be " -"done after exporting:" -msgstr "" -"Při úpravách scény se často vyskytují běžné úkony, které je třeba provést po " -"exportu:" - -msgid "Adding collision detection to objects." -msgstr "Přidání detekce kolizí k objektům." - -msgid "Setting objects as navigation meshes." -msgstr "Nastavení objektů jako navigačních sítí." - -msgid "Remove nodes (-noimp)" -msgstr "Odstranění uzlů (-noimp)" - -msgid "" -"Objects that have the ``-noimp`` suffix will be removed at import-time no " -"matter what their type is. They will not appear in the imported scene." -msgstr "" -"Objekty s příponou ``-noimp`` budou při importu odstraněny bez ohledu na " -"jejich typ. V importované scéně se neobjeví." - -msgid "Create collisions (-col, -convcol, -colonly, -convcolonly)" -msgstr "Vytvoření kolizí (-col, -convcol, -colonly, -convcolonly)" - -msgid "" -"The option ``-col`` will work only for Mesh objects. If it is detected, a " -"child static collision node will be added, using the same geometry as the " -"mesh. This will create a triangle mesh collision shape, which is a slow, but " -"accurate option for collision detection. This option is usually what you " -"want for level geometry (but see also ``-colonly`` below)." -msgstr "" -"Volba ``-col`` funguje pouze pro objekty Mesh. Pokud je detekována, bude " -"přidán podřízený statický kolizní uzel se stejnou geometrií jako síť. Tím se " -"vytvoří trojúhelníkový kolizní tvar sítě, což je pomalá, ale přesná možnost " -"detekce kolize. Tato volba je obvykle to, co chcete pro geometrii úrovní " -"(ale viz také ``-colonly`` níže)." - -msgid "" -"However, in both cases, the visual geometry may be too complex or not smooth " -"enough for collisions. This can create physics glitches and slow down the " -"engine unnecessarily." -msgstr "" -"V obou případech však může být vizuální geometrie příliš složitá nebo " -"nedostatečně plynulá pro kolize samotné. To může způsobovat závady ve fyzice " -"a zbytečně zpomalovat engine." - -msgid "" -"When possible, **try to use a few primitive collision shapes** instead of " -"triangle mesh or convex shapes. Primitive shapes often have the best " -"performance and reliability." -msgstr "" -"Pokud je to možné, **pokuste se místo trojúhelníkové sítě nebo vypouklých " -"tvarů použít několik primitivních kolizních tvarů**. Primitivní tvary mají " -"často nejlepší výkon a spolehlivost." - -msgid "" -"See :ref:`doc_collision_shapes_3d` for a comprehensive overview of collision " -"shapes." -msgstr "" -"Komplexní přehled kolizních tvarů naleznete v :ref:`doc_collision_shapes_3d`." - -msgid "Create navigation (-navmesh)" -msgstr "Vytvoření navigace (-navmesh)" - -msgid "" -"A mesh node with the ``-navmesh`` suffix will be converted to a navigation " -"mesh. The original Mesh object will be removed at import-time." -msgstr "" -"Uzel sítě s příponou ``-navmesh`` bude převeden na navigační síť. Původní " -"objekt Mesh bude při importu odstraněn." - -msgid "Create a VehicleBody (-vehicle)" -msgstr "Vytvořit VehicleBody (-vehicle)" - -msgid "Create a VehicleWheel (-wheel)" -msgstr "Vytvoření kola VehicleWheel (-wheel)" - -msgid "Rigid Body (-rigid)" -msgstr "Rigid Body (-rigid)" - -msgid "Animation loop (-loop, -cycle)" -msgstr "Animační smyčka (-loop, -cycle)" - -msgid "" -"In Blender, this requires using the NLA Editor and naming the Action with " -"the ``loop`` or ``cycle`` prefix or suffix." -msgstr "" -"V programu Blender je k tomu nutné použít editor NLA a pojmenovat akci " -"předponou nebo příponou ``loop`` nebo ``cycle``." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po deleted file mode 100644 index de3e1e49ad..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po +++ /dev/null @@ -1,91 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing audio samples" -msgstr "Import zvukových vzorků" - -msgid "Each format has different advantages:" -msgstr "Každý formát má jiné výhody:" - -msgid "" -"Ogg Vorbis files use a stronger compression that results in much smaller " -"file size, but require significantly more processing power to play back." -msgstr "" -"Soubory Ogg Vorbis používají silnější kompresi, která vede k mnohem menší " -"velikosti souboru, k přehrávání však vyžadují podstatně větší výpočetní " -"výkon." - -msgid "" -"If you've compiled the Godot editor from source with specific modules " -"disabled, some formats may not be available." -msgstr "" -"Pokud jste editor Godot zkompilovali ze zdrojových kódů s vypnutými " -"specifickými moduly, některé formáty nemusí být k dispozici." - -msgid "Format" -msgstr "Formát" - -msgid "1 second of audio" -msgstr "1 sekunda zvuku" - -msgid "WAV 24-bit, 96 kHz, stereo" -msgstr "WAV 24-bit, 96 kHz, stereo" - -msgid "576 KB" -msgstr "576 KB" - -msgid "WAV 16-bit, 44 kHz, mono" -msgstr "WAV 16-bit, 44 kHz, mono" - -msgid "88 KB" -msgstr "88 KB" - -msgid "22 KB" -msgstr "22 KB" - -msgid "MP3 192 Kb/s, stereo" -msgstr "MP3 192 Kb/s, stereo" - -msgid "24 KB" -msgstr "24 KB" - -msgid "Ogg Vorbis 128 Kb/s, stereo" -msgstr "Ogg Vorbis 128 Kb/s, stereo" - -msgid "16 KB" -msgstr "16 KB" - -msgid "Ogg Vorbis 96 Kb/s, stereo" -msgstr "Ogg Vorbis 96 Kb/s, stereo" - -msgid "12 KB" -msgstr "12 KB" - -msgid "Import options (Ogg Vorbis and MP3)" -msgstr "Možnosti importu (Ogg Vorbis a MP3)" - -msgid "Loop Offset" -msgstr "Offset smyčky" - -msgid "Best practices" -msgstr "Osvědčené postupy" - -msgid "" -"Godot has an :ref:`extensive bus system ` with built-in " -"effects. This saves SFX artists the need to add reverb to the sound effects, " -"reducing their size greatly and ensuring correct trimming." -msgstr "" -"Godot má :ref:`rozsáhlý systém sběrnic ` s vestavěnými " -"efekty. Díky tomu nemusí tvůrci SFX přidávat ke zvukovým efektům dozvuk, což " -"výrazně snižuje jejich velikost a zajišťuje správné ořezání. Řekněte ne SFX " -"se zabudovaným dozvukem." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po deleted file mode 100644 index 0cd5180b16..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po +++ /dev/null @@ -1,158 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing images" -msgstr "Import obrázků" - -msgid "Supported image formats" -msgstr "Podporované formáty obrázků" - -msgid "Godot can import the following image formats:" -msgstr "Godot umí importovat následující formáty obrázků:" - -msgid "" -"BMP (``.bmp``) - No support for 16-bit per pixel images. Only 1-bit, 4-bit, " -"8-bit, 24-bit, and 32-bit per pixel images are supported." -msgstr "" -"BMP (``.bmp``) - Nepodporuje 16bit per pixel. Podporovány jsou pouze obrázky " -"s 1bit, 4bit, 8bit, 24bit a 32bit per pixel." - -msgid "" -"DirectDraw Surface (``.dds``) - If mipmaps are present in the texture, they " -"will be loaded directly. This can be used to achieve effects using custom " -"mipmaps." -msgstr "" -"DirectDraw Surface (``.dds``) - Pokud jsou v textuře přítomny mipmapy, " -"načtou se přímo. Toho lze využít k dosažení efektů pomocí vlastních mipmap." - -msgid "" -"OpenEXR (``.exr``) - Supports HDR (highly recommended for panorama skies)." -msgstr "" -"OpenEXR (``.exr``) - Podporuje HDR (velmi doporučeno pro panoramatickou " -"oblohu)." - -msgid "" -"Radiance HDR (``.hdr``) - Supports HDR (highly recommended for panorama " -"skies)." -msgstr "" -"Radiance HDR (``.hdr``) - Podporuje HDR (velmi doporučeno pro panoramatickou " -"oblohu)." - -msgid "" -"JPEG (``.jpg``, ``.jpeg``) - Doesn't support transparency per the format's " -"limitations." -msgstr "" -"JPEG (``.jpg``, ``.jpeg``) - Nepodporuje průhlednost podle omezení formátu." - -msgid "" -"PNG (``.png``) - Precision is limited to 8 bits per channel upon importing " -"(no HDR images)." -msgstr "" -"PNG (``.png``) - přesnost je při importu omezena na 8 bitů na kanál (žádné " -"obrázky HDR)." - -msgid "Truevision Targa (``.tga``)" -msgstr "Truevision Targa (\".tga\")" - -msgid "" -"If you've compiled the Godot editor from source with specific modules " -"disabled, some formats may not be available." -msgstr "" -"Pokud jste editor Godot zkompilovali ze zdrojových kódů s vypnutými " -"specifickými moduly, některé formáty nemusí být k dispozici." - -msgid "Importing textures" -msgstr "Import textur" - -msgid "Detect 3D" -msgstr "Detekovat 3D" - -msgid "Import options" -msgstr "Možnosti importu" - -msgid "" -"Images are one of the largest assets in a game. To handle them efficiently, " -"they need to be compressed. Godot offers several compression methods, " -"depending on the use case." -msgstr "" -"Obrázky jsou jedním z největších zdrojů ve hře. Aby se s nimi dalo efektivně " -"pracovat, je třeba je komprimovat. Godot nabízí několik metod komprese v " -"závislosti na případu použití." - -msgid "bad" -msgstr "špatný" - -msgid "**Description**" -msgstr "**Popis**" - -msgid "Stored as Lossless WebP / PNG" -msgstr "Uloženo jako bezztrátový WebP / PNG" - -msgid "Stored as Lossy WebP" -msgstr "Uloženo jako ztrátový WebP" - -msgid "Stored as raw pixels" -msgstr "Uloženo jako nezpracované obrazové body" - -msgid "|regular| Small" -msgstr "|regular| Malá" - -msgid "regular" -msgstr "regular" - -msgid "|bad| Large" -msgstr "|bad| Velká" - -msgid "|good| Small" -msgstr "|good| Malé" - -msgid "|regular| Normal" -msgstr "|regular| Normální" - -msgid "|good| Fast" -msgstr "|good| Rychlý" - -msgid "|good| None" -msgstr "|good| Žádná" - -msgid "|regular| Slight" -msgstr "|retular| Mírná" - -msgid "|bad| Moderate" -msgstr "|bad| Mírná" - -msgid "|bad| Slow" -msgstr "|bad| Pomalé" - -msgid "" -"More information about normal maps (including a coordinate order table for " -"popular engines) can be found `here `__." -msgstr "" -"Další informace o normálových mapách (včetně tabulky pořadí souřadnic pro " -"populární enginy) najdete `zde `__." - -msgid "" -"An alternative to fixing darkened borders with **Fix Alpha Border** is to " -"use premultiplied alpha. By enabling this option, the texture will be " -"converted to this format. A premultiplied alpha texture requires specific " -"materials to be displayed correctly:" -msgstr "" -"Alternativou pro opravu ztmavených okrajů je použití **Fixni Alpha Okraje** " -"je použití přednásobené alfy. Povolením této možnosti bude textura převedena " -"do tohoto formátu. Přednásobené alfa textury vyžadují specifické materiály " -"aby se mohly zobrazovat správně:" - -msgid "Best practices" -msgstr "Osvědčené postupy" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po deleted file mode 100644 index d60ad64549..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po +++ /dev/null @@ -1,221 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing translations" -msgstr "Importování překladů" - -msgid "Games and internationalization" -msgstr "Hry a internacionalizace" - -msgid "" -"In regular desktop or mobile applications, internationalized text is usually " -"located in resource files (or .po files for GNU stuff). Games, however, can " -"use several orders of magnitude more text than applications, so they must " -"support efficient methods for dealing with loads of multilingual text." -msgstr "" -"V běžných desktopových nebo mobilních aplikacích se internacionalizovaný " -"text obvykle nachází v souborech se zdroji (nebo v souborech .po pro soubory " -"GNU). Hry však mohou používat o několik řádů více textu než aplikace, takže " -"musí podporovat efektivní metody pro práci se spoustou vícejazyčného textu." - -msgid "" -"There are two approaches to generate multilingual language games and " -"applications. Both are based on a key:value system. The first is to use one " -"of the languages as the key (usually English), the second is to use a " -"specific identifier. The first approach is probably easier for development " -"if a game is released first in English, later in other languages, but a " -"complete nightmare if working with many languages at the same time." -msgstr "" -"Existují dva přístupy k vytváření vícejazyčných jazykových her a aplikací. " -"Oba jsou založeny na systému klíč:hodnota. Prvním je použití jednoho z " -"jazyků jako klíče (obvykle angličtiny), druhým je použití specifického " -"identifikátoru. První přístup je pravděpodobně jednodušší pro vývoj, pokud " -"je hra vydána nejprve v angličtině, později v dalších jazycích, ale " -"naprostou noční můrou, pokud se pracuje s mnoha jazyky najednou." - -msgid "" -"In general, games use the second approach and a unique ID is used for each " -"string. This allows you to revise the text while it is being translated to " -"other languages. The unique ID can be a number, a string, or a string with a " -"number (it's just a unique string anyway)." -msgstr "" -"Obecně se ve hrách používá druhý přístup a pro každý řetězec se používá " -"jedinečné ID. To umožňuje revidovat text při překladu do jiných jazyků. " -"Jedinečným ID může být číslo, řetězec nebo řetězec s číslem (stejně je to " -"jen jedinečný řetězec)." - -msgid "" -"If you need a more powerful file format, Godot also supports loading " -"translations written in the gettext ``.po`` format. See :ref:" -"`doc_localization_using_gettext` for details." -msgstr "" -"Pokud potřebujete výkonnější formát souboru, Godot podporuje také načítání " -"překladů zapsaných ve formátu gettext ``.po``. Podrobnosti viz :ref:" -"`doc_localization_using_gettext`." - -msgid "Translation format" -msgstr "Formát překladu" - -msgid "" -"To complete the picture and allow efficient support for translations, Godot " -"has a special importer that can read CSV files. Most spreadsheet editors can " -"export to this format, so the only requirement is that the files have a " -"special arrangement. The CSV files **must** be saved with UTF-8 encoding " -"without a `byte order mark `__." -msgstr "" -"Pro doplnění a efektivní podporu překladů je Godot vybaven speciálním " -"importérem, který umí číst soubory CSV. Většina tabulkových editorů ví jak " -"exportovat do tohoto formátu, takže jediným požadavkem je, aby soubory měly " -"speciální uspořádání. Soubory CSV **musí** být uloženy v kódování UTF-8 bez " -"`značky pořadí bajtů `__." - -msgid "CSV files must be formatted as follows:" -msgstr "Soubory CSV musí být naformátovány následujícím způsobem:" - -msgid "keys" -msgstr "keys" - -msgid "" -msgstr "" - -msgid "" -msgstr "" - -msgid "" -msgstr "" - -msgid "KEY1" -msgstr "KEY1" - -msgid "string" -msgstr "string" - -msgid "KEY2" -msgstr "KEY2" - -msgid "KEYN" -msgstr "KEYN" - -msgid "en" -msgstr "en" - -msgid "es" -msgstr "es" - -msgid "ja" -msgstr "ja" - -msgid "GREET" -msgstr "GREET" - -msgid "Hello, friend!" -msgstr "Hello, friend!" - -msgid "Hola, amigo!" -msgstr "Hola, amigo!" - -msgid "こんにちは" -msgstr "こんにちは" - -msgid "ASK" -msgstr "ASK" - -msgid "How are you?" -msgstr "How are you?" - -msgid "Cómo está?" -msgstr "Cómo está?" - -msgid "元気ですか" -msgstr "元気ですか" - -msgid "BYE" -msgstr "BYE" - -msgid "Goodbye" -msgstr "Goodbye" - -msgid "Adiós" -msgstr "Adiós" - -msgid "さようなら" -msgstr "さようなら" - -msgid "QUOTE" -msgstr "QUOTE" - -msgid "\"Hello\" said the man." -msgstr "\"Hello\" said the man." - -msgid "\"Hola\" dijo el hombre." -msgstr "\"Hola\" dijo el hombre." - -msgid "「こんにちは」男は言いました" -msgstr "「こんにちは」男は言いました" - -msgid "" -"The same example is shown below as a comma-separated plain text file, which " -"should be the result of editing the above in a spreadsheet. When editing the " -"plain text version, be sure to enclose with double quotes any message that " -"contains commas, line breaks or double quotes, so that commas are not parsed " -"as delimiters, line breaks don't create new entries and double quotes are " -"not parsed as enclosing characters. Be sure to escape any double quotes a " -"message may contain by preceding them with another double quote. " -"Alternatively, you can select another delimiter than comma in the import " -"options." -msgstr "" -"Stejný příklad je uveden níže jako soubor prostého textu oddělený čárkami, " -"který by měl být výsledkem úpravy výše uvedeného v tabulce. Při editaci " -"verze ve formátu prostého textu nezapomeňte přikládat dvojité uvozovky " -"jakékoli zprávě, která obsahuje čárky, konce řádků nebo dvojité uvozovky, " -"aby čárky nebyly analyzovány jako oddělovače, konce řádků nevytvářely nové " -"položky a dvojité uvozovky nebyly analyzovány jako ohraničující znaky. " -"Ujistěte se, že escapujete libovolné dvojité uvozovky ve zprávě tím, že jim " -"přeřadíte další dvojitou uvozovku. Případně můžete v možnostech importu " -"vybrat jiný oddělovač než čárku." - -msgid "CSV importer" -msgstr "Importér CSV" - -msgid "" -"Godot will treat CSV files as translations by default. It will import them " -"and generate one or more compressed translation resource files next to it." -msgstr "" -"Godot ve výchozím nastavení zpracovává soubory CSV jako překlady. " -"Naimportuje je a k nim vygeneruje jeden nebo více komprimovaných souborů s " -"přeloženými zdroji." - -msgid "" -"Importing will also add the translation to the list of translations to load " -"when the game runs, specified in project.godot (or the project settings). " -"Godot allows loading and removing translations at runtime as well." -msgstr "" -"Importem se překlad také přidá do seznamu překladů, které se mají načíst při " -"spuštění hry. Tento seznam je uvedený v souboru project.godot (nebo v " -"nastavení projektu). Godot umožňuje také načítání a odebírání překladů za " -"běhu." - -msgid "" -"Select the ``.csv`` file and access the **Import** dock to define import " -"options. You can toggle the compression of the imported translations, and " -"select the delimiter to use when parsing the CSV file." -msgstr "" -"Vyberte soubor ``.csv`` a přejděte do doku **Import**, kde můžete definovat " -"možnosti importu. Můžete přepnout kompresi importovaných překladů a vybrat " -"oddělovač, který se má použít při analýze souboru CSV." - -msgid "Be sure to click **Reimport** after any change to these options." -msgstr "" -"Po jakékoli změně těchto možností nezapomeňte kliknout na tlačítko **Znovu " -"importovat**." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/index.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_buses.po deleted file mode 100644 index 8448df5dbd..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_buses.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Audio buses" -msgstr "Audio sběrnice" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_effects.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_effects.po deleted file mode 100644 index 2ed3bdc29d..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_effects.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Amplify" -msgstr "Zesílit" - -msgid "Capture" -msgstr "Snímat" - -msgid "Compressor" -msgstr "Kompresor" - -msgid "Delay" -msgstr "Prodleva" - -msgid "Filter" -msgstr "Filtr" - -msgid "Limiter" -msgstr "Limiter" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_streams.po deleted file mode 100644 index fddd2ca044..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_streams.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "AudioStreamPlayer" -msgstr "AudioStreamPřehrávač" - -msgid "AudioStreamPlayer2D" -msgstr "AudioStreamPřehrávač2D" - -msgid "AudioStreamPlayer3D" -msgstr "AudioStreamPřehrávač3D" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/index.po deleted file mode 100644 index 0b698b4f52..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Audio" -msgstr "Zvuk" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/recording_with_microphone.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/sync_with_audio.po deleted file mode 100644 index 537b77576f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/text_to_speech.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/text_to_speech.po deleted file mode 100644 index af97f8710b..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/text_to_speech.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Odstraňování problémů" - -msgid "Best practices" -msgstr "Osvědčené postupy" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/data_preferences.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/data_preferences.po deleted file mode 100644 index d69ed57ba9..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/data_preferences.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Etc." -msgstr "Atd." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/godot_notifications.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/godot_notifications.po deleted file mode 100644 index 7913659fce..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/godot_notifications.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot notifications" -msgstr "Godot oznámení" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/index.po deleted file mode 100644 index 37cd16d740..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Best practices" -msgstr "Osvědčené postupy" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po deleted file mode 100644 index 537b77576f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/logic_preferences.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/logic_preferences.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/logic_preferences.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/node_alternatives.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/node_alternatives.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/node_alternatives.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/project_organization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/project_organization.po deleted file mode 100644 index d7a9a1e97f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/project_organization.po +++ /dev/null @@ -1,194 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Project organization" -msgstr "Organizace projektu" - -msgid "Introduction" -msgstr "Úvod" - -msgid "" -"Since Godot has no restrictions on project structure or filesystem usage, " -"organizing files when learning the engine can seem challenging. This " -"tutorial suggests a workflow which should be a good starting point. We will " -"also cover using version control with Godot." -msgstr "" -"Vzhledem k tomu, že Godot nemá žádná omezení týkající se struktury projektu " -"nebo použití souborového systému, může se uspořádání souborů při učení se " -"enginu zdát náročné. Tento návod navrhuje pracovní postup, který by měl být " -"dobrým výchozím bodem. Budeme se také zabývat používáním správy verzí v " -"systému Godot." - -msgid "Organization" -msgstr "Organizace" - -msgid "" -"Godot is scene-based in nature, and uses the filesystem as-is, without " -"metadata or an asset database." -msgstr "" -"Godot je primárně založen na scénách a používá souborový systém tak jak je, " -"tj. bez metadat nebo databáze zdrojů." - -msgid "" -"Unlike other engines, many resources are contained within the scene itself, " -"so the amount of files in the filesystem is considerably lower." -msgstr "" -"Na rozdíl od jiných enginů je mnoho zdrojů obsaženo uvnitř scény samotné , " -"takže množství souborů v souborovém systému je podstatně nižší." - -msgid "" -"Considering that, the most common approach is to group assets as close to " -"scenes as possible; when a project grows, it makes it more maintainable." -msgstr "" -"Vzhledem k tomu je zvykem seskupovat prostředky co nejblíže scénám; když se " -"projekt rozrůstá, je pak lépe udržovatelný." - -msgid "" -"As an example, one can usually place into a single folder their basic " -"assets, such as sprite images, 3D model meshes, materials, and music, etc. " -"They can then use a separate folder to store built levels that use them." -msgstr "" -"Například do jedné složky lze obvykle umístit základní zdroje, jako jsou " -"obrázky spritů, sítě 3D modelů, materiály, hudba atd. Samostatnou složku pak " -"lze využít pro ukládání sestavených úrovní, které základní zdroje používají." - -msgid "Style guide" -msgstr "Průvodce stylem" - -msgid "" -"For consistency across projects, we recommend following these guidelines:" -msgstr "" -"Pro zajištění konzistence mezi projekty doporučujeme dodržovat tyto pokyny:" - -msgid "" -"Use **snake_case** for folder and file names (with the exception of C# " -"scripts). This sidesteps case sensitivity issues that can crop up after " -"exporting a project on Windows. C# scripts are an exception to this rule, as " -"the convention is to name them after the class name which should be in " -"PascalCase." -msgstr "" -"Pro názvy složek a souborů (s výjimkou skriptů v jazyce C#) používejte " -"**snake_case**. Tím se vyhnete problémům s citlivostí velkých a malých " -"písmen, které se mohou objevit po exportu projektu v systému Windows. " -"Skripty C# jsou výjimkou z tohoto pravidla, protože konvence je pojmenovat " -"soubor podle názvu třídy, který by měl být v PascalCase." - -msgid "" -"Use **PascalCase** for node names, as this matches built-in node casing." -msgstr "" -"Pro názvy uzlů použijte **PascalCase**, protože to odpovídá vestavěnému " -"zápisu uzlů." - -msgid "" -"In general, keep third-party resources in a top-level ``addons/`` folder, " -"even if they aren't editor plugins. This makes it easier to track which " -"files are third-party. There are some exceptions to this rule; for instance, " -"if you use third-party game assets for a character, it makes more sense to " -"include them within the same folder as the character scenes and scripts." -msgstr "" -"Obecně platí, že prostředky třetích stran je lépe uchovávat ve vrcholové " -"složce ``addons/``, i když se nejedná o zásuvné moduly editoru. Snadněji pak " -"lze sledovat, které soubory patří třetí straně. Z tohoto pravidla existují " -"výjimky; například pokud pro postavu používáte herní prostředky třetích " -"stran, je rozumnější je zařadit do stejné složky jako scény a skripty " -"postavy." - -msgid "Importing" -msgstr "Import" - -msgid "" -"Godot versions prior to 3.0 did the import process from files outside the " -"project. While this can be useful in large projects, it resulted in an " -"organization hassle for most developers." -msgstr "" -"Verze Godot před verzí 3.0 prováděly import ze souborů mimo projekt. To sice " -"může být užitečné u velkých projektů, ale pro většinu vývojářů to znamenalo " -"organizační potíže." - -msgid "" -"Because of this, assets are now transparently imported from within the " -"project folder." -msgstr "" -"Z tohoto důvodu jsou nyní prostředky transparentně importovány ze složky " -"projektu." - -msgid "Ignoring specific folders" -msgstr "Ignorování určitých složek" - -msgid "" -"To prevent Godot from importing files contained in a specific folder, create " -"an empty file called ``.gdignore`` in the folder (the leading ``.`` is " -"required). This can be useful to speed up the initial project importing." -msgstr "" -"Chcete-li Godotu zabránit v importu souborů obsažených v určité složce, " -"vytvořte v této složce prázdný soubor s názvem ``.gdignore`` (počáteční znak " -"``.`` je nutný). To může být užitečné pro urychlení počátečního importu " -"projektu." - -msgid "" -"Once the folder is ignored, resources in that folder can't be loaded anymore " -"using the ``load()`` and ``preload()`` methods. Ignoring a folder will also " -"automatically hide it from the FileSystem dock, which can be useful to " -"reduce clutter." -msgstr "" -"Jakmile je složka ignorována, prostředky v této složce již nelze načíst " -"pomocí metod ``load()`` a ``preload()``. Ignorování složky ji také " -"automaticky skryje z doku FileSystem, což může být užitečné pro snížení " -"nepořádku." - -msgid "Case sensitivity" -msgstr "Citlivost na velikost písmen" - -msgid "" -"Windows and recent macOS versions use case-insensitive filesystems by " -"default, whereas Linux distributions use a case-sensitive filesystem by " -"default. This can cause issues after exporting a project, since Godot's PCK " -"virtual filesystem is case-sensitive. To avoid this, it's recommended to " -"stick to ``snake_case`` naming for all files in the project (and lowercase " -"characters in general)." -msgstr "" -"Systém Windows a nejnovější verze systému macOS používají ve výchozím " -"nastavení souborový systém NErozlišující malá a velká písmena, zatímco " -"linuxové distribuce ve výchozím nastavení souborového systému velká a malá " -"písmena rozlišují. To může způsobit problémy při exportu projektu, protože " -"virtuální souborový systém PCK systému Godot malá a velká písmena " -"rozlišuje . Abyste se tomu vyhnuli, doporučujeme pojmenování dle " -"``snake_case`` pro všechny soubory v projektu (a malá písmena obecně )." - -msgid "" -"You can break this rule when style guides say otherwise (such as the C# " -"style guide). Still, be consistent to avoid mistakes." -msgstr "" -"Toto pravidlo můžete porušit, pokud příručky stylů říkají něco jiného " -"(například příručka stylů jazyka C#). Přesto buďte důslední, abyste se " -"vyhnuli chybám." - -msgid "" -"On Windows 10, to further avoid mistakes related to case sensitivity, you " -"can also make the project folder case-sensitive. After enabling the Windows " -"Subsystem for Linux feature, run the following command in a PowerShell " -"window::" -msgstr "" -"Chcete-li se v systému Windows 10 dále vyhnout chybám souvisejícím s " -"rozlišováním velkých a malých písmen, můžete také nastavit, aby se ve složce " -"projektu velká a malá písmena rozlišovala . Po povolení funkce Subsystém " -"Windows pro Linux spusťte v okně prostředí PowerShell následující příkaz::" - -msgid "" -"If you haven't enabled the Windows Subsystem for Linux, you can enter the " -"following line in a PowerShell window *running as Administrator* then reboot " -"when asked::" -msgstr "" -"Pokud jste nepovolili podsystém Windows pro Linux, můžete do okna prostředí " -"PowerShell *spuštěného jako správce* zadat následující řádek a po výzvě " -"restartovat počítač::" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/scene_organization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/scene_organization.po deleted file mode 100644 index 206911542a..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/scene_organization.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Scene organization" -msgstr "Organizace scény" - -msgid "Choosing a node tree structure" -msgstr "Výběr stromové struktury uzlu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po deleted file mode 100644 index 058c2cb0e5..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Named types" -msgstr "Pojmenované typy" - -msgid ":ref:`Script Classes `" -msgstr ":ref:`Třídy skriptů `" - -msgid "Conclusion" -msgstr "Závěr" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/version_control_systems.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/version_control_systems.po deleted file mode 100644 index e7f465dfb7..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/version_control_systems.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Official Git plugin" -msgstr "Oficiální zásuvný modul Git" - -msgid "" -"Documentation on how to use the Git plugin can be found on its `wiki " -"`__." -msgstr "" -"Dokumentaci jaj používat Git plugin můžete nalézt na hejich `wiki `__." - -msgid "Files to exclude from VCS" -msgstr "Soubory k vyloučení z VCS" - -msgid "Working with Git on Windows" -msgstr "Práce se systémem Git v systému Windows" - -msgid "" -"Most Git for Windows clients are configured with the ``core.autocrlf`` set " -"to ``true``. This can lead to files unnecessarily being marked as modified " -"by Git due to their line endings being converted from LF to CRLF " -"automatically." -msgstr "" -"Většina klientů systému Git pro Windows je nakonfigurována s parametrem " -"``core.autocrlf`` nastaveným na ``true``. To může vést k tomu, že soubory " -"budou v systému Git zbytečně označeny jako změněné, protože jejich konce " -"řádků budou automaticky převedeny. Je lepší nastavit tuto volbu jako." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po deleted file mode 100644 index 8ebae46121..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Properties." -msgstr "Vlastnosti." - -msgid "Methods." -msgstr "Metody." - -msgid "Constants." -msgstr "Konstanty." - -msgid "Signals." -msgstr "Signály." - -msgid "Scenes" -msgstr "Scény" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/command_line_tutorial.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/command_line_tutorial.po deleted file mode 100644 index 66e6497846..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/command_line_tutorial.po +++ /dev/null @@ -1,247 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Command line tutorial" -msgstr "Kurz příkazového řádku" - -msgid "" -"Some developers like using the command line extensively. Godot is designed " -"to be friendly to them, so here are the steps for working entirely from the " -"command line. Given the engine relies on almost no external libraries, " -"initialization times are pretty fast, making it suitable for this workflow." -msgstr "" -"Někteří vývojáři rádi často používají příkazový řádek . Godot je navržen " -"tak, aby jim vyhovoval, a proto zde uvádíme postup pro práci výhradně z " -"příkazového řádku. Vzhledem k tomu, že engine nespoléhá téměř na žádné " -"externí knihovny, jsou inicializační časy poměrně rychlé, takže je pro tento " -"pracovní postup vhodný." - -msgid "Command line reference" -msgstr "Reference pro příkazový řádek" - -msgid "**General options**" -msgstr "**Obecné možnosti**" - -msgid "Command" -msgstr "Příkaz" - -msgid "Description" -msgstr "Popis" - -msgid "``--version``" -msgstr "``--version``" - -msgid "``-v``, ``--verbose``" -msgstr "``-v``, ``--verbose``" - -msgid "**Run options**" -msgstr "**Možnosti spuštění**" - -msgid "``-e``, ``--editor``" -msgstr "``-e``, ``--editor``" - -msgid "``-p``, ``--project-manager``" -msgstr "``-p``, ``--project-manager``" - -msgid "``--path ``" -msgstr "``--path ``" - -msgid "``-u``, ``--upwards``" -msgstr "``-u``, ``--upwards``" - -msgid "``--main-pack ``" -msgstr "``--main-pack ``" - -msgid "``--render-thread ``" -msgstr "``--render-thread ``" - -msgid "``--remote-fs
``" -msgstr "``--remote-fs
``" - -msgid "``--audio-driver ``" -msgstr "``--audio-driver ``" - -msgid "**Display options**" -msgstr "**Volby zobrazení**" - -msgid "``-f``, ``--fullscreen``" -msgstr "``-f``, ``--fullscreen``" - -msgid "``-m``, ``--maximized``" -msgstr "``-m``, ``--maximized``" - -msgid "``-w``, ``--windowed``" -msgstr "``-w``, ``--windowed``" - -msgid "``-t``, ``--always-on-top``" -msgstr "``-t``, ``--always-on-top``" - -msgid "``--resolution x``" -msgstr "``--resolution x``" - -msgid "``--position ,``" -msgstr "``--position ,``" - -msgid "**Debug options**" -msgstr "**Možnosti ladění**" - -msgid "``-d``, ``--debug``" -msgstr "``-d``, ``--debug``" - -msgid "``-b``, ``--breakpoints``" -msgstr "``-b``, ``--breakpoints``" - -msgid "``--profiling``" -msgstr "``--profiling``" - -msgid "``--debug-collisions``" -msgstr "``--debug-collisions``" - -msgid "``--debug-navigation``" -msgstr "``--debug-navigation``" - -msgid "``--frame-delay ``" -msgstr "``--frame-delay ``" - -msgid "``--time-scale ``" -msgstr "``--time-scale ``" - -msgid "``--disable-render-loop``" -msgstr "``--disable-render-loop``" - -msgid "``--disable-crash-handler``" -msgstr "``--disable-crash-handler``" - -msgid "``--fixed-fps ``" -msgstr "``--fixed-fps ``" - -msgid "``--print-fps``" -msgstr "``--print-fps``" - -msgid "**Standalone tools**" -msgstr "**Samostatné nástroje**" - -msgid "``--check-only``" -msgstr "``--check-only``" - -msgid "``--export-pack ``" -msgstr "``--export-pack ``" - -msgid "``--no-docbase``" -msgstr "``--no-docbase``" - -msgid "``--build-solutions``" -msgstr "``--build-solutions``" - -msgid "Path" -msgstr "Cesta" - -msgid "Setting the project path" -msgstr "Nastavení cesty k projektu" - -msgid "" -"Depending on where your Godot binary is located and what your current " -"working directory is, you may need to set the path to your project for any " -"of the following commands to work correctly." -msgstr "" -"V závislosti na tom, kde se nachází spustitelný soubor Godot a jaký je váš " -"aktuální pracovní adresář, může být pro správnou funkci následujících " -"příkazu nezbytné nastavit cestu k vašemu projektu." - -msgid "" -"For example, the full command for exporting your game (as explained below) " -"might look like this:" -msgstr "" -"Úplný příkaz pro export hry (jak je vysvětleno níže) může vypadat například " -"takto:" - -msgid "Creating a project" -msgstr "Vytvoření projektu" - -msgid "The project can now be opened with Godot." -msgstr "Projekt lze nyní otevřít pomocí programu Godot." - -msgid "Running the editor" -msgstr "Spuštění editoru" - -msgid "" -"If a scene has been created and saved, it can be edited later by running the " -"same code with that scene as argument." -msgstr "" -"Pokud byla scéna vytvořena a uložena, lze ji později upravit spuštěním " -"stejného příkazu s touto scénou jako dalším argumentem." - -msgid "Erasing a scene" -msgstr "Vymazání scény" - -msgid "Running the game" -msgstr "Spuštění hry" - -msgid "" -"When a specific scene needs to be tested, pass that scene to the command " -"line." -msgstr "" -"Pokud je třeba otestovat konkrétní scénu, předejte ji do příkazového řádku." - -msgid "Debugging" -msgstr "Ladění" - -msgid "Exporting" -msgstr "Exportování" - -msgid "" -"The preset name must match the name of an export preset defined in the " -"project's ``export_presets.cfg`` file. If the preset name contains spaces or " -"special characters (such as \"Windows Desktop\"), it must be surrounded with " -"quotes." -msgstr "" -"Název předvolby musí odpovídat názvu předvolby exportu definované v souboru " -"``export_presets.cfg`` projektu. Pokud název předvolby obsahuje mezery nebo " -"speciální znaky (například \"Windows Desktop\"), musí být obklopen " -"uvozovkami." - -msgid "Running a script" -msgstr "Spuštění skriptu" - -msgid "The script must inherit from ``SceneTree`` or ``MainLoop``." -msgstr "Skript musí dědit od ``SceneTree`` nebo ``MainLoop``." - -msgid "And how to run it:" -msgstr "A jak jej spustit:" - -msgid "" -"If no ``project.godot`` exists at the path, current path is assumed to be " -"the current working directory (unless ``--path`` is specified)." -msgstr "" -"Pokud v cestě neexistuje žádný ``project.godot``, předpokládá se, že " -"aktuální cesta je aktuální pracovní adresář (pokud není zadána ``--path``)." - -msgid "" -"The first line of ``sayhello.gd`` above is commonly referred to as a " -"*shebang*. If the Godot binary is in your ``PATH`` as ``godot``, it allows " -"you to run the script as follows in modern Linux distributions, as well as " -"macOS:" -msgstr "" -"První řádek souboru ``sayhello.gd`` se běžně označuje jako *shebang*. Pokud " -"je spustitelný soubor Godot ve vaší ``PATH`` jako ``godot``, umožní vám to " -"spustit skript následujícím způsobem v moderních distribucích Linuxu a také " -"v systému MacOS:" - -msgid "" -"If the above doesn't work in your current version of Linux or macOS, you can " -"always have the shebang run Godot straight from where it is located as " -"follows:" -msgstr "" -"Pokud výše uvedený postup nefunguje ve vaší aktuální verzi Linuxu nebo " -"macOS, můžete vždy nechat spustit Godot přímo z místa, kde se nachází, " -"následujícím způsobem:" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/customizing_editor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/customizing_editor.po deleted file mode 100644 index 24283c0f54..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/customizing_editor.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Moving a dock." -msgstr "Přesunutí ukotvení." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/default_key_mapping.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/default_key_mapping.po deleted file mode 100644 index 239ff9c16c..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/default_key_mapping.po +++ /dev/null @@ -1,1749 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Default editor shortcuts" -msgstr "Výchozí zkratky editoru" - -msgid "" -"While some actions are universal, a lot of shortcuts are specific to " -"individual tools. For this reason it is possible for some key combinations " -"to be assigned to more than one function. The correct action will be " -"performed depending on the context." -msgstr "" -"Zatímco některé akce jsou univerzální, mnoho zkratek je specifických pro " -"jednotlivé nástroje. Z tohoto důvodu je možné některé kombinace kláves " -"přiřadit více než jedné funkci. Správná akce se provede v závislosti na " -"kontextu." - -msgid "" -"While Windows and Linux builds of the editor share most of the default " -"settings, some shortcuts may differ for macOS version. This is done for " -"better integration of the editor into macOS ecosystem. Users fluent with " -"standard shortcuts on that OS should find Godot Editor's default key mapping " -"intuitive." -msgstr "" -"Zatímco sestavení editoru pro Windows a Linux sdílejí většinu výchozích " -"nastavení, některé zkratky se mohou ve verzi pro macOS lišit. Je to z důvodu " -"lepší integrace editoru do ekosystému macOS. Pro uživatelé, kteří jsou " -"zběhlí ve standardních klávesových zkratkách v tomto operačním systému, bude " -"výchozí mapování kláves editoru Godot více intuitivní." - -msgid "Action name" -msgstr "Název akce" - -msgid "Windows, Linux" -msgstr "Windows, Linux" - -msgid "macOS" -msgstr "macOS" - -msgid "Editor setting" -msgstr "Nastavení editoru" - -msgid "Open 2D Editor" -msgstr "Otevřít 2D Editor" - -msgid ":kbd:`Ctrl + F1`" -msgstr ":kbd:`Ctrl + F1`" - -msgid "``editor/editor_2d``" -msgstr "``editor/editor_2d``" - -msgid "Open 3D Editor" -msgstr "Otevřít 3D Editor" - -msgid ":kbd:`Ctrl + F2`" -msgstr ":kbd:`Ctrl + F2`" - -msgid "``editor/editor_3d``" -msgstr "``editor/editor_3d``" - -msgid "Open Script Editor" -msgstr "Otevřít Editor Skriptů" - -msgid ":kbd:`Ctrl + F3`" -msgstr ":kbd:`Ctrl + F3`" - -msgid "``editor/editor_script``" -msgstr "``editor/editor_script``" - -msgid "Search Help" -msgstr "Hledat v dokumentaci" - -msgid ":kbd:`F1`" -msgstr ":kbd:`F1`" - -msgid "``editor/editor_help``" -msgstr "``editor/editor_help``" - -msgid "Distraction Free Mode" -msgstr "Nerozptylující režitm" - -msgid ":kbd:`Ctrl + Shift + F11`" -msgstr ":kbd:`Ctrl + Shift + F11`" - -msgid ":kbd:`Cmd + Ctrl + D`" -msgstr ":kbd:`Cmd + Ctrl + D`" - -msgid "``editor/distraction_free_mode``" -msgstr "``editor/distraction_free_mode``" - -msgid "Next tab" -msgstr "Další panel" - -msgid ":kbd:`Ctrl + Tab`" -msgstr ":kbd:`Ctrl + Tab`" - -msgid ":kbd:`Cmd + Tab`" -msgstr ":kbd:`Cmd + Tab`" - -msgid "``editor/next_tab``" -msgstr "``editor/next_tab``" - -msgid "Previous tab" -msgstr "Předchozí tab" - -msgid ":kbd:`Ctrl + Shift + Tab`" -msgstr ":kbd:`Ctrl + Shift + Tab`" - -msgid ":kbd:`Cmd + Shift + Tab`" -msgstr ":kbd:`Cmd + Shift + Tab`" - -msgid "``editor/prev_tab``" -msgstr "``editor/prev_tab``" - -msgid "Filter Files" -msgstr "Filtrovat soubory" - -msgid ":kbd:`Ctrl + Alt + P`" -msgstr ":kbd:`Ctrl + Alt + P`" - -msgid "``editor/filter_files``" -msgstr "``editor/filter_files``" - -msgid "Open Scene" -msgstr "Otevřít scénu" - -msgid ":kbd:`Ctrl + O`" -msgstr ":kbd:`Ctrl + O`" - -msgid ":kbd:`Cmd + O`" -msgstr ":kbd:`Cmd + O`" - -msgid "``editor/open_scene``" -msgstr "``editor/open_scene``" - -msgid "Close Scene" -msgstr "Zavřít scénu" - -msgid ":kbd:`Ctrl + Shift + W`" -msgstr ":kbd:`Ctrl + Shift + W`" - -msgid ":kbd:`Cmd + Shift + W`" -msgstr ":kbd:`Cmd + Shift + W`" - -msgid "``editor/close_scene``" -msgstr "``editor/close_scene``" - -msgid "Reopen Closed Scene" -msgstr "Znovu otevřít zavřenou scénu" - -msgid ":kbd:`Ctrl + Shift + T`" -msgstr ":kbd:`Ctrl + Shift + T`" - -msgid ":kbd:`Cmd + Shift + T`" -msgstr ":kbd:`Cmd + Shift + T`" - -msgid "``editor/reopen_closed_scene``" -msgstr "``editor/reopen_closed_scene``" - -msgid "Save Scene" -msgstr "Uložit scénu" - -msgid ":kbd:`Ctrl + S`" -msgstr ":kbd:`Ctrl + S`" - -msgid ":kbd:`Cmd + S`" -msgstr ":kbd:`Cmd + S`" - -msgid "``editor/save_scene``" -msgstr "``editor/save_scene``" - -msgid "Save Scene As" -msgstr "Uložit scénu jako" - -msgid ":kbd:`Ctrl + Shift + S`" -msgstr ":kbd:`Ctrl + Shift + S`" - -msgid ":kbd:`Cmd + Shift + S`" -msgstr ":kbd:`Cmd + Shift + S`" - -msgid "``editor/save_scene_as``" -msgstr "``editor/save_scene_as``" - -msgid "Save All Scenes" -msgstr "Uložit všechny scény" - -msgid ":kbd:`Ctrl + Shift + Alt + S`" -msgstr ":kbd:`Ctrl + Shift + Alt + S`" - -msgid "``editor/save_all_scenes``" -msgstr "``editor/save_all_scenes``" - -msgid "Quick Open" -msgstr "Rychlé otevření" - -msgid ":kbd:`Shift + Alt + O`" -msgstr ":kbd:`Shift + Alt + O`" - -msgid "``editor/quick_open``" -msgstr "``editor/quick_open``" - -msgid "Quick Open Scene" -msgstr "Rychle otevřít scénu" - -msgid ":kbd:`Ctrl + Shift + O`" -msgstr ":kbd:`Ctrl + Shift + O`" - -msgid ":kbd:`Cmd + Shift + O`" -msgstr ":kbd:`Cmd + Shift + O`" - -msgid "``editor/quick_open_scene``" -msgstr "``editor/quick_open_scene``" - -msgid "Quick Open Script" -msgstr "Rychle otevřít skript" - -msgid ":kbd:`Ctrl + Alt + O`" -msgstr ":kbd:`Ctrl + Alt + O`" - -msgid "``editor/quick_open_script``" -msgstr "``editor/quick_open_script``" - -msgid "Undo" -msgstr "Zpět" - -msgid ":kbd:`Ctrl + Z`" -msgstr ":kbd:`Ctrl + Z`" - -msgid ":kbd:`Cmd + Z`" -msgstr ":kbd:`Cmd + Z`" - -msgid "``editor/undo``" -msgstr "``editor/undo``" - -msgid "Redo" -msgstr "Znovu" - -msgid ":kbd:`Ctrl + Shift + Z`" -msgstr ":kbd:`Ctrl + Shift + Z`" - -msgid ":kbd:`Cmd + Shift + Z`" -msgstr ":kbd:`Cmd + Shift + Z`" - -msgid "``editor/redo``" -msgstr "``editor/redo``" - -msgid "Quit" -msgstr "Ukončit" - -msgid ":kbd:`Ctrl + Q`" -msgstr ":kbd:`Ctrl + Q`" - -msgid ":kbd:`Cmd + Q`" -msgstr ":kbd:`Cmd + Q`" - -msgid "``editor/file_quit``" -msgstr "``editor/file_quit``" - -msgid "Quit to Project List" -msgstr "Ukončit do seznamu projektů" - -msgid ":kbd:`Ctrl + Shift + Q`" -msgstr ":kbd:`Ctrl + Shift + Q`" - -msgid "``editor/quit_to_project_list``" -msgstr "``editor/quit_to_project_list``" - -msgid "Take Screenshot" -msgstr "Vytvořit snímek obrazovky" - -msgid ":kbd:`Ctrl + F12`" -msgstr ":kbd:`Ctrl + F12`" - -msgid ":kbd:`Cmd + F12`" -msgstr ":kbd:`Cmd + F12`" - -msgid "``editor/take_screenshot``" -msgstr "``editor/take_screenshot``" - -msgid "Toggle Fullscreen" -msgstr "Přepnout celou obrazovku" - -msgid ":kbd:`Shift + F11`" -msgstr ":kbd:`Shift + F11`" - -msgid ":kbd:`Cmd + Ctrl + F`" -msgstr ":kbd:`Cmd + Ctrl + F`" - -msgid "``editor/fullscreen_mode``" -msgstr "``editor/fullscreen_mode``" - -msgid "Play" -msgstr "Hrát" - -msgid ":kbd:`F5`" -msgstr ":kbd:`F5`" - -msgid ":kbd:`Cmd + B`" -msgstr ":kbd:`Cmd + B`" - -msgid "``editor/play``" -msgstr "``editor/play``" - -msgid "Pause Scene" -msgstr "Pozastavit scénu" - -msgid ":kbd:`F7`" -msgstr ":kbd:`F7`" - -msgid ":kbd:`Cmd + Ctrl + Y`" -msgstr ":kbd:`Cmd + Ctrl + Y`" - -msgid "``editor/pause_scene``" -msgstr "``editor/pause_scene``" - -msgid "Stop" -msgstr "Stop" - -msgid ":kbd:`F8`" -msgstr ":kbd:`F8`" - -msgid ":kbd:`Cmd + .`" -msgstr ":kbd:`Cmd + .`" - -msgid "``editor/stop``" -msgstr "``editor/stop``" - -msgid "Play Scene" -msgstr "Přehrát scénu" - -msgid ":kbd:`F6`" -msgstr ":kbd:`F6`" - -msgid ":kbd:`Cmd + R`" -msgstr ":kbd:`Cmd + R`" - -msgid "``editor/play_scene``" -msgstr "``editor/play_scene``" - -msgid "Play Custom Scene" -msgstr "Přehrát upravenou scénu" - -msgid ":kbd:`Ctrl + Shift + F5`" -msgstr ":kbd:`Ctrl + Shift + F5`" - -msgid ":kbd:`Cmd + Shift + R`" -msgstr ":kbd:`Cmd + Shift + R`" - -msgid "``editor/play_custom_scene``" -msgstr "``editor/play_custom_scene``" - -msgid "Expand Bottom Panel" -msgstr "Rozšířit spodní panel" - -msgid ":kbd:`Shift + F12`" -msgstr ":kbd:`Shift + F12`" - -msgid "``editor/bottom_panel_expand``" -msgstr "``editor/bottom_panel_expand``" - -msgid ":kbd:`Ctrl + Shift + P`" -msgstr ":kbd:`Ctrl + Shift + P`" - -msgid ":kbd:`Cmd + Shift + P`" -msgstr ":kbd:`Cmd + Shift + P`" - -msgid ":kbd:`Alt + F`" -msgstr ":kbd:`Alt + F`" - -msgid "Zoom In" -msgstr "Zvětšit" - -msgid ":kbd:`Ctrl + =`" -msgstr ":kbd:`Ctrl + =`" - -msgid ":kbd:`Cmd + =`" -msgstr ":kbd:`Cmd + =`" - -msgid "``canvas_item_editor/zoom_plus``" -msgstr "``canvas_item_editor/zoom_plus``" - -msgid "Zoom Out" -msgstr "Zmenšit" - -msgid ":kbd:`Ctrl + -`" -msgstr ":kbd:`Ctrl + -`" - -msgid ":kbd:`Cmd + -`" -msgstr ":kbd:`Cmd + -`" - -msgid "``canvas_item_editor/zoom_minus``" -msgstr "``canvas_item_editor/zoom_minus``" - -msgid "Zoom Reset" -msgstr "Obnovení lupy" - -msgid ":kbd:`Ctrl + 0`" -msgstr ":kbd:`Ctrl + 0`" - -msgid ":kbd:`Cmd + 0`" -msgstr ":kbd:`Cmd + 0`" - -msgid "``canvas_item_editor/zoom_reset``" -msgstr "``canvas_item_editor/zoom_reset``" - -msgid "Pan View" -msgstr "Přesunout pohled" - -msgid ":kbd:`Space`" -msgstr ":kbd:`Space`" - -msgid "``canvas_item_editor/pan_view``" -msgstr "``canvas_item_editor/pan_view``" - -msgid "Select Mode" -msgstr "Režim výběru" - -msgid ":kbd:`Q`" -msgstr ":kbd:`Q`" - -msgid "``canvas_item_editor/select_mode``" -msgstr "``canvas_item_editor/select_mode``" - -msgid "Move Mode" -msgstr "Režim přesouvání" - -msgid ":kbd:`W`" -msgstr ":kbd:`W`" - -msgid "``canvas_item_editor/move_mode``" -msgstr "``canvas_item_editor/move_mode``" - -msgid "Rotate Mode" -msgstr "Režim otáčení" - -msgid ":kbd:`E`" -msgstr ":kbd:`E`" - -msgid "``canvas_item_editor/rotate_mode``" -msgstr "``canvas_item_editor/rotate_mode``" - -msgid "Scale Mode" -msgstr "Režim škálování" - -msgid ":kbd:`S`" -msgstr ":kbd:`S`" - -msgid "``canvas_item_editor/scale_mode``" -msgstr "``canvas_item_editor/scale_mode``" - -msgid "Ruler Mode" -msgstr "Režim pravítka" - -msgid ":kbd:`R`" -msgstr ":kbd:`R`" - -msgid "``canvas_item_editor/ruler_mode``" -msgstr "``canvas_item_editor/ruler_mode``" - -msgid "Use Smart Snap" -msgstr "Použít chytré přichytávání" - -msgid ":kbd:`Shift + S`" -msgstr ":kbd:`Shift + S`" - -msgid "``canvas_item_editor/use_smart_snap``" -msgstr "``canvas_item_editor/use_smart_snap``" - -msgid "Use Grid Snap" -msgstr "Použít mřížkové přichytávání" - -msgid ":kbd:`Shift + G`" -msgstr ":kbd:`Shift + G`" - -msgid "``canvas_item_editor/use_grid_snap``" -msgstr "``canvas_item_editor/use_grid_snap``" - -msgid "Multiply grid step by 2" -msgstr "Vynásobit krok mřížky dvěma" - -msgid ":kbd:`Num *`" -msgstr ":kbd:`Num *`" - -msgid "``canvas_item_editor/multiply_grid_step``" -msgstr "``canvas_item_editor/multiply_grid_step``" - -msgid "Divide grid step by 2" -msgstr "Vydělit krok mřížky dvěma" - -msgid ":kbd:`Num /`" -msgstr ":kbd:`Num /`" - -msgid "``canvas_item_editor/divide_grid_step``" -msgstr "``canvas_item_editor/divide_grid_step``" - -msgid "Always Show Grid" -msgstr "Vždy zobrazit mřížku" - -msgid ":kbd:`G`" -msgstr ":kbd:`G`" - -msgid "``canvas_item_editor/show_grid``" -msgstr "``canvas_item_editor/show_grid``" - -msgid "Show Helpers" -msgstr "Zobrazit pomocníky" - -msgid ":kbd:`H`" -msgstr ":kbd:`H`" - -msgid "``canvas_item_editor/show_helpers``" -msgstr "``canvas_item_editor/show_helpers``" - -msgid "Show Guides" -msgstr "Zobrazit vodítka" - -msgid ":kbd:`Y`" -msgstr ":kbd:`Y`" - -msgid "``canvas_item_editor/show_guides``" -msgstr "``canvas_item_editor/show_guides``" - -msgid "Center Selection" -msgstr "Vycentrovat výběr" - -msgid ":kbd:`F`" -msgstr ":kbd:`F`" - -msgid "``canvas_item_editor/center_selection``" -msgstr "``canvas_item_editor/center_selection``" - -msgid "Frame Selection" -msgstr "Výběr snímku" - -msgid ":kbd:`Shift + F`" -msgstr ":kbd:`Shift + F`" - -msgid "``canvas_item_editor/frame_selection``" -msgstr "``canvas_item_editor/frame_selection``" - -msgid "Preview Canvas Scale" -msgstr "Náhled měřítka plátna" - -msgid "``canvas_item_editor/preview_canvas_scale``" -msgstr "``canvas_item_editor/preview_canvas_scale``" - -msgid "Insert Key" -msgstr "Vložit klíč" - -msgid ":kbd:`Ins`" -msgstr ":kbd:`Ins`" - -msgid "``canvas_item_editor/anim_insert_key``" -msgstr "``canvas_item_editor/anim_insert_key``" - -msgid "Insert Key (Existing Tracks)" -msgstr "Vložit klíč (existující stopy)" - -msgid ":kbd:`Ctrl + Ins`" -msgstr ":kbd:`Ctrl + Ins`" - -msgid ":kbd:`Cmd + Ins`" -msgstr ":kbd:`Cmd + Ins`" - -msgid "``canvas_item_editor/anim_insert_key_existing_tracks``" -msgstr "``canvas_item_editor/anim_insert_key_existing_tracks``" - -msgid "Make Custom Bones from Nodes" -msgstr "Vytvořit vlastní kosti z uzlů" - -msgid ":kbd:`Ctrl + Shift + B`" -msgstr ":kbd:`Ctrl + Shift + B`" - -msgid ":kbd:`Cmd + Shift + B`" -msgstr ":kbd:`Cmd + Shift + B`" - -msgid "``canvas_item_editor/skeleton_make_bones``" -msgstr "``canvas_item_editor/skeleton_make_bones``" - -msgid "Clear Pose" -msgstr "Vymazat pózu" - -msgid ":kbd:`Shift + K`" -msgstr ":kbd:`Shift + K`" - -msgid "``canvas_item_editor/anim_clear_pose``" -msgstr "``canvas_item_editor/anim_clear_pose``" - -msgid "Toggle Freelook" -msgstr "Přepnout volný pohled" - -msgid "``spatial_editor/freelook_toggle``" -msgstr "``spatial_editor/freelook_toggle``" - -msgid "Freelook Left" -msgstr "Levý volný pohled" - -msgid ":kbd:`A`" -msgstr ":kbd:`A`" - -msgid "``spatial_editor/freelook_left``" -msgstr "``spatial_editor/freelook_left``" - -msgid "Freelook Right" -msgstr "Pravý volný pohled" - -msgid ":kbd:`D`" -msgstr ":kbd:`D`" - -msgid "``spatial_editor/freelook_right``" -msgstr "``spatial_editor/freelook_right``" - -msgid "Freelook Forward" -msgstr "Přední volný pohled" - -msgid "``spatial_editor/freelook_forward``" -msgstr "``spatial_editor/freelook_forward``" - -msgid "Freelook Backwards" -msgstr "Zadní volný pohled" - -msgid "``spatial_editor/freelook_backwards``" -msgstr "``spatial_editor/freelook_backwards``" - -msgid "Freelook Up" -msgstr "Horní volný pohled" - -msgid "``spatial_editor/freelook_up``" -msgstr "``spatial_editor/freelook_up``" - -msgid "Freelook Down" -msgstr "Dolní volný pohled" - -msgid "``spatial_editor/freelook_down``" -msgstr "``spatial_editor/freelook_down``" - -msgid "Freelook Speed Modifier" -msgstr "Modifikátor rychlosti volného pohybu" - -msgid ":kbd:`Shift`" -msgstr ":kbd:`Shift`" - -msgid "``spatial_editor/freelook_speed_modifier``" -msgstr "``spatial_editor/freelook_speed_modifier``" - -msgid "Freelook Slow Modifier" -msgstr "Modifikátor zpomalení volného pohybu" - -msgid ":kbd:`Alt`" -msgstr ":kbd:`Alt`" - -msgid "``spatial_editor/freelook_slow_modifier``" -msgstr "``spatial_editor/freelook_slow_modifier``" - -msgid "``spatial_editor/tool_select``" -msgstr "``spatial_editor/tool_select``" - -msgid "``spatial_editor/tool_move``" -msgstr "``spatial_editor/tool_move``" - -msgid "``spatial_editor/tool_rotate``" -msgstr "``spatial_editor/tool_rotate``" - -msgid "``spatial_editor/tool_scale``" -msgstr "``spatial_editor/tool_scale``" - -msgid "Use Local Space" -msgstr "Použít místní prostor" - -msgid ":kbd:`T`" -msgstr ":kbd:`T`" - -msgid "``spatial_editor/local_coords``" -msgstr "``spatial_editor/local_coords``" - -msgid "Use Snap" -msgstr "Použít přichycení" - -msgid "``spatial_editor/snap``" -msgstr "``spatial_editor/snap``" - -msgid "Snap Object to Floor" -msgstr "Přichytit objekt k podlaze" - -msgid ":kbd:`PgDown`" -msgstr ":kbd:`PgDown`" - -msgid "``spatial_editor/snap_to_floor``" -msgstr "``spatial_editor/snap_to_floor``" - -msgid "Top View" -msgstr "Pohled shora" - -msgid ":kbd:`Num 7`" -msgstr ":kbd:`Num 7`" - -msgid "``spatial_editor/top_view``" -msgstr "``spatial_editor/top_view``" - -msgid "Bottom View" -msgstr "Pohled zdola" - -msgid ":kbd:`Alt + Num 7`" -msgstr ":kbd:`Alt + Num 7`" - -msgid "``spatial_editor/bottom_view``" -msgstr "``spatial_editor/bottom_view``" - -msgid "Front View" -msgstr "Pohled zepředu" - -msgid ":kbd:`Num 1`" -msgstr ":kbd:`Num 1`" - -msgid "``spatial_editor/front_view``" -msgstr "``spatial_editor/front_view``" - -msgid "Rear View" -msgstr "Pohled zezadu" - -msgid ":kbd:`Alt + Num 1`" -msgstr ":kbd:`Alt + Num 1`" - -msgid "``spatial_editor/rear_view``" -msgstr "``spatial_editor/rear_view``" - -msgid "Right View" -msgstr "Pohled zprava" - -msgid ":kbd:`Num 3`" -msgstr ":kbd:`Num 3`" - -msgid "``spatial_editor/right_view``" -msgstr "``spatial_editor/right_view``" - -msgid "Left View" -msgstr "Pohled zleva" - -msgid ":kbd:`Alt + Num 3`" -msgstr ":kbd:`Alt + Num 3`" - -msgid "``spatial_editor/left_view``" -msgstr "``spatial_editor/left_view``" - -msgid "Switch Perspective/Orthogonal View" -msgstr "Přepnout perspektivní/ortogonální pohled" - -msgid ":kbd:`Num 5`" -msgstr ":kbd:`Num 5`" - -msgid "``spatial_editor/switch_perspective_orthogonal``" -msgstr "``spatial_editor/switch_perspective_orthogonal``" - -msgid "Insert Animation Key" -msgstr "Vložit animační klíč" - -msgid ":kbd:`K`" -msgstr ":kbd:`K`" - -msgid "``spatial_editor/insert_anim_key``" -msgstr "``spatial_editor/insert_anim_key``" - -msgid "Focus Origin" -msgstr "Zaměřit počátek" - -msgid ":kbd:`O`" -msgstr ":kbd:`O`" - -msgid "``spatial_editor/focus_origin``" -msgstr "``spatial_editor/focus_origin``" - -msgid "Focus Selection" -msgstr "Zaměřit výběr" - -msgid "``spatial_editor/focus_selection``" -msgstr "``spatial_editor/focus_selection``" - -msgid "Align Transform with View" -msgstr "Zarovnat se zobrazením" - -msgid ":kbd:`Ctrl + Alt + M`" -msgstr ":kbd:`Ctrl + Alt + M`" - -msgid "``spatial_editor/align_transform_with_view``" -msgstr "``spatial_editor/align_transform_with_view``" - -msgid "Align Rotation with View" -msgstr "Zarovnat rotaci se zobrazením" - -msgid ":kbd:`Ctrl + Alt + F`" -msgstr ":kbd:`Ctrl + Alt + F`" - -msgid "``spatial_editor/align_rotation_with_view``" -msgstr "``spatial_editor/align_rotation_with_view``" - -msgid "1 Viewport" -msgstr "1 výřez" - -msgid ":kbd:`Ctrl + 1`" -msgstr ":kbd:`Ctrl + 1`" - -msgid ":kbd:`Cmd + 1`" -msgstr ":kbd:`Cmd + 1`" - -msgid "``spatial_editor/1_viewport``" -msgstr "``spatial_editor/1_viewport``" - -msgid "2 Viewports" -msgstr "2 výřezy" - -msgid ":kbd:`Ctrl + 2`" -msgstr ":kbd:`Ctrl + 2`" - -msgid ":kbd:`Cmd + 2`" -msgstr ":kbd:`Cmd + 2`" - -msgid "``spatial_editor/2_viewports``" -msgstr "``spatial_editor/2_viewports``" - -msgid "2 Viewports (Alt)" -msgstr "2 výřezy (Alt)" - -msgid ":kbd:`Ctrl + Alt + 2`" -msgstr ":kbd:`Ctrl + Alt + 2`" - -msgid "``spatial_editor/2_viewports_alt``" -msgstr "``spatial_editor/2_viewports_alt``" - -msgid "3 Viewports" -msgstr "3 výřezy" - -msgid ":kbd:`Ctrl + 3`" -msgstr ":kbd:`Ctrl + 3`" - -msgid ":kbd:`Cmd + 3`" -msgstr ":kbd:`Cmd + 3`" - -msgid "``spatial_editor/3_viewports``" -msgstr "``spatial_editor/3_viewports``" - -msgid "3 Viewports (Alt)" -msgstr "3 výřezy (Alt)" - -msgid ":kbd:`Ctrl + Alt + 3`" -msgstr ":kbd:`Ctrl + Alt + 3`" - -msgid "``spatial_editor/3_viewports_alt``" -msgstr "``spatial_editor/3_viewports_alt``" - -msgid "4 Viewports" -msgstr "4 výřezy" - -msgid ":kbd:`Ctrl + 4`" -msgstr ":kbd:`Ctrl + 4`" - -msgid ":kbd:`Cmd + 4`" -msgstr ":kbd:`Cmd + 4`" - -msgid "``spatial_editor/4_viewports``" -msgstr "``spatial_editor/4_viewports``" - -msgid "Cut" -msgstr "Vyjmout" - -msgid ":kbd:`Ctrl + X`" -msgstr ":kbd:`Ctrl + X`" - -msgid ":kbd:`Cmd + X`" -msgstr ":kbd:`Cmd + X`" - -msgid "``script_text_editor/cut``" -msgstr "``script_text_editor/cut``" - -msgid "Copy" -msgstr "Kopírovat" - -msgid ":kbd:`Ctrl + C`" -msgstr ":kbd:`Ctrl + C`" - -msgid ":kbd:`Cmd + C`" -msgstr ":kbd:`Cmd + C`" - -msgid "``script_text_editor/copy``" -msgstr "``script_text_editor/copy``" - -msgid "Paste" -msgstr "Vložit" - -msgid ":kbd:`Ctrl + V`" -msgstr ":kbd:`Ctrl + V`" - -msgid ":kbd:`Cmd + V`" -msgstr ":kbd:`Cmd + V`" - -msgid "``script_text_editor/paste``" -msgstr "``script_text_editor/paste``" - -msgid "Select All" -msgstr "Vybrat vše" - -msgid ":kbd:`Ctrl + A`" -msgstr ":kbd:`Ctrl + A`" - -msgid ":kbd:`Cmd + A`" -msgstr ":kbd:`Cmd + A`" - -msgid "``script_text_editor/select_all``" -msgstr "``script_text_editor/select_all``" - -msgid "Find" -msgstr "Najít" - -msgid ":kbd:`Ctrl + F`" -msgstr ":kbd:`Ctrl + F`" - -msgid ":kbd:`Cmd + F`" -msgstr ":kbd:`Cmd + F`" - -msgid "``script_text_editor/find``" -msgstr "``script_text_editor/find``" - -msgid "Find Next" -msgstr "Najít další" - -msgid ":kbd:`F3`" -msgstr ":kbd:`F3`" - -msgid ":kbd:`Cmd + G`" -msgstr ":kbd:`Cmd + G`" - -msgid "``script_text_editor/find_next``" -msgstr "``script_text_editor/find_next``" - -msgid "Find Previous" -msgstr "Najít předchozí" - -msgid ":kbd:`Shift + F3`" -msgstr ":kbd:`Shift + F3`" - -msgid ":kbd:`Cmd + Shift + G`" -msgstr ":kbd:`Cmd + Shift + G`" - -msgid "``script_text_editor/find_previous``" -msgstr "``script_text_editor/find_previous``" - -msgid "Find in Files" -msgstr "Najít v souborech" - -msgid ":kbd:`Ctrl + Shift + F`" -msgstr ":kbd:`Ctrl + Shift + F`" - -msgid ":kbd:`Cmd + Shift + F`" -msgstr ":kbd:`Cmd + Shift + F`" - -msgid "``script_text_editor/find_in_files``" -msgstr "``script_text_editor/find_in_files``" - -msgid "Replace" -msgstr "Nahradit" - -msgid ":kbd:`Ctrl + R`" -msgstr ":kbd:`Ctrl + R`" - -msgid "``script_text_editor/replace``" -msgstr "``script_text_editor/replace``" - -msgid "Replace in Files" -msgstr "Nahradit v souborech" - -msgid ":kbd:`Ctrl + Shift + R`" -msgstr ":kbd:`Ctrl + Shift + R`" - -msgid "``script_text_editor/replace_in_files``" -msgstr "``script_text_editor/replace_in_files``" - -msgid "``script_text_editor/undo``" -msgstr "``script_text_editor/undo``" - -msgid ":kbd:`Ctrl + Y`" -msgstr ":kbd:`Ctrl + Y`" - -msgid ":kbd:`Cmd + Y`" -msgstr ":kbd:`Cmd + Y`" - -msgid "``script_text_editor/redo``" -msgstr "``script_text_editor/redo``" - -msgid "Move Up" -msgstr "Přesunout nahoru" - -msgid ":kbd:`Alt + Up Arrow`" -msgstr ":kbd:`Alt + Up Arrow`" - -msgid "``script_text_editor/move_up``" -msgstr "``script_text_editor/move_up``" - -msgid "Move Down" -msgstr "Přesunout dolů" - -msgid ":kbd:`Alt + Down Arrow`" -msgstr ":kbd:`Alt + Down Arrow`" - -msgid "``script_text_editor/move_down``" -msgstr "``script_text_editor/move_down``" - -msgid "Delete Line" -msgstr "Odstranit řádek" - -msgid ":kbd:`Ctrl + Shift + K`" -msgstr ":kbd:`Ctrl + Shift + K`" - -msgid ":kbd:`Cmd + Shift + K`" -msgstr ":kbd:`Cmd + Shift + K`" - -msgid "``script_text_editor/delete_line``" -msgstr "``script_text_editor/delete_line``" - -msgid "Toggle Comment" -msgstr "Přepnout komentář" - -msgid ":kbd:`Ctrl + K`" -msgstr ":kbd:`Ctrl + K`" - -msgid ":kbd:`Cmd + K`" -msgstr ":kbd:`Cmd + K`" - -msgid "``script_text_editor/toggle_comment``" -msgstr "``script_text_editor/toggle_comment``" - -msgid "Fold/Unfold Line" -msgstr "Složit/Rozložit řádek" - -msgid "``script_text_editor/toggle_fold_line``" -msgstr "``script_text_editor/toggle_fold_line``" - -msgid "Duplicate Selection" -msgstr "Duplikovat výběr" - -msgid ":kbd:`Ctrl + Shift + D`" -msgstr ":kbd:`Ctrl + Shift + D`" - -msgid ":kbd:`Cmd + Shift + C`" -msgstr ":kbd:`Cmd + Shift + C`" - -msgid "Complete Symbol" -msgstr "Doplnit symbol" - -msgid ":kbd:`Ctrl + Space`" -msgstr ":kbd:`Ctrl + Space`" - -msgid "``script_text_editor/complete_symbol``" -msgstr "``script_text_editor/complete_symbol``" - -msgid "Evaluate Selection" -msgstr "Vyhodnoť vybraný výraz" - -msgid ":kbd:`Ctrl + Shift + E`" -msgstr ":kbd:`Ctrl + Shift + E`" - -msgid ":kbd:`Cmd + Shift + E`" -msgstr ":kbd:`Cmd + Shift + E`" - -msgid "``script_text_editor/evaluate_selection``" -msgstr "``script_text_editor/evaluate_selection``" - -msgid "Trim Trailing Whitespace" -msgstr "Osekat koncové mezery" - -msgid ":kbd:`Ctrl + Alt + T`" -msgstr ":kbd:`Ctrl + Alt + T`" - -msgid "``script_text_editor/trim_trailing_whitespace``" -msgstr "``script_text_editor/trim_trailing_whitespace``" - -msgid "Uppercase" -msgstr "Velká písmena" - -msgid ":kbd:`Shift + F4`" -msgstr ":kbd:`Shift + F4`" - -msgid "``script_text_editor/convert_to_uppercase``" -msgstr "``script_text_editor/convert_to_uppercase``" - -msgid "Lowercase" -msgstr "Malá písmena" - -msgid ":kbd:`Shift + F5`" -msgstr ":kbd:`Shift + F5`" - -msgid "``script_text_editor/convert_to_lowercase``" -msgstr "``script_text_editor/convert_to_lowercase``" - -msgid "Capitalize" -msgstr "Velká Písmena" - -msgid ":kbd:`Shift + F6`" -msgstr ":kbd:`Shift + F6`" - -msgid "``script_text_editor/capitalize``" -msgstr "``script_text_editor/capitalize``" - -msgid "Convert Indent to Spaces" -msgstr "Převést odsazení na mezery" - -msgid ":kbd:`Ctrl + Shift + Y`" -msgstr ":kbd:`Ctrl + Shift + Y`" - -msgid ":kbd:`Cmd + Shift + Y`" -msgstr ":kbd:`Cmd + Shift + Y`" - -msgid "``script_text_editor/convert_indent_to_spaces``" -msgstr "``script_text_editor/convert_indent_to_spaces``" - -msgid "Convert Indent to Tabs" -msgstr "Převést odsazení na taby" - -msgid ":kbd:`Ctrl + Shift + I`" -msgstr ":kbd:`Ctrl + Shift + I`" - -msgid ":kbd:`Cmd + Shift + I`" -msgstr ":kbd:`Cmd + Shift + I`" - -msgid "``script_text_editor/convert_indent_to_tabs``" -msgstr "``script_text_editor/convert_indent_to_tabs``" - -msgid "Auto Indent" -msgstr "Automatické odsazení" - -msgid ":kbd:`Ctrl + I`" -msgstr ":kbd:`Ctrl + I`" - -msgid ":kbd:`Cmd + I`" -msgstr ":kbd:`Cmd + I`" - -msgid "``script_text_editor/auto_indent``" -msgstr "``script_text_editor/auto_indent``" - -msgid "Toggle Bookmark" -msgstr "Vypnout/Zapnout záložku" - -msgid ":kbd:`Ctrl + Alt + B`" -msgstr ":kbd:`Ctrl + Alt + B`" - -msgid "``script_text_editor/toggle_bookmark``" -msgstr "``script_text_editor/toggle_bookmark``" - -msgid "Go to Next Bookmark" -msgstr "Přejít na další záložku" - -msgid ":kbd:`Ctrl + B`" -msgstr ":kbd:`Ctrl + B`" - -msgid "``script_text_editor/goto_next_bookmark``" -msgstr "``script_text_editor/goto_next_bookmark``" - -msgid "Go to Previous Bookmark" -msgstr "Přejít na předchozí záložku" - -msgid "``script_text_editor/goto_previous_bookmark``" -msgstr "``script_text_editor/goto_previous_bookmark``" - -msgid "Go to Function" -msgstr "Přejít na funkci" - -msgid ":kbd:`Ctrl + Cmd + J`" -msgstr ":kbd:`Ctrl + Cmd + J`" - -msgid "``script_text_editor/goto_function``" -msgstr "``script_text_editor/goto_function``" - -msgid "Go to Line" -msgstr "Jít na řádek" - -msgid ":kbd:`Ctrl + L`" -msgstr ":kbd:`Ctrl + L`" - -msgid ":kbd:`Cmd + L`" -msgstr ":kbd:`Cmd + L`" - -msgid "``script_text_editor/goto_line``" -msgstr "``script_text_editor/goto_line``" - -msgid "Toggle Breakpoint" -msgstr "Přepnout breakpoint" - -msgid ":kbd:`F9`" -msgstr ":kbd:`F9`" - -msgid "``script_text_editor/toggle_breakpoint``" -msgstr "``script_text_editor/toggle_breakpoint``" - -msgid "Remove All Breakpoints" -msgstr "Odstranit všechny breakpointy" - -msgid ":kbd:`Ctrl + Shift + F9`" -msgstr ":kbd:`Ctrl + Shift + F9`" - -msgid ":kbd:`Cmd + Shift + F9`" -msgstr ":kbd:`Cmd + Shift + F9`" - -msgid "``script_text_editor/remove_all_breakpoints``" -msgstr "``script_text_editor/remove_all_breakpoints``" - -msgid "Go to Next Breakpoint" -msgstr "Přejít na další breakpoint" - -msgid ":kbd:`Ctrl + .`" -msgstr ":kbd:`Ctrl + .`" - -msgid "``script_text_editor/goto_next_breakpoint``" -msgstr "``script_text_editor/goto_next_breakpoint``" - -msgid "Go to Previous Breakpoint" -msgstr "Přejít na předchozí breakpoint" - -msgid ":kbd:`Ctrl + ,`" -msgstr ":kbd:`Ctrl + ,`" - -msgid ":kbd:`Cmd + ,`" -msgstr ":kbd:`Cmd + ,`" - -msgid "``script_text_editor/goto_previous_breakpoint``" -msgstr "``script_text_editor/goto_previous_breakpoint``" - -msgid "Contextual Help" -msgstr "Kontextová nápověda" - -msgid ":kbd:`Alt + F1`" -msgstr ":kbd:`Alt + F1`" - -msgid "``script_text_editor/contextual_help``" -msgstr "``script_text_editor/contextual_help``" - -msgid "``script_editor/find``" -msgstr "``script_editor/find``" - -msgid "``script_editor/find_next``" -msgstr "``script_editor/find_next``" - -msgid "``script_editor/find_previous``" -msgstr "``script_editor/find_previous``" - -msgid "``script_editor/find_in_files``" -msgstr "``script_editor/find_in_files``" - -msgid ":kbd:`Shift + Alt + Up Arrow`" -msgstr ":kbd:`Shift + Alt + Up Arrow`" - -msgid "``script_editor/window_move_up``" -msgstr "``script_editor/window_move_up``" - -msgid ":kbd:`Shift + Alt + Down Arrow`" -msgstr ":kbd:`Shift + Alt + Down Arrow`" - -msgid "``script_editor/window_move_down``" -msgstr "``script_editor/window_move_down``" - -msgid "Next Script" -msgstr "Další skript" - -msgid ":kbd:`Ctrl + Shift + .`" -msgstr ":kbd:`Ctrl + Shift + .`" - -msgid ":kbd:`Cmd + Shift + .`" -msgstr ":kbd:`Cmd + Shift + .`" - -msgid "``script_editor/next_script``" -msgstr "``script_editor/next_script``" - -msgid "Previous Script" -msgstr "Předchozí skript" - -msgid ":kbd:`Ctrl + Shift + ,`" -msgstr ":kbd:`Ctrl + Shift + ,`" - -msgid ":kbd:`Cmd + Shift + ,`" -msgstr ":kbd:`Cmd + Shift + ,`" - -msgid "``script_editor/prev_script``" -msgstr "``script_editor/prev_script``" - -msgid "Reopen Closed Script" -msgstr "Znovu otevřít zavřený skript" - -msgid "``script_editor/reopen_closed_script``" -msgstr "``script_editor/reopen_closed_script``" - -msgid "Save" -msgstr "Uložit" - -msgid ":kbd:`Ctrl + Alt + S`" -msgstr ":kbd:`Ctrl + Alt + S`" - -msgid "``script_editor/save``" -msgstr "``script_editor/save``" - -msgid "Save All" -msgstr "Uložit vše" - -msgid "``script_editor/save_all``" -msgstr "``script_editor/save_all``" - -msgid "Soft Reload Script" -msgstr "Lehký restart skriptu" - -msgid "``script_editor/reload_script_soft``" -msgstr "``script_editor/reload_script_soft``" - -msgid "History Previous" -msgstr "Historie předchozí" - -msgid ":kbd:`Alt + Left Arrow`" -msgstr ":kbd:`Alt + Left Arrow`" - -msgid "``script_editor/history_previous``" -msgstr "``script_editor/history_previous``" - -msgid "History Next" -msgstr "Historie další" - -msgid ":kbd:`Alt + Right Arrow`" -msgstr ":kbd:`Alt + Right Arrow`" - -msgid "``script_editor/history_next``" -msgstr "``script_editor/history_next``" - -msgid "Close" -msgstr "Zavřít" - -msgid ":kbd:`Ctrl + W`" -msgstr ":kbd:`Ctrl + W`" - -msgid ":kbd:`Cmd + W`" -msgstr ":kbd:`Cmd + W`" - -msgid "``script_editor/close_file``" -msgstr "``script_editor/close_file``" - -msgid "Run" -msgstr "Spustit" - -msgid ":kbd:`Ctrl + Shift + X`" -msgstr ":kbd:`Ctrl + Shift + X`" - -msgid ":kbd:`Cmd + Shift + X`" -msgstr ":kbd:`Cmd + Shift + X`" - -msgid "``script_editor/run_file``" -msgstr "``script_editor/run_file``" - -msgid "Toggle Scripts Panel" -msgstr "Přepnout panel skriptů" - -msgid ":kbd:`Ctrl + \\\\`" -msgstr ":kbd:`Ctrl + \\\\`" - -msgid ":kbd:`Cmd + \\\\`" -msgstr ":kbd:`Cmd + \\\\`" - -msgid "``script_editor/toggle_scripts_panel``" -msgstr "``script_editor/toggle_scripts_panel``" - -msgid "``script_editor/zoom_in``" -msgstr "``script_editor/zoom_in``" - -msgid "``script_editor/zoom_out``" -msgstr "``script_editor/zoom_out``" - -msgid "Reset Zoom" -msgstr "Obnovit původní přiblížení" - -msgid "``script_editor/reset_zoom``" -msgstr "``script_editor/reset_zoom``" - -msgid "Copy Selection" -msgstr "Kopírovat výběr" - -msgid "``editor/copy_output``" -msgstr "``editor/copy_output``" - -msgid "Clear Output" -msgstr "Vymazat výstup" - -msgid "``editor/clear_output``" -msgstr "``editor/clear_output``" - -msgid "Debugger" -msgstr "Ladicí program" - -msgid "Step Into" -msgstr "Vstoupit do" - -msgid ":kbd:`F11`" -msgstr ":kbd:`F11`" - -msgid "``debugger/step_into``" -msgstr "``debugger/step_into``" - -msgid "Step Over" -msgstr "Přeskočit" - -msgid ":kbd:`F10`" -msgstr ":kbd:`F10`" - -msgid "``debugger/step_over``" -msgstr "``debugger/step_over``" - -msgid "Continue" -msgstr "Pokračovat" - -msgid ":kbd:`F12`" -msgstr ":kbd:`F12`" - -msgid "``debugger/continue``" -msgstr "``debugger/continue``" - -msgid "Go Back" -msgstr "Jít zpět" - -msgid "``file_dialog/go_back``" -msgstr "``file_dialog/go_back``" - -msgid "Go Forward" -msgstr "Jit dopředu" - -msgid "``file_dialog/go_forward``" -msgstr "``file_dialog/go_forward``" - -msgid "Go Up" -msgstr "Jít o úroveň výš" - -msgid "``file_dialog/go_up``" -msgstr "``file_dialog/go_up``" - -msgid "Refresh" -msgstr "Obnovit" - -msgid "``file_dialog/refresh``" -msgstr "``file_dialog/refresh``" - -msgid "Toggle Hidden Files" -msgstr "Zobrazit skryté soubory" - -msgid ":kbd:`Ctrl + H`" -msgstr ":kbd:`Ctrl + H`" - -msgid ":kbd:`Cmd + H`" -msgstr ":kbd:`Cmd + H`" - -msgid "``file_dialog/toggle_hidden_files``" -msgstr "``file_dialog/toggle_hidden_files``" - -msgid "Toggle Favorite" -msgstr "Zobrazit oblíbené" - -msgid "``file_dialog/toggle_favorite``" -msgstr "``file_dialog/toggle_favorite``" - -msgid "Toggle Mode" -msgstr "Přepnout režim" - -msgid ":kbd:`Alt + V`" -msgstr ":kbd:`Alt + V`" - -msgid "``file_dialog/toggle_mode``" -msgstr "``file_dialog/toggle_mode``" - -msgid "Create Folder" -msgstr "Vytvořit složku" - -msgid ":kbd:`Ctrl + N`" -msgstr ":kbd:`Ctrl + N`" - -msgid ":kbd:`Cmd + N`" -msgstr ":kbd:`Cmd + N`" - -msgid "``file_dialog/create_folder``" -msgstr "``file_dialog/create_folder``" - -msgid "Delete" -msgstr "Odstranit" - -msgid ":kbd:`Del`" -msgstr ":kbd:`Del`" - -msgid ":kbd:`Cmd + BkSp`" -msgstr ":kbd:`Cmd + BkSp`" - -msgid "``file_dialog/delete``" -msgstr "``file_dialog/delete``" - -msgid "Focus Path" -msgstr "Zvýraznit cestu" - -msgid "``file_dialog/focus_path``" -msgstr "``file_dialog/focus_path``" - -msgid "Move Favorite Up" -msgstr "Přesunout oblíbenou položku nahoru" - -msgid ":kbd:`Ctrl + Up Arrow`" -msgstr ":kbd:`Ctrl + Up Arrow`" - -msgid ":kbd:`Cmd + Up Arrow`" -msgstr ":kbd:`Cmd + Up Arrow`" - -msgid "``file_dialog/move_favorite_up``" -msgstr "``file_dialog/move_favorite_up``" - -msgid "Move Favorite Down" -msgstr "Přesunout oblíbenou položku dolů" - -msgid ":kbd:`Ctrl + Down Arrow`" -msgstr ":kbd:`Ctrl + Down Arrow`" - -msgid ":kbd:`Cmd + Down Arrow`" -msgstr ":kbd:`Cmd + Down Arrow`" - -msgid "``file_dialog/move_favorite_down``" -msgstr "``file_dialog/move_favorite_down``" - -msgid "Copy Path" -msgstr "Kopírovat cestu" - -msgid "``filesystem_dock/copy_path``" -msgstr "``filesystem_dock/copy_path``" - -msgid "Duplicate" -msgstr "Duplikovat" - -msgid ":kbd:`Ctrl + D`" -msgstr ":kbd:`Ctrl + D`" - -msgid ":kbd:`Cmd + D`" -msgstr ":kbd:`Cmd + D`" - -msgid "``filesystem_dock/duplicate``" -msgstr "``filesystem_dock/duplicate``" - -msgid "``filesystem_dock/delete``" -msgstr "``filesystem_dock/delete``" - -msgid "Add Child Node" -msgstr "Přidat uzel" - -msgid "``scene_tree/add_child_node``" -msgstr "``scene_tree/add_child_node``" - -msgid "Batch Rename" -msgstr "Dávkové přejmenování" - -msgid ":kbd:`Cmd + F2`" -msgstr ":kbd:`Cmd + F2`" - -msgid "``scene_tree/batch_rename``" -msgstr "``scene_tree/batch_rename``" - -msgid "Copy Node Path" -msgstr "Kopírovat cestu k uzlu" - -msgid "``scene_tree/copy_node_path``" -msgstr "``scene_tree/copy_node_path``" - -msgid "``scene_tree/delete``" -msgstr "``scene_tree/delete``" - -msgid "Force Delete" -msgstr "Vynutit smazání" - -msgid ":kbd:`Shift + Del`" -msgstr ":kbd:`Shift + Del`" - -msgid "``scene_tree/delete_no_confirm``" -msgstr "``scene_tree/delete_no_confirm``" - -msgid "``scene_tree/duplicate``" -msgstr "``scene_tree/duplicate``" - -msgid "``scene_tree/move_up``" -msgstr "``scene_tree/move_up``" - -msgid "``scene_tree/move_down``" -msgstr "``scene_tree/move_down``" - -msgid "``animation_editor/duplicate_selection``" -msgstr "``animation_editor/duplicate_selection``" - -msgid "Duplicate Transposed" -msgstr "Duplikovat transponované" - -msgid ":kbd:`Cmd + Shift + D`" -msgstr ":kbd:`Cmd + Shift + D`" - -msgid "``animation_editor/duplicate_selection_transposed``" -msgstr "``animation_editor/duplicate_selection_transposed``" - -msgid "Delete Selection" -msgstr "Smazat vyběr" - -msgid "``animation_editor/delete_selection``" -msgstr "``animation_editor/delete_selection``" - -msgid "Go to Next Step" -msgstr "Přejít k dalšímu kroku" - -msgid ":kbd:`Ctrl + Right Arrow`" -msgstr ":kbd:`Ctrl + Right Arrow`" - -msgid ":kbd:`Cmd + Right Arrow`" -msgstr ":kbd:`Cmd + Right Arrow`" - -msgid "``animation_editor/goto_next_step``" -msgstr "``animation_editor/goto_next_step``" - -msgid "Go to Previous Step" -msgstr "Přejít k předchozímu kroku" - -msgid ":kbd:`Ctrl + Left Arrow`" -msgstr ":kbd:`Ctrl + Left Arrow`" - -msgid ":kbd:`Cmd + Left Arrow`" -msgstr ":kbd:`Cmd + Left Arrow`" - -msgid "``animation_editor/goto_prev_step``" -msgstr "``animation_editor/goto_prev_step``" - -msgid "Select" -msgstr "Vybrat" - -msgid "Cut Selection" -msgstr "Výběr řezu" - -msgid ":kbd:`P`" -msgstr ":kbd:`P`" - -msgid "Flip Horizontally" -msgstr "Převrátit horizontálně" - -msgid "Flip Vertically" -msgstr "Převrátit vertikálně" - -msgid "Rotate Left" -msgstr "Otočit doleva" - -msgid ":kbd:`Z`" -msgstr ":kbd:`Z`" - -msgid "Rotate Right" -msgstr "Otočit doprava" - -msgid ":kbd:`X`" -msgstr ":kbd:`X`" - -msgid "Next Coordinate" -msgstr "Další koordináta" - -msgid "``tileset_editor/next_shape``" -msgstr "``tileset_editor/next_shape``" - -msgid "Previous Coordinate" -msgstr "Předchozí koordináta" - -msgid ":kbd:`PgUp`" -msgstr ":kbd:`PgUp`" - -msgid "``tileset_editor/previous_shape``" -msgstr "``tileset_editor/previous_shape``" - -msgid "Region Mode" -msgstr "Režim oblasti" - -msgid ":kbd:`1`" -msgstr ":kbd:`1`" - -msgid "``tileset_editor/editmode_region``" -msgstr "``tileset_editor/editmode_region``" - -msgid "Collision Mode" -msgstr "Kolizní režim" - -msgid ":kbd:`2`" -msgstr ":kbd:`2`" - -msgid "``tileset_editor/editmode_collision``" -msgstr "``tileset_editor/editmode_collision``" - -msgid "Occlusion Mode" -msgstr "Režim okluze" - -msgid ":kbd:`3`" -msgstr ":kbd:`3`" - -msgid "``tileset_editor/editmode_occlusion``" -msgstr "``tileset_editor/editmode_occlusion``" - -msgid "Navigation Mode" -msgstr "Navigační režim" - -msgid ":kbd:`4`" -msgstr ":kbd:`4`" - -msgid "``tileset_editor/editmode_navigation``" -msgstr "``tileset_editor/editmode_navigation``" - -msgid "Bitmask Mode" -msgstr "Režim bitové masky" - -msgid ":kbd:`5`" -msgstr ":kbd:`5`" - -msgid "``tileset_editor/editmode_bitmask``" -msgstr "``tileset_editor/editmode_bitmask``" - -msgid "Priority Mode" -msgstr "Prioritní mód" - -msgid ":kbd:`6`" -msgstr ":kbd:`6`" - -msgid "``tileset_editor/editmode_priority``" -msgstr "``tileset_editor/editmode_priority``" - -msgid "Icon Mode" -msgstr "Režim ikony" - -msgid ":kbd:`7`" -msgstr ":kbd:`7`" - -msgid "``tileset_editor/editmode_icon``" -msgstr "``tileset_editor/editmode_icon``" - -msgid "Z Index Mode" -msgstr "Režim Z-indexu" - -msgid ":kbd:`8`" -msgstr ":kbd:`8`" - -msgid "``tileset_editor/editmode_z_index``" -msgstr "``tileset_editor/editmode_z_index``" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/external_editor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/external_editor.po deleted file mode 100644 index e447d93b51..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/external_editor.po +++ /dev/null @@ -1,100 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using an external text editor" -msgstr "Použití externího textového editoru" - -msgid "This page explains how to code using an external text editor." -msgstr "" -"Tato stránka vysvětluje, jak kódovat pomocí externího textového editoru." - -msgid "Field in Exec Flags" -msgstr "Pole v položce příznaků příkazového řádků" - -msgid "Is replaced with" -msgstr "je nahrazeno" - -msgid "``{project}``" -msgstr "``{project}``" - -msgid "The absolute path to the project directory" -msgstr "Absolutní cesta k adresáři projektu" - -msgid "``{file}``" -msgstr "``{file}``" - -msgid "The absolute path to the file" -msgstr "Absolutní cesta k souboru" - -msgid "``{col}``" -msgstr "``{col}``" - -msgid "The column number of the error" -msgstr "Číslo sloupce chyby" - -msgid "``{line}``" -msgstr "``{line}``" - -msgid "The line number of the error" -msgstr "Číslo řádku chyby" - -msgid "Editor" -msgstr "Editor" - -msgid "Exec Flags" -msgstr "Parametry spuštění" - -msgid "Geany/Kate" -msgstr "Geany/Kate" - -msgid "``{file} --line {line} --column {col}``" -msgstr "``{file} --line {line} --column {col}``" - -msgid "``{file}:{line}``" -msgstr "``{file}:{line}``" - -msgid "JetBrains Rider" -msgstr "JetBrains Rider" - -msgid "Visual Studio Code" -msgstr "Visual Studio Code" - -msgid "``{project} --goto {file}:{line}:{col}``" -msgstr "``{project} --goto {file}:{line}:{col}``" - -msgid "Vim (gVim)" -msgstr "Vim (gVim)" - -msgid "``\"+call cursor({line}, {col})\" {file}``" -msgstr "``\"+call cursor({line}, {col})\" {file}``" - -msgid "``emacs +{line}:{col} {file}``" -msgstr "``emacs +{line}:{col} {file}``" - -msgid "Official editor plugins" -msgstr "Oficiální zásuvné moduly editoru" - -msgid "" -"`Visual Studio Code `_" -msgstr "" -"`Visual Studio Code `_" - -msgid "`Emacs `_" -msgstr "`Emacs `_" - -msgid "" -"You need to install the official `Visual Studio Code plugin `_." -msgstr "" -"Musite si nainstalovat oficiální `Visual Studio Code plugin `_." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/index.po deleted file mode 100644 index ebf4be9344..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Managing editor features" -msgstr "Správa funkcí editoru" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/inspector_dock.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/inspector_dock.po deleted file mode 100644 index e74fae0853..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/inspector_dock.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "The Inspector" -msgstr "Inspektor" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/managing_editor_features.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/managing_editor_features.po deleted file mode 100644 index 4599447f3d..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/managing_editor_features.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Managing editor features" -msgstr "Správa funkcí editoru" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Creating a profile" -msgstr "Vytvoření profilu" - -msgid "Sharing a profile" -msgstr "Sdílení profilu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/project_manager.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/project_manager.po deleted file mode 100644 index fd82f4a938..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/project_manager.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "To create a new project:" -msgstr "Vytvoření nového projektu:" - -msgid "On the page that opens, click the download button." -msgstr "Na nové otevřené stránce cliknete na tlačítko download." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/project_settings.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/project_settings.po deleted file mode 100644 index 3609c7b856..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/project_settings.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Project Settings" -msgstr "Nastavení projektu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/using_the_android_editor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/using_the_android_editor.po deleted file mode 100644 index 5b02290479..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/using_the_android_editor.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "No C#/Mono support" -msgstr "Žádná podpora C#/Mono" - -msgid "No support for external script editors" -msgstr "Žádná podpora externích editorů skriptů" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/using_the_web_editor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/using_the_web_editor.po deleted file mode 100644 index 5209bbd33e..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/using_the_web_editor.po +++ /dev/null @@ -1,213 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the Web editor" -msgstr "Použití webového editoru" - -msgid "" -"The web editor is in a preliminary stage. While its feature set may be " -"sufficient for educational purposes, it is currently **not recommended for " -"production work**. See :ref:`doc_using_the_web_editor_limitations` below." -msgstr "" -"Webový editor je v přípravné fázi. Ačkoli jeho sada funkcí může být " -"dostatečná pro vzdělávací účely, v současné době se **nedoporučuje pro " -"produkční práci**. Viz :ref:`doc_using_the_web_editor_limitations` níže." - -msgid "Browser support" -msgstr "Podpora prohlížeče" - -msgid "" -"The Web editor requires support for WebAssembly's SharedArrayBuffer. This is " -"in turn required to support threading in the browser. The following desktop " -"browsers support WebAssembly threading and can therefore run the web editor:" -msgstr "" -"Webový editor vyžaduje podporu funkce WebAssembly SharedArrayBuffer. Ten je " -"zase nutný pro podporu vláken v prohlížeči. Následující desktopové " -"prohlížeče podporují vláknové zpracování WebAssembly, a proto mohou spustit " -"webový editor:" - -msgid "Chrome 68 or later" -msgstr "Chrome 68 nebo novější" - -msgid "Firefox 79 or later" -msgstr "Firefox 79 nebo novější" - -msgid "Edge 79 or later" -msgstr "Edge 79 nebo novější" - -msgid "" -"Opera and Safari are not supported yet. Safari may work in the future once " -"proper threading support is added." -msgstr "" -"Opera a Safari zatím nejsou podporovány. Safari bude možná fungovat v " -"budoucnu, jakmile bude přidána správná podpora vláken." - -msgid "**Mobile browsers are currently not supported.**" -msgstr "**Mobilní prohlížeče nejsou v současné době podporovány.**" - -msgid "" -"If you use Linux, due to `poor Firefox WebGL performance `__, it's recommended to use a Chromium-" -"based browser instead of Firefox." -msgstr "" -"Pokud používáte systém Linux, doporučujeme vzhledem ke `špatnému výkonu " -"WebGL ve Firefoxu `__ " -"používat místo Firefoxu prohlížeč založený na Chromiu." - -msgid "Limitations" -msgstr "Omezení" - -msgid "" -"Due to limitations on the Godot or Web platform side, the following features " -"are currently missing:" -msgstr "" -"Z důvodu omezení na straně Godotu nebo webové platformy v současné době " -"chybí následující funkce:" - -msgid "No C#/Mono support." -msgstr "Žádná podpora C#/Mono." - -msgid "" -"No project exporting. As a workaround, you can download the project source " -"using **Project > Tools > Download Project Source** and export it using a " -"`native version of the Godot editor `__." -msgstr "" -"Žádný export projektu. Jako řešení můžete stáhnout zdrojový kód projektu " -"pomocí **Project > Tools > Download Project Source** a exportovat jej pomocí " -"`nativní verze editoru Godot `__." - -msgid "The editor won't warn you when closing the tab with unsaved changes." -msgstr "Editor vás nebude varovat při zavírání karty s neuloženými změnami." - -msgid "" -"No lightmap baking support. You can still use existing lightmaps if they " -"were baked with a native version of the Godot editor (e.g. by importing an " -"existing project)." -msgstr "" -"Žádná podpora zapékání světelných map. Stávající lightmapy můžete používat, " -"pokud byly vytvořeny v nativní verzi editoru Godot (např. importem " -"existujícího projektu)." - -msgid "" -"The following features are unlikely to be supported due to inherent " -"limitations of the Web platform:" -msgstr "" -"Následující funkce pravděpodobně nebudou podporovány z důvodu přirozených " -"omezení samotné webové platformy:" - -msgid "No support for external script editors." -msgstr "Žádná podpora externích editorů skriptů." - -msgid "No support for Android one-click deploy." -msgstr "Žádná podpora nasazení jedním kliknutím systému Android." - -msgid "Importing a project" -msgstr "Import projektu" - -msgid "To import an existing project, the current process is as follows:" -msgstr "Import stávajícího projektu probíhá následovně:" - -msgid "" -"Specify a ZIP file to preload on the HTML5 filesystem using the **Preload " -"project ZIP** input." -msgstr "" -"Zadejte soubor ZIP, který se má předem načíst do souborového systému HTML5, " -"pomocí vstupního pole **Preload project ZIP**." - -msgid "" -"In the dialog that appears at the middle of the window, specify a name for " -"the folder to create then click the **Create Folder** button (it doesn't " -"have to match the ZIP archive's name)." -msgstr "" -"V dialogu, který se zobrazí uprostřed okna, zadejte název vytvářené složky a " -"klikněte na tlačítko **Vytvořit složku** (nemusí se shodovat s názvem " -"archivu ZIP)." - -msgid "Click **Install & Edit** and the project will open in the editor." -msgstr "" -"Klikněte na tlačítko **Instalace a úpravy** a projekt se otevře v editoru." - -msgid "" -"It's important to place the project folder somewhere in ``/home/web_user/``. " -"If your project folder is placed outside ``/home/web_user/``, you will lose " -"your project when closing the editor!" -msgstr "" -"Je důležité umístit složku projektu někam do složky ``/home/web_user/``. " -"Pokud je složka projektu umístěna mimo ``/home/web_user/``, při zavření " -"editoru o projekt přijdete!" - -msgid "" -"When you follow the steps described above, the project folder will always be " -"located in ``/home/web_user/projects``, keeping it safe." -msgstr "" -"Pokud budete postupovat podle výše popsaných kroků, bude složka projektu " -"vždy bezpečně umístěna v adresáři ``/home/web_user/projects`` ." - -msgid "Editing and running a project" -msgstr "Úprava a spuštění projektu" - -msgid "" -"Unlike the native version of Godot, the web editor is constrained to a " -"single window. Therefore, it cannot open a new window when running the " -"project. Instead, when you run the project by clicking the Run button or " -"pressing :kbd:`F5`, it will appear to \"replace\" the editor window." -msgstr "" -"Na rozdíl od nativní verze Godotu je webový editor omezen pouze na jedno " -"okno. Proto se nemůže při spouštění projektu otevřít okno nové . Místo toho " -"se při spuštění projektu klepnutím na tlačítko Spustit nebo stisknutím :kbd:" -"`F5` objeví okno, které \"nahradí\" okno editoru." - -msgid "" -"The web editor offers an alternative way to deal with the editor and game " -"windows (which are now \"tabs\"). You can switch between the **Editor** and " -"**Game** tabs using the buttons on the top. You can also close the running " -"game or editor by clicking the **×** button next to those tabs." -msgstr "" -"Webový editor nabízí alternativní způsob práce s okny editoru a hry (které " -"jsou nyní \"panely\"). Mezi panely **Editor** a **Hra** můžete přepínat " -"pomocí tlačítek v horní části. Spuštěnou hru nebo editor můžete také zavřít " -"klepnutím na tlačítko **×** vedle těchto panelů." - -msgid "Where are my project files?" -msgstr "Kde jsou moje projektové soubory?" - -msgid "" -"Due to browser security limitations, the editor will save the project files " -"to the browser's IndexedDB storage. This storage isn't accessible as a " -"regular folder on your machine, but is abstracted away in a database." -msgstr "" -"Vzhledem k bezpečnostním omezením prohlížeče uloží editor soubory projektu " -"do úložiště IndexedDB prohlížeče. Toto úložiště není přístupné jako běžná " -"složka v počítači, ale je abstrahováno v databázi." - -msgid "" -"You can download the project files as a ZIP archive by using **Project > " -"Tools > Download Project Source**. This can be used to export the project " -"using a `native Godot editor `__, since " -"exporting from the web editor isn't supported yet." -msgstr "" -"Soubory projektu si můžete stáhnout jako archiv ZIP pomocí příkazu **Project " -"> Tools > Download Project Source**. To lze použít k exportu projektu pomocí " -"`nativního editoru Godot `__, protože " -"export z webového editoru zatím není podporován." - -msgid "" -"In the future, it may be possible to use the `HTML5 FileSystem API `__ to store the project " -"files on the user's filesystem as the native editor would do. However, this " -"isn't implemented yet." -msgstr "" -"V budoucnu bude možné použít rozhraní `HTML5 FileSystem API `__ k ukládání souborů " -"projektu do souborového systému uživatele, stejně jako by to dělal nativní " -"editor. To však zatím není implementováno." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/android_gradle_build.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/android_gradle_build.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/android_gradle_build.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po deleted file mode 100644 index a4d49d019c..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po +++ /dev/null @@ -1,193 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Changing application icon for Windows" -msgstr "Změna ikony aplikace pro systém Windows" - -msgid "" -"By default, the exported project's icon will be the Godot icon. You will " -"most likely want to change that for your project. There are two types of " -"icons that can be changed on Windows: the file icon and the taskbar icon." -msgstr "" -"Ve výchozím nastavení je ikonou exportovaného projektu ikona Godotu. S " -"největší pravděpodobností ji budete chtít pro svůj projekt změnit. V systému " -"Windows lze změnit dva typy ikon: ikonu souboru a ikonu hlavního panelu." - -msgid "Creating an ICO file" -msgstr "Vytvoření ICO souboru" - -msgid "" -"Windows does not use formats such as png or jpg for application icons. " -"Instead, it uses a Windows-only format called ICO. You can create your " -"application icon in any program but you will have to convert it to an ICO " -"file using a program such as GIMP." -msgstr "" -"Systém Windows nepodporuje pro ikony aplikací formáty png nebo jpg. Místo " -"toho používá vlastní formát ICO. Ikonu aplikace můžete vytvořit v libovolném " -"programu, ale musíte ji převést do souboru ICO pomocí programu, jako je GIMP." - -msgid "" -"`This video tutorial `_ goes " -"over how to export an ICO file with GIMP." -msgstr "" -"`Tento videonávod <https://www.youtube.com/watch?v=uqV3UfM-n5Y>`_ " -"popisuje, jak exportovat soubor ICO pomocí programu GIMP." - -msgid "" -"It is also possible to convert a PNG image to an hiDPI-friendly ICO file " -"using this `ImageMagick `_ command:" -msgstr "" -"Obrázek PNG je také možné převést na soubor ICO vhodný pro hiDPI pomocí " -"tohoto příkazu `ImageMagick ;`_:" - -msgid "" -"For the ICO file to effectively replace the default Godot icon, it must " -"contain *all* the sizes included in the default Godot icon: 16×16, 32×32, " -"48×48, 64×64, 128×128, 256×256. If the ICO file does not contain all the " -"sizes, the default Godot icon will be kept for the sizes that weren't " -"overridden." -msgstr "" -"Aby soubor ICO účinně nahradil výchozí ikonu Godot, musí obsahovat *všechny* " -"velikosti obsažené ve výchozí ikoně Godot: 16×16, 32×32, 48×48, 64×64, " -"128×128, 256×256. Pokud soubor ICO neobsahuje všechny velikosti, bude " -"výchozí ikona Godot zachována pro velikosti, které nebyly přepsány." - -msgid "The above ImageMagick command takes this into account." -msgstr "Výše uvedený příkaz ImageMagick to bere v úvahu." - -msgid "Changing the taskbar icon" -msgstr "Změna ikony hlavního panelu" - -msgid "" -"The taskbar icon is the icon that shows up on the taskbar when your project " -"is running." -msgstr "" -"Ikona hlavního panelu je ikona, která se zobrazí na hlavním panelu, když je " -"projekt spuštěný." - -msgid "" -"To change the taskbar icon, go to **Project → Project Settings → Application " -"→ Config → Windows Native Icon**. Click on the folder icon and select your " -"ICO file." -msgstr "" -"Chcete-li změnit ikonu na hlavním panelu, přejděte do části ** Projekt → " -"Nastavení projektu → Aplikace → Konfigurace → Nativní ikona systému Windows " -"**. Klikněte na ikonu složky a vyberte soubor ICO." - -msgid "" -"This setting only changes the icon for your exported game on Windows. To set " -"the icon for macOS, use ``Macos Native Icon``. And for any other platform, " -"use the ``Icon`` setting." -msgstr "" -"Toto nastavení změní ikonu exportované hry pouze v systému Windows. Chcete-" -"li nastavit ikonu pro macOS, použijte ``Macos Native Icon``. Pro ostatní " -"platformy použijte nastavení ``Icon``." - -msgid "Changing the file icon" -msgstr "Změna ikony souboru" - -msgid "" -"There are `known issues `__ when changing the application icon in executables that " -"embed a PCK file. It's recommended to avoid using rcedit for now if you " -"choose to enable the **Embed Pck** option for your Windows export preset in " -"the Export dialog." -msgstr "" -"Existují `známé problémy `__ při změně ikony aplikace ve spustitelných souborech, které " -"vkládají soubor PCK. Pokud se rozhodnete povolit možnost **Embed Pck** pro " -"přednastavení exportu Windows v dialogovém okně Export, doporučujeme se " -"prozatím vyhnout používání rcedit." - -msgid "" -"The file icon is the icon of the executable that you click on to start the " -"project." -msgstr "" -"Ikona souboru je ikona spustitelného souboru, na kterou kliknete pro " -"spuštění projektu." - -msgid "" -"Before selecting it in the export options, you will need to install an extra " -"tool called **rcedit**. You can download it `here `_." -msgstr "" -"Než jej vyberete v možnostech exportu, budete muset nainstalovat další " -"nástroj s názvem **rcedit**. Můžete si jej stáhnout `zde `_." - -msgid "" -"After downloading, you need to tell Godot the path to the rcedit executable " -"on your computer. Go to **Editor → Editor Settings → Export → Windows**. " -"Click on the folder icon for the **rcedit** entry. Navigate to and select " -"the rcedit executable." -msgstr "" -"Po stažení musíte Godotu sdělit cestu ke spustitelnému souboru rcedit ve " -"vašem počítači. Přejděte na **Editor → Nastavení editoru → Export → " -"Windows**. Klikněte na ikonu složky pro položku **rcedit**. Přejděte na " -"spustitelný soubor rcedit a vyberte jej." - -msgid "" -"Linux and macOS users will also need to install `WINE `_ to use rcedit." -msgstr "" -"Uživatelé Linuxu a macOS si také budou muset nainstalovat `WINE `_, aby mohli používat rcedit." - -msgid "" -"You should now have everything in place to change the file icon. To do that, " -"you will need to specify the icon when exporting. Go to **Project → " -"Export**. Assuming you have already created a Windows Desktop preset, select " -"your icon in ICO format in the **Application → Icon** field." -msgstr "" -"Nyní byste měli mít vše připraveno ke změně ikony souboru. K tomu je třeba " -"při exportu zadat ikonu. Přejděte na **Projekt → Export**. Za předpokladu, " -"že jste již vytvořili předvolbu plochy Windows, vyberte v poli **Aplikace → " -"Ikona** ikonu ve formátu ICO." - -msgid "" -"If rcedit fails to change the icon, you can instead :ref:`compile your own " -"Windows export templates ` with the icon changed. " -"To do so, replace `platform/windows/godot.ico `__ with your own " -"ICO file *before* compiling export templates." -msgstr "" -"Pokud rcedit nezmění ikonu, můžete místo toho :ref:`zkompilovat své vlastní " -"šablony exportu Windows ` se změněnou ikonou. " -"Chcete-li tak učinit, nahraďte `platform/windows/godot.ico `__ svým " -"vlastním souborem ICO *před* kompilací exportu šablony." - -msgid "" -"Once this is done, you can specify your export templates as custom export " -"templates in your project's Windows export preset." -msgstr "" -"Po dokončení této operace můžete zadat své šablony exportu jako vlastní " -"šablony exportu v předvolbě exportu projektu'Windows." - -msgid "Testing the result" -msgstr "Testování výsledku" - -msgid "" -"You can now export the project. If it worked correctly, you should see this:" -msgstr "" -"Nyní můžete projekt exportovat. Pokud vše proběhlo správně, měli byste vidět " -"toto:" - -msgid "" -"If your icon isn't showing up properly, on Windows 10, try clearing the icon " -"cache. To do so, open the **Run** dialog and enter ``ie4uinit.exe -" -"ClearIconCache`` or ``ie4uinit.exe -show``." -msgstr "" -"Pokud se ikona nezobrazuje správně, zkuste ve Windows 10 vymazat mezipaměť " -"ikon. Za tímto účelem otevřete dialogové okno **Spustit** a zadejte " -"``ie4uinit.exe -ClearIconCache`` nebo ``ie4uinit.exe -show``." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_android.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_android.po deleted file mode 100644 index 86e318d045..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_android.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting for Android" -msgstr "Export pro systém Android" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po deleted file mode 100644 index 696864b195..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Starting the dedicated server" -msgstr "Spuštění dedikovaného serveru" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_ios.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_ios.po deleted file mode 100644 index 9552b1a2ea..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_ios.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Nároky" - -msgid "Plugins for iOS" -msgstr "Zásuvné moduly pro iOS" - -msgid "Troubleshooting" -msgstr "Odstraňování problémů" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_linux.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_linux.po deleted file mode 100644 index ab170c3209..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_linux.po +++ /dev/null @@ -1,37 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting for Linux" -msgstr "Export pro Linux" - -msgid "" -"The simplest way to distribute a game for PC is to copy the executable " -"(``godot``), compress the folder and send it to someone else. However, this " -"is often not desired." -msgstr "" -"Nejjednodušší způsob distribuce hry pro PC je zkopírovat spustitelné soubory " -"(``godot.exe`` pro Windows, ``godot`` pro ostatní), zkomprimovat složku a " -"poslat ji někomu jinému. To však často není žádoucí." - -msgid "" -"Godot offers a more elegant approach for PC distribution when using the " -"export system. When exporting for Linux, the exporter takes all the project " -"files and creates a ``data.pck`` file. This file is bundled with a specially " -"optimized binary that is smaller, faster and does not contain the editor and " -"debugger." -msgstr "" -"Godot nabízí elegantnější přístup k distribuci na PC při použití systému " -"exportu. Při exportu pro PC (Linux, Windows, macOS) vezme exportér všechny " -"soubory projektu a vytvoří soubor ``data.pck``. K tomuto souboru je " -"přibalena speciálně optimalizovaná binárka, která je menší, rychlejší a " -"neobsahuje editor a ladicí program." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_macos.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_macos.po deleted file mode 100644 index 3706d45859..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_macos.po +++ /dev/null @@ -1,66 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting for macOS" -msgstr "Export pro macOS" - -msgid "Requirements" -msgstr "Nároky" - -msgid "Code signing and notarization" -msgstr "Podepisování kódů a ověření" - -msgid "Signing Options" -msgstr "Možnosti podepisování" - -msgid "Option" -msgstr "Možnost" - -msgid "Description" -msgstr "Popis" - -msgid "Identity" -msgstr "Identita" - -msgid "Notarization Options" -msgstr "Možnosti ověření" - -msgid "Entitlements" -msgstr "Nároky" - -msgid "Audio Input" -msgstr "Zvukový vstup" - -msgid "Camera" -msgstr "Kamera" - -msgid "Location" -msgstr "Umístění" - -msgid "Calendars" -msgstr "Kalendáře" - -msgid "Photo Library" -msgstr "Knihovna fotografií" - -msgid "Debugging" -msgstr "Ladění" - -msgid "Enabled" -msgstr "Povoleno" - -msgid "Network Server" -msgstr "Síťový server" - -msgid "Network Client" -msgstr "Síťový klient" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_web.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_web.po deleted file mode 100644 index 68535cb48b..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_web.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "WebGL version" -msgstr "Verze WebGL" - -msgid "Limitations" -msgstr "Omezení" - -msgid "Background processing" -msgstr "Zpracování na pozadí" - -msgid "Audio" -msgstr "Zvuk" - -msgid "Networking" -msgstr "Sítě" - -msgid "Clipboard" -msgstr "Schránka" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_windows.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_windows.po deleted file mode 100644 index 8af946571a..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_windows.po +++ /dev/null @@ -1,55 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting for Windows" -msgstr "Export pro systém Windows" - -msgid "" -"The simplest way to distribute a game for PC is to copy the executable " -"(``godot.exe``), compress the folder and send it to someone else. However, " -"this is often not desired." -msgstr "" -"Nejjednodušší způsob distribuce hry pro PC je zkopírovat spustitelné soubory " -"(``godot.exe`` pro Windows, ``godot`` pro ostatní), zkomprimovat složku a " -"poslat ji někomu jinému. To však často není žádoucí." - -msgid "" -"Godot offers a more elegant approach for PC distribution when using the " -"export system. When exporting for Windows, the exporter takes all the " -"project files and creates a ``data.pck`` file. This file is bundled with a " -"specially optimized binary that is smaller, faster and does not contain the " -"editor and debugger." -msgstr "" -"Godot nabízí elegantnější přístup k distribuci na PC při použití systému " -"exportu. Při exportu pro PC (Linux, Windows, macOS) vezme exportér všechny " -"soubory projektu a vytvoří soubor ``data.pck``. K tomuto souboru je " -"přibalena speciálně optimalizovaná binárka, která je menší, rychlejší a " -"neobsahuje editor a ladicí program." - -msgid "" -"If you export for Windows with embedded PCK files, you will not be able to " -"sign the program as it will break." -msgstr "" -"Pokud exportujete pro systém Windows s vloženými soubory PCK, nebudete moci " -"program podepsat, protože přestane fungovat." - -msgid "" -"On Windows, PCK embedding is also known to cause false positives in " -"antivirus programs. Therefore, it's recommended to avoid using it unless " -"you're distributing your project via Steam as it bypasses code signing and " -"antivirus checks." -msgstr "" -"V systému Windows je také známo, že vložení PCK způsobuje falešně pozitivní " -"výsledky antivirových programů. Proto se doporučuje nepoužívat jej, pokud " -"svůj projekt nedistribuujete prostřednictvím služby Steam, protože ta " -"obchází podepisování kódu a antivirové kontroly." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_pcks.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_pcks.po deleted file mode 100644 index 1a205dfaf3..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_pcks.po +++ /dev/null @@ -1,191 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting packs, patches, and mods" -msgstr "Export balíčků, záplat a modů" - -msgid "Use cases" -msgstr "Případy použití" - -msgid "" -"Oftentimes one would like to add functionality to one's game after it has " -"been deployed." -msgstr "" -"Často se stává, že by člověk chtěl do své hry přidat funkce až po jejím " -"vydání." - -msgid "Examples of this include..." -msgstr "Příkladem může být..." - -msgid "" -"Downloadable Content: the ability to add features and content to one's game." -msgstr "Stahovatelný obsah: možnost přidávat do hry funkce a obsah." - -msgid "Patches: the ability to fix a bug that is present in a shipped product." -msgstr "Záplaty: možnost opravit chybu, která se vyskytuje v dodaném produktu." - -msgid "Mods: grant other people the ability to create content for one's game." -msgstr "Módy: umožňují ostatním lidem vytvářet obsah pro hru." - -msgid "" -"These tools help developers to extend their development beyond the initial " -"release." -msgstr "" -"Tyto nástroje pomáhají vývojářům rozšířit jejich vývoj nad rámec původního " -"vydání." - -msgid "Overview of PCK files" -msgstr "Přehled souborů PCK" - -msgid "" -"Godot enables this via a feature called **resource packs** (PCK files, with " -"extension ``.pck``)." -msgstr "" -"Godot to umožňuje pomocí funkce nazvané **resource packs** (soubory PCK s " -"příponou ``.pck``)." - -msgid "**Advantages:**" -msgstr "**Výhody:**" - -msgid "incremental updates/patches" -msgstr "přírůstkové aktualizace/záplaty" - -msgid "offer DLCs" -msgstr "nabízejí DLC" - -msgid "offer mod support" -msgstr "nabídka podpory modů" - -msgid "no source code disclosure needed for mods" -msgstr "pro modifikace není třeba zveřejňovat zdrojový kód" - -msgid "more modular project structure" -msgstr "modulárnější struktura projektu" - -msgid "users don't have to replace the entire game" -msgstr "uživatelé nemusí nahrazovat celou hru" - -msgid "" -"The first part of using them involves exporting and delivering the project " -"to players. Then, when one wants to add functionality or content later on, " -"they just deliver the updates via PCK files to the users." -msgstr "" -"První část jejich použití zahrnuje export a doručení projektu hráčům. Když " -"pak někdo chce později přidat funkce nebo obsah, stačí uživatelům dodat " -"aktualizace prostřednictvím souborů PCK." - -msgid "PCK files usually contain, but are not limited to:" -msgstr "Soubory PCK obvykle obsahují mimo jiné:" - -msgid "scripts" -msgstr "skripty" - -msgid "scenes" -msgstr "scény" - -msgid "shaders" -msgstr "shadery" - -msgid "models" -msgstr "modely" - -msgid "textures" -msgstr "textury" - -msgid "sound effects" -msgstr "zvukové efekty" - -msgid "music" -msgstr "hudbu" - -msgid "any other asset suitable for import into the game" -msgstr "jakýkoli jiný zdroj vhodný pro import do hry" - -msgid "" -"The PCK files can even be an entirely different Godot project, which the " -"original game loads in at runtime." -msgstr "" -"Soubory PCK mohou být dokonce zcela odlišným projektem Godot, který se za " -"běhu načte do původní hry." - -msgid "Generating PCK files" -msgstr "Generování souborů PCK" - -msgid "" -"Another method would be to :ref:`export from the command line " -"`. If the output file ends with a PCK " -"or ZIP file extension, then the export process will build that type of file " -"for the chosen platform." -msgstr "" -"Další metodou je :ref:`export z příkazového řádku " -"`. Pokud výstupní soubor končí příponou " -"PCK nebo ZIP, pak proces exportu vytvoří tento typ souboru pro zvolenou " -"platformu." - -msgid "" -"If one wishes to support mods for their game, they will need their users to " -"create similarly exported files. Assuming the original game expects a " -"certain structure for the PCK's resources and/or a certain interface for its " -"scripts, then either..." -msgstr "" -"Pokud chce někdo ve svojí hře podporovat mody, bude potřebovat, aby jeho " -"uživatelé podobně vytvářelii exportované soubory. Za předpokladu, že původní " -"hra očekává určitou strukturu zdrojů PCK a/nebo určité rozhraní pro své " -"skripty, pak buď..." - -msgid "" -"The developer must publicize documentation of these expected structures/ " -"interfaces, expect modders to install Godot Engine, and then also expect " -"those modders to conform to the documentation's defined API when building " -"mod content for the game (so that it will work). Users would then use " -"Godot's built in exporting tools to create a PCK file, as detailed above." -msgstr "" -"Vývojář musí zveřejnit dokumentaci těchto očekávaných struktur/rozhraní, " -"očekávat, že si moddeři nainstalují Godot Engine, a pak také očekávat, že se " -"tito moddeři budou při vytváření obsahu modifikací pro hru řídit API " -"definovaným v dokumentaci (aby fungovala). Uživatelé by pak k vytvoření " -"souboru PCK použili nástroje pro export zabudované v Godotu, jak je popsáno " -"výše." - -msgid "Opening PCK files at runtime" -msgstr "Otevírání souborů PCK za běhu" - -msgid "" -"To import a PCK file, one uses the ProjectSettings singleton. The following " -"example expects a “mod.pck” file in the directory of the games executable. " -"The PCK file contains a “mod_scene.tscn” test scene in its root." -msgstr "" -"K importu souboru PCK se používá singleton ProjectSettings. Následující " -"příklad očekává soubor \"mod.pck\" v adresáři spustitelného souboru hry. " -"Soubor PCK obsahuje v kořenovém adresáři testovací scénu \"mod_scene.tscn\"." - -msgid "" -"To opt out of this behavior, pass ``false`` as the second argument to :ref:" -"`ProjectSettings.load_resource_pack() " -"`." -msgstr "" -"Chcete-li toto chování zrušit, předejte jako druhý argument příkazu :ref:" -"`ProjectSettings.load_resource_pack() " -"`." - -msgid "" -"For a C# project, you need to build the DLL and place it in the project " -"directory first. Then, before loading the resource pack, you need to load " -"its DLL as follows: ``Assembly.LoadFile(\"mod.dll\")``" -msgstr "" -"V případě projektu v jazyce C# je třeba nejprve sestavit knihovnu DLL a " -"umístit ji do adresáře projektu. Poté je třeba před načtením balíčku zdroje " -"načíst jeho knihovnu DLL takto: ``Assembly.LoadFile(\"mod.dll\")``" - -msgid "Summary" -msgstr "Shrnutí" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_projects.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_projects.po deleted file mode 100644 index 2e785260b5..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_projects.po +++ /dev/null @@ -1,295 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting projects" -msgstr "Exportování projektů" - -msgid "Why export?" -msgstr "Proč exportovat?" - -msgid "" -"Originally, Godot did not have any means to export projects. The developers " -"would compile the proper binaries and build the packages for each platform " -"manually." -msgstr "" -"Godot původně neměl žádné prostředky pro export projektů. Vývojáři museli " -"zkompilovat správné binární soubory a sestavit balíčky pro každou platformu " -"ručně." - -msgid "" -"When more developers (and even non-programmers) started using it, and when " -"our company started taking more projects at the same time, it became evident " -"that this was a bottleneck." -msgstr "" -"Když jej začalo používat více vývojářů (a dokonce i neprogramátorů) a když " -"naše společnost začala vyvíjet více projektů najednou, bylo zřejmé, že se " -"jedná o úzké místo." - -msgid "On PC" -msgstr "Na PC" - -msgid "" -"Distributing a game project on PC with Godot is rather easy. Drop the Godot " -"binary in the same directory as the ``project.godot`` file, then compress " -"the project directory and you are done." -msgstr "" -"Distribuce herního projektu na PC pomocí Godotu je poměrně snadná. Vložte " -"binární soubor Godot do stejného adresáře jako soubor ``project.godot``, pak " -"adresář projektu zkomprimujte a je hotovo." - -msgid "" -"It sounds simple, but there are probably a few reasons why the developer may " -"not want to do this. The first one is that it may not be desirable to " -"distribute loads of files. Some developers may not like curious users " -"peeking at how the game was made, others may find it inelegant, and so on. " -"Another reason is that the developer might prefer a specially-compiled " -"binary, which is smaller in size, more optimized and does not include tools " -"like the editor and debugger." -msgstr "" -"Zní to jednoduše, ale pravděpodobně existuje několik důvodů, proč to vývojář " -"nechce udělat. Prvním z nich je, že nemusí být žádoucí distribuovat spoustu " -"souborů. Některým vývojářům se nemusí líbit, že zvědaví uživatelé nahlížejí " -"do toho, jak hra vznikala, jiným to může připadat neelegantní atd. Dalším " -"důvodem je, že vývojář může dát přednost speciálně zkompilované binární " -"verzi, která je menší, optimalizovanější a neobsahuje nástroje, jako je " -"editor a debugger." - -msgid "" -"Finally, Godot has a simple but efficient system for :ref:`creating DLCs as " -"extra package files `." -msgstr "" -"A konečně, Godot má jednoduchý, ale účinný systém pro :ref:`vytváření DLC " -"jako dodatečných souborů balíčků `." - -msgid "On mobile" -msgstr "Na mobilním zařízení" - -msgid "" -"The same scenario on mobile platforms is a little worse. To distribute a " -"project on those devices, a binary for each of those platforms is built, " -"then added to a native project together with the game data." -msgstr "" -"Stejný scénář na mobilních platformách je o něco horší. Pro distribuci " -"projektu na těchto zařízeních je třeba vytvořit binární soubor pro každou z " -"těchto platforem a poté jej přidat do nativního projektu spolu s herními " -"daty." - -msgid "" -"This can be troublesome because it means that the developer must be " -"familiarized with the SDK of each platform before even being able to export. " -"While learning each SDK is always encouraged, it can be frustrating to be " -"forced to do it at an undesired time." -msgstr "" -"To může být problematické, protože to znamená, že se vývojář musí seznámit s " -"SDK každé platformy ještě předtím, než je schopen exportovat. I když se vždy " -"doporučuje naučit se jednotlivé SDK, může být frustrující, když je k tomu " -"nucen v krátkém čase." - -msgid "Export menu" -msgstr "Nabídka Export" - -msgid "" -"After many attempts at different export workflows, the current one has " -"proven to work the best. At the time of this writing, not all platforms are " -"supported yet, but the supported platforms continue to grow." -msgstr "" -"Po mnoha pokusech o různé pracovní postupy exportu se tento osvědčil " -"nejlépe. V době psaní tohoto článku ještě nejsou podporovány všechny " -"platformy, ale jejich počet pozvolna narůstá." - -msgid "To open the export menu, click the **Export** button:" -msgstr "Nabídku exportu otevřete kliknutím na tlačítko **Export**:" - -msgid "" -"The export menu will open. However, it will be completely empty. This is " -"because we need to add an export preset." -msgstr "" -"Otevře se nabídka exportu. Bude však zcela prázdná. Je to proto, že musíme " -"přidat předvolbu exportu." - -msgid "" -"To create an export preset, click the **Add…** button at the top of the " -"export menu. This will open a drop-down list of platforms to choose from for " -"an export preset." -msgstr "" -"Chcete-li vytvořit předvolbu exportu, klikněte na tlačítko **Přidat...** v " -"horní části nabídky exportu. Tím se otevře rozevírací seznam platforem, z " -"nichž lze předvolbu exportu vybrat." - -msgid "" -"The default options are often enough to export, so tweaking them is usually " -"not necessary. However, many platforms require additional tools (SDKs) to be " -"installed to be able to export. Additionally, Godot needs export templates " -"installed to create packages. The export menu will complain when something " -"is missing and will not allow the user to export for that platform until " -"they resolve it:" -msgstr "" -"Výchozí volby jsou často pro export dostačující, takže jejich úprava obvykle " -"není nutná. Mnoho platforem však pro funkční export vyžaduje instalaci " -"dalších nástrojů (SDK). Godot navíc potřebuje k vytvoření balíčků " -"nainstalované exportní šablony. Nabídka exportu si bude stěžovat, pokud něco " -"chybí, a nedovolí uživateli exportovat pro danou platformu, dokud to " -"nevyřeší:" - -msgid "" -"At that time, the user is expected to come back to the documentation and " -"follow instructions on how to properly set up that platform." -msgstr "" -"V té době se od uživatele očekává, že se vrátí k dokumentaci a bude " -"postupovat podle pokynů, jak tuto platformu správně nastavit." - -msgid "Export templates" -msgstr "Šablony pro export" - -msgid "" -"Apart from setting up the platform, the export templates must be installed " -"to be able to export projects. They can be obtained as a TPZ file (which is " -"a renamed ZIP archive) from the `download page of the website `_." -msgstr "" -"Kromě nastavení platformy je pro export projektů třeba nainstalovat šablony " -"pro export. Lze je získat jako soubor TPZ (což je přejmenovaný archiv ZIP) " -"na stránce `stahování na webových stránkách `_." - -msgid "" -"Once downloaded, they can be installed using the **Install Export " -"Templates** option in the editor:" -msgstr "" -"Po stažení je lze nainstalovat pomocí možnosti **Manage Export Templates** v " -"editoru:" - -msgid "Resource options" -msgstr "Možnosti zdrojů" - -msgid "" -"When exporting, Godot makes a list of all the files to export and then " -"creates the package. There are 3 different modes for exporting:" -msgstr "" -"Při exportu vytvoří Godot seznam všech souborů k exportu a poté vytvoří " -"balíček. Existují 3 různé režimy exportu:" - -msgid "Export all resources in the project" -msgstr "Exportovat včechny zdroje tohoto projektu" - -msgid "Export selected scenes (and dependencies)" -msgstr "Exportovat vybrané scény (a závislosti)" - -msgid "Export selected resources (and dependencies)" -msgstr "Exportovat vybrané zdroje (a závislosti)" - -msgid "" -"**Export all resources in the project** will export every resource in the " -"project. **Export selected scenes** and **Export selected resources** gives " -"you a list of the scenes or resources in the project, and you have to select " -"every scene or resource you want to export." -msgstr "" -"**Exportovat všechny zdroje v projektu** vyexportuje všechny zdroje v " -"projektu. Funkce **Exportovat vybrané scény** a **Exportovat vybrané " -"zdroje** vám zobrazí seznam scén nebo zdrojů v projektu a vy musíte vybrat " -"každou scénu nebo zdroj, který chcete exportovat." - -msgid "Exporting from the command line" -msgstr "Exportování z příkazového řádku" - -msgid "" -"This will export to ``some_name.exe``, assuming there is a preset called " -"\"Windows Desktop\" and the template can be found. (The export preset name " -"must be written within quotes if it contains spaces or special characters.) " -"The output path is *relative to the project path* or *absolute*; **it does " -"not respect the directory the command was invoked from**." -msgstr "" -"Tím se provede export do souboru ``nějaké_jméno.exe`` za předpokladu, že " -"existuje předvolba s názvem \"Windows Desktop\" a šablonu lze nalézt. (Název " -"předvolby exportu musí být zapsán v uvozovkách, pokud obsahuje mezery nebo " -"speciální znaky). Výstupní cesta je *relativní k cestě projektu* nebo " -"*absolutní* ; **nerespektuje adresář, ze kterého byl příkaz vyvolán**." - -msgid "Windows: ``.exe``" -msgstr "Windows: ``.exe``" - -msgid "" -"You can also configure it to export *only* the PCK or ZIP file, allowing a " -"single exported main pack file to be used with multiple Godot executables. " -"When doing so, the export preset name must still be specified on the command " -"line:" -msgstr "" -"Můžete jej také nakonfigurovat tak, aby exportoval *pouze* soubor PCK nebo " -"ZIP, což umožní použít jeden exportovaný soubor hlavního balíčku více " -"spustitelnými soubory Godot. Přitom je třeba na příkazovém řádku ještě zadat " -"název předvolby exportu:" - -msgid "PCK versus ZIP pack file formats" -msgstr "Formáty souborů PCK versus ZIP pack" - -msgid "" -"Each format has its upsides and downsides. PCK is the default and " -"recommended format for most use cases, but you may want to use a ZIP archive " -"instead depending on your needs." -msgstr "" -"Každý formát má své výhody a nevýhody. PCK je výchozí a doporučený formát " -"pro většinu případů, ale v závislosti na vašich potřebách můžete místo něj " -"použít archiv ZIP." - -msgid "**PCK format:**" -msgstr "**Formát PCK:**" - -msgid "Uncompressed format. Larger file size, but faster to read/write." -msgstr "" -"Nekomprimovaný formát. Větší velikost souboru, ale rychlejší čtení/zápis." - -msgid "" -"Not readable and writable using tools normally present on the user's " -"operating system, even though there are `third-party tools `__ to extract and create PCK files." -msgstr "" -"Nelze číst ani zapisovat pomocí nástrojů, které jsou běžně dostupné v " -"operačním systému uživatele, přestože existují nástroje třetích stran " -"`__ pro extrakci a vytváření " -"souborů PCK." - -msgid "**ZIP format:**" -msgstr "**ZIP Formát:**" - -msgid "Compressed format. Smaller file size, but slower to read/write." -msgstr "" -"Komprimovaný formát. Menší velikost souboru, ale pomalejší čtení/zápis." - -msgid "" -"Readable and writable using tools normally present on the user's operating " -"system. This can be useful to make modding easier (see also :ref:" -"`doc_exporting_pcks`)." -msgstr "" -"Čitelné a zapisovatelné pomocí nástrojů běžně dostupných v operačním systému " -"uživatele. To může být užitečné pro usnadnění tvorby tzv. módů (viz také :" -"ref:`doc_exporting_pcks`)." - -msgid "" -"Due to a `known bug `__, " -"when using a ZIP file as a pack file, the exported binary will not try to " -"use it automatically. Therefore, you have to create a *launcher script* that " -"the player can double-click or run from a terminal to launch the project::" -msgstr "" -"Kvůli `známé chybě `__ se " -"při použití balíčku ve formátu ZIP neprovede automatické načtení balíčku " -"exportovanou binárkou. Proto je nutné vytvořit *spouštěcí skript*, kterým " -"může hráč, poklepáním nebo z terminálu, rozběhnout celý projekt::" - -msgid "" -"Save the launcher script and place it in the same folder as the exported " -"binary. On Linux, make sure to give executable permissions to the launcher " -"script using the command ``chmod +x launch.sh``." -msgstr "" -"Uožte spouštěcí skript a umístěte jej do stejné složky jako exportovanou " -"binárku. V systému Linux se ujistěte pomocí příkazu ``chmod +x launch.sh``, " -"že skript spouštěče má oprávnění ke spuštění ." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/feature_tags.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/feature_tags.po deleted file mode 100644 index 4cbd841408..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/feature_tags.po +++ /dev/null @@ -1,222 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Feature tags" -msgstr "Štítky (tagy) pro vlastnosti" - -msgid "Introduction" -msgstr "Úvod" - -msgid "" -"Godot has a special system to tag availability of features. Each *feature* " -"is represented as a string, which can refer to many of the following:" -msgstr "" -"Godot má speciální systém označování dostupnosti funkcí. Každá *funkce* je " -"reprezentována jako řetězec, který může odkazovat na mnoho z následujících " -"položek:" - -msgid "Platform name." -msgstr "Název platformy." - -msgid "Platform architecture (64-bit or 32-bit, x86 or ARM)." -msgstr "Architektura platformy (64bitová nebo 32bitová, x86 nebo ARM)." - -msgid "Platform type (desktop, mobile, Web)." -msgstr "Typ platformy (stolní počítač, mobilní zařízení, web)." - -msgid "Supported texture compression algorithms on the platform." -msgstr "Podporované algoritmy komprese textur na platformě." - -msgid "" -"Whether a build is ``debug`` or ``release`` (``debug`` includes the editor)." -msgstr "" -"Zda je sestavení ``debug`` nebo ``release`` (``debug`` zahrnuje editor)." - -msgid "" -"Whether the project is running from the editor or a \"standalone\" binary." -msgstr "Zda je projekt spuštěn z editoru, nebo jako samostatná binárka." - -msgid "Many more things." -msgstr "Mnoho dalších věcí." - -msgid "Features can be queried at run-time from the singleton API by calling:" -msgstr "Funkce lze za běhu vyhledávat rozhraní singletonu voláním:" - -msgid "Default features" -msgstr "Výchozí vlastnosti" - -msgid "" -"Here is a list of most feature tags in Godot. Keep in mind they are **case-" -"sensitive**:" -msgstr "" -"Zde je seznam většiny tagů pro vlastnostiv systému v Godot. Mějte na paměti, " -"že jsou **citlivé na velikost písmen**:" - -msgid "**Feature tag**" -msgstr "**Tag pro vlastnost**" - -msgid "**Description**" -msgstr "**Popis**" - -msgid "Running on Windows" -msgstr "Běží na Windows" - -msgid "**debug**" -msgstr "**ladění**" - -msgid "Running on a debug build (including the editor)" -msgstr "Běží na sestavení ladění (včetně editoru)" - -msgid "**release**" -msgstr "**uvolnění**" - -msgid "Running on a release build" -msgstr "Běží na buildu vydání" - -msgid "**editor**" -msgstr "**editor**" - -msgid "Running on an editor build" -msgstr "Běží na sestavení editoru" - -msgid "**64**" -msgstr "**64**" - -msgid "Running on a 64-bit build (any architecture)" -msgstr "Běží na 64bitové verzi (libovolná architektura)" - -msgid "**32**" -msgstr "**32**" - -msgid "Running on a 32-bit build (any architecture)" -msgstr "Běží na 32bitové verzi (libovolná architektura)" - -msgid "**x86_64**" -msgstr "**x86_64**" - -msgid "Running on a 64-bit x86 build" -msgstr "Běží na 64bitové verzi x86" - -msgid "Running on a 32-bit x86 build" -msgstr "Běží na 32bitové verzi x86" - -msgid "**x86**" -msgstr "**x86**" - -msgid "**arm64**" -msgstr "**arm64**" - -msgid "Running on a 64-bit ARM build" -msgstr "Běží na 64bitové verzi ARM" - -msgid "Running on a 32-bit ARM build" -msgstr "Běží na 32bitové verzi ARM" - -msgid "**arm**" -msgstr "**arm**" - -msgid "**mobile**" -msgstr "**mobilní**" - -msgid "Host OS is a mobile platform" -msgstr "Hostitelský OS je mobilní platforma" - -msgid "**pc**" -msgstr "**pc**" - -msgid "Host OS is a PC platform (desktop/laptop)" -msgstr "Hostitelský operační systém je platforma PC (stolní počítač/notebook)" - -msgid "**web**" -msgstr "**web**" - -msgid "Host OS is a Web browser" -msgstr "Hostitelský OS je webový prohlížeč" - -msgid "**etc**" -msgstr "**etc**" - -msgid "Textures using ETC1 compression are supported" -msgstr "Podporovány jsou textury využívající kompresi ETC1" - -msgid "**etc2**" -msgstr "**etc2**" - -msgid "Textures using ETC2 compression are supported" -msgstr "Podporovány jsou textury využívající kompresi ETC2" - -msgid "**s3tc**" -msgstr "**s3tc**" - -msgid "Textures using S3TC (DXT/BC) compression are supported" -msgstr "Podporovány jsou textury využívající kompresi S3TC (DXT/BC)" - -msgid "Custom features" -msgstr "Vlastní funkce" - -msgid "" -"It is possible to add custom features to a build; use the relevant field in " -"the *export preset* used to generate it:" -msgstr "" -"Do sestavení je možné přidat vlastní funkce; použijte příslušné pole v " -"předvolbě *exportu* k jeho vygenerování:" - -msgid "Overriding project settings" -msgstr "Přepsání nastavení projektu" - -msgid "" -"Features can be used to override specific configuration values in the " -"*Project Settings*. This allows you to better customize any configuration " -"when doing a build." -msgstr "" -"Funkce lze použít k přepsání konkrétních konfiguračních hodnot v *Nastavení " -"projektu*. To umožňuje lépe přizpůsobit jakoukoli konfiguraci při " -"sestavování." - -msgid "" -"In the following example, a different icon is added for the demo build of " -"the game (which was customized in a special export preset, which, in turn, " -"includes only demo levels)." -msgstr "" -"V následujícím příkladu je přidána jiná ikona pro demo sestavení hry (které " -"bylo upraveno ve speciální předvolbě exportu, která naoplátku obsahuje pouze " -"demo úrovně)." - -msgid "After overriding, a new field is added for this specific configuration:" -msgstr "Po přepsání se přidá nové pole pro tuto konkrétní konfiguraci:" - -msgid "" -"When using the :ref:`project settings \"override.cfg\" functionality " -"` (which is unrelated to feature tags), remember that " -"feature tags still apply. Therefore, make sure to *also* override the " -"setting with the desired feature tag(s) if you want them to override base " -"project settings on all platforms and configurations." -msgstr "" -"Při použití funkce :ref:`nastavení projektu \"override.cfg\" " -"` (která se značkami funkcí nesouvisí) nezapomeňte, " -"že značky funkcí stále platí. Proto se ujistěte, že *také* přepíšete " -"nastavení požadovanou značkou (značkami) funkcí, pokud chcete, aby přepsaly " -"základní nastavení projektu na všech platformách a konfiguracích." - -msgid "Default overrides" -msgstr "Výchozí přepsání" - -msgid "" -"There are already a lot of settings that come with overrides by default; " -"they can be found in many sections of the project settings." -msgstr "" -"Ve výchozím nastavení je již mnoho nastavení, která jsou přepisovatelná; " -"najdete je v mnoha částech nastavení projektu." - -msgid "Customizing the build" -msgstr "Přizpůsobení sestavení" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/index.po deleted file mode 100644 index 7b6553e47f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Export" -msgstr "Export" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/one-click_deploy.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/one-click_deploy.po deleted file mode 100644 index 6600455b04..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/one-click_deploy.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "What is one-click deploy?" -msgstr "Co je to nasazení jedním kliknutím?" - -msgid "Supported platforms" -msgstr "Podporované platformy" - -msgid "Using one-click deploy" -msgstr "Použití nasazení jedním kliknutím" - -msgid "Troubleshooting" -msgstr "Odstraňování problémů" - -msgid "Android" -msgstr "Android" - -msgid "Web" -msgstr "Web" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/running_on_macos.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/running_on_macos.po deleted file mode 100644 index 61634be600..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/running_on_macos.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Running Godot apps on macOS" -msgstr "Spouštění aplikací Godot v systému macOS" - -msgid "Run the following commands:" -msgstr "Spusťte následující příkazy:" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/index.po deleted file mode 100644 index 24c3524893..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Internationalization" -msgstr "Internacionalizace" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/internationalizing_games.po deleted file mode 100644 index 304ae266df..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "TranslationServer" -msgstr "PřekládajícíServr" - -msgid "Testing translations" -msgstr "Testování překladů" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/locales.po deleted file mode 100644 index 80926b1b6a..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/locales.po +++ /dev/null @@ -1,354 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "aa" -msgstr "aa" - -msgid "ar" -msgstr "ar" - -msgid "Arabic" -msgstr "Arabština" - -msgid "as" -msgstr "as" - -msgid "be" -msgstr "be" - -msgid "Belarusian" -msgstr "Běloruština" - -msgid "bg" -msgstr "bg" - -msgid "Bulgarian" -msgstr "Bulharština" - -msgid "bn" -msgstr "bn" - -msgid "Bengali" -msgstr "Bengálština" - -msgid "bo" -msgstr "bo" - -msgid "Tibetan" -msgstr "Tibetština" - -msgid "ca" -msgstr "ca" - -msgid "Catalan" -msgstr "Katalánština" - -msgid "cs" -msgstr "cs" - -msgid "Czech" -msgstr "Čeština" - -msgid "da" -msgstr "da" - -msgid "Danish" -msgstr "Dánština" - -msgid "de" -msgstr "de" - -msgid "German" -msgstr "Němčina" - -msgid "el" -msgstr "el" - -msgid "Greek" -msgstr "Řečtina" - -msgid "en" -msgstr "en" - -msgid "English" -msgstr "Angličtina" - -msgid "eo" -msgstr "eo" - -msgid "es" -msgstr "es" - -msgid "Spanish" -msgstr "Španělština" - -msgid "et" -msgstr "et" - -msgid "Estonian" -msgstr "Estonština" - -msgid "eu" -msgstr "eu" - -msgid "fa" -msgstr "fa" - -msgid "Persian" -msgstr "Perština" - -msgid "fi" -msgstr "fi" - -msgid "Finnish" -msgstr "Finština" - -msgid "fil" -msgstr "fil" - -msgid "Filipino" -msgstr "Filipínština" - -msgid "fr" -msgstr "fr" - -msgid "French" -msgstr "Francouzština" - -msgid "ga" -msgstr "ga" - -msgid "Irish" -msgstr "Irština" - -msgid "Hebrew" -msgstr "Hebrejština" - -msgid "hi" -msgstr "hi" - -msgid "Hindi" -msgstr "Hindština" - -msgid "hr" -msgstr "hr" - -msgid "Croatian" -msgstr "Chorvatština" - -msgid "hu" -msgstr "hu" - -msgid "Hungarian" -msgstr "Maďarština" - -msgid "Indonesian" -msgstr "Indonéština" - -msgid "is" -msgstr "is" - -msgid "Icelandic" -msgstr "Islandština" - -msgid "it" -msgstr "it" - -msgid "Italian" -msgstr "Italština" - -msgid "ja" -msgstr "ja" - -msgid "Japanese" -msgstr "Japonština" - -msgid "Javanese" -msgstr "Jávština" - -msgid "ka" -msgstr "ka" - -msgid "ko" -msgstr "ko" - -msgid "Korean" -msgstr "Korejština" - -msgid "ku" -msgstr "ku" - -msgid "Kurdish" -msgstr "Kurdština" - -msgid "lt" -msgstr "lt" - -msgid "lv" -msgstr "lv" - -msgid "mi" -msgstr "mi" - -msgid "mk" -msgstr "mk" - -msgid "Macedonian" -msgstr "Makedonština" - -msgid "ml" -msgstr "ml" - -msgid "ms" -msgstr "ms" - -msgid "mt" -msgstr "mt" - -msgid "nl" -msgstr "nl" - -msgid "Dutch" -msgstr "Nizozemština" - -msgid "nn" -msgstr "nn" - -msgid "om" -msgstr "om" - -msgid "pap" -msgstr "pap" - -msgid "pl" -msgstr "pl" - -msgid "Polish" -msgstr "Polština" - -msgid "pr" -msgstr "pr" - -msgid "Pirate" -msgstr "Pirát" - -msgid "pt" -msgstr "pt" - -msgid "Portuguese" -msgstr "Portugalština" - -msgid "ro" -msgstr "ro" - -msgid "Romanian" -msgstr "Rumunština" - -msgid "ru" -msgstr "ru" - -msgid "Russian" -msgstr "Ruština" - -msgid "sco" -msgstr "sco" - -msgid "Scots" -msgstr "Skotština" - -msgid "si" -msgstr "si" - -msgid "sk" -msgstr "sk" - -msgid "Slovak" -msgstr "Slovenština" - -msgid "sl" -msgstr "sl" - -msgid "Slovenian" -msgstr "Slovinština" - -msgid "so" -msgstr "so" - -msgid "Somali" -msgstr "Somálština" - -msgid "sq" -msgstr "sq" - -msgid "Albanian" -msgstr "Albánština" - -msgid "sr" -msgstr "sr" - -msgid "Serbian" -msgstr "Srbština" - -msgid "sv" -msgstr "sv" - -msgid "Swedish" -msgstr "Švédština" - -msgid "ta" -msgstr "ta" - -msgid "te" -msgstr "te" - -msgid "th" -msgstr "th" - -msgid "Thai" -msgstr "Thajština" - -msgid "ti" -msgstr "ti" - -msgid "Turkish" -msgstr "Turečtina" - -msgid "uk" -msgstr "uk" - -msgid "Ukrainian" -msgstr "Ukrajinština" - -msgid "Unami" -msgstr "Unami" - -msgid "ur" -msgstr "ur" - -msgid "Urdu" -msgstr "Urdština" - -msgid "uz" -msgstr "uz" - -msgid "vi" -msgstr "vi" - -msgid "Vietnamese" -msgstr "Vietnamština" - -msgid "zh" -msgstr "zh" - -msgid "Chinese" -msgstr "Čínština" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po deleted file mode 100644 index ab060260ed..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Localization using gettext" -msgstr "Lokalizace pomocí gettextu" - -msgid "Advantages" -msgstr "Výhody" - -msgid "Disadvantages" -msgstr "Nevýhody" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/pseudolocalization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/pseudolocalization.po deleted file mode 100644 index 537b77576f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/pseudolocalization.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po deleted file mode 100644 index 1184b94d42..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "In this guide, you will learn:" -msgstr "V této příručce se dozvíte:" - -msgid "Supporting universal input" -msgstr "Podpora univerzálního vstupu" - -msgid "Troubleshooting" -msgstr "Odstraňování problémů" - -msgid "" -"You can view a list of `known issues with controller support `__ on GitHub." -msgstr "" -"Seznam známých chyb najdete v `seznamu otevřených problémů na GitHubu " -"týkajících se webového editoru `__." - -msgid "Linux" -msgstr "Linux" - -msgid "HTML5" -msgstr "HTML5" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po deleted file mode 100644 index 6a15bd950e..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Sending your own quit notification" -msgstr "Odesílání vlastního oznámení o ukončení" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/index.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/input_examples.po deleted file mode 100644 index 0ee7a343fb..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/input_examples.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Examples:" -msgstr "Příklady:" - -msgid "Capturing actions" -msgstr "Zachytávání akcí" - -msgid "Mouse motion" -msgstr "Pohyb myši" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/inputevent.po deleted file mode 100644 index 67922aaac5..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/inputevent.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Event" -msgstr "Událost" - -msgid "Description" -msgstr "Popis" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po deleted file mode 100644 index 80cfbcc043..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "About" -msgstr "O aplikaci" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/cs/LC_MESSAGES/tutorials/io/background_loading.po deleted file mode 100644 index 5e66ceffa3..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/io/background_loading.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Example" -msgstr "Příklad" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/io/binary_serialization_api.po b/sphinx/po/cs/LC_MESSAGES/tutorials/io/binary_serialization_api.po deleted file mode 100644 index fbe18066c9..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/io/binary_serialization_api.po +++ /dev/null @@ -1,162 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Type" -msgstr "Typ" - -msgid "Value" -msgstr "Hodnota" - -msgid "0" -msgstr "0" - -msgid "null" -msgstr "null" - -msgid "1" -msgstr "1" - -msgid "bool" -msgstr "bool" - -msgid "3" -msgstr "3" - -msgid "4" -msgstr "4" - -msgid "string" -msgstr "string" - -msgid "5" -msgstr "5" - -msgid "6" -msgstr "6" - -msgid "7" -msgstr "7" - -msgid "8" -msgstr "8" - -msgid "9" -msgstr "9" - -msgid "10" -msgstr "10" - -msgid "11" -msgstr "11" - -msgid "12" -msgstr "12" - -msgid "13" -msgstr "13" - -msgid "14" -msgstr "14" - -msgid "color" -msgstr "barva" - -msgid "15" -msgstr "15" - -msgid "16" -msgstr "16" - -msgid "17" -msgstr "17" - -msgid "18" -msgstr "18" - -msgid "19" -msgstr "19" - -msgid "20" -msgstr "20" - -msgid "21" -msgstr "21" - -msgid "22" -msgstr "22" - -msgid "23" -msgstr "23" - -msgid "24" -msgstr "24" - -msgid "25" -msgstr "25" - -msgid "26" -msgstr "26" - -msgid "27" -msgstr "27" - -msgid "28" -msgstr "28" - -msgid "max" -msgstr "max" - -msgid "Offset" -msgstr "Offset" - -msgid "Description" -msgstr "Popis" - -msgid "Integer" -msgstr "Číslo" - -msgid "3: :ref:`float`" -msgstr "3: :ref:'float'" - -msgid "X" -msgstr "X" - -msgid "32" -msgstr "32" - -msgid "36" -msgstr "36" - -msgid "40" -msgstr "40" - -msgid "44" -msgstr "44" - -msgid "48" -msgstr "48" - -msgid "String length" -msgstr "Délka řetězce" - -msgid "The number of properties that are serialized" -msgstr "Počet vlastností které jsou serializovány" - -msgid "Byte" -msgstr "Byt" - -msgid "Array length" -msgstr "Délka pole" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/cs/LC_MESSAGES/tutorials/io/data_paths.po deleted file mode 100644 index c13388e637..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/io/data_paths.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "File paths in Godot projects" -msgstr "Cesty k souborům v projektech Godot" - -msgid "Type" -msgstr "Typ" - -msgid "Location" -msgstr "Umístění" - -msgid "Default" -msgstr "Výchozí" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/io/index.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/io/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po b/sphinx/po/cs/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po deleted file mode 100644 index 46b19ac23d..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Runtime file loading and saving" -msgstr "Načítání a ukládání souborů za běhu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/cs/LC_MESSAGES/tutorials/io/saving_games.po deleted file mode 100644 index 537b77576f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/io/saving_games.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/beziers_and_curves.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/index.po deleted file mode 100644 index 210d72de4c..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Math" -msgstr "Matematika" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/interpolation.po deleted file mode 100644 index c578f6c6c4..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/interpolation.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Interpolation" -msgstr "Interpolace" - -msgid "Vector interpolation" -msgstr "Vektorová interpolace" - -msgid "Transform interpolation" -msgstr "Transformace interpolace" - -msgid "Smoothing motion" -msgstr "Vyhlazování pohybu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/matrices_and_transforms.po deleted file mode 100644 index 85b3dd561d..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Rotating the transformation matrix" -msgstr "Otáčení transformační matice" - -msgid "https://www.youtube.com/watch?v=mvmuCPvRoWQ" -msgstr "https://www.youtube.com/watch?v=mvmuCPvRoWQ" - -msgid "https://www.youtube.com/watch?v=d4EgbgTm0Bg" -msgstr "https://www.youtube.com/watch?v=d4EgbgTm0Bg" - -msgid "https://eater.net/quaternions" -msgstr "https://eater.net/quaternions" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/random_number_generation.po deleted file mode 100644 index 087d37bbe8..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/random_number_generation.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Random number generation" -msgstr "Generování náhodného čísla" - -msgid "Getting a random number" -msgstr "Získání náhodného čísla" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/vector_math.po deleted file mode 100644 index a91bb71d1e..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/vector_math.po +++ /dev/null @@ -1,292 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Vector math" -msgstr "Vektorová matematika" - -msgid "Introduction" -msgstr "Úvod" - -msgid "" -"This tutorial is a short and practical introduction to linear algebra as it " -"applies to game development. Linear algebra is the study of vectors and " -"their uses. Vectors have many applications in both 2D and 3D development and " -"Godot uses them extensively. Developing a good understanding of vector math " -"is essential to becoming a strong game developer." -msgstr "" -"Tento tutoriál je krátký a praktický úvod do lineární algebry s uplatněním " -"ve vývoji her. Lineární algebra se zabývá vektory a jejich využitím. Vektory " -"mají mnoho uplatnění ve vývoji ve 2D i 3D a Godot je značně používá." - -msgid "" -"This tutorial is **not** a formal textbook on linear algebra. We will only " -"be looking at how it is applied to game development. For a broader look at " -"the mathematics, see https://www.khanacademy.org/math/linear-algebra" -msgstr "" -"Tento tutoriál **není** oficiální učebnice lineární algebry. My se pouze " -"podíváme na uplatnění pro vývoj her. Pro širší pohled na matematiku " -"navštivte https://www.khanacademy.org/math/linear-algebra" - -msgid "Coordinate systems (2D)" -msgstr "Soustavy souřadnic (2D)" - -msgid "" -"In 2D space, coordinates are defined using a horizontal axis (``x``) and a " -"vertical axis (``y``). A particular position in 2D space is written as a " -"pair of values such as ``(4, 3)``." -msgstr "" -"Ve 2D prostoru jsou souřadnice definovány pomocí vodorovné osy (``x``) " -"svislé osy (``y``) . Konkrétní pozice ve 2D prostoru je zapsána jako dvojice " -"hodnot , např. ``(4, 3)``." - -msgid "" -"If you're new to computer graphics, it might seem odd that the positive " -"``y`` axis points **downwards** instead of upwards, as you probably learned " -"in math class. However, this is common in most computer graphics " -"applications." -msgstr "" -"Pokud začínáte s počítačovou grafikou, může se zdát zvláštní, že kladná část " -"osy ``y`` směřuje **dolů** místo nahoru, jak jste se učili na hodině " -"matematiky. Ve většině aplikací počítačové grafiky je to však běžné." - -msgid "" -"Any position in the 2D plane can be identified by a pair of numbers in this " -"way. However, we can also think of the position ``(4, 3)`` as an **offset** " -"from the ``(0, 0)`` point, or **origin**. Draw an arrow pointing from the " -"origin to the point:" -msgstr "" -"Libovolná pozice ve 2D rovině může být takto vyjádřena dvojicí čísel. " -"Nicméně o pozici ``(4, 3)`` můžeme uvažovat jako o **odklonu (offset)** od " -"bodu ``(0, 0)`` neboli **počátku (origin)**. Nakreslíme šipku směřující od " -"počátku k našemu bodu:" - -msgid "" -"A very important point to consider about vectors is that they only represent " -"**relative** direction and magnitude. There is no concept of a vector's " -"position. The following two vectors are identical:" -msgstr "" -"Velmi důležitým bodem ke zvážení ohledně vektorů, je že představují pouze " -"**relativní** směr a velikost. Neexistuje žádný koncept pozice vektoru. " -"Následující dva vektory jsou totožné:" - -msgid "" -"Both vectors represent a point 4 units to the right and 3 units below some " -"starting point. It does not matter where on the plane you draw the vector, " -"it always represents a relative direction and magnitude." -msgstr "" -"Oba vektory představují bod 4 jednotky vpravo a 3 jednotky pod nějakým " -"počátečním bodem. Nezáleží na tom, kde v rovině vektor nakreslíte, vždy " -"představuje relativní směr a velikost." - -msgid "Vector operations" -msgstr "Operace s vektory" - -msgid "" -"You can use either method (x and y coordinates or angle and magnitude) to " -"refer to a vector, but for convenience, programmers typically use the " -"coordinate notation. For example, in Godot, the origin is the top-left " -"corner of the screen, so to place a 2D node named ``Node2D`` 400 pixels to " -"the right and 300 pixels down, use the following code:" -msgstr "" -"K odkazování na vektor můžete použít kteroukoli metodu (souřadnice x a y " -"nebo úhel a velikost), ale programátoři obvykle používají pohodlnější " -"souřadnicový zápis. Např. v Godot se počátek nachází v levém horním rohu " -"obrazovky, takže pro umístění 2D uzlu pojmenovaného ``Node2D`` 400 pixelů " -"vpravo a 300 pixelů dolů, použijeme následující kód:" - -msgid "Member access" -msgstr "Přistupování k částem vektoru" - -msgid "" -"The individual components of the vector can be accessed directly by name." -msgstr "K jednotlivým složkám vektoru lze přistupovat přímo podle jména." - -msgid "Adding vectors" -msgstr "Sčítání vektorů" - -msgid "" -"When adding or subtracting two vectors, the corresponding components are " -"added:" -msgstr "" -"Při sčítání nebo odečítání dvou vektorů se sčítají odpovídající složky:" - -msgid "" -"We can also see this visually by adding the second vector at the end of the " -"first:" -msgstr "" -"To můžeme znázornit také graficky přičtením druhého vektoru na konec prvního:" - -msgid "Note that adding ``a + b`` gives the same result as ``b + a``." -msgstr "Všimněte si, že součet ``a + b`` dává stejný výsledek jako ``b + a``." - -msgid "Scalar multiplication" -msgstr "Násobení skalárem" - -msgid "A vector can be multiplied by a **scalar**:" -msgstr "Vektor může být násoben **skalárem**:" - -msgid "Practical applications" -msgstr "Praktické aplikace" - -msgid "Let's look at two common uses for vector addition and subtraction." -msgstr "Podívejme se na dvě běžná použití sčítání a odčítání vektorů." - -msgid "Movement" -msgstr "Pohyb" - -msgid "Pointing toward a target" -msgstr "Směřování k cíli" - -msgid "" -"In this scenario, you have a tank that wishes to point its turret at a " -"robot. Subtracting the tank's position from the robot's position gives the " -"vector pointing from the tank to the robot." -msgstr "" -"V tomto scénáři máte tank, který chce namířit svou věž na robota. Odečtením " -"pozice tanku od pozice robota dostaneme vektor směřující od tanku k robotovi." - -msgid "Unit vectors" -msgstr "Jednotkové vektory" - -msgid "" -"A vector with **magnitude** of ``1`` is called a **unit vector**. They are " -"also sometimes referred to as **direction vectors** or **normals**. Unit " -"vectors are helpful when you need to keep track of a direction." -msgstr "" -"Vektor o **velikosti** ``1`` se nazývá **jednotkový vektor**. Někdy se také " -"označují jako **směrové vektory** nebo **normály** Jednotkové vektory jsou " -"užitečné, když potřebujete ponechat směr." - -msgid "Normalization" -msgstr "Normalizace" - -msgid "Reflection" -msgstr "Odraz" - -msgid "" -"A common use of unit vectors is to indicate **normals**. Normal vectors are " -"unit vectors aligned perpendicularly to a surface, defining its direction. " -"They are commonly used for lighting, collisions, and other operations " -"involving surfaces." -msgstr "" -"Běžným použitím jednotkových vektorů je indikace **normál**. Normálové " -"vektory jsou jednotkové vektory kolmé k povrchu, určující jeho směr. Běžně " -"se používají pro osvětlení, kolize a další operace zahrnující povrchy." - -msgid "" -"For example, imagine we have a moving ball that we want to bounce off a wall " -"or other object:" -msgstr "" -"Představme si například, že máme pohybující se míč, který chceme odrazit od " -"zdi nebo jiného předmětu:" - -msgid "Dot product" -msgstr "Skalární součin" - -msgid "" -"The **dot product** is one of the most important concepts in vector math, " -"but is often misunderstood. Dot product is an operation on two vectors that " -"returns a **scalar**. Unlike a vector, which contains both magnitude and " -"direction, a scalar value has only magnitude." -msgstr "" -"**Skalární součin** je jeden z nejdůležitějších pojmů vektorové matematiky, " -"ale často je nepochopen. Skalární součin je operace dvou vektorů, která " -"vrací **skalár**. Oproti vektoru, který obsahuje velikost a směr, je hodnota " -"skaláru pouze velikost." - -msgid "The formula for dot product takes two common forms:" -msgstr "Vzorec pro skalární součin má dvě běžné formy:" - -msgid "and" -msgstr "a" - -msgid "" -"When using unit vectors, the result will always be between ``-1`` (180°) and " -"``1`` (0°)." -msgstr "" -"Při použití jednotkových vektorů bude výsledek vždy mezi ``-1`` (180°) a " -"``1`` (0°)." - -msgid "Facing" -msgstr "Směřování" - -msgid "" -"We can use this fact to detect whether an object is facing toward another " -"object. In the diagram below, the player ``P`` is trying to avoid the " -"zombies ``A`` and ``B``. Assuming a zombie's field of view is **180°**, can " -"they see the player?" -msgstr "" -"Tuto skutečnost můžeme využít ke zjištění, zda objekt směřuje k jinému " -"objektu. Na schématu níže se hráč ``P`` snaží vyhnout zombiím ``A`` a ``B``. " -"Mohou vidět hráče při předpokladu, že zorné pole zombií je **180°**?" - -msgid "In code it would look like this:" -msgstr "V kódu by to vypadalo takto:" - -msgid "Cross product" -msgstr "Vektorový součin" - -msgid "" -"Like the dot product, the **cross product** is an operation on two vectors. " -"However, the result of the cross product is a vector with a direction that " -"is perpendicular to both. Its magnitude depends on their relative angle. If " -"two vectors are parallel, the result of their cross product will be a null " -"vector." -msgstr "" -"Stejně jako skalární součin, tak i **vektorový součin** je operací dvou " -"vektorů. Výsledkem vektorového součiny je však vektor se směrem kolmým na " -"oba vektory. Jeho velikost závisí na jejich vzájemném úhlu. Pokud jsou dva " -"vektory rovnoběžné, výsledkem jejich vektorového součinu bude nulový vektor." - -msgid "The cross product is calculated like this:" -msgstr "Vektorový součin se vypočítá nějak takto:" - -msgid "" -"In the cross product, order matters. ``a.cross(b)`` does not give the same " -"result as ``b.cross(a)``. The resulting vectors point in **opposite** " -"directions." -msgstr "" -"U vektorového součinu záleží na pořadí. ``a.cross(b)`` nedává stejný " -"výsledek jako ``b.cross(a)``. Výsledné vektory mají **opačné** směry." - -msgid "Calculating normals" -msgstr "Výpočet normál" - -msgid "Here is a function to calculate a triangle's normal:" -msgstr "Zde je funkce pro výpočet normály trojúhelníku:" - -msgid "Pointing to a target" -msgstr "Ukazování k cíli" - -msgid "" -"In the dot product section above, we saw how it could be used to find the " -"angle between two vectors. However, in 3D, this is not enough information. " -"We also need to know what axis to rotate around. We can find that by " -"calculating the cross product of the current facing direction and the target " -"direction. The resulting perpendicular vector is the axis of rotation." -msgstr "" -"Ve výše uvedené části o skalárním součinu jsme viděli, jak nalezneme úhel " -"mezi dvěma vektory. Ve 3D však tato informace nestačí. Potřebujeme také " -"vědět, kolem které osy se otáčet. Můžeme to zjistit výpočtem vektorového " -"součinu aktuálního směru a cílového směru. Výsledným kolmým vektorem je osa " -"rotace." - -msgid "More information" -msgstr "Více informací" - -msgid "" -"For more information on using vector math in Godot, see the following " -"articles:" -msgstr "" -"Další informace o použití vektorové matematiky v Godot naleznete v " -"následujících článcích:" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/vectors_advanced.po deleted file mode 100644 index 3697f7ef52..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ /dev/null @@ -1,95 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Advanced vector math" -msgstr "Pokročilá vektorová matematika" - -msgid "Planes" -msgstr "Roviny" - -msgid "" -"The dot product has another interesting property with unit vectors. Imagine " -"that perpendicular to that vector (and through the origin) passes a plane. " -"Planes divide the entire space into positive (over the plane) and negative " -"(under the plane), and (contrary to popular belief) you can also use their " -"math in 2D:" -msgstr "" -"Skalární součin má jinou zajímavou vlastnost s jednotkovými vektory. " -"Představte si, že kolmice na tento vektor (a skrz počátek) projde rovinou. " -"Roviny rozdělují celý prostor na kladný (nad rovinou) a záporný (pod " -"rovinou) a (na rozdíl od všeobecné domněnky), můžete použít jejich " -"matematické operace i ve 2D:" - -msgid "Distance to plane" -msgstr "Vzdálenost k rovině" - -msgid "" -"Now that it's clear what a plane is, let's go back to the dot product. The " -"dot product between a **unit vector** and any **point in space** (yes, this " -"time we do dot product between vector and position), returns the **distance " -"from the point to the plane**:" -msgstr "" -"Nyní, když je zřejmé co je rovina, se podíváme zpět na skalární součin. " -"Skalární součin mezi **jednotkovým vektorem** a nějakým **bodem v prostoru** " -"(ano, tentokrát děláme skalární součin mezi vektorem a pozicí), vrátí " -"**vzdálenost od bodu k rovině**:" - -msgid "" -"But not just the absolute distance, if the point is in the negative half " -"space the distance will be negative, too:" -msgstr "" -"Ale ne jen absolutní vzdálenost, pokud se bod nachází v záporném " -"poloprostoru, vzdálenost bude také záporná:" - -msgid "This allows us to tell which side of the plane a point is." -msgstr "To nám umožňuje říct, na které straně roviny se bod nachází." - -msgid "Away from the origin" -msgstr "Pryč od počátku" - -msgid "" -"I know what you are thinking! So far this is nice, but *real* planes are " -"everywhere in space, not only passing through the origin. You want real " -"*plane* action and you want it *now*." -msgstr "" -"Vím, na co myslíte! Zatím je to pěkné, ale *skutečné* roviny jsou všude v " -"prostoru, nejen že procházejí počátkem. Chcete reálnou *rovinu* v akci a " -"chcete ji *hned*." - -msgid "" -"Remember that planes not only split space in two, but they also have " -"*polarity*. This means that it is possible to have perfectly overlapping " -"planes, but their negative and positive half-spaces are swapped." -msgstr "" -"Pamatujte, že roviny nejen rozdělují prostor na dvě části, ale mají také " -"*polaritu*. To znamená, že je možné mít dokonale se překrývající roviny, ale " -"jejich záporné a kladné poloprostory jsou přehozeny." - -msgid "" -"With this in mind, let's describe a full plane as a **normal** *N* and a " -"**distance from the origin** scalar *D*. Thus, our plane is represented by N " -"and D. For example:" -msgstr "" -"S ohledem na to, popíšeme celou roviny jako **normálu** *N* a skalár " -"**vzdálenost od počátku** *D*. Naše rovina je tedy zastoupena N a D. " -"Například:" - -msgid "" -"For 3D math, Godot provides a :ref:`Plane ` built-in type that " -"handles this." -msgstr "" -"Pro 3D matematiku poskytuje Godot vestavěný typ :ref:`Plane `, " -"který se o to postará." - -msgid "More information" -msgstr "Více informací" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/index.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po deleted file mode 100644 index ea7c802e4b..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Basis**" -msgstr "**Základ**" - -msgid "Animation" -msgstr "Animace" - -msgid "Physics" -msgstr "Fyzika" - -msgid "Rendering" -msgstr "Vykreslování" - -msgid "Navigation" -msgstr "Navigace" - -msgid "**NavigationServer2D**" -msgstr "**Navigační 2D server**" - -msgid "**NavigationServer3D**" -msgstr "**Navigační 3D server**" - -msgid "Networking" -msgstr "Sítě" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po deleted file mode 100644 index 6edbf11364..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "Animace" - -msgid "Rendering" -msgstr "Vykreslování" - -msgid "**Font**" -msgstr "**Font**" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po deleted file mode 100644 index 2b545bb464..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "Animace" - -msgid "Physics" -msgstr "Fyzika" - -msgid "Rendering" -msgstr "Vykreslování" - -msgid "**Font**" -msgstr "**Font**" - -msgid "Audio" -msgstr "Zvuk" - -msgid "Navigation" -msgstr "Navigace" - -msgid "Android" -msgstr "Android" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po deleted file mode 100644 index c6277aa470..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po +++ /dev/null @@ -1,60 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "To use the project upgrade tool:" -msgstr "Pro použití nástroje pro upgrade projektu:" - -msgid "Open the Godot 4 Project Manager." -msgstr "Otevřete Správce Projektů Godot 4." - -msgid "KinematicBody" -msgstr "Kinematická tělesa" - -msgid "KinematicBody2D" -msgstr "KinematicBody2D" - -msgid "NavigationMeshInstance" -msgstr "Navigační sítě" - -msgid "Particles" -msgstr "Částice" - -msgid "ParticlesMaterial" -msgstr "Materiál částic" - -msgid "ProceduralSky" -msgstr "Procedurální obloha" - -msgid "TextureProgress" -msgstr "Souřadnice textury" - -msgid "ViewportContainer" -msgstr "Kontejner pro výřez" - -msgid "See :ref:`doc_using_lightmap_gi`." -msgstr "Viz :ref:`doc_using_lightmap_gi`." - -msgid "See :ref:`doc_gui_using_fonts`." -msgstr "Viz :ref:`doc_gui_using_fonts`." - -msgid "DynamicFont" -msgstr "Dynamické fonty" - -msgid "ToolButton" -msgstr "Buttons (Tlačítka)" - -msgid "Button" -msgstr "Tlačítko" - -msgid "RoomManager" -msgstr "RoomManager" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/index.po deleted file mode 100644 index 00e233776f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Navigation" -msgstr "Navigace" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po deleted file mode 100644 index 4e13efeb6e..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po +++ /dev/null @@ -1,20 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"The result of the pathfinding can be influenced with the following " -"properties." -msgstr "Výsledek hledan8 cesty lze ovlivnit následujícími způsoby." - -msgid "Pathfollowing common problems" -msgstr "Mapování běžných problémů" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po deleted file mode 100644 index c4a9f9d740..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "``mode``:" -msgstr "``mode``:" - -msgid "``sync``:" -msgstr "``sync``:" - -msgid "``transfer_mode``:" -msgstr "``transfer_mode``:" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_client_class.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_client_class.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_request_class.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_request_class.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/index.po deleted file mode 100644 index 7bbc4abbe9..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Networking" -msgstr "Sítě" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/ssl_certificates.po deleted file mode 100644 index 537b77576f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/webrtc.po deleted file mode 100644 index a50e30fc2c..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/webrtc.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "WebRTC" -msgstr "WebRTC" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/websocket.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/websocket.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/cpu_optimization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/cpu_optimization.po deleted file mode 100644 index 9767afbe5f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/cpu_optimization.po +++ /dev/null @@ -1,48 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "CPU optimization" -msgstr "Optimalizace CPU" - -msgid "CPU profilers" -msgstr "Profilovací nástroje CPU" - -msgid "Screenshot of the Godot profiler" -msgstr "Snímek obrazovky profileru Godot" - -msgid "Languages" -msgstr "Jazyky" - -msgid "GDScript" -msgstr "GDSkript" - -msgid "C#" -msgstr "C#" - -msgid "Other languages" -msgstr "Jiné jazyky" - -msgid "C++" -msgstr "C++" - -msgid "Threads" -msgstr "Vlákna" - -msgid "For more information on threads, see :ref:`doc_using_multiple_threads`." -msgstr "Další informace o vláknech viz :ref:`doc_using_multiple_threads`." - -msgid "SceneTree" -msgstr "Strom scény" - -msgid "Physics" -msgstr "Fyzika" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/general_optimization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/general_optimization.po deleted file mode 100644 index 25a3ce392b..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/general_optimization.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "General optimization tips" -msgstr "Obecné tipy pro optimalizaci" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Smoke and mirrors" -msgstr "Kouř a zrcadla" - -msgid "Limitations" -msgstr "Omezení" - -msgid "Hypothesis testing" -msgstr "Testování hypotéz" - -msgid "Profilers" -msgstr "Profiler" - -msgid "Principles" -msgstr "Principy" - -msgid "The optimization process" -msgstr "Proces optimalizace" - -msgid "Return to step 1." -msgstr "Vraťte se ke kroku 1." - -msgid "Appendix" -msgstr "Apendix" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/gpu_optimization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/gpu_optimization.po deleted file mode 100644 index 5a0f03c525..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/gpu_optimization.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GPU optimization" -msgstr "Optimalizace GPU" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Reading textures" -msgstr "Čtení textur" - -msgid "Post-processing and shadows" -msgstr "**Následné zpracování a stíny**" - -msgid "Multi-platform advice" -msgstr "Rady pro multiplatforní projekty" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/index.po deleted file mode 100644 index fd9691ff4a..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/index.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Performance" -msgstr "Výkon" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Common" -msgstr "Společný" - -msgid "CPU" -msgstr "CPU" - -msgid "GPU" -msgstr "GPU" - -msgid "3D" -msgstr "3D" - -msgid "Threads" -msgstr "Vlákna" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po deleted file mode 100644 index c7d08dcf98..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "optimization" -msgstr "Optimalizace" - -msgid "Culling" -msgstr "Eliminace části scén" - -msgid "Animation and skinning" -msgstr "Animace a Skinování" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/thread_safe_apis.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/thread_safe_apis.po deleted file mode 100644 index f4e898f3cc..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/thread_safe_apis.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Threads" -msgstr "Vlákna" - -msgid "Scene tree" -msgstr "Strom scény" - -msgid "Rendering" -msgstr "Vykreslování" - -msgid "Resources" -msgstr "Zdroje" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_multimesh.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_multimesh.po deleted file mode 100644 index fcc5e5518c..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_multimesh.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Optimization using MultiMeshes" -msgstr "Optimalizace pomocí MultiMeshes" - -msgid "MultiMeshes" -msgstr "MultiMeshes" - -msgid "Multimesh example" -msgstr "Multimesh příklad" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_multiple_threads.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_multiple_threads.po deleted file mode 100644 index d3393824eb..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_multiple_threads.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Threads" -msgstr "Vlákna" - -msgid "Creating a Thread" -msgstr "Vytvoření vlákna" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_servers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_servers.po deleted file mode 100644 index 40fc04b02b..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_servers.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Servers" -msgstr "Servry" - -msgid "RIDs" -msgstr "RIDs" - -msgid "Creating a sprite" -msgstr "Vytvoření spritu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po deleted file mode 100644 index 877ee9e2ea..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animating one Fish" -msgstr "Animace jedné Ryby" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/index.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po deleted file mode 100644 index 39e389d059..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Primitive collision shapes" -msgstr "Primitivní kolizní tvary" - -msgid "Convex collision shapes" -msgstr "Konvexní kolizní tvary" - -msgid "Concave or trimesh collision shapes" -msgstr "Konkávní nebo trimesh kolizní tvary" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po deleted file mode 100644 index 9eceb51e30..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Collision shapes (3D)" -msgstr "Kolizní tvary(3D)" - -msgid "Performance considerations regarding 3D collisions." -msgstr "Aspekty výkonu týkající se 3D kolizí." - -msgid "Primitive collision shapes" -msgstr "Primitivní kolizní tvary" - -msgid "Convex collision shapes" -msgstr "Konvexní kolizní tvary" - -msgid "Concave or trimesh collision shapes" -msgstr "Konkávní nebo trimesh kolizní tvary" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/index.po deleted file mode 100644 index 3b6b60d573..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Physics" -msgstr "Fyzika" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po deleted file mode 100644 index a05bec9356..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Scene setup" -msgstr "Nastavení scény" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/large_world_coordinates.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/large_world_coordinates.po deleted file mode 100644 index 3325f80a91..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/large_world_coordinates.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Range" -msgstr "Rozsah" - -msgid "Limitations" -msgstr "Omezení" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/physics_introduction.po deleted file mode 100644 index 09492f3b46..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "In this guide, you will learn:" -msgstr "V této příručce se dozvíte:" - -msgid "Collision objects" -msgstr "Kolizní objekty" - -msgid "Physics material" -msgstr "Fyzikální materiál" - -msgid "Collision shapes" -msgstr "Kolizní tvary" - -msgid "Collision layers and masks" -msgstr "Kolizní vrstvy a masky" - -msgid "GUI example" -msgstr "Příklad grafického uživatelského rozhraní" - -msgid "Code example" -msgstr "Příklad kódu" - -msgid "Area2D" -msgstr "Area2D" - -msgid "StaticBody2D" -msgstr "StaticBody2D" - -msgid "RigidBody2D" -msgstr "RigidBody2D" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ragdoll_system.po deleted file mode 100644 index db1eaea112..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ /dev/null @@ -1,25 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Collision shape adjustment" -msgstr "Nastavení tvaru kolize" - -msgid "" -"For more information, read :ref:" -"`doc_physics_introduction_collision_layers_and_masks`." -msgstr "" -"Další informace naleznete v dokumentu :ref:" -"`doc_physics_introduction_collision_layers_and_masks`." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ray-casting.po deleted file mode 100644 index c0fafbcb48..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ray-casting.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Ray-casting" -msgstr "Ray-casting" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Space" -msgstr "Místo" - -msgid "Collision Mask" -msgstr "Kolizní maska" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/rigid_body.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/rigid_body.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/soft_body.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/soft_body.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_area_2d.po deleted file mode 100644 index 6de1e648c5..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "What is an area?" -msgstr "Co je to plocha?" - -msgid "Examples" -msgstr "Příklady" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_character_body_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_character_body_2d.po deleted file mode 100644 index 58c96dd476..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_character_body_2d.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Examples" -msgstr "Příklady" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po deleted file mode 100644 index b8e3ac0400..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Používání" - -msgid "Getting started" -msgstr "Začínáme" - -msgid "Initialization example:" -msgstr "Příklad inicializace:" - -msgid "Query available items" -msgstr "Dotaz na dostupné položky" - -msgid "Consumables" -msgstr "Spotřebovatelné předměty" - -msgid "Subscriptions" -msgstr "Předplatné" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_library.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_library.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_library.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_plugin.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_plugin.po deleted file mode 100644 index 2bb3025faf..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_plugin.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Android plugin" -msgstr "Doplněk pro Android" - -msgid "For example::" -msgstr "Například::" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/index.po deleted file mode 100644 index da328762b7..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Android" -msgstr "Android" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/consoles.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/consoles.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/index.po deleted file mode 100644 index 8d7ef41d21..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Platform-specific" -msgstr "Specifické pro platformu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/index.po deleted file mode 100644 index ba7e5cdba9..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "iOS plugins" -msgstr "Zásuvné moduly pro iOS" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po deleted file mode 100644 index 752377828c..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ /dev/null @@ -1,31 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating iOS plugins" -msgstr "Vytváření zásuvných modulů iOS" - -msgid "Loading and using an existing plugin" -msgstr "Načítání a používání existujícího zásuvného modulu" - -msgid "Creating an iOS plugin" -msgstr "Vytvoření zásuvného modulu pro iOS" - -msgid "To build an iOS plugin:" -msgstr "Vytvoření zásuvného modulu pro iOS:" - -msgid "" -"Download the Godot engine source from the `Godot GitHub page `_." -msgstr "" -"Stáhněte si zdrojové kódy enginu Godot ze stránky `Godot GitHub `_." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po deleted file mode 100644 index a06209ba86..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ /dev/null @@ -1,38 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Plugins for iOS" -msgstr "Zásuvné moduly pro iOS" - -msgid "" -"Latest updates, documentation and source code can be found at `Godot iOS " -"plugins repository `_" -msgstr "" -"Nejnovější aktualizace, dokumentaci a zdrojový kód naleznete na adrese " -"`Godot iOS plugins repository `_" - -msgid "Parameters" -msgstr "Parametry" - -msgid "``finish_transaction``" -msgstr "``finish_transaction``" - -msgid "``authenticate``" -msgstr "``authenticate``" - -msgid "Example:" -msgstr "Příklad:" - -msgid "Examples:" -msgstr "Příklady:" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po deleted file mode 100644 index f6c7a56815..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Starting the project" -msgstr "Zahájení projektu" - -msgid "Debugging" -msgstr "Ladění" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po deleted file mode 100644 index 928631b683..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po +++ /dev/null @@ -1,62 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Engine" -msgstr "Engine" - -msgid "**Static Methods**" -msgstr "**Statické metody**" - -msgid "Returns" -msgstr "Vrací" - -msgid "Return type" -msgstr "Návratový typ" - -msgid "The file to preload." -msgstr "Soubor, který se má přednačíst." - -msgid "The content of the file." -msgstr "Obsah souboru." - -msgid "Properties" -msgstr "Vlastnosti" - -msgid "type" -msgstr "Typ" - -msgid "string" -msgstr "string" - -msgid "number" -msgstr "číslo" - -msgid "function" -msgstr "funkce" - -msgid "**Property Descriptions**" -msgstr "**Popisy vlastností**" - -msgid "value" -msgstr "hodnota" - -msgid "``true``" -msgstr "``true``" - -msgid "The arguments to be passed as command line arguments on startup." -msgstr "" -"Argumenty, které mají být předány jako argumenty příkazového řádku při " -"spuštění." - -msgid "``[]``" -msgstr "``[]``" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/index.po deleted file mode 100644 index 5c2b2de880..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Web" -msgstr "Web" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po deleted file mode 100644 index 537b77576f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po deleted file mode 100644 index 7b7f53b526..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Key" -msgstr "Klíč" - -msgid "Type" -msgstr "Typ" - -msgid "Description" -msgstr "Popis" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/index.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po deleted file mode 100644 index 36764803f5..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Inspector plugins" -msgstr "Moduly inspektorů" - -msgid "Setting up your plugin" -msgstr "Nastavení vašeho zásuvného modulu" - -msgid "Interacting with the inspector" -msgstr "Interakce s inspektorem" - -msgid "Adding an interface to edit properties" -msgstr "Přidání rozhraní pro úpravu vlastností" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po deleted file mode 100644 index 4da5e49650..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Installing plugins" -msgstr "Instalace doplňků" - -msgid "Finding plugins" -msgstr "Hledání doplňků" - -msgid "Installing a plugin" -msgstr "Instalace doplňku" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po deleted file mode 100644 index 9ae93de2d0..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Main screen scene" -msgstr "Hlavní obrazovka scény" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po deleted file mode 100644 index 766e6ec1e5..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "About plugins" -msgstr "O doplňcích" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po deleted file mode 100644 index f5ded7a6b7..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual Shader plugins" -msgstr "Doplňky pro Visual Shadery" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/index.po deleted file mode 100644 index 1835dfd9a3..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Plugins" -msgstr "Pluginy" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po deleted file mode 100644 index 688eb29c99..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "How to use ``@tool``" -msgstr "Jak použít ``@tool``" - -msgid "Editing variables" -msgstr "Úpravy proměnných" - -msgid "Instancing scenes" -msgstr "Vytvoření instance scény" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/compositor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/compositor.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/compositor.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/index.po deleted file mode 100644 index bdb1ee0a9e..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Rendering" -msgstr "Vykreslování" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/jitter_stutter.po b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/jitter_stutter.po deleted file mode 100644 index bcb8e60922..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/jitter_stutter.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Windows" -msgstr "Windows" - -msgid "Linux" -msgstr "Linux" - -msgid "macOS" -msgstr "macOS" - -msgid "Android" -msgstr "Android" - -msgid "iOS" -msgstr "Ios" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po deleted file mode 100644 index d840f792d8..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"The following settings are recommended to support multiple resolutions and " -"aspect ratios well." -msgstr "" -"Pro dobrou podporu více rozlišení a poměrů stran jsou doporučena následující " -"nastavení." - -msgid "**Pixel art:**" -msgstr "**Pixel art:**" - -msgid "hiDPI support" -msgstr "Podpora hiDPI" - -msgid "" -"See the `3D viewport scaling demo `__ for examples." -msgstr "" -"Podívejte se na __příklady zde `Ukázka úpravy měřítka 3D výřezu " -"`." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/viewports.po b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/viewports.po deleted file mode 100644 index e9c793fe15..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/viewports.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using Viewports" -msgstr "Používání výřezů" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Input" -msgstr "Vstup" - -msgid "Capture" -msgstr "Snímat" - -msgid "Rendering" -msgstr "Vykreslování" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po deleted file mode 100644 index 0e22cb28b4..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po +++ /dev/null @@ -1,211 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "C# basics" -msgstr "Základy C#" - -msgid "Introduction" -msgstr "Úvod" - -msgid "" -"This is **not** a full-scale tutorial on the C# language as a whole. If you " -"aren't already familiar with its syntax or features, see the `Microsoft C# " -"guide `_ or look for a " -"suitable introduction elsewhere." -msgstr "" -"Toto je **není** plnohodnotný tutorial celého jazyka C# . Pokud ještě nejste " -"obeznámeni s jeho syntaxí nebo funkcemi, podívejte se do `Průvodce Microsoft " -"C# `_ nebo se " -"poohlédněte po jiném vhodném úvodním materiálu." - -msgid "Prerequisites" -msgstr "Prerekvizity" - -msgid "" -"Be sure to install the 64-bit version of the SDK(s) if you are using the 64-" -"bit version of Godot." -msgstr "" -"Pokud používáte 64bitovou verzi Godotu, nezapomeňte nainstalovat 64bitovou " -"verzi SDK." - -msgid "Configuring an external editor" -msgstr "Konfigurace externího editoru" - -msgid "Visual Studio Code" -msgstr "Visual Studio Code" - -msgid "MonoDevelop" -msgstr "MonoDevelop" - -msgid "Visual Studio for Mac" -msgstr "Visual Studio pro Mac" - -msgid "JetBrains Rider" -msgstr "JetBrains Rider" - -msgid "See the following sections for how to configure an external editor:" -msgstr "" -"Postup konfigurace externího editoru naleznete v následujících částech:" - -msgid "" -"After reading the \"Prerequisites\" section, you can download and install " -"`JetBrains Rider `__." -msgstr "" -"Po přečtení části \"Předpoklady\" si můžete stáhnout a nainstalovat " -"`JetBrains Rider `__." - -msgid "In Godot's **Editor → Editor Settings** menu:" -msgstr "V nabídce Godot **Editor → Nastavení editoru**:" - -msgid "In Rider:" -msgstr "V Rideru:" - -msgid "Set **MSBuild version** to **.NET Core**." -msgstr "Nastavte **verzi MSBuild** na **.NET Core**." - -msgid "" -"After reading the \"Prerequisites\" section, you can download and install " -"`Visual Studio Code `__ (aka VS " -"Code)." -msgstr "" -"Po přečtení části \"Předpoklady\" si můžete stáhnout a nainstalovat `Visual " -"Studio Code `__ (alias VS Code)." - -msgid "In Visual Studio Code:" -msgstr "V aplikaci Visual Studio Code:" - -msgid "" -"Install the `C# `__ extension." -msgstr "" -"Nainstalujte rozšíření `C# `__." - -msgid "Visual Studio (Windows only)" -msgstr "Visual Studio (pouze pro Windows)" - -msgid "" -"Download and install the latest version of `Visual Studio `__. Visual Studio will include the " -"required SDKs if you have the correct workloads selected, so you don't need " -"to manually install the things listed in the \"Prerequisites\" section." -msgstr "" -"Stáhněte a nainstalujte nejnovější verzi `Visual Studia `__. Visual Studio bude obsahovat " -"požadované sady SDK, pokud máte vybrané správné pracovní úlohy, takže " -"nemusíte'ručně instalovat věci uvedené v části \"Předpoklady\"." - -msgid "Creating a C# script" -msgstr "Vytvoření skriptu C#" - -msgid "" -"After you successfully set up C# for Godot, you should see the following " -"option when selecting **Attach Script** in the context menu of a node in " -"your scene:" -msgstr "" -"Po úspěšném nastavení jazyka C# v Godot byste měli při výběru akce " -"**Připojit skript** v kontextové nabídce uzlu vaší scény vidět následující " -"možnost:" - -msgid "Project setup and workflow" -msgstr "Nastavení projektu a pracovní postup" - -msgid "Example" -msgstr "Příklad" - -msgid "" -"Here's a blank C# script with some comments to demonstrate how it works." -msgstr "" -"Zde'je prázdný skript v jazyce C# s několika komentáři, které popisují jak " -"funguje." - -msgid "" -"Keep in mind that the class you wish to attach to your node should have the " -"same name as the ``.cs`` file. Otherwise, you will get the following error:" -msgstr "" -"Mějte na paměti, že třída, kterou chcete připojit k uzlu, by měla mít stejné " -"jméno jako soubor ``.cs``. V opačném případě se zobrazí následující chyba:" - -msgid "General differences between C# and GDScript" -msgstr "Obecné rozdíly mezi jazyky C# a GDScript" - -msgid "" -"The C# API uses ``PascalCase`` instead of ``snake_case`` in GDScript/C++. " -"Where possible, fields and getters/setters have been converted to " -"properties. In general, the C# Godot API strives to be as idiomatic as is " -"reasonably possible." -msgstr "" -"API C# používá ``PascalCase`` místo ``snake_case`` v jazyce GDScript/C++. " -"Kde to bylo možné, byla pole(field) a gettery/settery převedeny na " -"vlastnosti(property). Obecně se rozhraní C# Godot API snaží být co nejvíce " -"idiomatické, jak je to jen rozumně možné." - -msgid "For more information, see the :ref:`doc_c_sharp_differences` page." -msgstr "Další informace naleznete na stránce :ref:`doc_c_sharp_differences`." - -msgid "" -"You will also need to rebuild the project assemblies to apply changes in " -"\"tool\" scripts." -msgstr "" -"Budete také muset znovu sestavit sestavy projektu, abyste mohli použít změny " -"ve skriptech \"tool\"." - -msgid "Current gotchas and known issues" -msgstr "Aktuální problémy a známé potíže" - -msgid "" -"Writing editor plugins is possible, but it is currently quite convoluted." -msgstr "" -"Psaní zásuvných modulů editoru je možné, ale v současné době je poměrně " -"složité." - -msgid "" -"State is currently not saved and restored when hot-reloading, with the " -"exception of exported variables." -msgstr "" -"Stav se v současné době neukládá a neobnovuje při načítání za chodu, s " -"výjimkou exportovaných proměnných." - -msgid "" -"Attached C# scripts should refer to a class that has a class name that " -"matches the file name." -msgstr "" -"Připojené skripty C# by měly odkazovat na třídu, jejíž název odpovídá názvu " -"souboru." - -msgid "Performance of C# in Godot" -msgstr "Výkon C# v Godot" - -msgid "Using NuGet packages in Godot" -msgstr "Používání balíčků NuGet v Godot" - -msgid "" -"`NuGet `_ packages can be installed and used with " -"Godot, as with any C# project. Many IDEs are able to add packages directly. " -"They can also be added manually by adding the package reference in the ``." -"csproj`` file located in the project root:" -msgstr "" -"`Balíčky NuGet `_ lze instalovat a používat s " -"Godotem stejně jako s jakýmkoli jiným projektem v jazyce C#. Mnoho IDE umí " -"balíčky přidávat přímo. Lze je také přidat ručně vložením odkazu na balíček " -"do souboru ``.csproj`` umístěného v kořenovém adresáři projektu:" - -msgid "" -"As of Godot 3.2.3, Godot automatically downloads and sets up newly added " -"NuGet packages the next time it builds the project." -msgstr "" -"Od Godot 3.2.3 Godot automaticky stahuje a nastavuje nově přidané balíčky " -"NuGet při následném sestavení projektu." - -msgid "Profiling your C# code" -msgstr "Profilování kódu C#" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po deleted file mode 100644 index ccc50f63b2..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po +++ /dev/null @@ -1,39 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript" -msgstr "GDSkript" - -msgid "C#" -msgstr "C#" - -msgid "``float[]``" -msgstr "``float[]``" - -msgid "``Color[]``" -msgstr "``Barva []``" - -msgid "Array" -msgstr "Pole" - -msgid "Duplicate" -msgstr "Duplikovat" - -msgid "max" -msgstr "max" - -msgid "Dictionary" -msgstr "Slovník" - -msgid "keys" -msgstr "keys" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po deleted file mode 100644 index b8c7d8e76a..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po +++ /dev/null @@ -1,57 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Constants" -msgstr "Konstanty" - -msgid "GDScript" -msgstr "GDSkript" - -msgid "C#" -msgstr "C#" - -msgid "Example:" -msgstr "Příklad:" - -msgid "angle_difference" -msgstr "Úhlové_rozdíly" - -msgid "max" -msgstr "max" - -msgid "assert" -msgstr "assert" - -msgid "preload" -msgstr "preload" - -msgid "See also: :ref:`doc_c_sharp_signals`." -msgstr "Viz také: :ref:`doc_c_sharp_signals`." - -msgid "match" -msgstr "match" - -msgid "Signal" -msgstr "Signál" - -msgid "``Rotation``" -msgstr "``Rotace``" - -msgid "Color" -msgstr "Barva" - -msgid "Array" -msgstr "Pole" - -msgid "Dictionary" -msgstr "Slovník" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po deleted file mode 100644 index 0d647a1f5e..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po +++ /dev/null @@ -1,96 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"In Godot, class members can be exported. This means their value gets saved " -"along with the resource (such as the :ref:`scene `) " -"they're attached to. They will also be available for editing in the property " -"editor. Exporting is done by using the ``[Export]`` attribute." -msgstr "" -"V Godotu lze členy třídy exportovat. To znamená, že jejich hodnota se uloží " -"spolu se zdrojem (například :ref:`scene `), ke kterému " -"jsou připojeny. Budou také k dispozici pro editaci v editoru vlastností. " -"Exportování se provádí pomocí vlastnosti ``[export]``." - -msgid "" -"One of the fundamental benefits of exporting member variables is to have " -"them visible and editable in the editor. This way, artists and game " -"designers can modify values that later influence how the program runs. For " -"this, a special export syntax is provided." -msgstr "" -"Jednou ze základních výhod exportu členských proměnných je jejich " -"viditelnost a editovatelnost v editoru. Výtvarníci a herní designéři tak " -"mohou upravovat hodnoty, které později ovlivňují chod programu. K tomu " -"slouží speciální syntaxe exportu." - -msgid "Nodes" -msgstr "Uzly" - -msgid "Resources" -msgstr "Zdroje" - -msgid "" -"It must be noted that even if the script is not being run while in the " -"editor, the exported properties are still editable. This can be used in " -"conjunction with a :ref:`script in \"tool\" mode `." -msgstr "" -"Je třeba poznamenat, že i když skript není v editoru spuštěn, exportované " -"vlastnosti jsou stále editovatelné. Toho lze využít ve spojení se :ref:" -"`skriptem v režimu \"tool\" `." - -msgid "Exporting bit flags" -msgstr "Exportování bitových příznaků" - -msgid "" -"Export annotations are also provided for the physics and render layers " -"defined in the project settings." -msgstr "" -"Export anotací je k dispozici také pro fyzikální a vykreslovací vrstvy " -"definované v nastavení projektu." - -msgid "" -"Using bit flags requires some understanding of bitwise operations. If in " -"doubt, use boolean variables instead." -msgstr "" -"Používání bitových příznaků vyžaduje určitou znalost bitových operací. V " -"případě pochybností používejte raději logické proměnné." - -msgid "Setting exported variables from a tool script" -msgstr "Nastavení exportovaných proměnných ze skriptu nástroje" - -msgid "Advanced exports" -msgstr "Pokročilé exporty" - -msgid "" -"Not every type of export can be provided on the level of the language itself " -"to avoid unnecessary design complexity. The following describes some more or " -"less common exporting features which can be implemented with a low-level API." -msgstr "" -"Ne každý typ exportu lze poskytnout na úrovni samotného jazyka, takový návrh " -"by byl zbytečně složitý. Následující text popisuje některé více či méně " -"obvyklé vlastnosti exportu, které lze implementovat pomocí nízkoúrovňového " -"API." - -msgid "" -"For binding properties using the above methods in C++, see :ref:" -"`doc_binding_properties_using_set_get_property_list`." -msgstr "" -"Vazba vlastností pomocí výše uvedených metod v C++, viz :ref:" -"`doc_binding_properties_using_set_get_property_list`." - -msgid "" -"The script must operate in the ``tool`` mode so the above methods can work " -"from within the editor." -msgstr "" -"Skript musí pracovat v režimu ``tool``, aby výše uvedené metody mohly " -"fungovat v editoru." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po deleted file mode 100644 index b9fad22716..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po +++ /dev/null @@ -1,22 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Examples" -msgstr "Příklady" - -msgid "" -"To see an example project, see the OS testing demo: https://github.com/" -"godotengine/godot-demo-projects/tree/master/misc/os_test" -msgstr "" -"Příklad projektu najdete v ukázce testování OS: https://github.com/" -"godotengine/godot-demo-projects/tree/master/misc/os_test" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po deleted file mode 100644 index b28c707c8d..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "C# signals" -msgstr "C# signály" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po deleted file mode 100644 index b3f006c7fe..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Formatting" -msgstr "Formátování" - -msgid "Naming conventions" -msgstr "Konvence pojmenování" - -msgid "Member variables" -msgstr "Členské proměnné" - -msgid "" -"Don't declare member variables if they are only used locally in a method, as " -"it makes the code more difficult to follow. Instead, declare them as local " -"variables in the method's body." -msgstr "" -"Nedeklarujte členské proměnné, pokud se používají pouze lokálně v metodě, " -"protože to znesnadňuje orientaci v kódu. Místo toho je deklarujte jako " -"lokální proměnné v těle metody." - -msgid "Local variables" -msgstr "Lokální proměnné" - -msgid "" -"Declare local variables as close as possible to their first use. This makes " -"it easier to follow the code, without having to scroll too much to find " -"where the variable was declared." -msgstr "" -"Lokální proměnné deklarujte co nejblíže jejich prvnímu použití. To usnadňuje " -"sledování kódu, aniž byste museli příliš rolovat, abyste našli místo, kde " -"byla proměnná deklarována." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po deleted file mode 100644 index 37ca034b13..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "``Array``" -msgstr "``Array``" - -msgid "``float[]``" -msgstr "``float[]``" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po deleted file mode 100644 index b3d603add1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategorie**" - -msgid "Usage" -msgstr "Používání" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po deleted file mode 100644 index b3d603add1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategorie**" - -msgid "Usage" -msgstr "Používání" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po deleted file mode 100644 index b3d603add1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategorie**" - -msgid "Usage" -msgstr "Používání" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po deleted file mode 100644 index b3d603add1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategorie**" - -msgid "Usage" -msgstr "Používání" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po deleted file mode 100644 index b3d603add1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategorie**" - -msgid "Usage" -msgstr "Používání" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po deleted file mode 100644 index b3d603add1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategorie**" - -msgid "Usage" -msgstr "Používání" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po deleted file mode 100644 index b3d603add1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategorie**" - -msgid "Usage" -msgstr "Používání" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po deleted file mode 100644 index b3d603add1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategorie**" - -msgid "Usage" -msgstr "Používání" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po deleted file mode 100644 index b3d603add1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategorie**" - -msgid "Usage" -msgstr "Používání" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po deleted file mode 100644 index b3d603add1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategorie**" - -msgid "Usage" -msgstr "Používání" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po deleted file mode 100644 index b3d603add1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategorie**" - -msgid "Usage" -msgstr "Používání" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po deleted file mode 100644 index b3d603add1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategorie**" - -msgid "Usage" -msgstr "Používání" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po deleted file mode 100644 index b3d603add1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategorie**" - -msgid "Usage" -msgstr "Používání" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po deleted file mode 100644 index b3d603add1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategorie**" - -msgid "Usage" -msgstr "Používání" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po deleted file mode 100644 index b3d603add1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategorie**" - -msgid "Usage" -msgstr "Používání" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po deleted file mode 100644 index b3d603add1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategorie**" - -msgid "Usage" -msgstr "Používání" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po deleted file mode 100644 index b3d603add1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategorie**" - -msgid "Usage" -msgstr "Používání" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po deleted file mode 100644 index b3d603add1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategorie**" - -msgid "Usage" -msgstr "Používání" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/index.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/creating_script_templates.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/creating_script_templates.po deleted file mode 100644 index bc5ce9f874..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/creating_script_templates.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating script templates" -msgstr "Vytváření šablon skriptů" - -msgid "Locating the templates" -msgstr "Vyhledání šablon" - -msgid "By default:" -msgstr "Ve výchozím:" - -msgid "Description" -msgstr "Popis" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po deleted file mode 100644 index b2a26a48cd..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Cross-language scripting" -msgstr "Skriptování mezi jazyky" - -msgid "Inheritance" -msgstr "Dědičnost" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po deleted file mode 100644 index 537b77576f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po deleted file mode 100644 index 9e9fa3f978..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Debugger panel" -msgstr "Ladicí panel" - -msgid "Debugger" -msgstr "Ladicí program" - -msgid "Errors" -msgstr "Chyby" - -msgid "Profiler" -msgstr "Profiler" - -msgid "Network Profiler" -msgstr "Síťový profiler" - -msgid "Monitors" -msgstr "Monitory" - -msgid "Video RAM" -msgstr "Video RAM" - -msgid "Misc" -msgstr "Různé" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/index.po deleted file mode 100644 index a2ac6bcd4e..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Debug" -msgstr "Debug" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po deleted file mode 100644 index 7002ecc0d1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po +++ /dev/null @@ -1,39 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Debugger Panel" -msgstr "Ladicí panel" - -msgid "Debug menu options" -msgstr "Možnosti nabídky ladění" - -msgid "Deploy with Remote Debug" -msgstr "Nasazení se vzdáleným laděním" - -msgid "Visible Collision Shapes" -msgstr "Viditelné kolizní tvary" - -msgid "Visible Navigation" -msgstr "Viditelná navigace" - -msgid "Debug project settings" -msgstr "Nastavení projektu ladění" - -msgid "Settings" -msgstr "Nastavení" - -msgid "GDScript" -msgstr "GDSkript" - -msgid "Shapes" -msgstr "Tvary" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po deleted file mode 100644 index 2bedd5775a..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Evaluating expressions" -msgstr "Vyhodnocování výrazů" - -msgid "Basic usage" -msgstr "Základní použití" - -msgid "Operator" -msgstr "Operátor" - -msgid "Addition ``+``" -msgstr "Sčítání ``+``" - -msgid "Subtraction (``-``)" -msgstr "Odčítání (``-``)" - -msgid "Division (``/``)" -msgstr "Dělení (``/``)" - -msgid "Example script" -msgstr "Příklad skriptu" - -msgid "The output from the script will be::" -msgstr "Výstupem skriptu bude::" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/filesystem.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/filesystem.po deleted file mode 100644 index d7011fd1f7..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/filesystem.po +++ /dev/null @@ -1,178 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "File system" -msgstr "Souborový systém" - -msgid "Introduction" -msgstr "Úvod" - -msgid "" -"A file system manages how assets are stored and how they are accessed. A " -"well-designed file system also allows multiple developers to edit the same " -"source files and assets while collaborating. Godot stores all assets as " -"files in its file system." -msgstr "" -"Souborový systém řídí způsob ukládání jednotlivých položek a přístup k nim. " -"Dobře navržený souborový systém také umožňuje upravovat stejné zdrojové " -"soubory a zdroje při vzájemné spolupráci více vývojářů. Godot ukládá všechny " -"zdroje jako soubory ve svém souborovém systému." - -msgid "Implementation" -msgstr "Implementace" - -msgid "" -"The file system stores resources on disk. Anything, from a script, to a " -"scene or a PNG image is a resource to the engine. If a resource contains " -"properties that reference other resources on disk, the paths to those " -"resources are also included. If a resource has sub-resources that are built-" -"in, the resource is saved in a single file together with all the bundled sub-" -"resources. For example, a font resource is often bundled together with the " -"font textures." -msgstr "" -"Souborový systém ukládá zdroje na disk. Cokoli, od skriptu po scénu nebo " -"obrázek PNG, je pro engine zdrojem. Pokud zdroj obsahuje vlastnosti, které " -"odkazují na jiné zdroje na disku, jsou zahrnuty i cesty k těmto zdrojům. " -"Pokud má zdroj zabudované dílčí zdroje, je uložen v jediném souboru spolu se " -"všemi dílčími zdroji. Například zdroj písma je často poskytován společně s " -"texturami písma." - -msgid "Example of file system contents:" -msgstr "Příklad obsahu souborového systému:" - -msgid "project.godot" -msgstr "project.godot" - -msgid "" -"The ``project.godot`` file is the project description file, and it is always " -"found at the root of the project. In fact, its location defines where the " -"root is. This is the first file that Godot looks for when opening a project." -msgstr "" -"Soubor ``project.godot`` je soubor s popisem projektu a nachází se vždy v " -"kořenovém adresáři projektu. Ve skutečnosti jeho umístění určuje, kde se " -"kořenový adresář nachází. Je to ten první soubor, který Godot hledá při " -"otevírání projektu." - -msgid "" -"This file contains the project configuration in plain text, using the win." -"ini format. Even an empty ``project.godot`` can function as a basic " -"definition of a blank project." -msgstr "" -"Tento soubor obsahuje konfiguraci projektu v prostém textu ve formátu win." -"ini. I prázdný soubor ``project.godot`` může fungovat jako základní definice " -"prázdného projektu." - -msgid "Path delimiter" -msgstr "Oddělovač cesty" - -msgid "" -"Godot only supports ``/`` as a path delimiter. This is done for portability " -"reasons. All operating systems support this, even Windows, so a path such as " -"``C:\\project\\project.godot`` needs to be typed as ``C:/project/project." -"godot``." -msgstr "" -"Godot podporuje jako oddělovač cest pouze ``/``. Děje se tak z důvodu " -"přenositelnosti. Všechny operační systémy to podporují, dokonce i Windows, " -"takže cesta jako ``C:\\project\\project.godot`` musí být zadána jako ``C:/" -"project/project.godot``." - -msgid "Resource path" -msgstr "Cesta ke zdroji" - -msgid "" -"When accessing resources, using the host OS file system layout can be " -"cumbersome and non-portable. To solve this problem, the special path ``res://" -"`` was created." -msgstr "" -"Při přístupu k zdrojům může být použití souborového systému hostitelského " -"operačního systému těžkopádné a nepřenosné. K vyřešení tohoto problému byla " -"vytvořena speciální cesta ``res://``." - -msgid "" -"The path ``res://`` will always point at the project root (where ``project." -"godot`` is located, so ``res://project.godot`` is always valid)." -msgstr "" -"Cesta ``res://`` bude vždy ukazovat na kořen projektu (kde se nachází " -"``project.godot``, takže ``res://project.godot`` platí vždy)." - -msgid "" -"This file system is read-write only when running the project locally from " -"the editor. When exported or when running on different devices (such as " -"phones or consoles, or running from DVD), the file system will become read-" -"only and writing will no longer be permitted." -msgstr "" -"Tento souborový systém je určen pouze pro čtení a zápis při lokálním " -"spuštění projektu z editoru. Při exportu nebo při spuštění na jiných " -"zařízeních (např. telefonech nebo konzolích nebo při spuštění z DVD) se " -"systém souborů povoluje pouze čtení a zápis již nebude možný." - -msgid "User path" -msgstr "Uživatelská cesta" - -msgid "" -"Writing to disk is still needed for tasks such as saving game state or " -"downloading content packs. To this end, the engine ensures that there is a " -"special path ``user://`` that is always writable. This path resolves " -"differently depending on the OS the project is running on. Local path " -"resolution is further explained in :ref:`doc_data_paths`." -msgstr "" -"Zápis na disk je ovšem nutný pro úlohy, jako je ukládání stavu hry nebo " -"stahování balíčků obsahu. Pro tento účel engine poskytuje speciální cestu " -"``user://``, která je zapisovatelná vždy. Tato cesta se řeší různě v " -"závislosti na operačním systému, na kterém projekt běží. Ošetření místní " -"cesty je blíže vysvětleno v :ref:`doc_data_paths`." - -msgid "Host file system" -msgstr "Souborový systém hostitele" - -msgid "" -"Alternatively host file system paths can also be used, but this is not " -"recommended for a released product as these paths are not guaranteed to work " -"on all platforms. However, using host file system paths can be useful when " -"writing development tools in Godot." -msgstr "" -"Alternativně lze použít také cesty hostitelského souborového systému, ale to " -"se u vydaného produktu nedoporučuje, protože není zaručeno, že tyto cesty " -"budou fungovat na všech platformách. Použití cest k hostitelskému " -"souborovému systému však může být užitečné při psaní vývojových nástrojů v " -"Godotu." - -msgid "Drawbacks" -msgstr "Nevýhody" - -msgid "" -"To avoid this, do all your move, delete and rename operations from within " -"Godot, on the FileSystem dock. Never move assets from outside Godot, or " -"dependencies will have to be fixed manually (Godot detects this and helps " -"you fix them anyway, but why go the hard route?)." -msgstr "" -"Chcete-li se tomuto vyhnout, provádějte všechny operace přesouvání, mazání a " -"přejmenovávání v systému Godot v doku FileSystem. Nikdy nepřesouvejte zdroje " -"vně Godot, jinak budete muset závislosti opravovat ručně (Godot to stejně " -"zjistí a pomůže vám je opravit, ale proč se s tím trápit?)." - -msgid "" -"The second is that, under Windows and macOS, file and path names are case " -"insensitive. If a developer working in a case insensitive host file system " -"saves an asset as ``myfile.PNG``, but then references it as ``myfile.png``, " -"it will work fine on their platform, but not on other platforms, such as " -"Linux, Android, etc. This may also apply to exported binaries, which use a " -"compressed package to store all files." -msgstr "" -"Druhým důvodem je, že v systémech Windows a macOS se u názvů souborů a cest " -"nerozlišují velká a malá písmena. Pokud vývojář pracující v hostitelském " -"souborovém systému, který nerozlišuje velká a malá písmena, uloží aktivum " -"jako ``myfile.PNG``, ale pak na něj odkáže jako ``myfile.png``, bude to " -"fungovat dobře na jeho platformě, ale ne na jiných platformách, jako je " -"Linux, Android atd. To se může týkat i exportovaných binárních souborů, " -"které používají komprimovaný balíček pro uložení všech souborů." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po deleted file mode 100644 index a2d42036a8..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Signals" -msgstr "Signály" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po deleted file mode 100644 index 5e66ceffa3..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Example" -msgstr "Příklad" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po deleted file mode 100644 index 6a5157dd11..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po +++ /dev/null @@ -1,39 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Type" -msgstr "Typ" - -msgid "Description" -msgstr "Popis" - -msgid "**web**" -msgstr "**web**" - -msgid "**debug**" -msgstr "**ladění**" - -msgid "**release**" -msgstr "**uvolnění**" - -msgid "**editor**" -msgstr "**editor**" - -msgid "**x86_64**" -msgstr "**x86_64**" - -msgid "**arm64**" -msgstr "**arm64**" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/index.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po deleted file mode 100644 index 1d560bfc0d..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Supported languages" -msgstr "Podporované jazyky" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po deleted file mode 100644 index d377137526..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po +++ /dev/null @@ -1,366 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript: An introduction to dynamic languages" -msgstr "GDScript: Úvod do dynamických jazyků" - -msgid "About" -msgstr "O aplikaci" - -msgid "" -"This tutorial aims to be a quick reference for how to use GDScript more " -"efficiently. It focuses on common cases specific to the language, but also " -"covers a lot of information on dynamically typed languages." -msgstr "" -"Tento návod má sloužit jako stručný návod, jak efektivněji používat " -"GDScript. Zaměřuje se na běžné případy specifické pro tento jazyk, ale " -"obsahuje také mnoho informací o dynamicky typovaných jazycích." - -msgid "" -"It's meant to be especially useful for programmers with little or no " -"previous experience with dynamically typed languages." -msgstr "" -"Má být užitečné zejména pro programátory s malými nebo žádnými předchozími " -"zkušenostmi s dynamicky typovanými jazyky." - -msgid "Dynamic nature" -msgstr "Dynamická povaha" - -msgid "Pros & cons of dynamic typing" -msgstr "Výhody a nevýhody dynamického typování" - -msgid "" -"GDScript is a Dynamically Typed language. As such, its main advantages are " -"that:" -msgstr "GDScript je dynamicky typovaný jazyk. Jeho hlavními výhodami jsou:" - -msgid "Most code can be written and changed quickly and without hassle." -msgstr "Většinu kódu lze zapsat a změnit rychle a bez potíží." - -msgid "Less code written means less errors & mistakes to fix." -msgstr "Méně napsaného kódu znamená méně chyb a omylů k opravě." - -msgid "No compilation is required to test." -msgstr "Pro testování není nutná žádná kompilace." - -msgid "Runtime is tiny." -msgstr "Runtime je malinký." - -msgid "While the main disadvantages are:" -msgstr "Hlavními nevýhodami jsou:" - -msgid "Less performance than statically typed languages." -msgstr "Menší výkon než staticky typované jazyky." - -msgid "" -"Some errors that would typically be detected at compile time in statically " -"typed languages only appear while running the code (because expression " -"parsing is more strict)." -msgstr "" -"Některé chyby, které by ve staticky typovaných jazycích byly typicky " -"odhaleny při kompilaci, se objeví až za běhu programu(protože parsování " -"výrazů je přísnější)." - -msgid "" -"Less flexibility for code-completion (some variable types are only known at " -"run-time)." -msgstr "" -"Menší flexibilita při automatickém dokončování kódu (některé typy proměnných " -"jsou známy až za běhu)." - -msgid "Variables & assignment" -msgstr "Proměnné a přiřazení" - -msgid "" -"All variables in a dynamically typed language are \"variant\"-like. This " -"means that their type is not fixed, and is only modified through assignment. " -"Example:" -msgstr "" -"Všechny proměnné v dynamicky typovaném jazyce jsou \"variantní\". To " -"znamená, že jejich typ není pevně stanoven a mění se pouze přiřazením. " -"Příklad:" - -msgid "Static:" -msgstr "Statické:" - -msgid "Dynamic:" -msgstr "Dynamické:" - -msgid "As function arguments:" -msgstr "Jako argumenty funkce:" - -msgid "" -"Functions are of dynamic nature too, which means they can be called with " -"different arguments, for example:" -msgstr "" -"Funkce jsou také dynamické povahy, což znamená, že je lze volat s různými " -"argumenty, například:" - -msgid "Pointers & referencing:" -msgstr "Ukazatele a odkazování:" - -msgid "" -"In static languages, such as C or C++ (and to some extent Java and C#), " -"there is a distinction between a variable and a pointer/reference to a " -"variable. The latter allows the object to be modified by other functions by " -"passing a reference to the original one." -msgstr "" -"Ve statických jazycích, jako jsou C nebo C++ (a do jisté míry i Java a C#), " -"se rozlišuje mezi proměnnou a ukazatelem/odkazem na proměnnou. Druhá " -"jmenovaná umožňuje modifikovat objekt jinými funkcemi předáním odkazu na " -"původní objekt." - -msgid "" -"In C# or Java, everything not a built-in type (int, float, sometimes String) " -"is always a pointer or a reference. References are also garbage-collected " -"automatically, which means they are erased when no longer used. Dynamically " -"typed languages tend to use this memory model, too. Some Examples:" -msgstr "" -"V jazycích C# nebo Java je vše, co není vestavěný typ (int, float, někdy " -"String), vždy ukazatel nebo reference. Reference se také automaticky " -"uvolňují, což znamená, že jsou vymazány, když se již nepoužívají. Dynamicky " -"typované jazyky mají tendenci používat tento paměťový model také. Některé " -"příklady:" - -msgid "C++:" -msgstr "C++:" - -msgid "Java:" -msgstr "Java:" - -msgid "GDScript:" -msgstr "GDScript:" - -msgid "Arrays" -msgstr "Pole" - -msgid "" -"Arrays in dynamically typed languages can contain many different mixed " -"datatypes inside and are always dynamic (can be resized at any time). " -"Compare for example arrays in statically typed languages:" -msgstr "" -"Pole v dynamicky typovaných jazycích mohou obsahovat mnoho různých smíšených " -"datových typů a jsou vždy dynamická (mohou kdykoli měnit velikost). " -"Srovnejte například pole ve staticky typovaných jazycích:" - -msgid "And in GDScript:" -msgstr "A v jazyce GDScript:" - -msgid "" -"In dynamically typed languages, arrays can also double as other datatypes, " -"such as lists:" -msgstr "" -"V dynamicky typovaných jazycích mohou pole sloužit i jako jiné datové typy, " -"například seznamy:" - -msgid "Or unordered sets:" -msgstr "Nebo neuspořádané množiny:" - -msgid "Dictionaries" -msgstr "Slovníky" - -msgid "" -"Dictionaries are a powerful tool in dynamically typed languages. Most " -"programmers that come from statically typed languages (such as C++ or C#) " -"ignore their existence and make their life unnecessarily more difficult. " -"This datatype is generally not present in such languages (or only in limited " -"form)." -msgstr "" -"Slovníky jsou v dynamicky typovaných jazycích mocným nástrojem. Většina " -"programátorů, kteří přišli ze staticky typovaných jazyků (jako je C++ nebo " -"C#), jejich existenci ignoruje a zbytečně si tím komplikuje život. Tento " -"datový typ se v takových jazycích zpravidla nevyskytuje (nebo jen v omezené " -"podobě)." - -msgid "" -"Dictionaries can map any value to any other value with complete disregard " -"for the datatype used as either key or value. Contrary to popular belief, " -"they are efficient because they can be implemented with hash tables. They " -"are, in fact, so efficient that some languages will go as far as " -"implementing arrays as dictionaries." -msgstr "" -"Slovníky mohou mapovat libovolnou hodnotu na libovolnou jinou hodnotu, " -"přičemž se vůbec nehledí na datový typ použitý jako klíč nebo hodnota. " -"Navzdory všeobecnému přesvědčení jsou efektivní, protože je lze " -"implementovat pomocí hashovacích tabulek. Ve skutečnosti jsou tak efektivní, " -"že některé jazyky jdou tak daleko, že implementují pole jako slovníky." - -msgid "Example of Dictionary:" -msgstr "Příklad slovníku:" - -msgid "" -"Dictionaries are also dynamic, keys can be added or removed at any point at " -"little cost:" -msgstr "" -"Slovníky jsou také dynamické, klíče lze kdykoli přidat nebo odebrat bez " -"větších nároků na výkon:" - -msgid "" -"Dictionaries can also be used as data markup or quick structures. While " -"GDScript's dictionaries resemble python dictionaries, it also supports Lua " -"style syntax and indexing, which makes it useful for writing initial states " -"and quick structs:" -msgstr "" -"Slovníky lze použít také jako datové značky nebo rychlé struktury. Ačkoli se " -"slovníky v jazyce GDScript podobají pythonovským slovníkům, podporují také " -"syntaxi a indexování ve stylu jazyka Lua, což je užitečné pro zápis " -"počátečních stavů a rychlých struktur:" - -msgid "For & while" -msgstr "For & while" - -msgid "" -"Container datatypes (arrays and dictionaries) are iterable. Dictionaries " -"allow iterating the keys:" -msgstr "" -"Kontejnerové datové typy (pole a slovníky) jsou iterovatelné. Slovníky " -"umožňují procházení podle klíčů:" - -msgid "Iterating with indices is also possible:" -msgstr "Iterace pomocí indexů je také možná:" - -msgid "The range() function can take 3 arguments:" -msgstr "Funkce range() je schopna pobrat až 3 argumenty:" - -msgid "Translate to:" -msgstr "Lze přeložit do:" - -msgid "Becomes:" -msgstr "Se stane:" - -msgid "While" -msgstr "While" - -msgid "while() loops are the same everywhere:" -msgstr "Smyčky while() jsou všude stejné:" - -msgid "Custom iterators" -msgstr "Vlastní iterátory" - -msgid "" -"You can create custom iterators in case the default ones don't quite meet " -"your needs by overriding the Variant class's ``_iter_init``, ``_iter_next``, " -"and ``_iter_get`` functions in your script. An example implementation of a " -"forward iterator follows:" -msgstr "" -"Pokud výchozí iterátory nevyhovují vašim potřebám, můžete si vytvořit " -"vlastní iterátory tak, že ve svém skriptu přetížíte funkce ``_iter_init``, " -"``_iter_next`` a ``_iter_get`` třídy Variant. Následuje příklad implementace " -"dopředného iterátoru:" - -msgid "And it can be used like any other iterator:" -msgstr "A lze jej použít jako jakýkoli jiný iterátor:" - -msgid "" -"Make sure to reset the state of the iterator in ``_iter_init``, otherwise " -"nested for-loops that use custom iterators will not work as expected." -msgstr "" -"Ujistěte se, že jste resetovali stav iterátoru v ``_iter_init``, jinak " -"vnořené smyčky for, které používají vlastní iterátory, nebudou fungovat " -"podle vašeho očekávání." - -msgid "Duck typing" -msgstr "Kachní typování (Duck typing)" - -msgid "" -"One of the most difficult concepts to grasp when moving from a statically " -"typed language to a dynamic one is duck typing. Duck typing makes overall " -"code design much simpler and straightforward to write, but it's not obvious " -"how it works." -msgstr "" -"Jedním z nejobtížnějších konceptů, které je třeba pochopit při přechodu ze " -"staticky typovaného jazyka na dynamický, je kachní typování. Díky kachnímu " -"typování je celkový návrh kódu mnohem jednodušší a přímočařejší, ale na " -"první pohled není zřetelné, jak to celé funguje." - -msgid "" -"As an example, imagine a situation where a big rock is falling down a " -"tunnel, smashing everything on its way. The code for the rock, in a " -"statically typed language would be something like:" -msgstr "" -"Jako příklad si představte situaci, kdy do tunelu padá velký kámen a rozbíjí " -"vše, co mu stojí v cestě. Kód pro kámen by ve staticky typovaném jazyce " -"vypadal takto:" - -msgid "" -"This way, everything that can be smashed by a rock would have to inherit " -"Smashable. If a character, enemy, piece of furniture, small rock were all " -"smashable, they would need to inherit from the class Smashable, possibly " -"requiring multiple inheritance. If multiple inheritance was undesired, then " -"they would have to inherit a common class like Entity. Yet, it would not be " -"very elegant to add a virtual method ``smash()`` to Entity only if a few of " -"them can be smashed." -msgstr "" -"Tímto způsobem by vše, co lze rozbít kamenem, muselo zdědit Smashable. Pokud " -"by postava, nepřítel, kus nábytku čí malý kámen byly rozbitné, musely by " -"dědit od třídy Smashable, což by případně vyžadovalo vícenásobnou dědičnost. " -"Pokud by vícenásobná dědičnost nebyla žádoucí, pak by musely dědit společnou " -"třídu, jako je Entity. Přesto by nebylo příliš elegantní přidávat virtuální " -"metodu ``smash()`` do Entity pouze pro případ, že jen některé Entity budou " -"rozbitné." - -msgid "" -"With dynamically typed languages, this is not a problem. Duck typing makes " -"sure you only have to define a ``smash()`` function where required and " -"that's it. No need to consider inheritance, base classes, etc." -msgstr "" -"V dynamicky typovaných jazycích to není problém. Duck typing zajišťuje, že " -"stačí definovat funkci ``smash()`` pouze tam, kde je to nutné, a to je vše. " -"Není třeba uvažovat o dědičnosti, bázových třídách atd." - -msgid "" -"And that's it. If the object that hit the big rock has a smash() method, it " -"will be called. No need for inheritance or polymorphism. Dynamically typed " -"languages only care about the instance having the desired method or member, " -"not what it inherits or the class type. The definition of Duck Typing should " -"make this clearer:" -msgstr "" -"A to je vše. Pokud má objekt, který narazil do velkého kamene, metodu " -"smash(), bude zavolána. Není třeba dědičnosti ani polymorfismu. Dynamicky " -"typované jazyky se starají pouze o to, aby instance měla požadovanou metodu " -"nebo člen, nikoli o to, co dědí, nebo o typ třídy. Definice kachního " -"typování by to měla objasnit:" - -msgid "" -"*\"When I see a bird that walks like a duck and swims like a duck and quacks " -"like a duck, I call that bird a duck\"*" -msgstr "" -"*\"Když vidím ptáka, který chodí jako kachna, plave jako kachna a kváká jako " -"kachna, říkám mu kachna. \"*" - -msgid "In this case, it translates to:" -msgstr "V tomto případě to znamená:" - -msgid "" -"*\"If the object can be smashed, don't care what it is, just smash it.\"*" -msgstr "*\"Pokud lze předmět rozbít, je jedno, co to je, prostě ho rozbij. \"*" - -msgid "Yes, we should call it Hulk typing instead." -msgstr "Ano, měli bychom to nazývat Hulk typing." - -msgid "" -"It's possible that the object being hit doesn't have a smash() function. " -"Some dynamically typed languages simply ignore a method call when it doesn't " -"exist, but GDScript is stricter, so checking if the function exists is " -"desirable:" -msgstr "" -"Je možné, že zasažený objekt nemá funkci smash(). Některé dynamicky typované " -"jazyky prostě ignorují volání metody, pokud neexistuje (například Objective " -"C), ale GDScript je přísnější, takže je žádoucí kontrolovat, zda funkce " -"existuje:" - -msgid "" -"Then, simply define that method and anything the rock touches can be smashed." -msgstr "" -"Pak stačí definovat tuto metodu a vše, čeho se kámen dotkne, může být " -"rozbito." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po deleted file mode 100644 index 6763640a6d..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po +++ /dev/null @@ -1,1248 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "History" -msgstr "Historie" - -msgid "" -"Documentation about GDScript's history has been moved to the :ref:" -"`Frequently Asked Questions `." -msgstr "" -"Dokumentace o historii GDScript byla přesunuta do :ref:`Často kladené otázky " -"`." - -msgid "Example of GDScript" -msgstr "Příklad GDScriptu" - -msgid "" -"If you have previous experience with statically typed languages such as C, C+" -"+, or C# but never used a dynamically typed one before, it is advised you " -"read this tutorial: :ref:`doc_gdscript_more_efficiently`." -msgstr "" -"Pokud máte předchozí zkušenosti se staticky typovanými jazyky, jako C, C++ " -"nebo C#, ale nikdy předtím jste dynamicky typovaný jazyk nepoužívali, " -"doporučujeme vám přečíst si tento návod: :ref:" -"`doc_gdscript_more_efficiently`." - -msgid "Identifiers" -msgstr "Identifikátory" - -msgid "" -"Any string that restricts itself to alphabetic characters (``a`` to ``z`` " -"and ``A`` to ``Z``), digits (``0`` to ``9``) and ``_`` qualifies as an " -"identifier. Additionally, identifiers must not begin with a digit. " -"Identifiers are case-sensitive (``foo`` is different from ``FOO``)." -msgstr "" -"Jako identifikátor lze použít jakýkoli řetězec, který se omezuje na znaky " -"abecedy (``a`` až ``z`` a ``A`` až ``Z``), číslice (``0`` až ``9``) a ``_``. " -"Identifikátory navíc nesmí začínat číslicí. U identifikátorů se rozlišují " -"malá a velká písmena (``foo`` se liší od ``FOO``)." - -msgid "Keywords" -msgstr "Klíčová slova" - -msgid "" -"The following is the list of keywords supported by the language. Since " -"keywords are reserved words (tokens), they can't be used as identifiers. " -"Operators (like ``in``, ``not``, ``and`` or ``or``) and names of built-in " -"types as listed in the following sections are also reserved." -msgstr "" -"Následuje seznam klíčových slov podporovaných tímto jazykem. Protože klíčová " -"slova jsou rezervovaná slova (tokeny), nelze je používat jako " -"identifikátory. Rezervované jsou také operátory (jako ``in``, ``not``, " -"``and`` nebo ``or``) a názvy vestavěných typů uvedené v následujících " -"kapitolách." - -msgid "" -"Keywords are defined in the `GDScript tokenizer `_ in " -"case you want to take a look under the hood." -msgstr "" -"Klíčová slova jsou definována v `GDScript tokenizeru `_, " -"pokud se chcete podívat pod pokličku." - -msgid "Keyword" -msgstr "Klíčové slovo" - -msgid "Description" -msgstr "Popis" - -msgid "if" -msgstr "if" - -msgid "See `if/else/elif`_." -msgstr "Viz `if/else/elif`_." - -msgid "elif" -msgstr "elif" - -msgid "else" -msgstr "else" - -msgid "for" -msgstr "for" - -msgid "See for_." -msgstr "Viz for_." - -msgid "while" -msgstr "while" - -msgid "See while_." -msgstr "Viz while_." - -msgid "match" -msgstr "match" - -msgid "See match_." -msgstr "Viz match_." - -msgid "break" -msgstr "break" - -msgid "Exits the execution of the current ``for`` or ``while`` loop." -msgstr "Ukončí provádění aktuální smyčky ``for`` nebo ``while``." - -msgid "continue" -msgstr "continue" - -msgid "" -"Immediately skips to the next iteration of the ``for`` or ``while`` loop." -msgstr "Okamžitě přeskočí na další iteraci cyklu ``for`` nebo ``while``." - -msgid "pass" -msgstr "pass" - -msgid "" -"Used where a statement is required syntactically but execution of code is " -"undesired, e.g. in empty functions." -msgstr "" -"Používá se tam, kde je příkaz syntakticky vyžadován, ale provedení kódu je " -"nežádoucí, např. v prázdných funkcích." - -msgid "return" -msgstr "return" - -msgid "Returns a value from a function." -msgstr "Vrací hodnotu z funkce." - -msgid "class" -msgstr "class" - -msgid "class_name" -msgstr "class_name" - -msgid "extends" -msgstr "extends" - -msgid "Defines what class to extend with the current class." -msgstr "Definuje, jakou třídu chcete rozšířit o aktuální třídu." - -msgid "is" -msgstr "is" - -msgid "" -"Tests whether a variable extends a given class, or is of a given built-in " -"type." -msgstr "" -"Testuje, zda proměnná rozšiřuje danou třídu nebo zda je daného vestavěného " -"typu." - -msgid "as" -msgstr "as" - -msgid "Cast the value to a given type if possible." -msgstr "Pokud je to možné, přetypujte hodnotu na daný typ." - -msgid "self" -msgstr "self" - -msgid "Refers to current class instance." -msgstr "Odkazuje na aktuální instanci třídy." - -msgid "signal" -msgstr "signal" - -msgid "Defines a signal." -msgstr "Definuje signál." - -msgid "func" -msgstr "func" - -msgid "Defines a function." -msgstr "Definuje funkci." - -msgid "static" -msgstr "static" - -msgid "const" -msgstr "const" - -msgid "Defines a constant." -msgstr "Definuje konstantu." - -msgid "enum" -msgstr "enum" - -msgid "Defines an enum." -msgstr "Definuje enum." - -msgid "var" -msgstr "var" - -msgid "Defines a variable." -msgstr "Definuje proměnnou." - -msgid "breakpoint" -msgstr "breakpoint" - -msgid "preload" -msgstr "preload" - -msgid "Preloads a class or variable. See `Classes as resources`_." -msgstr "Předběžně načte třídu nebo proměnnou. Viz `Classes as resources`_." - -msgid "yield" -msgstr "yield" - -msgid "assert" -msgstr "assert" - -msgid "" -"Asserts a condition, logs error on failure. Ignored in non-debug builds. See " -"`Assert keyword`_." -msgstr "" -"Uplatní podmínku, při selhání zaznamená chybu. Ignorováno v sestaveních bez " -"ladění. Viz klíčové slovo `Assert`_." - -msgid "PI" -msgstr "PI" - -msgid "PI constant." -msgstr "Konstanta PI." - -msgid "TAU" -msgstr "TAU" - -msgid "TAU constant." -msgstr "Konstanta TAU." - -msgid "INF" -msgstr "INF" - -msgid "NAN" -msgstr "NAN" - -msgid "Operators" -msgstr "Operátory" - -msgid "**Operator**" -msgstr "**Operátor**" - -msgid "**Description**" -msgstr "**Popis**" - -msgid "``x[index]``" -msgstr "``x[index]``" - -msgid "``x.attribute``" -msgstr "``x.attribute``" - -msgid "Attribute reference" -msgstr "Odkaz na atribut" - -msgid "``foo()``" -msgstr "``foo()``" - -msgid "Function call" -msgstr "Volání funkce" - -msgid "Bitwise NOT" -msgstr "Bitové NOT" - -msgid "``-x``" -msgstr "``-x``" - -msgid "Multiplication / Division / Remainder" -msgstr "Násobení / dělení / zbytek" - -msgid "Bit shifting" -msgstr "Posouvání bitů" - -msgid "Bitwise AND" -msgstr "Bitově AND" - -msgid "Bitwise XOR" -msgstr "Bitový XOR" - -msgid "Bitwise OR" -msgstr "Bitové OR" - -msgid "Ternary if/else" -msgstr "Ternární if/else" - -msgid "Assignment (lowest priority)" -msgstr "Přiřazení (nejnižší priorita)" - -msgid "Literals" -msgstr "Literály" - -msgid "``45``" -msgstr "``45``" - -msgid "Base 10 integer" -msgstr "Celé číslo základu 10" - -msgid "``0x8f51``" -msgstr "``0x8f51``" - -msgid "Base 16 (hexadecimal) integer" -msgstr "Celé číslo o základu 16 (hexadecimální)" - -msgid "``0b101010``" -msgstr "``0b101010``" - -msgid "Base 2 (binary) integer" -msgstr "Celé číslo základu 2 (binární)" - -msgid "``3.14``, ``58.1e-10``" -msgstr "``3.14``, ``58.1e-10``" - -msgid "Floating-point number (real)" -msgstr "Číslo s plovoucí desetinnou čárkou (reálné)" - -msgid ":ref:`NodePath `" -msgstr ":ref:`NodePath `" - -msgid "**Example**" -msgstr "**Příklad**" - -msgid "``$NodePath``" -msgstr "``$NodePath``" - -msgid "Shorthand for ``get_node(\"NodePath\")``" -msgstr "Zkratka pro ``get_node(\"NodePath\")``" - -msgid "" -"Integers and floats can have their numbers separated with ``_`` to make them " -"more readable. The following ways to write numbers are all valid::" -msgstr "" -"Celá a pohyblivá čísla mohou být oddělena znakem ``_``, aby byla lépe " -"čitelná. Všechny následující způsoby zápisu čísel jsou platné::" - -msgid "**Escape sequence**" -msgstr "Escape sekvence" - -msgid "**Expands to**" -msgstr "**Rozšiřuje se na**" - -msgid "``\\n``" -msgstr "``\\n``" - -msgid "Newline (line feed)" -msgstr "Nový řádek (line feed)" - -msgid "``\\t``" -msgstr "``\\t``" - -msgid "Horizontal tab character" -msgstr "Vodorovný znak tabulátoru" - -msgid "``\\r``" -msgstr "``\\r``" - -msgid "Carriage return" -msgstr "návrat vozíku" - -msgid "``\\a``" -msgstr "``\\a``" - -msgid "Alert (beep/bell)" -msgstr "Výstraha (pípnutí / zvonek)" - -msgid "``\\b``" -msgstr "``\\b``" - -msgid "Backspace" -msgstr "Backspace" - -msgid "``\\f``" -msgstr "``\\f``" - -msgid "Formfeed page break" -msgstr "Přerušení stránky Formfeed" - -msgid "``\\v``" -msgstr "``\\v``" - -msgid "Vertical tab character" -msgstr "Svislý znak tabulátoru" - -msgid "``\\\"``" -msgstr "``\\\"``" - -msgid "Double quote" -msgstr "Dvojitá uvozovka" - -msgid "``\\'``" -msgstr "``\\'``" - -msgid "Single quote" -msgstr "Jednoduchá uvozovka" - -msgid "``\\\\``" -msgstr "``\\\\``" - -msgid "Backslash" -msgstr "Zpětné lomítko" - -msgid "``\\uXXXX``" -msgstr "``\\uXXXX``" - -msgid "" -"When using nodes, it's common to desire to keep references to parts of the " -"scene in a variable. As scenes are only warranted to be configured when " -"entering the active scene tree, the sub-nodes can only be obtained when a " -"call to ``Node._ready()`` is made." -msgstr "" -"Při použití uzlů je běžné chtít uchovávat odkazy na části scény v proměnné. " -"Jelikož u scén je zaručeno, že budou konfigurovány pouze při vstupu do " -"aktivního stromu scén, dílčí uzly lze získat pouze při volání funkce ``Node." -"ready ()``." - -msgid "Comments" -msgstr "Komentáře" - -msgid "" -"Anything from a ``#`` to the end of the line is ignored and is considered a " -"comment." -msgstr "" -"Cokoli od ''#'' do konce řádku je ignorováno a je považováno za komentář." - -msgid "Built-in types" -msgstr "Vestavěné typy" - -msgid "Basic built-in types" -msgstr "Základní vestavěné typy" - -msgid "A variable in GDScript can be assigned to several built-in types." -msgstr "Proměnné mouhou v jazyce GDScript nabývat několika vestavěných typů." - -msgid "null" -msgstr "null" - -msgid "" -"``null`` is an empty data type that contains no information and can not be " -"assigned any other value." -msgstr "" -"``null`` je prázdný datový typ, který neobsahuje žádné informace a nelze mu " -"přiřadit žádnou jinou hodnotu." - -msgid ":ref:`bool `" -msgstr ":ref:`bool `" - -msgid "Short for \"boolean\", it can only contain ``true`` or ``false``." -msgstr "Zkratka pro \"boolean\", může obsahovat pouze ``true`` nebo ``false``." - -msgid ":ref:`int `" -msgstr ":ref:`int `" - -msgid ":ref:`float `" -msgstr ":ref:`float `" - -msgid ":ref:`String `" -msgstr ":ref:`String `" - -msgid "" -"A sequence of characters in `Unicode format `_." -msgstr "" -"Posloupnost znaků ve formátu `Unicode `_." - -msgid "Vector built-in types" -msgstr "Vektorové vestavěné typy" - -msgid ":ref:`Vector2 `" -msgstr ":ref:`Vector2 `" - -msgid "" -"2D vector type containing ``x`` and ``y`` fields. Can also be accessed as an " -"array." -msgstr "" -"2D vektorový typ obsahující pole ``x`` a ``y``. Lze k němu přistupovat také " -"jako k poli." - -msgid ":ref:`Rect2 `" -msgstr ":ref:`Rect2 `" - -msgid "" -"2D Rectangle type containing two vectors fields: ``position`` and ``size``. " -"Also contains an ``end`` field which is ``position + size``." -msgstr "" -"Typ 2D Obdélník obsahující dvě pole vektorů: ``position (pozic)`` a ``size " -"(velikost)``. Obsahuje také pole ``end``, což je ``position + size``." - -msgid ":ref:`Vector3 `" -msgstr ":ref:`Vector3 `" - -msgid "" -"3D vector type containing ``x``, ``y`` and ``z`` fields. This can also be " -"accessed as an array." -msgstr "" -"3D vektorový typ obsahující pole ``x``, ``y`` a ``z``. Lze k němu " -"přistupovat také jako k poli." - -msgid ":ref:`Transform2D `" -msgstr ":ref:`Transform2D `" - -msgid "3×2 matrix used for 2D transforms." -msgstr "matice (matrix) 3×2 používaná pro 2D transformace." - -msgid ":ref:`Plane `" -msgstr ":ref:`Plane `" - -msgid "" -"3D Plane type in normalized form that contains a ``normal`` vector field and " -"a ``d`` scalar distance." -msgstr "" -"Typ 3D roviny v normalizovaném tvaru, který obsahuje ``normál`` vektorové " -"pole normály k rovině a skalární vzdálenost ``d``." - -msgid "" -"Quaternion is a datatype used for representing a 3D rotation. It's useful " -"for interpolating rotations." -msgstr "" -"Kvaternion je datový typ používaný k reprezentaci 3D rotace. Je užitečný pro " -"interpolaci rotací." - -msgid ":ref:`AABB `" -msgstr ":ref:`AABB `" - -msgid "" -"Axis-aligned bounding box (or 3D box) contains 2 vectors fields: " -"``position`` and ``size``. Also contains an ``end`` field which is " -"``position + size``." -msgstr "" -"Osově zarovnaný ohraničující box (nebo 3D box) obsahuje 2 pole vektorů: " -"``position`` a ``size``. Obsahuje také pole ``end``, což je ``position + " -"size``." - -msgid ":ref:`Basis `" -msgstr ":ref:`Basis `" - -msgid "" -"3x3 matrix used for 3D rotation and scale. It contains 3 vector fields " -"(``x``, ``y`` and ``z``) and can also be accessed as an array of 3D vectors." -msgstr "" -"matice 3x3 používaná pro 3D rotaci a měřítko. Obsahuje 3 vektorová pole " -"(``x``, ``y`` a ``z``) a lze k ní přistupovat také jako k poli 3D vektorů." - -msgid "" -"3D Transform contains a Basis field ``basis`` and a Vector3 field ``origin``." -msgstr "" -"3D transformace obsahuje pole Basis ``basis`` a pole Vector3 ``origin``." - -msgid "Engine built-in types" -msgstr "Vestavěné typy enginu" - -msgid ":ref:`Color `" -msgstr ":ref:`Color `" - -msgid "" -"Color data type contains ``r``, ``g``, ``b``, and ``a`` fields. It can also " -"be accessed as ``h``, ``s``, and ``v`` for hue/saturation/value." -msgstr "" -"Datový typ Color (barva) obsahuje pole ``r``, ``g``, ``b`` a ``a``. Lze k " -"nim také přistupovat jako ``h``, ``s`` a ``v`` pro odstín/sytost/hodnotu." - -msgid ":ref:`RID `" -msgstr ":ref:`RID `" - -msgid "Resource ID (RID). Servers use generic RIDs to reference opaque data." -msgstr "" -"ID zdroje (RID). Servery používají generické identifikátory RID k odkazování " -"na neprůhledná data." - -msgid ":ref:`Object `" -msgstr ":ref:`Object `" - -msgid "Base class for anything that is not a built-in type." -msgstr "Základní třída pro cokoli, co není vestavěným typem." - -msgid "Container built-in types" -msgstr "Kontejnerové vestavěné typy" - -msgid ":ref:`Array `" -msgstr ":ref:`Array (Pole) `" - -msgid "" -"Generic sequence of arbitrary object types, including other arrays or " -"dictionaries (see below). The array can resize dynamically. Arrays are " -"indexed starting from index ``0``. Negative indices count from the end." -msgstr "" -"Obecná posloupnost objektů libovolného typu, včetně jiných polí nebo " -"slovníků (viz níže). Velikost pole se může dynamicky měnit. Pole jsou " -"indexována od indexu ``0``. Záporné indexy se počítají od konce." - -msgid ":ref:`Dictionary `" -msgstr ":ref:`Dictionary (Slovník) `" - -msgid "Associative container which contains values referenced by unique keys." -msgstr "" -"Asociativní kontejner, který obsahuje hodnoty odkazované pomocí jedinečných " -"klíčů." - -msgid "" -"To add a key to an existing dictionary, access it like an existing key and " -"assign to it::" -msgstr "" -"Chcete-li přidat klíč do existujícího slovníku, přistupujte k němu jako " -"kdyby již existoval a přiřaďte do něho hodnotu ::" - -msgid "" -"The bracket syntax can be used to access properties of any :ref:" -"`class_Object`, not just Dictionaries. Keep in mind it will cause a script " -"error when attempting to index a non-existing property. To avoid this, use " -"the :ref:`Object.get() ` and :ref:`Object.set() " -"` methods instead." -msgstr "" -"Syntaxi závorek lze použít pro přístup k vlastnostem libovolného :ref:" -"`class_Object`, nejen ke slovníkům. Mějte na paměti, že použití neexistující " -"vlastnosti jako indexu způsobí chybu skriptu. Chcete-li se tomu vyhnout, " -"použijte místo toho metody :ref:`Object.get() ` a :" -"ref:`Object.set() `, které v takovém případě vrátí " -"null." - -msgid "Variables" -msgstr "Proměnné" - -msgid "" -"Variables can exist as class members or local to functions. They are created " -"with the ``var`` keyword and may, optionally, be assigned a value upon " -"initialization." -msgstr "" -"Proměnné mohou existovat jako členské proměnné třídy nebo jako lokální " -"proměnné funkcí. Vytvářejí se pomocí klíčového slova ``var`` a při " -"inicializaci jim může být volitelně přiřazena hodnota." - -msgid "" -"Variables can optionally have a type specification. When a type is " -"specified, the variable will be forced to have always that same type, and " -"trying to assign an incompatible value will raise an error." -msgstr "" -"Proměnné mohou mít volitelně specifikaci typu. Pokud je typ specifikován, " -"bude proměnná nucena mít vždy stejný typ a pokus o přiřazení nekompatibilní " -"hodnoty vyvolá chybu." - -msgid "" -"Types are specified in the variable declaration using a ``:`` (colon) symbol " -"after the variable name, followed by the type." -msgstr "" -"Typy se v deklaraci proměnné uvádějí pomocí symbolu ``:`` (dvojtečka) za " -"názvem proměnné, za kterým následuje typ." - -msgid "" -"If the variable is initialized within the declaration, the type can be " -"inferred, so it's possible to omit the type name::" -msgstr "" -"Pokud je proměnná inicializována v rámci deklarace, lze typ odvodit, takže " -"je možné název typu vynechat::" - -msgid "" -"Type inference is only possible if the assigned value has a defined type, " -"otherwise it will raise an error." -msgstr "" -"Odvození typu je možné pouze v případě, že přiřazovaná hodnota má definovaný " -"typ, jinak dojde k chybě." - -msgid "Valid types are:" -msgstr "Platné typy jsou:" - -msgid "Built-in types (Array, Vector2, int, String, etc.)." -msgstr "Vestavěné typy (Array, Vektor2, int, String, atd.)." - -msgid "" -"Constant names if they contain a script resource (``MyScript`` if you " -"declared ``const MyScript = preload(\"res://my_script.gd\")``)." -msgstr "" -"Názvy konstant, pokud obsahují zdroj skriptu (``MyScript``, pokud jste " -"deklarovali ``const MyScript = preload(\"res://my_script.gd\")``)." - -msgid "" -"Other classes in the same script, respecting scope (``InnerClass." -"NestedClass`` if you declared ``class NestedClass`` inside the ``class " -"InnerClass`` in the same scope)." -msgstr "" -"Ostatní třídy ve stejném skriptu, s respektováním rozsahu platnosti " -"(``InnerClass.NestedClass``, pokud jste deklarovali ``class NestedClass`` " -"uvnitř ``class InnerClass`` ve shodném rozsahu platnosti)." - -msgid "Script classes declared with the ``class_name`` keyword." -msgstr "Třídy skriptů deklarované pomocí klíčového slova ``class_name``." - -msgid "Casting" -msgstr "Přetypování" - -msgid "" -"Values assigned to typed variables must have a compatible type. If it's " -"needed to coerce a value to be of a certain type, in particular for object " -"types, you can use the casting operator ``as``." -msgstr "" -"Hodnoty přiřazené typovaným proměnným musí mít kompatibilní typ. Pokud je " -"potřeba vynutit, aby hodnota byla určitého typu, zejména pro typy objektů, " -"můžete použít operátor přetypování ``as``." - -msgid "" -"Casting between object types results in the same object if the value is of " -"the same type or a subtype of the cast type." -msgstr "" -"Přetypování mezi objektovými typy vrací stejný objekt, pokud je hodnota " -"stejného typu jako je typ na který se přetypovává nebo je jeho potomkem." - -msgid "" -"If the value is not a subtype, the casting operation will result in a " -"``null`` value." -msgstr "" -"Pokud hodnota není potomkem (podtypem), výsledkem operace přetypování je " -"hodnota ``null``." - -msgid "" -"For built-in types, they will be forcibly converted if possible, otherwise " -"the engine will raise an error." -msgstr "" -"V případě vestavěných typů budou tyto typy, pokud to bude možné, násilně " -"převedeny, jinak engine vyvolá chybu." - -msgid "" -"Casting is also useful to have better type-safe variables when interacting " -"with the scene tree::" -msgstr "" -"Přetypování je také užitečné pro lepší typovou bezpečnost proměnných při " -"interakci se stromem scény:" - -msgid "Constants" -msgstr "Konstanty" - -msgid "" -"Constants are values you cannot change when the game is running. Their value " -"must be known at compile-time. Using the ``const`` keyword allows you to " -"give a constant value a name. Trying to assign a value to a constant after " -"it's declared will give you an error." -msgstr "" -"Konstanty jsou hodnoty, které nelze za běhu hry měnit. Jejich hodnota musí " -"být známa při kompilaci. Použití klíčového slova ``const`` umožňuje dát " -"konstantní hodnotě jméno. Při pokusu přiřadit hodnotu konstantě po její " -"deklaraci dojde k chybě." - -msgid "We recommend using constants whenever a value is not meant to change." -msgstr "Doporučujeme používat konstanty vždy, když se hodnota nemá měnit." - -msgid "" -"Although the type of constants is inferred from the assigned value, it's " -"also possible to add explicit type specification::" -msgstr "" -"Ačkoli typ konstanty je převedený z přiřazené hodnoty, je i možné daný typ " -"specifikovat::" - -msgid "Assigning a value of an incompatible type will raise an error." -msgstr "Při priřazení hodnoty nekompatibilního typu bude výsledkem error." - -msgid "Enums" -msgstr "Enums (Výčty)" - -msgid "" -"Enums are basically a shorthand for constants, and are pretty useful if you " -"want to assign consecutive integers to some constant." -msgstr "" -"Enumy jsou v podstatě zkratkou pro konstanty a jsou docela užitečné, pokud " -"chcete nějaké konstantě přiřadit po sobě jdoucí celá čísla." - -msgid "Functions" -msgstr "Funkce" - -msgid "" -"Functions always belong to a `class `_. The scope priority for " -"variable look-up is: local → class member → global. The ``self`` variable is " -"always available and is provided as an option for accessing class members, " -"but is not always required (and should *not* be sent as the function's first " -"argument, unlike Python)." -msgstr "" -"Funkce vždy patří do `třídy `_. Priorita rozsahu platnosti pro " -"vyhledávání proměnných je: lokální → člen třídy → globální. Proměnná " -"``self`` je vždy k dispozici a je poskytována jako možnost přístupu k členům " -"třídy, ale není vždy vyžadována (a na rozdíl od Pythonu *není* posílána jako " -"první argument funkce)." - -msgid "" -"A function can ``return`` at any point. The default return value is ``null``." -msgstr "" -"Funkce se může ``vrátit hodnotu`` v libovolném okamžiku. Výchozí návratová " -"hodnota je ``null``." - -msgid "" -"Functions can also have type specification for the arguments and for the " -"return value. Types for arguments can be added in a similar way to " -"variables::" -msgstr "" -"Funkce mohou mít také specifikaci typu pro argumenty a pro návratovou " -"hodnotu. Typy pro argumenty lze přidat podobně jako u proměnných::" - -msgid "" -"If a function argument has a default value, it's possible to infer the type::" -msgstr "Pokud má argument funkce výchozí hodnotu, je možné typ odvodit::" - -msgid "" -"The return type of the function can be specified after the arguments list " -"using the arrow token (``->``)::" -msgstr "" -"Návratový typ funkce lze zadat za seznamem argumentů pomocí symbolu šipky " -"(``->```)::" - -msgid "" -"Functions that have a return type **must** return a proper value. Setting " -"the type as ``void`` means the function doesn't return anything. Void " -"functions can return early with the ``return`` keyword, but they can't " -"return any value." -msgstr "" -"Funkce s návratovým typem **musí** vracet správnou hodnotu. Nastavení typu " -"``void`` znamená, že funkce nic nevrací. Void funkce mohou vracet dříve " -"pomocí klíčového slova ``return``, ale nemohou vracet žádnou hodnotu." - -msgid "" -"Non-void functions must **always** return a value, so if your code has " -"branching statements (such as an ``if``/``else`` construct), all the " -"possible paths must have a return. E.g., if you have a ``return`` inside an " -"``if`` block but not after it, the editor will raise an error because if the " -"block is not executed, the function won't have a valid value to return." -msgstr "" -"Ne-void funkce musí **vždy** vracet hodnotu, takže pokud váš kód obsahuje " -"příkazy větvení (například konstrukce ``if``/``else``), všechny možné cesty " -"musí mít návratovou hodnotu. Např. pokud máte ``return`` uvnitř bloku " -"``if``, ale ne za ním, editor zobrazí chybovou hlášku, protože pokud se blok " -"neprovede, funkce nebude mít platnou hodnotu, kterou by mohla vrátit." - -msgid "Referencing functions" -msgstr "Odkazování na funkce" - -msgid "Static functions" -msgstr "Statické funkce" - -msgid "Statements and control flow" -msgstr "Příkazy pro řízení běhu programu" - -msgid "" -"Statements are standard and can be assignments, function calls, control flow " -"structures, etc (see below). ``;`` as a statement separator is entirely " -"optional." -msgstr "" -"Příkazy jsou standardní a může to být přiřazení, volání funkce, struktury " -"toku řízení atd. (viz níže). ``;`` jako oddělovač příkazů je zcela nepovinný." - -msgid "if/else/elif" -msgstr "if/else/elif" - -msgid "" -"Simple conditions are created by using the ``if``/``else``/``elif`` syntax. " -"Parenthesis around conditions are allowed, but not required. Given the " -"nature of the tab-based indentation, ``elif`` can be used instead of " -"``else``/``if`` to maintain a level of indentation." -msgstr "" -"Jednoduché podmínky se vytvářejí pomocí syntaxe ``if``/``else``/`elif``. " -"Závorky kolem podmínek jsou povoleny, ale nejsou povinné. Vzhledem k povaze " -"odsazení na základě tabulátoru lze pro zachování úrovně odsazení použít " -"místo ``else``/``if`` ``elif``." - -msgid "Short statements can be written on the same line as the condition::" -msgstr "Krátké příkazy lze psát na stejném řádku jako podmínku::" - -msgid "" -"Sometimes, you might want to assign a different initial value based on a " -"boolean expression. In this case, ternary-if expressions come in handy::" -msgstr "" -"Někdy můžete chtít přiřadit jinou počáteční hodnotu na základě logického " -"výrazu. V takovém případě se hodí tzv. ternární if výrazy::" - -msgid "" -"To iterate through a range, such as an array or table, a *for* loop is used. " -"When iterating over an array, the current array element is stored in the " -"loop variable. When iterating over a dictionary, the *key* is stored in the " -"loop variable." -msgstr "" -"Pro cykly s pevným počtem opakování, například průchod polem nebo tabulkou, " -"se používá smyčka ``for``. Při průchodu polem je aktuální prvek pole uložen " -"v proměnné cyklu. Při průchodu slovníkem je v proměnné cyklu uložen aktuální " -"*klíč*." - -msgid "" -"A ``match`` statement is used to branch execution of a program. It's the " -"equivalent of the ``switch`` statement found in many other languages, but " -"offers some additional features." -msgstr "" -"Příkaz ``match`` slouží k větvení provádění programu. Je to ekvivalent " -"příkazu ``switch``, který se vyskytuje v mnoha jiných jazycích, ale nabízí " -"některé další vlastnosti." - -msgid "Basic syntax" -msgstr "Základní syntaxe" - -msgid "Crash-course for people who are familiar with switch statements" -msgstr "Crash Klkurz pro lidi, kteří jsou obeznámen s příkazy switch" - -msgid "Replace ``switch`` with ``match``." -msgstr "Nahraďte ``switch`` příkazem ``match``." - -msgid "Remove ``case``." -msgstr "Odstraňte ``case``." - -msgid "Change ``default`` to a single underscore." -msgstr "Změňte ``default`` na jedno podtržítko." - -msgid "Control flow" -msgstr "Kontrola toku" - -msgid "Wildcard pattern" -msgstr "Vzor zástupného znaku" - -msgid "This pattern matches everything. It's written as a single underscore." -msgstr "Tento vzor vyhovuje všemu. Zapisuje se jedním podtržítkem." - -msgid "" -"It can be used as the equivalent of the ``default`` in a ``switch`` " -"statement in other languages::" -msgstr "" -"Lze jej použít jako ekvivalent ``default`` v příkaze ``switch`` z jiných " -"jazyků::" - -msgid "Binding pattern" -msgstr "Spojovací vzor" - -msgid "" -"A binding pattern introduces a new variable. Like the wildcard pattern, it " -"matches everything - and also gives that value a name. It's especially " -"useful in array and dictionary patterns::" -msgstr "" -"Spojovací vzor zavádí novou proměnnou. Podobně jako vzor zástupného znaku " -"vyhovuje všemu a navíc odpovídající hodnotu pojmenovává. Je to obzvláště " -"důležité pro vzory pole a slovníku::" - -msgid "Array pattern" -msgstr "Vzor pole" - -msgid "" -"Matches an array. Every single element of the array pattern is a pattern " -"itself, so you can nest them." -msgstr "" -"Porovnává pole. Každý jednotlivý prvek pole je sám o sobě vzorem takže je " -"možné vzory vnořovat." - -msgid "" -"The length of the array is tested first, it has to be the same size as the " -"pattern, otherwise the pattern doesn't match." -msgstr "" -"Nejprve se testuje délka pole, která musí být stejná jako velikost vzoru, " -"jinak vzor nevyhovuje." - -msgid "" -"**Open-ended array**: An array can be bigger than the pattern by making the " -"last subpattern ``..``." -msgstr "" -"**Pole s otevřeným koncem**: Pole může být delší než vzor, když jako " -"poslední dílčí vzor použijeme ``...``." - -msgid "Every subpattern has to be comma-separated." -msgstr "Každý dílčí vzor musí být oddělen čárkou." - -msgid "Dictionary pattern" -msgstr "Vzor slovníku" - -msgid "" -"Works in the same way as the array pattern. Every key has to be a constant " -"pattern." -msgstr "Funguje stejně jako vzor pole. Každý klíč musí být konstantní vzor." - -msgid "" -"The size of the dictionary is tested first, it has to be the same size as " -"the pattern, otherwise the pattern doesn't match." -msgstr "" -"Nejprve se testuje velikost slovníku, která musí být stejná jako velikost " -"vzoru, jinak vzor testování nevyhovuje." - -msgid "" -"**Open-ended dictionary**: A dictionary can be bigger than the pattern by " -"making the last subpattern ``..``." -msgstr "" -"**Slovník s otevřeným koncem**: Slovník může být větší než vzor, když jako " -"poslední dílčí vzor použijeme ``...``." - -msgid "Every subpattern has to be comma separated." -msgstr "Každý dílčí vzor musí být oddělen čárkou." - -msgid "" -"If you don't specify a value, then only the existence of the key is checked." -msgstr "Pokud hodnotu nezadáte, kontroluje se pouze existence klíče." - -msgid "A value pattern is separated from the key pattern with a ``:``." -msgstr "Vzor hodnoty je od vzoru klíče oddělen znakem ``:``." - -msgid "Multiple patterns" -msgstr "Násobné vzory" - -msgid "" -"You can also specify multiple patterns separated by a comma. These patterns " -"aren't allowed to have any bindings in them." -msgstr "" -"Můžete zadat i více vzorů oddělených čárkou. Tyto vzory nesmějí obsahovat " -"žádné spojovací vzory." - -msgid "Classes" -msgstr "Třídy" - -msgid "" -"By default, all script files are unnamed classes. In this case, you can only " -"reference them using the file's path, using either a relative or an absolute " -"path. For example, if you name a script file ``character.gd``::" -msgstr "" -"Ve výchozím nastavení jsou všechny soubory skriptů nepojmenovanými třídami. " -"V takovém případě se na ně můžete odkazovat pouze pomocí cesty k souboru, a " -"to buď pomocí relativní, nebo absolutní cesty. Pokud například pojmenujete " -"soubor skriptu ``character.gd``::" - -msgid "Registering named classes" -msgstr "Registrace pojmenovaných tříd" - -msgid "Here's a class file example:" -msgstr "Zde je příklad souboru třídy:" - -msgid "Inheritance" -msgstr "Dědičnost" - -msgid "A class (stored as a file) can inherit from:" -msgstr "Třída (uložená jako soubor) může dědit z:" - -msgid "A global class." -msgstr "Globální třídy." - -msgid "Another class file." -msgstr "Dalšího souboru třídy." - -msgid "An inner class inside another class file." -msgstr "Vnitřní třídy uvnitř jiného souboru třídy." - -msgid "Multiple inheritance is not allowed." -msgstr "Vícenásobné dědění není povoleno." - -msgid "Inheritance uses the ``extends`` keyword::" -msgstr "Dědičnost používá klíčové slovo ``extends``::" - -msgid "" -"To check if a given instance inherits from a given class, the ``is`` keyword " -"can be used::" -msgstr "" -"Chcete-li zjistit, zda daná instance dědí z dané třídy, můžete použít " -"klíčové slovo ``is``::" - -msgid "Class constructor" -msgstr "Konstruktor třídy" - -msgid "This is better explained through examples. Consider this scenario::" -msgstr "To se lépe vysvětluje na příkladech. Vezměme si tento scénář:" - -msgid "There are a few things to keep in mind here:" -msgstr "Je třeba mít na paměti několik věcí:" - -msgid "Inner classes" -msgstr "Vnitřní třídy" - -msgid "" -"A class file can contain inner classes. Inner classes are defined using the " -"``class`` keyword. They are instanced using the ``ClassName.new()`` function." -msgstr "" -"Soubor třídy může obsahovat vnitřní třídy. Vnitřní třídy se definují pomocí " -"klíčového slova ``class``. Jejich instance se vytváříí pomocí ``Jménotřídy." -"new()``." - -msgid "Classes as resources" -msgstr "Třídy jako zdroje" - -msgid "Exports" -msgstr "Exporty" - -msgid "" -"Documentation about exports has been moved to :ref:`doc_gdscript_exports`." -msgstr "Dokumentace o exportech byla přesunuta do :ref:`doc_gdscript_exports`." - -msgid "Example::" -msgstr "Příklad::" - -msgid "Tool mode" -msgstr "Tool mode" - -msgid "See :ref:`doc_running_code_in_the_editor` for more information." -msgstr "Více informací naleznete v :ref:`doc_running_code_in_the_editor`." - -msgid "" -"Be cautious when freeing nodes with ``queue_free()`` or ``free()`` in a tool " -"script (especially the script's owner itself). As tool scripts run their " -"code in the editor, misusing them may lead to crashing the editor." -msgstr "" -"Buďte opatrní při uvolňování uzlů pomocí ``queue_free()`` nebo ``free()`` ve " -"skriptech nástrojů (zejména u vlastníka skriptu). Protože skripty nástrojů " -"spouštějí svůj kód v editoru, může jejich nesprávné použití vést k pádu " -"editoru." - -msgid "Memory management" -msgstr "Správa paměti" - -msgid "" -"Alternatively, when not using references, the " -"``is_instance_valid(instance)`` can be used to check if an object has been " -"freed." -msgstr "" -"Pokud se nepoužívají reference, lze ke kontrole, zda byl objekt uvolněn, " -"použít příkaz ``is_instance_valid(instance)``." - -msgid "Signals" -msgstr "Signály" - -msgid "" -"Signals are a tool to emit messages from an object that other objects can " -"react to. To create custom signals for a class, use the ``signal`` keyword." -msgstr "" -"Signály představují nástroj pro vyslání zprávy objektem tak, aby na ní mohly " -"ostatní objekty reagovat. Chcete-li pro třídu vytvořit vlastní signály, " -"použijte klíčové slovo ``signal``." - -msgid "" -"Signals are a `Callback `_ mechanism. They also fill the role of " -"Observers, a common programming pattern. For more information, read the " -"`Observer tutorial `_ in " -"the Game Programming Patterns ebook." -msgstr "" -"Signály představují mechanismus zpětného volání tzv. `Callback `_. Plní také roli " -"Pozorovatelů (Observers), což je běžný návrhový vzor. Další informace " -"naleznete v tutoriálu `Observer `_ v elektronické knize Návrhové vzory ve hrách ." - -msgid "You can emit as many arguments as you want along with a signal." -msgstr "Spolu se signálem můžete vyslat libovolný počet argumentů." - -msgid "" -"Here is an example where this is useful. Let's say we want a life bar on " -"screen to react to health changes with an animation, but we want to keep the " -"user interface separate from the player in our scene tree." -msgstr "" -"Zde je příklad, kdy je to užitečné. Řekněme, že chceme mít na obrazovce " -"ukazatel života, který bude reagovat na změny zdraví pomocí animace, ale " -"zároveň v našem stromu scén chceme udržet uzly uživatelského rozhraní a " -"hráče oddělené." - -msgid "" -"In the ``Game`` node, we get both the ``Character`` and ``Lifebar`` nodes, " -"then connect the character, that emits the signal, to the receiver, the " -"``Lifebar`` node in this case." -msgstr "" -"V uzlu ``Game`` získáme uzly ``Character`` a ``Lifebar``, pak připojíme " -"``Character``, který signál vysílá, k přijemci, v tomto případě k uzlu " -"``Lifebar``." - -msgid "" -"This allows the ``Lifebar`` to react to health changes without coupling it " -"to the ``Character`` node." -msgstr "" -"To umožňuje uzlu \"Lifebar\" reagovat na změny stavu zdraví, aniž by byl " -"součástí uzlu \"Character\"." - -msgid "" -"You can write optional argument names in parentheses after the signal's " -"definition::" -msgstr "Volitelné názvy argumentů můžete psát do závorek za definici signálu::" - -msgid "" -"These arguments show up in the editor's node dock, and Godot can use them to " -"generate callback functions for you. However, you can still emit any number " -"of arguments when you emit signals; it's up to you to emit the correct " -"values." -msgstr "" -"Argumenty signálu se zobrazují v doku Uzel editoru a Godot je pro vás může " -"použít k vytvoření funkcí zpětného volání. Při vlastním vysílání signálů " -"však stále můžete vyslat signál s libovolným počtem argumentů. Je tedy na " -"vás, abyste vyslali v dané situaci korektní hodnoty." - -msgid "" -"GDScript can bind an array of values to connections between a signal and a " -"method. When the signal is emitted, the callback method receives the bound " -"values. These bound arguments are unique to each connection, and the values " -"will stay the same." -msgstr "" -"GDScript může navázat pole hodnot na spojení mezi signálem a metodou. Když " -"je signál vyslán, metoda zpětného volání obdrží navázané hodnoty. Tyto " -"svázané argumenty jsou pro každé spojení jedinečné a hodnoty zůstávají " -"stejné." - -msgid "" -"You can use this array of values to add extra constant information to the " -"connection if the emitted signal itself doesn't give you access to all the " -"data that you need." -msgstr "" -"Toto pole hodnot můžete použít k přidání dalších konstantních informací ke " -"spojení, pokud vám samotný vysílaný signál neposkytuje ke všem potřebným " -"údajům přístup ." - -msgid "" -"Building on the example above, let's say we want to display a log of the " -"damage taken by each character on the screen, like ``Player1 took 22 damage." -"``. The ``health_changed`` signal doesn't give us the name of the character " -"that took damage. So when we connect the signal to the in-game console, we " -"can add the character's name in the binds array argument::" -msgstr "" -"V návaznosti na výše uvedený příklad řekněme, že chceme zobrazit protokol " -"poškození, které utrpěla každá postava na obrazovce, například ``Hráč1 " -"utrpěl 22 poškození.``. Signál ``health_changed`` nám neposkytuje jméno " -"poškozené postavy. Když tedy signál připojíme k herní konzoly ``BattleLog``, " -"můžeme v argumentu připojeného pole přidat jméno postavy::" - -msgid "" -"Our ``BattleLog`` node receives each element in the binds array as an extra " -"argument::" -msgstr "" -"Náš uzel ``BattleLog`` tak obdrží v připojeném poli jako dodatečný argument " -"jméno poškozeného prvku::" - -msgid "Assert keyword" -msgstr "Klíčové slovo Assert" - -msgid "" -"The ``assert`` keyword can be used to check conditions in debug builds. " -"These assertions are ignored in non-debug builds. This means that the " -"expression passed as argument won't be evaluated in a project exported in " -"release mode. Due to this, assertions must **not** contain expressions that " -"have side effects. Otherwise, the behavior of the script would vary " -"depending on whether the project is run in a debug build." -msgstr "" -"Klíčové slovo ``assert`` lze použít ke kontrole podmínek při ladění . Při " -"ostatních sestaveních jsou tato tvrzení ignorována. To znamená, že výraz " -"předaný jako argument nebude v projektu exportovaném v režimu release " -"vyhodnocován. Z tohoto důvodu nesmí aserce **obsahovat** výrazy, které mají " -"side effects. Jinak by se chování skriptu lišilo v závislosti na tom, zda je " -"či není projekt sestavován pro ladění ." - -msgid "" -"When running a project from the editor, the project will be paused if an " -"assertion error occurs." -msgstr "" -"Při spuštění projektu z editoru se projekt pozastaví, pokud dojde k chybě " -"příkazu ``assert``." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po deleted file mode 100644 index 1c619ec5db..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po +++ /dev/null @@ -1,39 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Description" -msgstr "Popis" - -msgid "Experimental" -msgstr "Experimentální" - -msgid "For example::" -msgstr "Například::" - -msgid "Signal" -msgstr "Signál" - -msgid "Variable" -msgstr "Proměnná" - -msgid "Example" -msgstr "Příklad" - -msgid "``[b]`` ``[/b]``" -msgstr "``[b]`` ``[/b]``" - -msgid "``[i]`` ``[/i]``" -msgstr "``[i]`` ``[/i]``" - -msgid "Color" -msgstr "Barva" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po deleted file mode 100644 index 57464103c8..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po +++ /dev/null @@ -1,110 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"In Godot, class members can be exported. This means their value gets saved " -"along with the resource (such as the :ref:`scene `) " -"they're attached to. They will also be available for editing in the property " -"editor. Exporting is done by using the ``@export`` annotation." -msgstr "" -"V Godotu lze členy třídy exportovat. To znamená, že jejich hodnota se uloží " -"spolu se zdrojem (například :ref:`scene `), ke kterému " -"jsou připojeny. Budou také k dispozici pro editaci v editoru vlastností. " -"Exportování se provádí pomocí klíčového slova ``@export``." - -msgid "" -"One of the fundamental benefits of exporting member variables is to have " -"them visible and editable in the editor. This way, artists and game " -"designers can modify values that later influence how the program runs. For " -"this, a special export syntax is provided." -msgstr "" -"Jednou ze základních výhod exportu členských proměnných je jejich " -"viditelnost a editovatelnost v editoru. Výtvarníci a herní designéři tak " -"mohou upravovat hodnoty, které později ovlivňují chod programu. K tomu " -"slouží speciální syntaxe exportu." - -msgid "Nodes" -msgstr "Uzly" - -msgid "Resources" -msgstr "Zdroje" - -msgid "" -"It must be noted that even if the script is not being run while in the " -"editor, the exported properties are still editable. This can be used in " -"conjunction with a :ref:`script in \"tool\" mode `." -msgstr "" -"Je třeba poznamenat, že i když skript není v editoru spuštěn, exportované " -"vlastnosti jsou stále editovatelné. Toho lze využít ve spojení se :ref:" -"`skriptem v režimu \"tool\" `." - -msgid "Exporting bit flags" -msgstr "Exportování bitových příznaků" - -msgid "" -"You must provide a string description for each flag. In this example, " -"``Fire`` has value 1, ``Water`` has value 2, ``Earth`` has value 4 and " -"``Wind`` corresponds to value 8. Usually, constants should be defined " -"accordingly (e.g. ``const ELEMENT_WIND = 8`` and so on)." -msgstr "" -"U každého příznaku je nutné zadat řetězcový popis. V tomto příkladu má " -"``Fire`` hodnotu 1, ``Water`` hodnotu 2, ``Earth`` hodnotu 4 a ``Wind`` " -"odpovídá hodnotě 8. Obvykle by měly být odpovídajícím způsobem definovány " -"konstanty (např. ``const ELEMENT_WIND = 8`` a tak dále)." - -msgid "" -"Using bit flags requires some understanding of bitwise operations. If in " -"doubt, use boolean variables instead." -msgstr "" -"Používání bitových příznaků vyžaduje určitou znalost bitových operací. V " -"případě pochybností používejte raději logické proměnné." - -msgid "Exporting arrays" -msgstr "Exportování polí" - -msgid "" -"Exported arrays can have initializers, but they must be constant expressions." -msgstr "" -"Exportovaná pole mohou mít inicializátory, ale musí to být konstantní výrazy." - -msgid "" -"If the exported array specifies a type which inherits from Resource, the " -"array values can be set in the inspector by dragging and dropping multiple " -"files from the FileSystem dock at once." -msgstr "" -"Pokud exportované pole určuje typ, který dědí od typu Resource, lze hodnoty " -"pole nastavit v inspektoru přetažením několika souborů najednou z doku " -"FileSystem ." - -msgid "Setting exported variables from a tool script" -msgstr "Nastavení exportovaných proměnných ze skriptu nástroje" - -msgid "Advanced exports" -msgstr "Pokročilé exporty" - -msgid "" -"Not every type of export can be provided on the level of the language itself " -"to avoid unnecessary design complexity. The following describes some more or " -"less common exporting features which can be implemented with a low-level API." -msgstr "" -"Ne každý typ exportu lze poskytnout na úrovni samotného jazyka, takový návrh " -"by byl zbytečně složitý. Následující text popisuje některé více či méně " -"obvyklé vlastnosti exportu, které lze implementovat pomocí nízkoúrovňového " -"API." - -msgid "" -"For binding properties using the above methods in C++, see :ref:" -"`doc_binding_properties_using_set_get_property_list`." -msgstr "" -"Vazba vlastností pomocí výše uvedených metod v C++, viz :ref:" -"`doc_binding_properties_using_set_get_property_list`." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po deleted file mode 100644 index 5638471b8e..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po +++ /dev/null @@ -1,312 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript format strings" -msgstr "Formátovací řetězce GDScriptu" - -msgid "Examine this concrete GDScript example:" -msgstr "Prohlédněte si tento konkrétní příklad GDScript:" - -msgid "" -"Placeholders always start with a ``%``, but the next character or " -"characters, the *format specifier*, determines how the given value is " -"converted to a string." -msgstr "" -"Zástupné znaky vždy začínají znakem ``%``, ale další znak nebo znaky, " -"*specifikátor formátu*, určují, jak bude daná hodnota převedena na řetězec." - -msgid "Multiple placeholders" -msgstr "Více zástupných symbolů" - -msgid "" -"Format strings may contain multiple placeholders. In such a case, the values " -"are handed in the form of an array, one value per placeholder (unless using " -"a format specifier with ``*``, see `dynamic padding`_):" -msgstr "" -"Formátovací řetězce mohou obsahovat více zástupných znaků. V takovém případě " -"jsou hodnoty předávány ve formě pole, jedna hodnota na každý zástupný znak " -"(pokud není použit specifikátor formátu s ``*``, viz `dynamické " -"vyplňování`_):" - -msgid "" -"Note the values are inserted in order. Remember all placeholders must be " -"replaced at once, so there must be an appropriate number of values." -msgstr "" -"Všimněte si, že hodnoty jsou vkládány popořádku. Nezapomeňte, že všechny " -"zástupné symboly musí být nahrazeny najednou, takže je potřeba i " -"odpovídající počet hodnot." - -msgid "Format specifiers" -msgstr "Specifikátory formátu" - -msgid "" -"There are format specifiers other than ``s`` that can be used in " -"placeholders. They consist of one or more characters. Some of them work by " -"themselves like ``s``, some appear before other characters, some only work " -"with certain values or characters." -msgstr "" -"V zástupných znacích lze použít i jiné specifikátory formátu než ``s``. " -"Skládají se z jednoho nebo více znaků. Některé z nich fungují samy o sobě " -"podobně jako ``s``, některé se objevují před jinými znaky, některé fungují " -"pouze s určitými hodnotami nebo znaky." - -msgid "Placeholder types" -msgstr "Typy zástupných symbolů" - -msgid "" -"One and only one of these must always appear as the last character in a " -"format specifier. Apart from ``s``, these require certain types of " -"parameters." -msgstr "" -"Jeden a to právě jeden z nich se musí vždy objevit jako poslední znak ve " -"specifikátoru formátu. Kromě ``s`` vyžadují všechny ostatní určité typy " -"parametrů." - -msgid "``s``" -msgstr "``s``" - -msgid "" -"**Simple** conversion to String by the same method as implicit String " -"conversion." -msgstr "" -"**Jednoduchý** převod na řetězec pomocí implicitní metody konverze na String." - -msgid "``c``" -msgstr "``c``" - -msgid "" -"A single **Unicode character**. Expects an unsigned 8-bit integer (0-255) " -"for a code point or a single-character string." -msgstr "" -"Jeden znak **Unicode**. Očekává 8bitové celé číslo bez znaménka (0-255) pro " -"codepoint nebo jednoznakový řetězec." - -msgid "``d``" -msgstr "``d``" - -msgid "``o``" -msgstr "``o``" - -msgid "``x``" -msgstr "``x``" - -msgid "``X``" -msgstr "``X``" - -msgid "``f``" -msgstr "``f``" - -msgid "Placeholder modifiers" -msgstr "Modifikátory zástupných symbolů" - -msgid "" -"These characters appear before the above. Some of them work only under " -"certain conditions." -msgstr "" -"Tyto znaky se objevují před výše uvedenými. Některé z nich fungují pouze za " -"určitých podmínek." - -msgid "``+``" -msgstr "``+``" - -msgid "In number specifiers, **show + sign** if positive." -msgstr "V číselných specifikátorech **zobrazí znaménko +**, pokud je kladné." - -msgid "Integer" -msgstr "Číslo" - -msgid "``.``" -msgstr "``.``" - -msgid "``-``" -msgstr "``-``" - -msgid "**Pad to the right** rather than the left." -msgstr "**Zarovnává doprava**, nikoli doleva." - -msgid "``*``" -msgstr "``*``" - -msgid "Padding" -msgstr "Zarovnávání" - -msgid "" -"The ``.`` (*dot*), ``*`` (*asterisk*), ``-`` (*minus sign*) and digit (``0``-" -"``9``) characters are used for padding. This allows printing several values " -"aligned vertically as if in a column, provided a fixed-width font is used." -msgstr "" -"Znaky ``.``` (*tečka*), ``*`` (*hvězdička*), ``-`` (*minus*) a číslice " -"(``0``-``9``) se používají pro zarovnávání. To umožňuje tisk několika hodnot " -"zarovnaných vertikálně jako ve sloupci, pokud je použito písmo s pevnou " -"šířkou." - -msgid "To pad a string to a minimum length, add an integer to the specifier:" -msgstr "" -"Chcete-li řetězec zarovnat na minimální délku, přidejte ke specifikátoru " -"celé číslo:" - -msgid "" -"The ``-`` character will cause padding to the right rather than the left, " -"useful for right text alignment:" -msgstr "" -"Znak ``-`` způsobí zarovnání vpravo, nikoli vlevo, což je užitečné pro " -"zarovnávání textu vpravo:" - -msgid "Dynamic padding" -msgstr "Dynamické zarovnávání" - -msgid "" -"By using the ``*`` (*asterisk*) character, the padding or precision can be " -"set without modifying the format string. It is used in place of an integer " -"in the format specifier. The values for padding and precision are then " -"passed when formatting:" -msgstr "" -"Pomocí znaku ``*``` (*hvězdička*) lze nastavit zarovnání nebo přesnost bez " -"úpravy formátovacího řetězce. Používá se místo celého čísla ve specifikátoru " -"formátu. Hodnoty pro zarovnání a přesnost se pak předávají při formátování:" - -msgid "" -"It is still possible to pad with zeroes in integer placeholders by adding " -"``0`` before ``*``:" -msgstr "" -"V celočíselných zástupných znacích je stále možné zarovnávat nulami přidáním " -"``0``` před ``*``:" - -msgid "Escape sequence" -msgstr "Escape sekvence" - -msgid "" -"To insert a literal ``%`` character into a format string, it must be escaped " -"to avoid reading it as a placeholder. This is done by doubling the character:" -msgstr "" -"Chcete-li do formátovacího řetězce vložit prostý znak ``%``, je třeba jej " -"escapovat. Tak se zabrání jeho čtení jako zástupného znaku. Toto se provádí " -"zdvojením znaku:" - -msgid "" -"Arrays can be used as key, index, or mixed style (see below examples). Order " -"only matters when the index or mixed style of Array is used." -msgstr "" -"Pole lze použít s klíči nebo indexy, oba styly lze i kombinovat (viz " -"příklady níže). Na pořadí záleží pouze při použití indexového nebo smíšeného " -"stylu pole." - -msgid "A quick example in GDScript:" -msgstr "Rychlý příklad v GDScript:" - -msgid "Format method examples" -msgstr "Příklady formátovacích metod" - -msgid "**Type**" -msgstr "**Typ**" - -msgid "**Style**" -msgstr "**Styl**" - -msgid "**Example**" -msgstr "**Příklad**" - -msgid "**Result**" -msgstr "**Výsledek**" - -msgid "Dictionary" -msgstr "Slovník" - -msgid "key" -msgstr "klíč" - -msgid "" -"``\"Hi, {name} v{version}!\".format({\"name\":\"Godette\", \"version\":" -"\"3.0\"})``" -msgstr "" -"``\"Hi, {name} v{version}!\".format({\"name\":\"Godette\", \"version\":" -"\"3.0\"})``" - -msgid "Hi, Godette v3.0!" -msgstr "Hi, Godette v3.0!" - -msgid "index" -msgstr "index" - -msgid "``\"Hi, {0} v{1}!\".format({\"0\":\"Godette\", \"1\":\"3.0\"})``" -msgstr "``\"Hi, {0} v{1}!\".format({\"0\":\"Godette\", \"1\":\"3.0\"})``" - -msgid "mix" -msgstr "mix" - -msgid "" -"``\"Hi, {0} v{version}!\".format({\"0\":\"Godette\", \"version\":\"3.0\"})``" -msgstr "" -"``\"Hi, {0} v{version}!\".format({\"0\":\"Godette\", \"version\":\"3.0\"})``" - -msgid "Array" -msgstr "Pole" - -msgid "" -"``\"Hi, {name} v{version}!\".format([[\"version\",\"3.0\"], [\"name\"," -"\"Godette\"]])``" -msgstr "" -"``\"Hi, {name} v{version}!\".format([[\"version\",\"3.0\"], [\"name\"," -"\"Godette\"]])``" - -msgid "``\"Hi, {0} v{1}!\".format([\"Godette\",\"3.0\"])``" -msgstr "``\"Hi, {0} v{1}!\".format([\"Godette\",\"3.0\"])``" - -msgid "no index" -msgstr "žádný index" - -msgid "" -"Placeholders can also be customized when using ``String.format``, here's " -"some examples of that functionality." -msgstr "" -"Zástupné znaky lze také přizpůsobit pomocí ``String.format``, zde je několik " -"příkladů této funkce." - -msgid "Infix (default)" -msgstr "Infix (výchozí)" - -msgid "``\"Hi, {0} v{1}\".format([\"Godette\", \"3.0\"], \"{_}\")``" -msgstr "``\"Hi, {0} v{1}\".format([\"Godette\", \"3.0\"], \"{_}\")``" - -msgid "Hi, Godette v3.0" -msgstr "Hi, Godette v3.0" - -msgid "Postfix" -msgstr "Postfix" - -msgid "``\"Hi, 0% v1%\".format([\"Godette\", \"3.0\"], \"_%\")``" -msgstr "``\"Hi, 0% v1%\".format([\"Godette\", \"3.0\"], \"_%\")``" - -msgid "Prefix" -msgstr "Prefix" - -msgid "``\"Hi, %0 v%1\".format([\"Godette\", \"3.0\"], \"%_\")``" -msgstr "``\"Hi, %0 v%1\".format([\"Godette\", \"3.0\"], \"%_\")``" - -msgid "" -"Combining both the ``String.format`` method and the ``%`` operator could be " -"useful, as ``String.format`` does not have a way to manipulate the " -"representation of numbers." -msgstr "" -"Kombinace metody ``String.format`` a operátoru ``%`` by mohla být užitečná, " -"protože ``String.format`` nemá možnost manipulovat s reprezentací čísel." - -msgid "" -"``\"Hi, {0} v{version}\".format({0:\"Godette\", \"version\":\"%0.2f\" % " -"3.114})``" -msgstr "" -"``\"Hi, {0} v{version}\".format({0:\"Godette\", \"version\":\"%0.2f\" % " -"3.114})``" - -msgid "Hi, Godette v3.11" -msgstr "Hi, Godette v3.11" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po deleted file mode 100644 index a5bcb8e274..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po +++ /dev/null @@ -1,466 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript style guide" -msgstr "Průvodce stylem GDScript" - -msgid "" -"This style guide lists conventions to write elegant GDScript. The goal is to " -"encourage writing clean, readable code and promote consistency across " -"projects, discussions, and tutorials. Hopefully, this will also support the " -"development of auto-formatting tools." -msgstr "" -"Tento průvodce stylem uvádí konvence pro psaní elegantního GDScriptu. Cílem " -"je podpořit psaní čistého, čitelného kódu a podporovat konzistenci napříč " -"projekty, diskusemi a kurzy. Doufejme, že to také podpoří vývoj nástrojů " -"automatického formátování." - -msgid "" -"Since GDScript is close to Python, this guide is inspired by Python's `PEP 8 " -"`__ programming style guide." -msgstr "" -"Protože GDScript je blízký jazyku Python, je tato příručka inspirována " -"příručkou `PEP 8 `__ " -"programovacího stylu jazyka Python." - -msgid "" -"Style guides aren't meant as hard rulebooks. At times, you may not be able " -"to apply some of the guidelines below. When that happens, use your best " -"judgment, and ask fellow developers for insights." -msgstr "" -"Průvodci stylem nejsou zamýšleny jako striktní pravidla. Občas se může stát, " -"že některé z níže uvedených pokynů nebudete moci použít. V takovém případě " -"se řiďte vlastním úsudkem a požádejte kolegy vývojáře o radu." - -msgid "" -"In general, keeping your code consistent in your projects and within your " -"team is more important than following this guide to a tee." -msgstr "" -"Obecně platí, že udržování konzistentního kódu v projektech a v týmu je " -"důležitější než dodržování tohoto návodu do puntíku." - -msgid "" -"Godot's built-in script editor uses a lot of these conventions by default. " -"Let it help you." -msgstr "" -"Vestavěný editor skriptů Godot používá mnoho těchto konvencí ve výchozím " -"nastavení. Nechte si s jím pomoci." - -msgid "Here is a complete class example based on these guidelines:" -msgstr "Zde je kompletní příklad třídy založený na těchto pokynech:" - -msgid "Formatting" -msgstr "Formátování" - -msgid "Encoding and special characters" -msgstr "Kódování a speciální znaky" - -msgid "" -"Use line feed (**LF**) characters to break lines, not CRLF or CR. *(editor " -"default)*" -msgstr "" -"Pro zalomení řádků používejte znaky pro posuv řádku (**LF**), nikoli CRLF " -"nebo CR. *(výchozí nastavení editoru)*" - -msgid "Use one line feed character at the end of each file. *(editor default)*" -msgstr "" -"Na konci každého souboru použijte jeden znak posuvu řádku. *(výchozí " -"nastavení editoru)*" - -msgid "" -"Use **UTF-8** encoding without a `byte order mark `_. *(editor default)*" -msgstr "" -"Použijte kódování **UTF-8** bez značky pořadí bajtů `_. *(výchozí nastavení editoru)*" - -msgid "Use **Tabs** instead of spaces for indentation. *(editor default)*" -msgstr "" -"Pro odsazení použijte místo mezer **Tabulátory**. *(výchozí nastavení " -"editoru)*" - -msgid "Indentation" -msgstr "Odsazení" - -msgid "Each indent level should be one greater than the block containing it." -msgstr "" -"Každá úroveň odsazení by měla být o jednu větší než blok, který ji obsahuje." - -msgid "**Good**:" -msgstr "**Dobré**:" - -msgid "**Bad**:" -msgstr "**Špatné**:" - -msgid "" -"Use 2 indent levels to distinguish continuation lines from regular code " -"blocks." -msgstr "" -"K odlišení pokračovaní řádků od běžných bloků kódu použijte 2 úrovně " -"odsazení." - -msgid "" -"Exceptions to this rule are arrays, dictionaries, and enums. Use a single " -"indentation level to distinguish continuation lines:" -msgstr "" -"Výjimkou tvoří pole, slovníky a výčty. Pro odlišení pokračovacích řádků " -"použijte jednu úroveň odsazení:" - -msgid "Trailing comma" -msgstr "Koncová čárka" - -msgid "" -"Use a trailing comma on the last line in arrays, dictionaries, and enums. " -"This results in easier refactoring and better diffs in version control as " -"the last line doesn't need to be modified when adding new elements." -msgstr "" -"V polích, slovnících a výčtech používejte na posledním řádku čárku. To vede " -"ke snazšímu refaktoringu a lepšímu porovnávání ve správě verzí, protože při " -"přidávání nových prvků není třeba upravovat poslední řádek." - -msgid "" -"Trailing commas are unnecessary in single-line lists, so don't add them in " -"this case." -msgstr "" -"Koncové čárky jsou v jednořádkových seznamech zbytečné, proto je v tomto " -"případě nepřidávejte." - -msgid "Blank lines" -msgstr "Prázdné řádky" - -msgid "Surround functions and class definitions with two blank lines:" -msgstr "Definice funkcí a tříd obklopte dvěma prázdnými řádky:" - -msgid "Use one blank line inside functions to separate logical sections." -msgstr "" -"Uvnitř funkcí použijte jeden prázdný řádek pro oddělení logických sekcí." - -msgid "Line length" -msgstr "Délka řádku" - -msgid "Keep individual lines of code under 100 characters." -msgstr "Udržujte jednotlivé řádky kódu pod 100 znaků." - -msgid "" -"If you can, try to keep lines under 80 characters. This helps to read the " -"code on small displays and with two scripts opened side-by-side in an " -"external text editor. For example, when looking at a differential revision." -msgstr "" -"Pokud můžete, snažte se, aby řádky neměly více než 80 znaků. To usnadňuje " -"čtení kódu na malých displejích a při otevření dvou skriptů vedle sebe v " -"externím textovém editoru. Například při prohlížení rozdílové revize." - -msgid "One statement per line" -msgstr "Jeden příkaz na řádek" - -msgid "The only exception to that rule is the ternary operator:" -msgstr "Jedinou výjimkou z tohoto pravidla je ternární operátor:" - -msgid "Avoid unnecessary parentheses" -msgstr "Vyhněte se zbytečným závorkám" - -msgid "" -"Avoid parentheses in expressions and conditional statements. Unless " -"necessary for order of operations or wrapping over multiple lines, they only " -"reduce readability." -msgstr "" -"Vyhněte se závorkám ve výrazech a podmíněných příkazech. Pokud to není nutné " -"pro pořadí operací nebo obalení přes více řádků, pouze snižují čitelnost." - -msgid "Boolean operators" -msgstr "Logické operátory" - -msgid "" -"Prefer the plain English versions of boolean operators, as they are the most " -"accessible:" -msgstr "" -"Dávejte přednost jednoduchým anglickým verzím logických operátorů, protože " -"jsou nejpřístupnější:" - -msgid "Use ``and`` instead of ``&&``." -msgstr "Místo ``&&`` použijte ``and``." - -msgid "Use ``or`` instead of ``||``." -msgstr "Místo ``||``` použijte ``or``." - -msgid "" -"You may also use parentheses around boolean operators to clear any " -"ambiguity. This can make long expressions easier to read." -msgstr "" -"Můžete také použít závorky kolem logických operátorů, abyste odstranili " -"případné nejasnosti. To může usnadnit čtení dlouhých výrazů." - -msgid "Comment spacing" -msgstr "Mezery mezi komentáři" - -msgid "Whitespace" -msgstr "Mezery" - -msgid "Don't use spaces to align expressions vertically:" -msgstr "Nepoužívejte mezery k zarovnání výrazů na výšku:" - -msgid "Quotes" -msgstr "Uvozovky" - -msgid "" -"Use double quotes unless single quotes make it possible to escape fewer " -"characters in a given string. See the examples below:" -msgstr "" -"Použijte dvojité uvozovky, pokud jednoduché uvozovky neumožňují v daném " -"řetězci vynechání escapovaných znaků. Viz příklady níže:" - -msgid "Numbers" -msgstr "Čísla" - -msgid "" -"Don't omit the leading or trailing zero in floating-point numbers. " -"Otherwise, this makes them less readable and harder to distinguish from " -"integers at a glance." -msgstr "" -"U čísel s pohyblivou řádovou čárkou nevynechávejte počáteční ani koncovou " -"nulu. V opačném případě se stanou hůře čitelnými a na první pohled se hůře " -"odlišují od celých čísel." - -msgid "" -"Use lowercase for letters in hexadecimal numbers, as their lower height " -"makes the number easier to read." -msgstr "" -"V hexadecimálních číslech používejte malá písmena, protože jejich menší " -"výška usnadňuje čtení čísla." - -msgid "" -"Take advantage of GDScript's underscores in literals to make large numbers " -"more readable." -msgstr "" -"Využijte podtržítka v literálech jazyka GDScript, aby byla velká čísla " -"čitelnější." - -msgid "Naming conventions" -msgstr "Konvence pojmenování" - -msgid "Type" -msgstr "Typ" - -msgid "Example" -msgstr "Příklad" - -msgid "File names" -msgstr "Názvy souborů" - -msgid "Functions" -msgstr "Funkce" - -msgid "Variables" -msgstr "Proměnné" - -msgid "Signals" -msgstr "Signály" - -msgid "Constants" -msgstr "Konstanty" - -msgid "" -"Use snake_case for file names. For named classes, convert the PascalCase " -"class name to snake_case::" -msgstr "" -"Pro názvy souborů použijte snake_case. U pojmenovaných tříd převeďte název " -"třídy PascalCase na snake_case::" - -msgid "" -"This is consistent with how C++ files are named in Godot's source code. This " -"also avoids case sensitivity issues that can crop up when exporting a " -"project from Windows to other platforms." -msgstr "" -"To je v souladu s tím, jak jsou pojmenovány soubory C++ ve zdrojovém kódu " -"Godotu. Tím se také vyhnete problémům velkých a malých písmen, které mohou " -"nastat při exportu projektu ze systému Windows na jiné platformy." - -msgid "Classes and nodes" -msgstr "Třídy a uzly" - -msgid "Use PascalCase for class and node names:" -msgstr "Pro názvy tříd a uzlů použijte PascalCase:" - -msgid "Also use PascalCase when loading a class into a constant or a variable:" -msgstr "" -"Při načítání třídy do konstanty nebo proměnné použijte také PascalCase:" - -msgid "Functions and variables" -msgstr "Funkce a proměnné" - -msgid "Use snake\\_case to name functions and variables:" -msgstr "Pro pojmenování funkcí a proměnných použijte snake\\_case:" - -msgid "" -"Prepend a single underscore (\\_) to virtual methods functions the user must " -"override, private functions, and private variables:" -msgstr "" -"K virtuálním metodám, které musí uživatel implementovat, soukromým funkcím a " -"soukromým proměnným přidejte jedno podtržítko (\\_):" - -msgid "Use the past tense to name signals:" -msgstr "Pro pojmenování signálů použijte minulý čas:" - -msgid "Constants and enums" -msgstr "Konstanty a výčtové typy" - -msgid "" -"Write constants with CONSTANT\\_CASE, that is to say in all caps with an " -"underscore (\\_) to separate words:" -msgstr "" -"Zapisujte konstanty pomocí CONSTANT\\_CASE, tj. všemi velkými písmeny s " -"podtržítkem (\\_) pro oddělení slov:" - -msgid "" -"Use PascalCase for enum *names* and CONSTANT\\_CASE for their members, as " -"they are constants:" -msgstr "" -"Pro *názvy enumů* použijte PascalCase a pro jejich členy CONSTANT\\_CASE, " -"protože se jedná o konstanty:" - -msgid "Code order" -msgstr "Pořadí kódu" - -msgid "We suggest to organize GDScript code this way:" -msgstr "Doporučujeme uspořádat kód GDScript tímto způsobem:" - -msgid "" -"We optimized the order to make it easy to read the code from top to bottom, " -"to help developers reading the code for the first time understand how it " -"works, and to avoid errors linked to the order of variable declarations." -msgstr "" -"Pořadí jsme optimalizovali tak, aby bylo snadné číst kód shora dolů, aby " -"vývojáři, kteří čtou kód poprvé, pochopili, jak funguje, a aby se předešlo " -"chybám souvisejícím s pořadím deklarace proměnných." - -msgid "This code order follows four rules of thumb:" -msgstr "Toto pořadí kódů se řídí čtyřmi základními pravidly:" - -msgid "Properties and signals come first, followed by methods." -msgstr "Nejdříve jsou na řadě vlastnosti a signály a poté metody." - -msgid "Public comes before private." -msgstr "Veřejné přijde před soukromé." - -msgid "Virtual callbacks come before the class's interface." -msgstr "Virtuální zpětná volání jsou před rozhraním třídy." - -msgid "" -"The object's construction and initialization functions, ``_init`` and " -"``_ready``, come before functions that modify the object at runtime." -msgstr "" -"Funkce pro konstrukci a inicializaci objektu, ``_init`` a ``_ready``, " -"předcházejí funkce, které modifikují objekt za běhu." - -msgid "Class declaration" -msgstr "Deklarace třídy" - -msgid "Signals and properties" -msgstr "Signály a vlastnosti" - -msgid "" -"Write signal declarations, followed by properties, that is to say, member " -"variables, after the docstring." -msgstr "" -"Deklarace signálů, za kterými následují vlastnosti, tedy členské proměnné, " -"zapisujte až za docstring." - -msgid "" -"Enums should come after signals, as you can use them as export hints for " -"other properties." -msgstr "" -"Enumy by měly být uvedeny až za signály, protože je můžete použít jako " -"nápovědu pro export ostatních vlastností." - -msgid "" -"Then, write constants, exported variables, public, private, and onready " -"variables, in that order." -msgstr "" -"Poté napište konstanty, exportované proměnné, veřejné, soukromé proměnné a " -"proměnné onready, a to v tomto pořadí." - -msgid "Member variables" -msgstr "Členské proměnné" - -msgid "" -"Don't declare member variables if they are only used locally in a method, as " -"it makes the code more difficult to follow. Instead, declare them as local " -"variables in the method's body." -msgstr "" -"Nedeklarujte členské proměnné, pokud se používají pouze lokálně v metodě, " -"protože to znesnadňuje orientaci v kódu. Místo toho je deklarujte jako " -"lokální proměnné v těle metody." - -msgid "Local variables" -msgstr "Lokální proměnné" - -msgid "" -"Declare local variables as close as possible to their first use. This makes " -"it easier to follow the code, without having to scroll too much to find " -"where the variable was declared." -msgstr "" -"Lokální proměnné deklarujte co nejblíže jejich prvnímu použití. To usnadňuje " -"sledování kódu, aniž byste museli příliš rolovat, abyste našli místo, kde " -"byla proměnná deklarována." - -msgid "Methods and static functions" -msgstr "Metody a statické funkce" - -msgid "After the class's properties come the methods." -msgstr "Po vlastnostech třídy následují metody." - -msgid "" -"Start with the ``_init()`` callback method, that the engine will call upon " -"creating the object in memory. Follow with the ``_ready()`` callback, that " -"Godot calls when it adds a node to the scene tree." -msgstr "" -"Začněte zpětnou metodou ``_init()``, kterou engine zavolá při vytvoření " -"objektu v paměti. Následuje zpětné volání ``_ready()``, které Godot zavolá " -"při přidání uzlu do stromu scény." - -msgid "" -"These functions should come first because they show how the object is " -"initialized." -msgstr "" -"Tyto funkce by měly být na prvním místě, protože ukazují, jak se objekt " -"inicializuje." - -msgid "" -"Other built-in virtual callbacks, like ``_unhandled_input()`` and " -"``_physics_process``, should come next. These control the object's main loop " -"and interactions with the game engine." -msgstr "" -"Další vestavěná virtuální zpětná volání, jako ``_unhandled_input()`` a " -"``_physics_process``, by měly následovat. Ty řídí hlavní smyčku objektu a " -"interakci s herním enginem." - -msgid "" -"The rest of the class's interface, public and private methods, come after " -"that, in that order." -msgstr "" -"Zbytek rozhraní třídy, veřejné a soukromé metody, následují v tomto pořadí." - -msgid "Static typing" -msgstr "Statické typování" - -msgid "Declared types" -msgstr "Deklarované typy" - -msgid "To declare a variable's type, use ``: ``:" -msgstr "Chcete-li deklarovat typ proměnné, použijte ``: ``:" - -msgid "To declare the return type of a function, use ``-> ``:" -msgstr "Chcete-li deklarovat návratový typ funkce, použijte ``-> ``:" - -msgid "Inferred types" -msgstr "Odvozené typy" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/index.po deleted file mode 100644 index 56efcbf4a4..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/index.po +++ /dev/null @@ -1,22 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript" -msgstr "GDSkript" - -msgid "" -"See :ref:`doc_gdscript_grammar` if you are interested in writing a third-" -"party tool that interacts with GDScript, such as a linter or formatter." -msgstr "" -"Pokud máte zájem o napsání nástroje třetí strany, který spolupracuje s " -"GDScriptem, jako je linter nebo formátovač, viz :ref:`doc_gdscript_grammar`." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po deleted file mode 100644 index 596ea688b6..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po +++ /dev/null @@ -1,129 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Static typing in GDScript" -msgstr "Statické typování v jazyce GDScript" - -msgid "In this guide, you will learn:" -msgstr "V této příručce se dozvíte:" - -msgid "how to use static typing in GDScript;" -msgstr "Statické typování v jazyce GDScript;" - -msgid "that static types can help you avoid bugs;" -msgstr "Že **statické typy vám mohou pomoci vyhnout se chybám** ;" - -msgid "" -"Where and how you use this language feature is entirely up to you: you can " -"use it only in some sensitive GDScript files, use it everywhere, or don't " -"use it at all." -msgstr "" -"Je jen na vás, kde a jak tuto novou jazykovou funkci využijete: můžete ji " -"používat pouze v některých citlivých souborech GDScript, používat ji všude " -"nebo psát kód jako dosud." - -msgid "" -"Static types can be used on variables, constants, functions, parameters, and " -"return types." -msgstr "" -"Statické typy lze použít pro proměnné, konstanty, funkce, parametry a " -"návratové typy." - -msgid "A brief look at static typing" -msgstr "Stručný pohled na statické typování" - -msgid "" -"Overall, typed programming gives you a more structured experience. It helps " -"prevent errors and improves the self-documenting aspect of your scripts. " -"This is especially helpful when you're working in a team or on a long-term " -"project: studies have shown that developers spend most of their time reading " -"other people's code, or scripts they wrote in the past and forgot about. The " -"clearer and the more structured the code, the faster it is to understand, " -"the faster you can move forward." -msgstr "" -"Celkově lze říci, že typované programování poskytuje strukturovanější " -"zážitek. Pomáhá předcházet chybám a zlepšuje aspekt sebedokumentace vašich " -"skriptů. To je obzvláště užitečné, když pracujete v týmu nebo na dlouhodobém " -"projektu: studie ukázaly, že vývojáři tráví většinu času čtením kódu jiných " -"lidí nebo skriptů, které napsali v minulosti a zapomněli na ně. Čím je kód " -"přehlednější a strukturovanější, tím rychleji mu porozumíte a tím rychleji " -"se můžete posunout dál." - -msgid "How to use static typing" -msgstr "Jak používat statické typování" - -msgid "What can be a type hint" -msgstr "Jaký může být tip na typy" - -msgid "Example::" -msgstr "Příklad::" - -msgid "" -"If you try to cast with a built-in type and it fails, Godot will throw an " -"error." -msgstr "" -"Pokud se pokusíte použít ``as`` na vestavěný typ a nepodaří se to, Godot " -"ukončí provádění chybovou hláškou." - -msgid "Safe lines" -msgstr "Bezpečné řádky" - -msgid "" -"This happens when you get a child node. Let's take a timer for example: with " -"dynamic code, you can get the node with ``$Timer``. GDScript supports `duck-" -"typing `__, so even if your " -"timer is of type ``Timer``, it is also a ``Node`` and an ``Object``, two " -"classes it extends. With dynamic GDScript, you also don't care about the " -"node's type as long as it has the methods you need to call." -msgstr "" -"K tomu dojde, když získáte podřízený uzel. Vezměme si například časovač: " -"pomocí dynamického kódu můžete získat uzel pomocí ``$Timer``. GDScript " -"podporuje `duck-typing `__, " -"takže i když je váš časovač typu ``Timer``, je zároveň ``Node`` a " -"``Object``, tj. dvěma třídami, které rozšiřuje. V dynamickém jazyce GDScript " -"vás také nezajímá typ uzlu, pokud má metody, které potřebujete volat." - -msgid "Unsafe line (line 7) vs Safe Lines (line 6 and 8)" -msgstr "Nebezpečný kód (řádek 7) vs Bezpečný kód (řádek 6 a 8)" - -msgid "" -"You can turn off safe lines or change their color in the editor settings." -msgstr "" -"V nastavení editoru můžete bezpečné čáry vypnout nebo změnit jejich barvu." - -msgid "Typed or dynamic: stick to one style" -msgstr "Typizované nebo dynamické: držte se jednoho stylu" - -msgid "" -"Typed GDScript and dynamic GDScript can coexist in the same project. But " -"it's recommended to stick to either style for consistency in your codebase, " -"and for your peers. It's easier for everyone to work together if you follow " -"the same guidelines, and faster to read and understand other people's code." -msgstr "" -"V jednom projektu mohou vedle sebe existovat typované a dynamické jazyky " -"GDScript. Doporučujeme však držet se jednoho z těchto stylů, abyste " -"zajistili konzistenci své kódové základny a příčetnost svých kolegů. Pro " -"všechny je snazší spolupracovat, pokud dodržujete stejné zásady, rychleji se " -"pak čte a chápe cizí kód." - -msgid "Warning system" -msgstr "Systém varování" - -msgid "Nested types are not currently supported::" -msgstr "Vnořené typy nejsou v současné době podporovány::" - -msgid "Typed dictionaries are not currently supported::" -msgstr "Typované slovníky nejsou v současné době podporovány::" - -msgid "Summary" -msgstr "Shrnutí" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po deleted file mode 100644 index 8c66bd36c9..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po +++ /dev/null @@ -1,26 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript warning system" -msgstr "GDScript výstražný systém" - -msgid "" -"The GDScript warning system complements :ref:`static typing " -"` (but it can work without static typing too). " -"It's here to help you avoid mistakes that are hard to spot during " -"development, and that may lead to runtime errors." -msgstr "" -"Systém varování GDScript doplňuje :ref:`statické " -"typování` (ale může fungovat i bez statického " -"typování). Je tu proto, aby vám pomohl vyhnout se chybám, které se během " -"vývoje těžko odhalují a které mohou vést k chybám za běhu." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/groups.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/groups.po deleted file mode 100644 index fd409082ac..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/groups.po +++ /dev/null @@ -1,59 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Groups" -msgstr "Skupiny" - -msgid "There are two ways to add/remove nodes to groups:" -msgstr "Existují dva způsoby přidávání/odebírání uzlů do skupin:" - -msgid "Using the Node dock" -msgstr "Použití doku uzlu" - -msgid "Using code" -msgstr "Pomocí kódu" - -msgid "" -"You can also manage groups from scripts. The following code adds the node to " -"which you attach the script to the ``guards`` group as soon as it enters the " -"scene tree." -msgstr "" -"Skupiny můžete spravovat také ze skriptů. Následující kód přidá uzel, ke " -"kterému připojíte skript, do skupiny ``guards``, jakmile vstoupí do stromu " -"scény." - -msgid "" -"The above code calls the function ``enter_alert_mode`` on every member of " -"the group ``guards``." -msgstr "" -"Výše uvedený kód volá funkci ``enter_alert_mode`` u každého člena skupiny " -"``strážců``." - -msgid "" -"To get the full list of nodes in the ``guards`` group as an array, you can " -"call :ref:`SceneTree.get_nodes_in_group() " -"`:" -msgstr "" -"Je také možné získat úplný seznam uzlů ``nepřátel`` voláním :ref:`SceneTree." -"get_nodes_in_group () `:" - -msgid "" -"The :ref:`SceneTree ` class provides many more useful " -"methods to interact with scenes, their node hierarchy, and groups. It allows " -"you to switch scenes easily or reload them, quit the game or pause and " -"unpause it. It also provides useful signals." -msgstr "" -"Třída :ref:`SceneTree ` poskytuje mnoho dalších užitečných " -"metod pro práci se scénami, jejich hierarchií uzlů a skupinami. Umožňuje " -"snadno přepínat scény nebo je znovu načítat, ukončovat hru nebo ji " -"pozastavovat a rušit. Poskytuje také užitečné signály." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po deleted file mode 100644 index 7d6e78ff7d..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Inheritance" -msgstr "Dědičnost" - -msgid "Description" -msgstr "Popis" - -msgid "Tutorials" -msgstr "Tutoriály" - -msgid "Properties" -msgstr "Vlastnosti" - -msgid "Signals" -msgstr "Signály" - -msgid "Constants" -msgstr "Konstanty" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po deleted file mode 100644 index ece7243d06..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po +++ /dev/null @@ -1,67 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"You can activate idle processing by defining the ``_process()`` method in a " -"script. You can turn it off and back on by calling :ref:`Node.set_process() " -"`." -msgstr "" -"Zpracování v nečinnosti můžete aktivovat definováním metody ``_process()`` " -"ve skriptu. Můžete ji vypnout a znovu zapnout voláním :ref:`Node." -"set_process() `." - -msgid "" -"Keep in mind that the frequency at which the engine calls ``_process()`` " -"depends on your application's framerate, which varies over time and across " -"devices." -msgstr "" -"Je důležité mít na paměti, že frekvence, se kterou bude ``_process ()`` " -"vyvolávána, závisí na tom, na jakém FPS (snímky za sekundu) vaše aplikace " -"běží. Tato rychlost může kolísat jak v průběhu času tak vzhledem k " -"rozdílnému výkonu jednotlivých zařízení." - -msgid "" -"Physics processing works with a similar virtual function: " -"``_physics_process()``. Use it for calculations that must happen before each " -"physics step, like moving a character that collides with the game world. As " -"mentioned above, ``_physics_process()`` runs at fixed time intervals as much " -"as possible to keep the physics interactions stable. You can change the " -"interval between physics steps in the Project Settings, under Physics -> " -"Common -> Physics Fps. By default, it's set to run 60 times per second." -msgstr "" -"Zpracování fyziky pomocí ``_physics_process ()`` je podobné, ale mělo by být " -"použito pro akce, které musí nastat před každým fyzikálním krokem, jako je " -"například ovládání postavy. Vždy běží před zpracováním kroku fyziky a je " -"volán ve fixních časových intervalech: standardně 60krát za sekundu. " -"Interval můžete změnit z Nastavení projektu v části Fyzika -> Společné -> " -"Fyzika Fps." - -msgid "" -"The function ``_process()`` is not synchronized with physics. Its rate " -"depends on hardware and game optimization. It also runs after the physics " -"step in single-threaded games." -msgstr "" -"Funkce ``_process ()`` však není synchronizována s fyzikou. Její obnovovací " -"frekvence není konstantní a závisí na hardwaru a optimalizaci hry. U " -"jednovláknových her je spouštěna až po dokončení fyzikálního kroku." - -msgid "" -"You can see the ``_process()`` function at work by creating a scene with a " -"single Label node, with the following script attached to it:" -msgstr "" -"Jednoduchý způsob, jak vidět funkci ``_process()`` při práci je vytvořit " -"scénu s jediným Label uzlem s následujícím skriptem:" - -msgid "When you run the scene, you should see a counter increasing each frame." -msgstr "" -"Ukáže nám to počítadlo, které se s každým dalším framem (snímkem) zvyšuje." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/index.po deleted file mode 100644 index b454abed0c..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/index.po +++ /dev/null @@ -1,28 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Scripting" -msgstr "Skriptování" - -msgid "" -"This section covers programming languages and core features to code your " -"games in Godot." -msgstr "" -"Tato část se zabývá programovacími jazyky a základními funkcemi pro kódování " -"vašich her v Godotu." - -msgid "Programming languages" -msgstr "Programovací jazyky" - -msgid "Core features" -msgstr "Základní vlastnosti" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po deleted file mode 100644 index 7ecaad9fa4..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Signal" -msgstr "Signál" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po deleted file mode 100644 index f375d07186..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po +++ /dev/null @@ -1,54 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Nodes and scene instances" -msgstr "Instance uzlů a scén" - -msgid "Getting nodes" -msgstr "Získávání uzlů" - -msgid "To do so, you can use the following code." -msgstr "K tomu můžete použít následující kód." - -msgid "Node paths" -msgstr "Cesty k uzlům" - -msgid "Creating nodes" -msgstr "Vytváření uzlů" - -msgid "" -"To create a node from code, call its ``new()`` method like for any other " -"class-based datatype." -msgstr "" -"Chcete-li vytvořit uzel v kódu, volejte metodu ``.new ()``, tak jako pro " -"jakýkoli jiný datový typ třídy." - -msgid "Instancing scenes" -msgstr "Vytvoření instance scény" - -msgid "" -"Creating an instance of the loaded :ref:`PackedScene ` " -"resource." -msgstr "" -"Vytvoření instance načteného prostředku :ref:`PackedScene " -"`." - -msgid "" -"The advantage of this two-step process is you can keep a packed scene loaded " -"and create new instances on the fly. For example, to quickly instance " -"several enemies or bullets." -msgstr "" -"Výhodou tohoto dvoustupňového procesu je, že zabalená scéna může být nahrána " -"a připravena k použití, takže jste schopni vytvořit libovolný počet " -"instancí. To je užitečné zejména při rychlém nasazení několika nepřátel, " -"kulek a dalších entit do aktivní scény." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/overridable_functions.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/overridable_functions.po deleted file mode 100644 index a6eb4f0f10..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/overridable_functions.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Overridable functions" -msgstr "Přetěžovatelné (overridable) funkce" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/pausing_games.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/pausing_games.po deleted file mode 100644 index 537b77576f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/pausing_games.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/resources.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/resources.po deleted file mode 100644 index 7f44f82270..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/resources.po +++ /dev/null @@ -1,298 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Resources" -msgstr "Zdroje" - -msgid "Nodes and resources" -msgstr "Uzly a zdroje" - -msgid "" -"Up to this tutorial, we focused on the :ref:`Node ` class in " -"Godot as that's the one you use to code behavior and most of the engine's " -"features rely on it. There is another datatype that is just as important: :" -"ref:`Resource `." -msgstr "" -"Až do tohoto tutoriálu jsme se v Godotu zaměřovali na třídu :ref:`Node " -"`, protože právě ta se používá k programování chování a většina " -"funkcí enginu závisí právě na ní. Existuje však ještě jeden datový typ, " -"který je stejně důležitý: :ref:`Resource `." - -msgid "" -"*Nodes* give you functionality: they draw sprites, 3D models, simulate " -"physics, arrange user interfaces, etc. **Resources** are **data " -"containers**. They don't do anything on their own: instead, nodes use the " -"data contained in resources." -msgstr "" -"**Uzly** poskytují funkce: kreslí sprity, 3D modely, simulují fyziku, " -"uspořádávají uživatelská rozhraní atd. **Zdroje** jsou **kontejnery dat**. " -"Samy o sobě nic nedělají: místo toho jsou data v nich obsažená používána " -"uzly." - -msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." -"tscn`` or an ``.scn`` file), an image, a script... Here are some :ref:" -"`Resource ` examples:" -msgstr "" -"Cokoli, co Godot uloží nebo načte z disku, je zdrojem. Ať už je to scéna (``." -"tscn`` nebo ``.scn``), obrázek, skript... Zde jsou některé :ref:`příklady " -"zdrojů `:" - -msgid "" -"When the engine loads a resource from disk, **it only loads it once**. If a " -"copy of that resource is already in memory, trying to load the resource " -"again will return the same copy every time. As resources only contain data, " -"there is no need to duplicate them." -msgstr "" -"Když engine načítá zdroj z disku, **načítá jej pouze jednou**. Pokud je " -"kopie tohoto zdroje již v paměti, pokus o jeho opětovné načtení pokaždé " -"vrátí stejnou kopii. Jelikož prostředky obsahují pouze data, není třeba je " -"duplikovat." - -msgid "" -"Every object, be it a Node or a Resource, can export properties. There are " -"many types of Properties, like String, integer, Vector2, etc., and any of " -"these types can become a resource. This means that both nodes and resources " -"can contain resources as properties:" -msgstr "" -"Každý objekt, ať už je to uzel nebo zdroj, může exportovat vlastnosti. " -"Existuje mnoho typů vlastností, například String, integer, Vector2 atd., a " -"každý z těchto typů se může stát zdrojem. To znamená, že jak uzly, tak " -"zdroje mohou obsahovat zdroje jako vlastnosti:" - -msgid "External vs built-in" -msgstr "Externí vs. vestavěný" - -msgid "There are two ways to save resources. They can be:" -msgstr "Zdroje lze ukládat dvěma způsoby. Mohou to být:" - -msgid "**External** to a scene, saved on the disk as individual files." -msgstr "**Externí** ke scéně, uložené na disku jako jednotlivé soubory." - -msgid "" -"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " -"attached to." -msgstr "" -"**Vestavěné**, uložené uvnitř souboru ``.tscn`` nebo souboru ``.scn``, ke " -"kterému jsou připojeny." - -msgid "" -"The path property tells us where the resource comes from. In this case, it " -"comes from a PNG image called ``robi.png``. When the resource comes from a " -"file like this, it is an external resource. If you erase the path or this " -"path is empty, it becomes a built-in resource." -msgstr "" -"Vlastnost path nám říká, odkud prostředek pochází. V tomto případě pochází z " -"obrázku PNG s názvem ``robi.png``. Pokud zdroj pochází z takového souboru, " -"jedná se o externí zdroj. Pokud cestu vymažete nebo je tato cesta prázdná, " -"stane se vestavěným zdrojem." - -msgid "" -"The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " -"and save, Godot will save the image inside the ``.tscn`` scene file." -msgstr "" -"K přepnutí mezi vestavěnými a externími zdroji dojde při ukládání scény. " -"Pokud ve výše uvedeném příkladu vymažete cestu ``\"res://robi.png\"`` a " -"uložíte, Godot uloží obrázek uvnitř souboru scény ``.tscn``." - -msgid "" -"Even if you save a built-in resource, when you instance a scene multiple " -"times, the engine will only load one copy of it." -msgstr "" -"I když vestavěný zdroj uložíte, při vícenásobném instancování scény načte " -"engine pouze jeho jednu kopii." - -msgid "Loading resources from code" -msgstr "Načítání zdrojů z kódu" - -msgid "" -"There are two ways to load resources from code. First, you can use the " -"``load()`` function anytime:" -msgstr "" -"Existují dva způsoby načítání zdrojů z kódu. Za prvé můžete kdykoli použít " -"funkci ``load()``:" - -msgid "Loading scenes" -msgstr "Načítání scén" - -msgid "" -"This method creates the nodes in the scene's hierarchy, configures them, and " -"returns the root node of the scene. You can then add it as a child of any " -"other node." -msgstr "" -"Tato metoda vytvoří uzly v hierarchii scény, nakonfiguruje je a vrátí " -"kořenový uzel scény. Ten pak můžete přidat jako potomka jakéhokoli jiného " -"uzlu." - -msgid "Freeing resources" -msgstr "Uvolnění zdrojů" - -msgid "Creating your own resources" -msgstr "Vytváření vlastních zdrojů" - -msgid "" -"They can define constants, so constants from other data fields or objects " -"are not needed." -msgstr "" -"Mohou definovat konstanty, takže konstanty z jiných datových polí nebo " -"objektů nejsou potřeba." - -msgid "" -"They can define methods, including setter/getter methods for properties. " -"This allows for abstraction and encapsulation of the underlying data. If the " -"Resource script's structure needs to change, the game using the Resource " -"need not also change." -msgstr "" -"Mohou definovat metody, včetně metod setter/getter pro vlastnosti. To " -"umožňuje abstrakci a zapouzdření základních dat. Pokud je třeba změnit " -"strukturu skriptu Resource, nemusí se měnit ani hra, která Resource používá." - -msgid "" -"They can define signals, so Resources can trigger responses to changes in " -"the data they manage." -msgstr "" -"Mohou definovat signály, takže Zdroje mohou spouštět reakce na změny ve " -"spravovaných datech." - -msgid "" -"They have defined properties, so users know 100% that their data will exist." -msgstr "" -"Mají definované vlastnosti, takže uživatelé stoprocentně vědí, že jejich " -"data budou existovat." - -msgid "" -"Resource auto-serialization and deserialization is a built-in Godot Engine " -"feature. Users do not need to implement custom logic to import/export a " -"resource file's data." -msgstr "" -"Automatická serializace a deserializace zdrojů je integrovanou funkcí Godot " -"Engine. Uživatelé nemusí implementovat vlastní logiku pro import/export dat " -"souboru zdrojů." - -msgid "" -"Resources can even serialize sub-Resources recursively, meaning users can " -"design even more sophisticated data structures." -msgstr "" -"Zdroje mohou dokonce rekurzivně serializovat dílčí zdroje, což znamená, že " -"uživatelé mohou navrhovat ještě sofistikovanější datové struktury." - -msgid "" -"Users can save Resources as version-control-friendly text files (\\*.tres). " -"Upon exporting a game, Godot serializes resource files as binary files (\\*." -"res) for increased speed and compression." -msgstr "" -"Uživatelé mohou ukládat zdroje jako textové soubory vhodné pro správu verzí " -"(\\*.tres). Při exportu hry Godot serializuje soubory zdrojů jako binární " -"soubory (\\*.res) pro zvýšení rychlosti a komprese." - -msgid "" -"Godot Engine's Inspector renders and edits Resource files out-of-the-box. As " -"such, users often do not need to implement custom logic to visualize or edit " -"their data. To do so, double-click the resource file in the FileSystem dock " -"or click the folder icon in the Inspector and open the file in the dialog." -msgstr "" -"Inspector v Godot Engine nativně podporuje vykreslování a úpravu souborů " -"zdrojů. Uživatelé tak často nemusí implementovat vlastní logiku pro " -"vizualizaci nebo úpravy dat. Za tímto účelem dvakrát klikněte na soubor " -"prostředku v doku FileSystem nebo klikněte na ikonu složky v Inspectoru a " -"otevřete soubor v dialogovém okně." - -msgid "" -"They can extend **other** resource types besides just the base Resource." -msgstr "Mohou rozšiřovat **jiné** typy zdrojů než jen základní Zdroj." - -msgid "Godot makes it easy to create custom Resources in the Inspector." -msgstr "Godot usnadňuje vytváření vlastních zdrojů v Inspektoru." - -msgid "" -"Create a plain Resource object in the Inspector. This can even be a type " -"that derives Resource, so long as your script is extending that type." -msgstr "" -"Vytvořte v Inspektoru obyčejný objekt Zdroj. Může to být i typ od Zdroj " -"odvozený, pokud váš skript tento typ rozšiřuje." - -msgid "Set the ``script`` property in the Inspector to be your script." -msgstr "Nastavte vlastnost ``script`` v Inspektoru na váš skript." - -msgid "" -"The Inspector will now display your Resource script's custom properties. If " -"one edits those values and saves the resource, the Inspector serializes the " -"custom properties too! To save a resource from the Inspector, click the " -"Inspector's tools menu (top right), and select \"Save\" or \"Save As...\"." -msgstr "" -"V Inspektoru se nyní zobrazí přidané vlastnosti skriptu zdroje. Pokud tyto " -"hodnoty upravíte a zdroj uložíte, inspektor serializuje i tyto přidané " -"vlastnosti! Chcete-li zdroj uložit z Inspektora, klikněte na nabídku " -"nástrojů Inspektora (vpravo nahoře) a vyberte možnost \"Uložit\" nebo " -"\"Uložit jako...\"." - -msgid "" -"If the script's language supports :ref:`script classes " -"`, then it streamlines the process. Defining " -"a name for your script alone will add it to the Inspector's creation dialog. " -"This will auto-add your script to the Resource object you create." -msgstr "" -"Pokud jazyk skriptu podporuje :ref:`třídy skriptů " -"`, pak se tento proces " -"zjednodušuje. Samotné definování názvu skriptu jej přidá do dialogu " -"Inspektoru pro vytvoření. Tím se váš skript automaticky přidá k vytvořenému " -"objektu Resource." - -msgid "" -"Resource scripts are similar to Unity's ScriptableObjects. The Inspector " -"provides built-in support for custom resources. If desired though, users can " -"even design their own Control-based tool scripts and combine them with an :" -"ref:`EditorPlugin ` to create custom visualizations and " -"editors for their data." -msgstr "" -"Skripty prostředků jsou podobné skriptovatelným objektům Unity. Inspector " -"poskytuje vestavěnou podporu pro vlastní zdroje. V případě potřeby však " -"mohou uživatelé navrhnout i vlastní skripty nástrojů založené na nástroji " -"Control a zkombinovat je s :ref:`EditorPlugin ` a " -"vytvořit tak vlastní vizualizace a editory pro svá data." - -msgid "" -"Instead of inlining the Dictionary values, one could also, alternatively:" -msgstr "Místo pouhého vložení hodnot slovníku by bylo možné také alternativně:" - -msgid "" -"CurveTables are the same thing, except mapped to an Array of float values or " -"a :ref:`Curve `/:ref:`Curve2D ` resource object." -msgstr "" -"Tabulky křivek jsou totéž, jen jsou mapovány na pole hodnot float nebo na " -"objekt zdroje :ref:`Curve `/:ref:`Curve2D `." - -msgid "" -"Beware that resource files (\\*.tres/\\*.res) will store the path of the " -"script they use in the file. When loaded, they will fetch and load this " -"script as an extension of their type. This means that trying to assign a " -"subclass, i.e. an inner class of a script (such as using the ``class`` " -"keyword in GDScript) won't work. Godot will not serialize the custom " -"properties on the script subclass properly." -msgstr "" -"Pozor na to, že soubory zdrojů (\\*.tres/\\*.res) ukládají cestu ke skriptu, " -"který používají, do souboru. Při načítání se tento skript načte jako " -"rozšíření jejich typu. To znamená, že pokus o přiřazení podtřídy, tj. " -"vnitřní třídy skriptu (např. pomocí klíčového slova ``class`` v GDScript) " -"nebude fungovat. Godot nebude správně serializovat vlastní vlastnosti " -"podtřídy skriptu." - -msgid "" -"In the example below, Godot would load the ``Node`` script, see that it " -"doesn't extend ``Resource``, and then determine that the script failed to " -"load for the Resource object since the types are incompatible." -msgstr "" -"V níže uvedeném příkladu by Godot načetl skript ``Node``, zjistil by, že " -"nerozšiřuje ``Resource``, a poté by určil, že se skript nepodařilo načíst " -"pro objekt Resource, protože typy jsou nekompatibilní." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/scene_tree.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/scene_tree.po deleted file mode 100644 index cb4d8b789e..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/scene_tree.po +++ /dev/null @@ -1,198 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using SceneTree" -msgstr "Použití SceneTree" - -msgid "Introduction" -msgstr "Úvod" - -msgid "" -"In previous tutorials, everything revolved around the concept of nodes. " -"Scenes are collections of nodes. They become active once they enter the " -"*scene tree*." -msgstr "" -"V předchozích výukových kurzech se vše točilo kolem konceptu uzlů. Scény " -"jsou kolekce uzlů. Ty se stávají aktivními, jakmile vstoupí do *stromu scén " -"(scene tree)*." - -msgid "MainLoop" -msgstr "MainLoop" - -msgid "" -"The way Godot works internally is as follows. There is the :ref:`OS " -"` class, which is the only instance that runs at the beginning. " -"Afterwards, all drivers, servers, scripting languages, scene system, etc are " -"loaded." -msgstr "" -"Godot funguje interně následujícím způsobem. Existuje třída :ref:`OS " -"`, pouze její instance běží uplně od začátku. Poté se načtou " -"všechny ovladače, servery, skriptovací jazyky, systém scén atd." - -msgid "" -"When initialization is complete, :ref:`OS ` needs to be supplied " -"a :ref:`MainLoop ` to run. Up to this point, all this is " -"internals working (you can check main/main.cpp file in the source code if " -"you are ever interested to see how this works internally)." -msgstr "" -"Po dokončení inicializace potřebuje :ref:`OS ` dodat ke spuštění :" -"ref:`MainLoop ` . Až do této chvíle vše funguje uvnitř " -"enginu (můžete se podívat do souboru main/main.cpp ve zdrojovém kódu, pokud " -"vás někdy bude zajímat, jak to vlastně běhá)." - -msgid "" -"The user program, or game, starts in the MainLoop. This class has a few " -"methods, for initialization, idle (frame-synchronized callback), fixed " -"(physics-synchronized callback), and input. Again, this is low level and " -"when making games in Godot, writing your own MainLoop seldom makes sense." -msgstr "" -"Uživatelský program nebo hra se spustí pomocí MainLoop. Tato třída má " -"několik metod pro inicializaci, nečinnost (funkce synchronizované se " -"snímky), pravidelně se opakující (funkce synchronizované s fyzikou) a vstup. " -"Opět se jedná o záležitost enginu a při tvorbě her v Godotu má psaní vlastní " -"MainLoop málokdy smysl." - -msgid "SceneTree" -msgstr "Strom scény" - -msgid "" -"One of the ways to explain how Godot works is that it's a high level game " -"engine over a low level middleware." -msgstr "" -"Fungování Godot lze vysvětlit i tak, že se jedná o vysokoúrovňový herní " -"engine nad nízkoúrovňovým middlewarem." - -msgid "" -"The scene system is the game engine, while the :ref:`OS ` and " -"servers are the low level API." -msgstr "" -"Systém scén je herní engine, zatímco :ref:`OS ` a servery " -"představují nízkoúrovňové API." - -msgid "" -"The scene system provides its own main loop to OS, :ref:`SceneTree " -"`. This is automatically instanced and set when running a " -"scene, no need to do any extra work." -msgstr "" -"Systém scén poskytuje OS vlastní hlavní smyčku, :ref:`SceneTree " -"`. Ta se automaticky vytváří a nastavuje při spuštění " -"scény, není třeba dělat nic dalšího." - -msgid "" -"It's important to know that this class exists because it has a few important " -"uses:" -msgstr "" -"Je důležité vědět, že tato třída existuje, protože má několik důležitých " -"použití:" - -msgid "" -"It contains the root :ref:`Viewport `, to which a scene is " -"added as a child when it's first opened to become part of the *Scene Tree* " -"(more on that next)." -msgstr "" -"Obsahuje kořenový :ref:`Viewport(výřez) `, do kterého je " -"scéna přidána jako potomek při svém prvním otevření, aby se stala součástí " -"*Stromu scén (Scene Tree)* (o tom více příště)." - -msgid "" -"It contains information about the groups and has the means to call all nodes " -"in a group or get a list of them." -msgstr "" -"Obsahuje informace o skupinách a umožňuje zavolat všechny uzly ve skupině " -"nebo získat jejich seznam." - -msgid "" -"It contains some global state functionality, such as setting pause mode or " -"quitting the process." -msgstr "" -"Obsahuje některé funkce pro změnu globálního stavu, jako je nastavení režimu " -"pozastavení nebo ukončení procesu." - -msgid "" -"When a node is part of the Scene Tree, the :ref:`SceneTree " -"` singleton can be obtained by calling :ref:`Node." -"get_tree() `." -msgstr "" -"Pokud je uzel(Node) součástí Scene Tree, lze singleton :ref:`SceneTree " -"` získat voláním :ref:`Node.get_tree() " -"`." - -msgid "Root viewport" -msgstr "Kořenový výřez (viewport)" - -msgid "" -"The root :ref:`Viewport ` is always at the top of the scene. " -"From a node, it can be obtained in two different ways:" -msgstr "" -"Kořenový :ref:`Viewport ` je vždy na vrcholu scény. Z " -"aktuálního uzlu jej lze získat dvěma různými způsoby:" - -msgid "" -"This node contains the main viewport. Anything that is a child of a :ref:" -"`Viewport ` is drawn inside of it by default, so it makes " -"sense that the top of all nodes is always a node of this type otherwise " -"nothing would be seen." -msgstr "" -"Tento uzel obsahuje hlavní průzor (výřez). Vše, co je potomkem :ref:" -"`Viewport `, se ve výchozím nastavení uvnitř něho " -"vykresluje, takže dává smysl, že vrcholem všech uzlů je vždy uzel tohoto " -"typu, jinak by nebylo nic vidět." - -msgid "" -"While other viewports can be created in the scene (for split-screen effects " -"and such), this one is the only one that is never created by the user. It's " -"created automatically inside SceneTree." -msgstr "" -"Ačkoli ve scéně lze vytvářet další výřezy (pro efekty rozdělené obrazovky " -"apod.), tento výřez je jediný, který nevytváří nikdy uživatel . Vzniká " -"automaticky uvnitř stromu SceneTree." - -msgid "Scene tree" -msgstr "Strom scény" - -msgid "" -"When a node is connected, directly or indirectly, to the root viewport, it " -"becomes part of the *scene tree*." -msgstr "" -"Pokud je uzel přímo nebo nepřímo připojen ke kořenovému výřezu, stává se " -"součástí *stromu scény*." - -msgid "" -"This means that as explained in previous tutorials, it will get the " -"``_enter_tree()`` and ``_ready()`` callbacks (as well as ``_exit_tree()``)." -msgstr "" -"To znamená, že jak bylo vysvětleno v předchozích tutoriálech, získá funkce " -"``_enter_tree()`` a ``_ready()`` (a také ``_exit_tree()``)." - -msgid "" -"When nodes enter the *Scene Tree*, they become active. They get access to " -"everything they need to process, get input, display 2D and 3D visuals, " -"receive and send notifications, play sounds, etc. When they are removed from " -"the *scene tree*, they lose these abilities." -msgstr "" -"Když uzly vstoupí do *SceneTree*, stanou se aktivními. Získají přístup ke " -"všemu, co potřebují ke správné funkci, získávají vstupy, zobrazují 2D a 3D " -"vizualizace, přijímají a odesílají oznámení, přehrávají zvuky atd. Když jsou " -"ze *stromu scény* odstraněny, tyto schopnosti ztrácejí." - -msgid "Tree order" -msgstr "Pořadí ve stromu" - -msgid "\"Becoming active\" by entering the *Scene Tree*" -msgstr "\"Aktivování\" vstupem do *SceneTree*" - -msgid "A scene is loaded from disk or created by scripting." -msgstr "Scéna je načtena z disku nebo vytvořena pomocí skriptů." - -msgid "Changing current scene" -msgstr "Změna aktuální scény" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po deleted file mode 100644 index 537b77576f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/singletons_autoload.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/singletons_autoload.po deleted file mode 100644 index dabf610ec4..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/singletons_autoload.po +++ /dev/null @@ -1,180 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "" -"Godot's scene system, while powerful and flexible, has a drawback: there is " -"no method for storing information (e.g. a player's score or inventory) that " -"is needed by more than one scene." -msgstr "" -"Systém scén enginu Godot je sice výkonný a flexibilní, ale jednu nevýhodu " -"má: neexistuje žádný způsob ukládání informací (např. hráčova skóre nebo " -"inventáře) potřebných pro více než jednu scénu." - -msgid "" -"It's possible to address this with some workarounds, but they come with " -"their own limitations:" -msgstr "" -"Je možné to řešit pomocí některých krkolomějších řešení, ale ta sebou nesou " -"svá vlastní omezení:" - -msgid "" -"You can use a \"master\" scene that loads and unloads other scenes as its " -"children. However, this means you can no longer run those scenes " -"individually and expect them to work correctly." -msgstr "" -"Můžete použít \"hlavní\" scénu, která načítá a uvolňuje ostatní scény jako " -"své potomky. To však znamená, že tyto scény již nemůžete spouštět samostatně " -"a očekávat, že pak budou fungovat korektně." - -msgid "" -"Information can be stored to disk in ``user://`` and then loaded by scenes " -"that require it, but frequently saving and loading data is cumbersome and " -"may be slow." -msgstr "" -"Informace lze ukládat na disk do adresáře ``user://`` a poté je načítat ve " -"scénách, které je vyžadují, ale časté ukládání a načítání dat je těžkopádné " -"a může být pomalé." - -msgid "" -"The `Singleton pattern `_ " -"is a useful tool for solving the common use case where you need to store " -"persistent information between scenes. In our case, it's possible to reuse " -"the same scene or class for multiple singletons as long as they have " -"different names." -msgstr "" -"Vzor `Singleton `_ je " -"užitečným nástrojem pro řešení běžného scénáře, kdy je třeba ukládat " -"informace sdílené mezi vícero scénami. V našem případě je možné opakovaně " -"použít stejnou scénu nebo třídu pro více singletonů, pokud mají různá jména." - -msgid "Using this concept, you can create objects that:" -msgstr "Pomocí tohoto konceptu můžete vytvářet objekty, které:" - -msgid "Are always loaded, no matter which scene is currently running." -msgstr "Jsou vždy načteny, bez ohledu na to, která scéna právě běží." - -msgid "Can store global variables such as player information." -msgstr "Může ukládat globální proměnné, například informace o hráči." - -msgid "Can handle switching scenes and between-scene transitions." -msgstr "Zvládne přepínání scén a přechody mezi scénami." - -msgid "" -"*Act* like a singleton, since GDScript does not support global variables by " -"design." -msgstr "" -"*Chovat* se jako singleton, protože GDScript z podstaty věci nepodporuje " -"globální proměnné." - -msgid "Autoloading nodes and scripts can give us these characteristics." -msgstr "" -"Automatické načtení uzlů a skriptů nám může tyto vlastnosti poskytnout." - -msgid "" -"When autoloading a script, a :ref:`class_Node` will be created and the " -"script will be attached to it. This node will be added to the root viewport " -"before any other scenes are loaded." -msgstr "" -"Při automatickém načítání skriptu se vytvoří :ref:`class_Node` a skript se k " -"němu připojí. Tento uzel bude přidán do kořenového výřezu před načtením " -"jakýchkoli jiných scén." - -msgid "" -"Here you can add any number of scenes or scripts. Each entry in the list " -"requires a name, which is assigned as the node's ``name`` property. The " -"order of the entries as they are added to the global scene tree can be " -"manipulated using the up/down arrow keys. Like regular scenes, the engine " -"will read these nodes in top-to-bottom order." -msgstr "" -"Zde můžete přidat libovolný počet scén nebo skriptů. Každá položka v seznamu " -"vyžaduje jméno, které je uzlu přiřazeno jako vlastnost ``name``. Pořadí " -"položek při jejich přidávání do globálního stromu scén lze měnit pomocí " -"kláves se šipkami nahoru/dolů." - -msgid "" -"Note that autoload objects (scripts and/or scenes) are accessed just like " -"any other node in the scene tree. In fact, if you look at the running scene " -"tree, you'll see the autoloaded nodes appear:" -msgstr "" -"Všimněte si, že k objektům automatického načítání (skriptům a/nebo scénám) " -"se přistupuje stejně jako k jakémukoli jinému uzlu ve stromu scény. Ve " -"skutečnosti, pokud se podíváte na strom spuštěné scény, uvidíte, že se tu " -"objevují automaticky načtené uzly:" - -msgid "Custom scene switcher" -msgstr "Vlastní přepínač scén" - -msgid "" -"Now whenever we run any scene in the project, this script will always be " -"loaded." -msgstr "" -"Kdykoli nyní spustíme libovolnou scénu tohoto projektu, vždy bude načten " -"tento skript." - -msgid "" -"Now we need a function for changing the scene. This function needs to free " -"the current scene and replace it with the requested one." -msgstr "" -"Nyní potřebujeme funkci pro změnu scény. Tato funkce musí uvolnit aktuální " -"scénu a nahradit ji scénou požadovanou." - -msgid "" -"Using :ref:`Object.call_deferred() `, the " -"second function will only run once all code from the current scene has " -"completed. Thus, the current scene will not be removed while it is still " -"being used (i.e. its code is still running)." -msgstr "" -"Při použití :ref:`Object.call_deferred() " -"` se druhá funkce spustí až po dokončení " -"veškerého kódu z aktuální scény. Aktuální scéna tedy nebude odstraněna, " -"dokud je používána (tj. její kód stále běží)." - -msgid "" -"Finally, we need to fill the empty callback functions in the two scenes:" -msgstr "" -"Nakonec musíme doplinit prázcdné funkce pro obsluhu signálu v obou scénách:" - -msgid "and" -msgstr "a" - -msgid "" -"Run the project and test that you can switch between scenes by pressing the " -"button." -msgstr "" -"Spusťte projekt a vyzkoušejte, zda můžete přepínat mezi scénami stisknutím " -"tlačítka." - -msgid "" -"When scenes are small, the transition is instantaneous. However, if your " -"scenes are more complex, they may take a noticeable amount of time to " -"appear. To learn how to handle this, see the next tutorial: :ref:" -"`doc_background_loading`." -msgstr "" -"Když jsou scény jednoduché, je přechod okamžitý. Pokud jsou však scény " -"složitější, může jejich zobrazení trvat znatelně déle. Jak se s tím " -"vypořádat, se dozvíte v dalším tutoriálu: :ref:`doc_background_loading`." - -msgid "" -"Alternatively, if the loading time is relatively short (less than 3 seconds " -"or so), you can display a \"loading plaque\" by showing some kind of 2D " -"element just before changing the scene. You can then hide it just after the " -"scene is changed. This can be used to indicate to the player that a scene is " -"being loaded." -msgstr "" -"Pokud je doba načítání relativně krátká (méně než 3 sekundy), můžete také " -"zobrazit \"načítací tabulku\", a to tak, že těsně před změnou scény " -"zobrazíte nějaký 2D prvek. Ten pak můžete skrýt těsně po změně scény. Hráči " -"tak naznačíte, že se načítá scéna." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po deleted file mode 100644 index 4056af395c..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "An optimization" -msgstr "Optimalizace" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/compute_shaders.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/compute_shaders.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/compute_shaders.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po deleted file mode 100644 index b883a0ed35..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "gl_Position" -msgstr "gl_Position" - -msgid "Variables" -msgstr "Proměnné" - -msgid "Variable" -msgstr "Proměnná" - -msgid "Type" -msgstr "Typ" - -msgid "Description" -msgstr "Popis" - -msgid "bool" -msgstr "bool" - -msgid "Types" -msgstr "Typy" - -msgid "fragColor" -msgstr "fragColor" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po deleted file mode 100644 index 537b77576f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/index.po deleted file mode 100644 index 820ebe89ac..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Shaders" -msgstr "Shadery" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po deleted file mode 100644 index 1629b3c032..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to shaders" -msgstr "Úvod do shaderů" - -msgid "Shaders in Godot" -msgstr "Shadery v Godotu" - -msgid "Here are the available types:" -msgstr "Zde jsou dostupné typy:" - -msgid ":ref:`spatial ` for 3D rendering." -msgstr ":ref:`spatial ` pro 3D vykreslování." - -msgid ":ref:`canvas_item ` for 2D rendering." -msgstr ":ref:`canvas_item ` pro 2D vykreslování." - -msgid ":ref:`particles ` for particle systems." -msgstr ":ref:`particles ` pro částicové systémy." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/making_trees.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/making_trees.po deleted file mode 100644 index 876d5cc290..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/making_trees.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "https://sketchfab.com/models/ea5e6ed7f9d6445ba69589d503e8cebf" -msgstr "https://sketchfab.com/models/ea5e6ed7f9d6445ba69589d503e8cebf" - -msgid "https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html" -msgstr "https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po deleted file mode 100644 index 537b77576f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_materials.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_materials.po deleted file mode 100644 index 537b77576f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_materials.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po deleted file mode 100644 index 48d543a05e..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Description" -msgstr "Popis" - -msgid "Built-ins" -msgstr "Vestavěné" - -msgid "Global built-ins" -msgstr "Globální vestavěné" - -msgid "Built-in" -msgstr "Vestavěný" - -msgid "Light built-ins" -msgstr "Vestavěné světlé" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po deleted file mode 100644 index d5f74464aa..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Built-ins" -msgstr "Vestavěné" - -msgid "Global built-ins" -msgstr "Globální vestavěné" - -msgid "Built-in" -msgstr "Vestavěný" - -msgid "Description" -msgstr "Popis" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/index.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po deleted file mode 100644 index 3d1b2484d9..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Particle shaders" -msgstr "Shadery částic" - -msgid "Description" -msgstr "Popis" - -msgid "Built-ins" -msgstr "Vestavěné" - -msgid "Global built-ins" -msgstr "Globální vestavěné" - -msgid "Built-in" -msgstr "Vestavěný" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po deleted file mode 100644 index 799cb3aec9..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Example shader include file:" -msgstr "Příklad stínování obsahuje soubor:" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po deleted file mode 100644 index f68f44380b..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po +++ /dev/null @@ -1,96 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Type" -msgstr "Typ" - -msgid "Description" -msgstr "Popis" - -msgid "Comments" -msgstr "Komentáře" - -msgid "Casting" -msgstr "Přetypování" - -msgid "Example:" -msgstr "Příklad:" - -msgid "Members" -msgstr "Členové" - -msgid "Arrays" -msgstr "Pole" - -msgid "Local arrays" -msgstr "Místní pole" - -msgid "Constants" -msgstr "Konstanty" - -msgid "Operators" -msgstr "Operátory" - -msgid "Class" -msgstr "Třída" - -msgid "Operator" -msgstr "Operátor" - -msgid "3" -msgstr "3" - -msgid "4" -msgstr "4" - -msgid "5" -msgstr "5" - -msgid "6" -msgstr "6" - -msgid "7" -msgstr "7" - -msgid "8" -msgstr "8" - -msgid "9" -msgstr "9" - -msgid "10" -msgstr "10" - -msgid "11" -msgstr "11" - -msgid "Functions" -msgstr "Funkce" - -msgid "**Basis**" -msgstr "**Základ**" - -msgid "Built-in variables" -msgstr "Vestavěné proměnné" - -msgid ":ref:`Spatial shaders `" -msgstr ":ref:`Prostorové shadery `" - -msgid ":ref:`Canvas item shaders `" -msgstr ":ref:`Shadery položek plátna `" - -msgid ":ref:`Particle shaders `" -msgstr ":ref:`shadery částic `" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po deleted file mode 100644 index 486bb1f865..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Description" -msgstr "Popis" - -msgid "Built-ins" -msgstr "Vestavěné" - -msgid "Global built-ins" -msgstr "Globální vestavěné" - -msgid "Built-in" -msgstr "Vestavěný" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po deleted file mode 100644 index 48d543a05e..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Description" -msgstr "Popis" - -msgid "Built-ins" -msgstr "Vestavěné" - -msgid "Global built-ins" -msgstr "Globální vestavěné" - -msgid "Built-in" -msgstr "Vestavěný" - -msgid "Light built-ins" -msgstr "Vestavěné světlé" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po deleted file mode 100644 index 9959c83b34..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po +++ /dev/null @@ -1,160 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Shaders style guide" -msgstr "Průvodce styly shaderů" - -msgid "" -"Style guides aren't meant as hard rulebooks. At times, you may not be able " -"to apply some of the guidelines below. When that happens, use your best " -"judgment, and ask fellow developers for insights." -msgstr "" -"Průvodci stylem nejsou zamýšleny jako striktní pravidla. Občas se může stát, " -"že některé z níže uvedených pokynů nebudete moci použít. V takovém případě " -"se řiďte vlastním úsudkem a požádejte kolegy vývojáře o radu." - -msgid "" -"In general, keeping your code consistent in your projects and within your " -"team is more important than following this guide to a tee." -msgstr "" -"Obecně platí, že udržování konzistentního kódu v projektech a v týmu je " -"důležitější než dodržování tohoto návodu do puntíku." - -msgid "Formatting" -msgstr "Formátování" - -msgid "Encoding and special characters" -msgstr "Kódování a speciální znaky" - -msgid "" -"Use line feed (**LF**) characters to break lines, not CRLF or CR. *(editor " -"default)*" -msgstr "" -"Pro zalomení řádků používejte znaky pro posuv řádku (**LF**), nikoli CRLF " -"nebo CR. *(výchozí nastavení editoru)*" - -msgid "Use one line feed character at the end of each file. *(editor default)*" -msgstr "" -"Na konci každého souboru použijte jeden znak posuvu řádku. *(výchozí " -"nastavení editoru)*" - -msgid "" -"Use **UTF-8** encoding without a `byte order mark `_. *(editor default)*" -msgstr "" -"Použijte kódování **UTF-8** bez značky pořadí bajtů `_. *(výchozí nastavení editoru)*" - -msgid "Use **Tabs** instead of spaces for indentation. *(editor default)*" -msgstr "" -"Pro odsazení použijte místo mezer **Tabulátory**. *(výchozí nastavení " -"editoru)*" - -msgid "Indentation" -msgstr "Odsazení" - -msgid "**Good**:" -msgstr "**Dobré**:" - -msgid "**Bad**:" -msgstr "**Špatné**:" - -msgid "" -"Use 2 indent levels to distinguish continuation lines from regular code " -"blocks." -msgstr "" -"K odlišení pokračovaní řádků od běžných bloků kódu použijte 2 úrovně " -"odsazení." - -msgid "Blank lines" -msgstr "Prázdné řádky" - -msgid "Line length" -msgstr "Délka řádku" - -msgid "Keep individual lines of code under 100 characters." -msgstr "Udržujte jednotlivé řádky kódu pod 100 znaků." - -msgid "One statement per line" -msgstr "Jeden příkaz na řádek" - -msgid "The only exception to that rule is the ternary operator:" -msgstr "Jedinou výjimkou z tohoto pravidla je ternární operátor:" - -msgid "Comment spacing" -msgstr "Mezery mezi komentáři" - -msgid "" -"Regular comments should start with a space, but not code that you comment " -"out. This helps differentiate text comments from disabled code." -msgstr "" -"Běžné komentáře by měly začínat mezerou, nikoli však kód, který " -"zakomentováváte. To pomáhá odlišit textové komentáře od vypnutého kódu." - -msgid "Whitespace" -msgstr "Mezery" - -msgid "Don't use spaces to align expressions vertically:" -msgstr "Nepoužívejte mezery k zarovnání výrazů na výšku:" - -msgid "Naming conventions" -msgstr "Konvence pojmenování" - -msgid "" -"These naming conventions follow the Godot Engine style. Breaking these will " -"make your code clash with the built-in naming conventions, leading to " -"inconsistent code." -msgstr "" -"Tyto konvence pojmenování odpovídají stylu Godot Engine. Jejich porušení " -"způsobí, že váš kód bude v rozporu se zabudovanými konvencemi pro " -"pojmenování, což povede k nekonzistentnímu kódu." - -msgid "Functions and variables" -msgstr "Funkce a proměnné" - -msgid "Use snake\\_case to name functions and variables:" -msgstr "Pro pojmenování funkcí a proměnných použijte snake\\_case:" - -msgid "Constants" -msgstr "Konstanty" - -msgid "" -"Write constants with CONSTANT\\_CASE, that is to say in all caps with an " -"underscore (\\_) to separate words:" -msgstr "" -"Zapisujte konstanty pomocí CONSTANT\\_CASE, tj. všemi velkými písmeny s " -"podtržítkem (\\_) pro oddělení slov:" - -msgid "Code order" -msgstr "Pořadí kódu" - -msgid "" -"We optimized the order to make it easy to read the code from top to bottom, " -"to help developers reading the code for the first time understand how it " -"works, and to avoid errors linked to the order of variable declarations." -msgstr "" -"Pořadí jsme optimalizovali tak, aby bylo snadné číst kód shora dolů, aby " -"vývojáři, kteří čtou kód poprvé, pochopili, jak funguje, a aby se předešlo " -"chybám souvisejícím s pořadím deklarace proměnných." - -msgid "Local variables" -msgstr "Lokální proměnné" - -msgid "" -"Declare local variables as close as possible to their first use. This makes " -"it easier to follow the code, without having to scroll too much to find " -"where the variable was declared." -msgstr "" -"Lokální proměnné deklarujte co nejblíže jejich prvnímu použití. To usnadňuje " -"sledování kódu, aniž byste museli příliš rolovat, abyste našli místo, kde " -"byla proměnná deklarována." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po deleted file mode 100644 index 537b77576f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/visual_shaders.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/visual_shaders.po deleted file mode 100644 index 9db4d74929..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/visual_shaders.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using VisualShaders" -msgstr "Použití nástroje VisualShaders" - -msgid "Creating a VisualShader" -msgstr "Vytvoření visualshaderu" - -msgid "Type" -msgstr "Typ" - -msgid "Color" -msgstr "Barva" - -msgid "Description" -msgstr "Popis" - -msgid "Example" -msgstr "Příklad" - -msgid "Vector" -msgstr "Vektor" - -msgid "Transform" -msgstr "Transformace" - -msgid "There are other types but these are the main ones." -msgstr "Jsou zde i jiné typy ale tyto jsou ty hlavní." - -msgid "Visual Shader nodes" -msgstr "Vizuální Shader uzly" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po deleted file mode 100644 index b9c63c63e4..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Your first 2D shader" -msgstr "Váš první 2D shader" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Conclusion" -msgstr "Závěr" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po deleted file mode 100644 index bbe24163c2..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Your first 3D shader" -msgstr "Váš první 3D shader" - -msgid "Setting up" -msgstr "Nastavení" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/troubleshooting.po b/sphinx/po/cs/LC_MESSAGES/tutorials/troubleshooting.po deleted file mode 100644 index 425b6adefb..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/troubleshooting.po +++ /dev/null @@ -1,122 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Odstraňování problémů" - -msgid "" -"This page lists common issues encountered when using Godot and possible " -"solutions." -msgstr "" -"Tato stránka obsahuje seznam běžných problémů, které se vyskytly při " -"používání Godotu, a možná řešení." - -msgid "The editor or project takes a very long time to start" -msgstr "Spuštění editoru nebo projektu trvá velmi dlouho" - -msgid "The Godot editor appears frozen after clicking the system console" -msgstr "Po kliknutí na konzolu systému editor Godot zamrzne" - -msgid "" -"When running Godot on Windows with the system console enabled, you can " -"accidentally enable *selection mode* by clicking inside the command window. " -"This Windows-specific behavior pauses the application to let you select text " -"inside the system console. Godot cannot override this system-specific " -"behavior." -msgstr "" -"Pokud používáte Godot ve Windows se zapnutou systémovou konzolou, můžete " -"omylem aktivovat *režim výběru* kliknutím do příkazového okna. Toto chování " -"specifické pro Windows pozastaví aplikaci, aby vám umožnila vybrat text " -"uvnitř konzoly systému. Godot nemůže potlačit toto specifické chování " -"systému." - -msgid "" -"To solve this, select the system console window and press Enter to leave " -"selection mode." -msgstr "" -"Chcete-li to vyřešit, vyberte okno konzoly systému a stiskněte klávesu Enter " -"pro opuštění režimu výběru." - -msgid "" -"Some text such as \"NO DC\" appears in the top-left corner of the Project " -"Manager and editor window" -msgstr "" -"V levém horním rohu okna správce projektu a editoru se zobrazí text, " -"například \"NO DC\"" - -msgid "" -"This is caused by the NVIDIA graphics driver injecting an overlay to display " -"information." -msgstr "" -"Je to způsobeno tím, že grafický ovladač NVIDIA vkládá překryvnou vrstvu pro " -"zobrazení informací." - -msgid "" -"To disable this overlay on Windows, restore your graphics driver settings to " -"the default values in the NVIDIA Control Panel." -msgstr "" -"Chcete-li toto překrytí v systému Windows zakázat, obnovte nastavení " -"grafického ovladače na výchozí hodnoty v ovládacím panelu NVIDIA." - -msgid "" -"To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen " -"0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**." -msgstr "" -"Chcete-li toto překrytí v Linuxu zakázat, otevřete ``nvidia-settings``, " -"přejděte na **X Screen 0 > OpenGL Settings** a zrušte zaškrtnutí **Enable " -"Graphics API Visual Indicator**." - -msgid "The editor or project appears overly sharp or blurry" -msgstr "Editor nebo projekt vypadají příliš ostře nebo rozmazaně" - -msgid "The editor or project appears to have washed out colors" -msgstr "Editor nebo projekt vypadají že maji vybledlé barvy" - -msgid "" -"The project works when run from the editor, but fails to load some files " -"when running from an exported copy" -msgstr "" -"Projekt funguje při spuštění z editoru, ale při spuštění z exportované kopie " -"se mu nepodaří načíst některé soubory" - -msgid "" -"This is usually caused by forgetting to specify a filter for non-resource " -"files in the Export dialog. By default, Godot will only include actual " -"*resources* into the PCK file. Some files commonly used, such as JSON files, " -"are not considered resources. For example, if you load ``test.json`` in the " -"exported project, you need to specify ``*.json`` in the non-resource export " -"filter. See :ref:`doc_exporting_projects_export_mode` for more information." -msgstr "" -"To je obvykle způsobeno opomenutím určit filtr souborů, které nejsou zdroji, " -"v dialogovém okně Export. Ve výchozím nastavení Godot zahrne do souboru PCK " -"pouze skutečné *zdroje* . Některé soubory, které se běžně používají, " -"například soubory JSON, se za zdroje nepovažují. Například pokud načítáte " -"soubor ``test.json`` v exportovaném projektu, musíte ve filtru exportu " -"souborů nepovažovaných za zdroje, zadat ``* .json``. Viz :ref:" -"`doc_exporting_projects_export_mode` pro více informací." - -msgid "" -"On Windows, this can also be due to :ref:`case sensitivity " -"` issues. If you reference a " -"resource in your script with a different case than on the filesystem, " -"loading will fail once you export the project. This is because the virtual " -"PCK filesystem is case-sensitive, while Windows's filesystem is case-" -"insensitive by default." -msgstr "" -"V systému Windows to může být také způsobeno :ref:`problémy s rozlišením " -"malých a velkých písmen ` . Pokud " -"ve svém skriptu uvedete odkaz na zdroj jinou velikostí písma, než je v " -"souborovém systému, načítání se po exportu projektu nezdaří. Je tomu tak " -"proto, že ve virtuálním souborovém systému PCK se rozlišují velká a malá " -"písmena, zatímco v systému souborů Windows se ve výchozím nastavení velká a " -"malá písmena nerozlišují." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po deleted file mode 100644 index 744cb3a93b..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" - -msgid "Performance" -msgstr "Výkon" - -msgid "Example" -msgstr "Příklad" - -msgid "1" -msgstr "1" - -msgid "Unordered list bullet" -msgstr "Odrážka neuspořádaného listu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/control_node_gallery.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/control_node_gallery.po deleted file mode 100644 index 32f180319d..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/control_node_gallery.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"The Control Gallery demo pictured above can be found `on GitHub `__." -msgstr "" -"Pokud vám při učení vyhovují více příklady, můžete se také podívat na různé " -"`Godot demo projekty `__." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/custom_gui_controls.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/custom_gui_controls.po deleted file mode 100644 index e760231582..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/custom_gui_controls.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Input" -msgstr "Vstup" - -msgid "Notifications" -msgstr "Oznámení" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_containers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_containers.po deleted file mode 100644 index dcf12ef8b8..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_containers.po +++ /dev/null @@ -1,223 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using Containers" -msgstr "Používání kontejnerů" - -msgid "For more complex user interfaces, they can become difficult to use." -msgstr "Pro složitější uživatelská rozhraní však mohou být obtížně použitelná." - -msgid "" -"This is often the case of games, such as RPGs, online chats, tycoons or " -"simulations. Another common case where more advanced layout features may be " -"required is in-game tools (or simply just tools)." -msgstr "" -"Toto je často případ her, jako jsou RPG, online chaty, tycoony nebo " -"simulace. Dalším běžným případem, ve kterém mohou být vyžadovány " -"pokročilejší funkce rozvržení, jsou nástroje zabudované přímo ve hře nebo " -"zcela samostatné nástroje." - -msgid "" -"All these situations require a more capable OS-like user interface, with " -"advanced layout and formatting. For that, :ref:`Containers " -"` are more useful." -msgstr "" -"Všechny tyto situace vyžadují mocnější uživatelské rozhraní podobné OS, s " -"pokročilým rozvržením a formátováním. Zde jsou užitečnější :ref:`Kontejnery " -"`." - -msgid "Container layout" -msgstr "Rozložení kontejneru" - -msgid "" -"Containers provide a huge amount of layout power (as an example, the Godot " -"editor user interface is entirely done using them):" -msgstr "" -"Kontejnery nám poskytují obrovskou moc nad rozvržením (například uživatelské " -"rozhraní editoru Godota je kompletně připraveno právě pomocí kontejnerů):" - -msgid "" -"When a :ref:`Container `-derived node is used, all " -"children :ref:`Control ` nodes give up their own positioning " -"ability. This means the *Container* will control their positioning and any " -"attempt to manually alter these nodes will be either ignored or invalidated " -"the next time their parent is resized." -msgstr "" -"Když je použit uzel odvozený z :ref:`Container `, vzdají se " -"všechny podřízené uzly :ref:`Control ` svých vlastních " -"polohovacích možností. To znamená, že *Container* bude řídit jejich umístění " -"a jakýkoliv pokus o ruční změnu těchto uzlů bude při příští změně velikosti " -"jejich rodičů ignorován nebo zneplatněn." - -msgid "" -"Likewise, when a *Container* derived node is resized, all its children will " -"be re-positioned according to it, with a behavior based on the type of " -"container used:" -msgstr "" -"A podobně, jakmile se změní velikost uzlu odvozeného z *Container*, budou " -"všechny jeho podřízené uzly přemístěny podle chování použitého typu " -"kontejneru:" - -msgid "Example of *HBoxContainer* resizing children buttons." -msgstr "Příklad toho jak *HBoxContainer* mění velikost podřízených uzlů." - -msgid "" -"The real strength of containers is that they can be nested (as nodes), " -"allowing the creation of very complex layouts that resize effortlessly." -msgstr "" -"Skutečnou sílou kontejnerů je to, že je lze vzájemně vnořovat (jako uzly), " -"což umožňuje jednoduše vytvářet velmi složitá rozložení, která bez problémů " -"mění velikost." - -msgid "" -"**Fill**: Ensures the control *fills* the designated area within the " -"container. No matter if a control *expands* or not (see below), it will only " -"*fill* the designated area when this is toggled on (it is by default)." -msgstr "" -"**Fill** : Zajišťuje, že prvek *vyplní* určenou oblast v kontejneru. Bez " -"ohledu na to, zda se ovládací prvek *rozšiřuje - expands* nebo ne (viz " -"níže), *vyplní* pouze určenou oblast (ve výchozím stavu zapnuto)." - -msgid "" -"Experimenting with these flags and different containers is recommended to " -"get a better grasp on how they work." -msgstr "" -"Doporučujeme experimentovat s těmito příznaky a různými kontejnery, abyste " -"lépe pochopili, jak fungují." - -msgid "Container types" -msgstr "Typy kontejnerů" - -msgid "" -"Godot provides several container types out of the box as they serve " -"different purposes:" -msgstr "Godot sám poskytuje několik typů kontejnerů pro různé účely:" - -msgid "Box Containers" -msgstr "Krabicové kontejnery" - -msgid "Grid Container" -msgstr "Mřížkový kontejner" - -msgid "" -"Arranges child controls in a grid layout (via :ref:`GridContainer " -"`, amount of columns must be specified). Uses both the " -"vertical and horizontal expand flags." -msgstr "" -"Uspořádá podřízené ovládací prvky v rozvržení mřížky (prostřednictvím :ref:" -"`GridContainer `, musí být zadáno množství sloupců). " -"Používá příznaky vertikální i horizontální roztažení." - -msgid "Margin Container" -msgstr "Kontejner pro okraje" - -msgid "" -"Child controls are expanded towards the bounds of this control (via :ref:" -"`MarginContainer `). Padding will be added on the " -"margins depending on the theme configuration." -msgstr "" -"Podřízené ovládací prvky jsou rozšířeny směrem k hranicím tohoto ovládacího " -"prvku (prostřednictvím :ref:`MarginContainer `). " -"Vnitřní okraje (padding) budou přidány v závislosti na konfiguraci motivu." - -msgid "" -"Again, keep in mind that the margins are a *Theme* value, so they need to be " -"edited from the constants overrides section of each control:" -msgstr "" -"Opět mějte na paměti, že vnější okraje (margins) jsou hodnotou *Theme*, " -"takže je třeba je upravovat v sekci potlačení konstant každého ovládacího " -"prvku:" - -msgid "Tab Container" -msgstr "Karta (Tab) Kontejner" - -msgid "" -"Allows you to place several child controls stacked on top of each other " -"(via :ref:`TabContainer `), with only the *current* one " -"visible." -msgstr "" -"Umožňuje naskládat několik podřízených ovládacích prvků na sebe (pomocí :ref:" -"`TabContainer `), přičemž je zobrazen pouze ten " -"*aktuální* ." - -msgid "" -"Changing the *current* one is done via tabs located at the top of the " -"container, via clicking:" -msgstr "" -"Změna *aktuálního* se provádí pomocí karet umístěných v horní části " -"kontejneru kliknutím na:" - -msgid "" -"The titles are generated from the node names by default (although they can " -"be overridden via *TabContainer* API)." -msgstr "" -"Názvy jsou ve výchozím nastavení generovány z názvů uzlů (i když je lze " -"přepsat pomocí *TabContainer* API)." - -msgid "" -"Settings such as tab placement and *StyleBox* can be modified in the " -"*TabContainer* theme overrides." -msgstr "" -"Nastavení, jako je umístění karet a *StyleBox*, lze změnit ve vlastnotech " -"motivů pro *TabContainer*." - -msgid "Split Container" -msgstr "Rozdělovací kontejner" - -msgid "" -"Accepts only one or two children controls, then places them side to side " -"with a divisor (via :ref:`HSplitContainer ` and :ref:" -"`VSplitContainer `). Respects both horizontal and " -"vertical flags, as well as *Ratio*." -msgstr "" -"Přijme pouze jeden nebo dva podřízené ovládací prvky a poté mezi ně umístí " -"oddělovač (prostřednictvím :ref:`HSplitContainer ` " -"nebo :ref:`VSplitContainer `). Respektuje " -"horizontální i vertikální příznaky, stejně jako *Ratio*." - -msgid "" -"The divisor can be dragged around to change the size relation between both " -"children:" -msgstr "" -"Oddělovač lze přetáhnout a změnit poměr velikostí mezi oběma podřízenými " -"uzly:" - -msgid "PanelContainer" -msgstr "Panel kontejner" - -msgid "" -"This container is useful as top-level, or just to add custom backgrounds to " -"sections of a layout." -msgstr "" -"Tento kontejner je užitečný jako nejvyšší úroveň uživatelského rozhraní nebo " -"pouze pro přidání vlastního pozadí pro určitou sekci." - -msgid "ScrollContainer" -msgstr "Kontejner pro scrolování" - -msgid "" -"Mouse wheel and touch drag (when touch is available) are also valid ways to " -"pan the child control around." -msgstr "" -"Kolečko myši a tažení dotykem (pokud je k dispozici dotyk) jsou také platné " -"způsoby, jak posouvat podřízených prvkem." - -msgid "" -"As in the example above, one of the most common ways to use this container " -"is together with a *VBoxContainer* as child." -msgstr "" -"Stejně jako ve výše uvedeném příkladě je jedním z nejčastějších způsobů " -"použivání tohoto kontejneru společně podřízeným *VBoxContainer* kontejnerem." - -msgid "Creating custom Containers" -msgstr "Vytváření vlastních kontejnerů" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_navigation.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_navigation.po deleted file mode 100644 index 3920962c97..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_navigation.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Node settings" -msgstr "Nastavení uzlu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_skinning.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_skinning.po deleted file mode 100644 index 5d596ff0b1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_skinning.po +++ /dev/null @@ -1,46 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to GUI skinning" -msgstr "Úvod do skinování grafického uživatelského rozhraní" - -msgid "Theme items" -msgstr "Položky motivu" - -msgid "**Color**" -msgstr "**Barva**" - -msgid "**Constant**" -msgstr "**Konstanty**" - -msgid "**Font**" -msgstr "**Font**" - -msgid "**Icon**" -msgstr "**Ikona**" - -msgid "**StyleBox**" -msgstr "**StyleBox**" - -msgid "Theme types" -msgstr "Typy témat" - -msgid "Customizing a project" -msgstr "Přizpůsobení projektu" - -msgid "" -"To sum it up, for an arbitrary control its theme item lookup would look " -"something like this:" -msgstr "" -"Pokud to shrneme, pro libovolný ovládací prvek by jeho vyhledávání položek " -"tématu vypadalo takto:" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_using_fonts.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_using_fonts.po deleted file mode 100644 index b014b38938..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_using_fonts.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Font shadow example" -msgstr "Příklad stínování fontu" - -msgid "Mipmaps" -msgstr "Mipmapy" - -msgid "It's possible to use a system font as a fallback font too." -msgstr "Je možné Godot použít jako knihovnu." - -msgid "Windows" -msgstr "Windows" - -msgid "Linux" -msgstr "Linux" - -msgid "Android" -msgstr "Android" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po deleted file mode 100644 index b2214bda69..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the theme editor" -msgstr "Použití editoru motivů" - -msgid "Theme editor overview" -msgstr "Přehled editoru motivů" - -msgid "Manage and import items" -msgstr "Správa a import položek" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/index.po deleted file mode 100644 index a92f585081..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Control node tutorials" -msgstr "Tutorialy pro řídicí uzly" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/size_and_anchors.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/size_and_anchors.po deleted file mode 100644 index e08fd19685..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/size_and_anchors.po +++ /dev/null @@ -1,28 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Size and anchors" -msgstr "Velikost a kotvy" - -msgid "" -"If a game was always going to be run on the same device and at the same " -"resolution, positioning controls would be a simple matter of setting the " -"position and size of each one of them. Unfortunately, that is rarely the " -"case." -msgstr "" -"Pokud by hra byla vždy spuštěna na stejném zařízení a se stejným rozlišením, " -"rozmístění ovládacích prvků bylo jednoduchou záležitostí nastavení polohy a " -"velikosti každého z nich. Bohužel je tomu tak zřídka." - -msgid "Centering a control" -msgstr "Centrování ovládacího prvku" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/ar_passthrough.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/ar_passthrough.po deleted file mode 100644 index 2974b13161..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/ar_passthrough.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Description" -msgstr "Popis" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/deploying_to_android.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/deploying_to_android.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/deploying_to_android.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/index.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po deleted file mode 100644 index 5e2bfce64c..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "More information" -msgstr "Více informací" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po deleted file mode 100644 index 537b77576f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po deleted file mode 100644 index 537b77576f..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Úvod" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_settings.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_settings.po deleted file mode 100644 index c474612842..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_settings.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Enabled" -msgstr "Povoleno" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/setting_up_xr.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/setting_up_xr.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/setting_up_xr.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_action_map.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_action_map.po deleted file mode 100644 index f7b1b7152b..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_action_map.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Value" -msgstr "Hodnota" - -msgid "Description" -msgstr "Popis" - -msgid "1" -msgstr "1" - -msgid "3" -msgstr "3" - -msgid "0" -msgstr "0" - -msgid "Actions" -msgstr "Akce" - -msgid "Let's finish our configuration:" -msgstr "Dokončeme naši konfiguraci:" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_next_steps.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_next_steps.po deleted file mode 100644 index 82a13eeca1..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_next_steps.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_room_scale.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_room_scale.po deleted file mode 100644 index 098433b977..0000000000 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_room_scale.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: cs\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Step 1" -msgstr "Krok 1" - -msgid "Step 2" -msgstr "Krok 2" - -msgid "Step 3" -msgstr "Krok 3" diff --git a/sphinx/po/it/LC_MESSAGES/about/complying_with_licenses.po b/sphinx/po/it/LC_MESSAGES/about/complying_with_licenses.po deleted file mode 100644 index 8d625f546c..0000000000 --- a/sphinx/po/it/LC_MESSAGES/about/complying_with_licenses.po +++ /dev/null @@ -1,69 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Complying with licenses" -msgstr "Rispettare le licenze" - -msgid "What are licenses?" -msgstr "Cosa sono le licenze?" - -msgid "" -"The license is the legal requirement for you (or your company) to use and " -"distribute the software (and derivative projects, including games made with " -"it). Your game or project can have a different license, but it still needs " -"to comply with the original one." -msgstr "" -"La licenza è il requisito legale per voi (o per la vostra azienda) per usare " -"e distribuire il software (e i progetti derivati, compresi i giochi fatti " -"con esso). Il tuo gioco o progetto può avere una licenza diversa, ma deve " -"comunque essere conforme a quella originale." - -msgid "Requirements" -msgstr "Requisiti" - -msgid "" -"In the case of the MIT license, the only requirement is to include the " -"license text somewhere in your game or derivative project." -msgstr "" -"Nel caso della licenza MIT, l'unico requisito è di includere il testo della " -"licenza da qualche parte nel vostro gioco o progetto derivato." - -msgid "" -"Your games do not need to be under the same license. You are free to release " -"your Godot projects under any license and to create commercial games with " -"the engine." -msgstr "" -"Non è necessario che i tuoi giochi siano sotto la stessa licenza. Sei libero " -"di rilasciare i tuoi progetti Godot sotto qualsiasi licenza e di creare " -"giochi commerciali con il motore." - -msgid "Inclusion" -msgstr "Inclusione" - -msgid "Credits screen" -msgstr "Schermata dei crediti" - -msgid "Licenses screen" -msgstr "Schermata delle licenze" - -msgid "Accompanying file" -msgstr "File di accompagnamento" - -msgid "Printed manual" -msgstr "Manuale stampato" - -msgid "Link to the license" -msgstr "Collegamento alla licenza" - -msgid "Third-party licenses" -msgstr "Licenze di terze parti" diff --git a/sphinx/po/it/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/it/LC_MESSAGES/about/docs_changelog.po deleted file mode 100644 index 68a868dd9f..0000000000 --- a/sphinx/po/it/LC_MESSAGES/about/docs_changelog.po +++ /dev/null @@ -1,549 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Documentation changelog" -msgstr "Cambiamento della documentazione" - -msgid "About" -msgstr "Informazioni su Godot" - -msgid "2D" -msgstr "2D" - -msgid "Contributing" -msgstr "Contribuire" - -msgid "Rendering" -msgstr "Renderer" - -msgid "C#" -msgstr "C#" - -msgid ":ref:`doc_c_sharp_diagnostics`" -msgstr ":ref:`doc_c_sharp_diagnostics`" - -msgid "Development" -msgstr "Sviluppo" - -msgid ":ref:`doc_2d_coordinate_systems`" -msgstr ":ref:`doc_2d_coordinate_systems`" - -msgid ":ref:`doc_upgrading_to_godot_4.2`" -msgstr ":ref:`doc_upgrading_to_godot_4.2`" - -msgid ":ref:`doc_runtime_loading_and_saving`" -msgstr ":ref:`doc_runtime_loading_and_saving`" - -msgid "Platform-specific" -msgstr "Specifico per la piattaforma" - -msgid ":ref:`doc_android_library`" -msgstr ":ref:`doc_android_library`" - -msgid ":ref:`doc_internal_rendering_architecture`" -msgstr ":ref:`doc_internal_rendering_architecture`" - -msgid ":ref:`doc_using_sanitizers`" -msgstr ":ref:`doc_using_sanitizers`" - -msgid ":ref:`doc_upgrading_to_godot_4.1`" -msgstr ":ref:`doc_upgrading_to_godot_4.1`" - -msgid "Physics" -msgstr "Fisica" - -msgid ":ref:`doc_troubleshooting_physics_issues`" -msgstr ":ref:`doc_troubleshooting_physics_issues`" - -msgid ":ref:`doc_2d_antialiasing`" -msgstr ":ref:`doc_2d_antialiasing`" - -msgid "3D" -msgstr "3D" - -msgid ":ref:`doc_3d_antialiasing`" -msgstr ":ref:`doc_3d_antialiasing`" - -msgid ":ref:`doc_faking_global_illumination`" -msgstr ":ref:`doc_faking_global_illumination`" - -msgid ":ref:`doc_introduction_to_global_illumination`" -msgstr ":ref:`doc_introduction_to_global_illumination`" - -msgid ":ref:`doc_mesh_lod`" -msgstr ":ref:`doc_mesh_lod`" - -msgid ":ref:`doc_occlusion_culling`" -msgstr ":ref:`doc_occlusion_culling`" - -msgid ":ref:`doc_using_sdfgi`" -msgstr ":ref:`doc_using_sdfgi`" - -msgid ":ref:`doc_using_decals`" -msgstr ":ref:`doc_using_decals`" - -msgid ":ref:`doc_visibility_ranges`" -msgstr ":ref:`doc_visibility_ranges`" - -msgid ":ref:`doc_volumetric_fog`" -msgstr ":ref:`doc_volumetric_fog`" - -msgid ":ref:`doc_variable_rate_shading`" -msgstr ":ref:`doc_variable_rate_shading`" - -msgid ":ref:`doc_physical_light_and_camera_units`" -msgstr ":ref:`doc_physical_light_and_camera_units`" - -msgid "Animation" -msgstr "Animazione" - -msgid ":ref:`doc_creating_movies`" -msgstr ":ref:`doc_creating_movies`" - -msgid ":ref:`doc_retargeting_3d_skeletons`" -msgstr ":ref:`doc_retargeting_3d_skeletons`" - -msgid ":ref:`doc_custom_platform_ports`" -msgstr ":ref:`doc_custom_platform_ports`" - -msgid ":ref:`doc_upgrading_to_godot_4`" -msgstr ":ref:`doc_upgrading_to_godot_4`" - -msgid ":ref:`doc_large_world_coordinates`" -msgstr ":ref:`doc_large_world_coordinates`" - -msgid "Scripting" -msgstr "Scripting" - -msgid ":ref:`doc_custom_performance_monitors`" -msgstr ":ref:`doc_custom_performance_monitors`" - -msgid ":ref:`doc_c_sharp_collections`" -msgstr ":ref:`doc_c_sharp_collections`" - -msgid ":ref:`doc_c_sharp_global_classes`" -msgstr ":ref:`doc_c_sharp_global_classes`" - -msgid ":ref:`doc_c_sharp_variant`" -msgstr ":ref:`doc_c_sharp_variant`" - -msgid "Shaders" -msgstr "Shaders" - -msgid ":ref:`doc_compute_shaders`" -msgstr ":ref:`doc_compute_shaders`" - -msgid ":ref:`doc_pr_review_guidelines`" -msgstr ":ref:`doc_pr_review_guidelines`" - -msgid ":ref:`doc_introducing_xr_tools`" -msgstr ":ref:`doc_introducing_xr_tools`" - -msgid ":ref:`doc_xr_action_map`" -msgstr ":ref:`doc_xr_action_map`" - -msgid ":ref:`doc_deploying_to_android`" -msgstr ":ref:`doc_deploying_to_android`" - -msgid ":ref:`doc_3d_text`" -msgstr ":ref:`doc_3d_text`" - -msgid ":ref:`doc_playing_videos`" -msgstr ":ref:`doc_playing_videos`" - -msgid "Editor" -msgstr "Editor" - -msgid ":ref:`doc_managing_editor_features`" -msgstr ":ref:`doc_managing_editor_features`" - -msgid "C++" -msgstr "C++" - -msgid ":ref:`doc_cpp_usage_guidelines`" -msgstr ":ref:`doc_cpp_usage_guidelines`" - -msgid "GDScript" -msgstr "GDScript" - -msgid ":ref:`doc_gdscript_documentation_comments`" -msgstr ":ref:`doc_gdscript_documentation_comments`" - -msgid ":ref:`doc_3d_rendering_limitations`" -msgstr ":ref:`doc_3d_rendering_limitations`" - -msgid ":ref:`doc_troubleshooting`" -msgstr ":ref:`doc_troubleshooting`" - -msgid ":ref:`doc_list_of_features`" -msgstr ":ref:`doc_list_of_features`" - -msgid ":ref:`doc_release_policy`" -msgstr ":ref:`doc_release_policy`" - -msgid ":ref:`doc_version_control_systems`" -msgstr ":ref:`doc_version_control_systems`" - -msgid "Community" -msgstr "Comunità" - -msgid ":ref:`doc_best_practices_for_engine_contributors`" -msgstr ":ref:`doc_best_practices_for_engine_contributors`" - -msgid ":ref:`doc_bisecting_regressions`" -msgstr ":ref:`doc_bisecting_regressions`" - -msgid ":ref:`doc_editor_and_docs_localization`" -msgstr ":ref:`doc_editor_and_docs_localization`" - -msgid ":ref:`doc_introduction_to_editor_development`" -msgstr ":ref:`doc_introduction_to_editor_development`" - -msgid ":ref:`doc_editor_style_guide`" -msgstr ":ref:`doc_editor_style_guide`" - -msgid ":ref:`doc_common_engine_methods_and_macros`" -msgstr ":ref:`doc_common_engine_methods_and_macros`" - -msgid ":ref:`doc_vulkan_validation_layers`" -msgstr ":ref:`doc_vulkan_validation_layers`" - -msgid ":ref:`doc_gdscript_grammar`" -msgstr ":ref:`doc_gdscript_grammar`" - -msgid ":ref:`doc_default_key_mapping`" -msgstr ":ref:`doc_default_key_mapping`" - -msgid ":ref:`doc_using_the_web_editor`" -msgstr ":ref:`doc_using_the_web_editor`" - -msgid "Export" -msgstr "Esporta" - -msgid ":ref:`doc_exporting_for_dedicated_servers`" -msgstr ":ref:`doc_exporting_for_dedicated_servers`" - -msgid "Input" -msgstr "Input" - -msgid ":ref:`doc_controllers_gamepads_joysticks`" -msgstr ":ref:`doc_controllers_gamepads_joysticks`" - -msgid "Math" -msgstr "Matematica" - -msgid ":ref:`doc_random_number_generation`" -msgstr ":ref:`doc_random_number_generation`" - -msgid ":ref:`doc_plugins_for_ios`" -msgstr ":ref:`doc_plugins_for_ios`" - -msgid ":ref:`doc_ios_plugin`" -msgstr ":ref:`doc_ios_plugin`" - -msgid ":ref:`doc_html5_shell_classref`" -msgstr ":ref:`doc_html5_shell_classref`" - -msgid ":ref:`doc_collision_shapes_2d`" -msgstr ":ref:`doc_collision_shapes_2d`" - -msgid ":ref:`doc_collision_shapes_3d`" -msgstr ":ref:`doc_collision_shapes_3d`" - -msgid ":ref:`doc_shaders_style_guide`" -msgstr ":ref:`doc_shaders_style_guide`" - -msgid ":ref:`doc_debugger_panel`" -msgstr ":ref:`doc_debugger_panel`" - -msgid ":ref:`doc_creating_script_templates`" -msgstr ":ref:`doc_creating_script_templates`" - -msgid ":ref:`doc_evaluating_expressions`" -msgstr ":ref:`doc_evaluating_expressions`" - -msgid ":ref:`doc_what_is_gdextension`" -msgstr ":ref:`doc_what_is_gdextension`" - -msgid "User Interface (UI)" -msgstr "Interfaccia Utente (UI)" - -msgid ":ref:`doc_control_node_gallery`" -msgstr ":ref:`doc_control_node_gallery`" - -msgid "Project workflow" -msgstr "Flusso di lavoro del progetto" - -msgid ":ref:`doc_android_gradle_build`" -msgstr ":ref:`doc_android_gradle_build`" - -msgid ":ref:`doc_2d_sprite_animation`" -msgstr ":ref:`doc_2d_sprite_animation`" - -msgid "Audio" -msgstr "Audio" - -msgid ":ref:`doc_recording_with_microphone`" -msgstr ":ref:`doc_recording_with_microphone`" - -msgid ":ref:`doc_sync_with_audio`" -msgstr ":ref:`doc_sync_with_audio`" - -msgid ":ref:`doc_beziers_and_curves`" -msgstr ":ref:`doc_beziers_and_curves`" - -msgid ":ref:`doc_interpolation`" -msgstr ":ref:`doc_interpolation`" - -msgid "Inputs" -msgstr "Ingressi" - -msgid ":ref:`doc_input_examples`" -msgstr ":ref:`doc_input_examples`" - -msgid "Internationalization" -msgstr "Lingue" - -msgid ":ref:`doc_localization_using_gettext`" -msgstr ":ref:`doc_localization_using_gettext`" - -msgid "Shading" -msgstr "Shading" - -msgid "Your First Shader Series:" -msgstr "La tua prima serie di Shader:" - -msgid ":ref:`doc_introduction_to_shaders`" -msgstr ":ref:`doc_introduction_to_shaders`" - -msgid ":ref:`doc_your_first_canvasitem_shader`" -msgstr ":ref:`doc_your_first_canvasitem_shader`" - -msgid ":ref:`doc_your_first_spatial_shader`" -msgstr ":ref:`doc_your_first_spatial_shader`" - -msgid ":ref:`doc_your_second_spatial_shader`" -msgstr ":ref:`doc_your_second_spatial_shader`" - -msgid ":ref:`doc_visual_shaders`" -msgstr ":ref:`doc_visual_shaders`" - -msgid "Networking" -msgstr "Networking" - -msgid ":ref:`doc_webrtc`" -msgstr ":ref:`doc_webrtc`" - -msgid "Plugins" -msgstr "Estensioni" - -msgid ":ref:`doc_android_plugin`" -msgstr ":ref:`doc_android_plugin`" - -msgid ":ref:`doc_inspector_plugins`" -msgstr ":ref:`doc_inspector_plugins`" - -msgid ":ref:`doc_visual_shader_plugins`" -msgstr ":ref:`doc_visual_shader_plugins`" - -msgid "Multi-threading" -msgstr "Multi-threading" - -msgid ":ref:`doc_using_multiple_threads`" -msgstr ":ref:`doc_using_multiple_threads`" - -msgid "Creating content" -msgstr "Creazione di contenuti" - -msgid "Procedural geometry series:" -msgstr "Serie di geometria procedurale:" - -msgid ":ref:`Procedural geometry `" -msgstr ":ref:`Geometria procedurale `" - -msgid ":ref:`doc_arraymesh`" -msgstr ":ref:`doc_arraymesh`" - -msgid ":ref:`doc_surfacetool`" -msgstr ":ref:`doc_surfacetool`" - -msgid ":ref:`doc_meshdatatool`" -msgstr ":ref:`doc_meshdatatool`" - -msgid ":ref:`doc_immediatemesh`" -msgstr ":ref:`doc_immediatemesh`" - -msgid "Optimization" -msgstr "Ottimizzazione" - -msgid ":ref:`doc_using_multimesh`" -msgstr ":ref:`doc_using_multimesh`" - -msgid ":ref:`doc_using_servers`" -msgstr ":ref:`doc_using_servers`" - -msgid "Legal" -msgstr "Legale" - -msgid ":ref:`doc_complying_with_licenses`" -msgstr ":ref:`doc_complying_with_licenses`" - -msgid "Step by step" -msgstr "Passo dopo passo" - -msgid ":ref:`doc_signals`" -msgstr ":ref:`doc_signals`" - -msgid "Exporting" -msgstr "Esportazione" - -msgid ":ref:`doc_gdscript_static_typing`" -msgstr ":ref:`doc_gdscript_static_typing`" - -msgid "Best Practices:" -msgstr "Migliori pratiche:" - -msgid ":ref:`doc_introduction_best_practices`" -msgstr ":ref:`doc_introduction_best_practices`" - -msgid ":ref:`doc_what_are_godot_classes`" -msgstr ":ref:`doc_what_are_godot_classes`" - -msgid ":ref:`doc_scene_organization`" -msgstr ":ref:`doc_scene_organization`" - -msgid ":ref:`doc_scenes_versus_scripts`" -msgstr ":ref:`doc_scenes_versus_scripts`" - -msgid ":ref:`doc_autoloads_versus_internal_nodes`" -msgstr ":ref:`doc_autoloads_versus_internal_nodes`" - -msgid ":ref:`doc_node_alternatives`" -msgstr ":ref:`doc_node_alternatives`" - -msgid ":ref:`doc_godot_interfaces`" -msgstr ":ref:`doc_godot_interfaces`" - -msgid ":ref:`doc_godot_notifications`" -msgstr ":ref:`doc_godot_notifications`" - -msgid ":ref:`doc_data_preferences`" -msgstr ":ref:`doc_data_preferences`" - -msgid ":ref:`doc_logic_preferences`" -msgstr ":ref:`doc_logic_preferences`" - -msgid ":ref:`doc_2d_lights_and_shadows`" -msgstr ":ref:`doc_2d_lights_and_shadows`" - -msgid ":ref:`doc_2d_meshes`" -msgstr ":ref:`doc_2d_meshes`" - -msgid ":ref:`doc_csg_tools`" -msgstr ":ref:`doc_csg_tools`" - -msgid ":ref:`doc_animating_thousands_of_fish`" -msgstr ":ref:`doc_animating_thousands_of_fish`" - -msgid ":ref:`doc_controlling_thousands_of_fish`" -msgstr ":ref:`doc_controlling_thousands_of_fish`" - -msgid ":ref:`doc_ragdoll_system`" -msgstr ":ref:`doc_ragdoll_system`" - -msgid ":ref:`doc_soft_body`" -msgstr ":ref:`doc_soft_body`" - -msgid ":ref:`doc_2d_skeletons`" -msgstr ":ref:`doc_2d_skeletons`" - -msgid ":ref:`doc_animation_tree`" -msgstr ":ref:`doc_animation_tree`" - -msgid "GUI" -msgstr "Interfaccia Grafica" - -msgid ":ref:`doc_gui_containers`" -msgstr ":ref:`doc_gui_containers`" - -msgid "Viewports" -msgstr "Viste" - -msgid ":ref:`doc_viewport_as_texture`" -msgstr ":ref:`doc_viewport_as_texture`" - -msgid ":ref:`doc_custom_postprocessing`" -msgstr ":ref:`doc_custom_postprocessing`" - -msgid ":ref:`doc_converting_glsl_to_godot_shaders`" -msgstr ":ref:`doc_converting_glsl_to_godot_shaders`" - -msgid ":ref:`doc_advanced_postprocessing`" -msgstr ":ref:`doc_advanced_postprocessing`" - -msgid "Shading Reference:" -msgstr "Riferimenti di Shading:" - -msgid ":ref:`doc_shading_language`" -msgstr ":ref:`doc_shading_language`" - -msgid ":ref:`doc_spatial_shader`" -msgstr ":ref:`doc_spatial_shader`" - -msgid ":ref:`doc_canvas_item_shader`" -msgstr ":ref:`doc_canvas_item_shader`" - -msgid ":ref:`doc_particle_shader`" -msgstr ":ref:`doc_particle_shader`" - -msgid ":ref:`doc_making_main_screen_plugins`" -msgstr ":ref:`doc_making_main_screen_plugins`" - -msgid ":ref:`doc_3d_gizmo_plugins`" -msgstr ":ref:`doc_3d_gizmo_plugins`" - -msgid ":ref:`doc_customizing_html5_shell`" -msgstr ":ref:`doc_customizing_html5_shell`" - -msgid ":ref:`doc_thread_safe_apis`" -msgstr ":ref:`doc_thread_safe_apis`" - -msgid ":ref:`doc_making_trees`" -msgstr ":ref:`doc_making_trees`" - -msgid "Miscellaneous" -msgstr "Varie" - -msgid ":ref:`doc_jitter_stutter`" -msgstr ":ref:`doc_jitter_stutter`" - -msgid ":ref:`doc_running_code_in_the_editor`" -msgstr ":ref:`doc_running_code_in_the_editor`" - -msgid ":ref:`doc_change_scenes_manually`" -msgstr ":ref:`doc_change_scenes_manually`" - -msgid "Compiling" -msgstr "Compilazione" - -msgid ":ref:`doc_optimizing_for_size`" -msgstr ":ref:`doc_optimizing_for_size`" - -msgid ":ref:`doc_compiling_with_script_encryption_key`" -msgstr ":ref:`doc_compiling_with_script_encryption_key`" - -msgid "Engine development" -msgstr "Sviluppo del motore" - -msgid ":ref:`doc_binding_to_external_libraries`" -msgstr ":ref:`doc_binding_to_external_libraries`" diff --git a/sphinx/po/it/LC_MESSAGES/about/faq.po b/sphinx/po/it/LC_MESSAGES/about/faq.po deleted file mode 100644 index 753ba6b307..0000000000 --- a/sphinx/po/it/LC_MESSAGES/about/faq.po +++ /dev/null @@ -1,622 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "FAQ" -msgstr "FAQ" - -msgid "Frequently asked questions" -msgstr "Domande frequenti" - -msgid "" -"What can I do with Godot? How much does it cost? What are the license terms?" -msgstr "" -"Cosa posso fare con Godot? Quanto costa? Quali sono le condizioni di licenza?" - -msgid "In short:" -msgstr "In breve:" - -msgid "" -"You are free to download and use Godot for any purpose: personal, non-" -"profit, commercial, or otherwise." -msgstr "" -"Sei libero di scaricare e utilizzare Godot per qualsiasi scopo: personale, " -"non-profit, commerciale o altro." - -msgid "" -"You are free to modify, distribute, redistribute, and remix Godot to your " -"heart's content, for any reason, both non-commercially and commercially." -msgstr "" -"Sei libero di modificare, distribuire, ridistribuire e remixare Godot a tuo " -"piacimento, per qualsiasi motivo, sia non commerciale che commerciale." - -msgid "" -"Logos and icons are generally under the same Creative Commons license. Note " -"that some third-party libraries included with Godot's source code may have " -"different licenses." -msgstr "" -"Loghi e icone sono in linea generale coperti dalla stessa licenza Creative " -"Commons. Alcune librerie di terze parti incluse con il codice sorgente di " -"Godot possono però essere coperte da diverse licenze." - -msgid "" -"Also, see `the license page on the Godot website `_." -msgstr "" -"Inoltre, vedi ` la pagina della licenza sul sito di Godot `_." - -msgid "Which platforms are supported by Godot?" -msgstr "Quali piattaforme sono supportate da Godot?" - -msgid "**For the editor:**" -msgstr "**Per l'editor:**" - -msgid "Windows" -msgstr "Windows" - -msgid "macOS" -msgstr "macOS" - -msgid "Linux, \\*BSD" -msgstr "Linux, \\*BSD" - -msgid "Android (experimental)" -msgstr "Android (sperimentale)" - -msgid "`Web `__ (experimental)" -msgstr "`Web `__ (sperimentale)" - -msgid "**For exporting your games:**" -msgstr "**Per esportare i tuoi giochi:**" - -msgid "Android" -msgstr "Android" - -msgid "iOS" -msgstr "iOS" - -msgid "Web" -msgstr "Web" - -msgid "" -"Some users also report building and using Godot successfully on ARM-based " -"systems with Linux, like the Raspberry Pi." -msgstr "" -"Alcuni utenti hanno riportato di aver compilato e usato Godot con successo " -"su sistemi ARM-based con Linux, come il Raspberry Pi." - -msgid "" -"For more on this, see the sections on :ref:`exporting ` and :ref:`compiling Godot yourself `." -msgstr "" -"Per saperne di più, vedi le sezioni su :ref:`exporting ` e :ref:`compilare Godot da solo `." - -msgid "Which programming languages are supported in Godot?" -msgstr "Quali sono i linguaggi di programmazione supportati in Godot?" - -msgid "" -"If you are just starting out with either Godot or game development in " -"general, GDScript is the recommended language to learn and use since it is " -"native to Godot. While scripting languages tend to be less performant than " -"lower-level languages in the long run, for prototyping, developing Minimum " -"Viable Products (MVPs), and focusing on Time-To-Market (TTM), GDScript will " -"provide a fast, friendly, and capable way of developing your games." -msgstr "" -"Se si sta appena iniziando con Godot o lo sviluppo di giochi in generale, " -"GDScript è il linguaggio consigliato da imparare e utilizzare dal momento " -"che è nativo di Godot. Mentre i linguaggi di scripting tendono ad essere " -"meno performanti di quelli di livello inferiore nel lungo periodo, per la " -"prototipazione, lo sviluppo di prodotti a basso costo (MVP), e " -"concentrandosi sul time-to-market (TTM), GDScript fornirà un modo veloce, " -"facile e funzionale di sviluppare i vostri giochi." - -msgid "What is GDScript and why should I use it?" -msgstr "Cos'è GDScript e perché dovrei usarlo?" - -msgid "" -"More information about getting comfortable with GDScript or dynamically " -"typed languages can be found in the :ref:`doc_gdscript_more_efficiently` " -"tutorial." -msgstr "" -"Ulteriori informazioni su come prendere mano con GDScript o altri linguaggi " -"tipizzati dinamicamente possono essere trovate nel tutorial :ref:" -"`doc_gdscript_more_efficiently`." - -msgid "What were the motivations behind creating GDScript?" -msgstr "Quali sono state le motivazioni alla base della creazione di GDScript?" - -msgid "" -"The main reasons for creating a custom scripting language for Godot were:" -msgstr "" -"I motivi principali per la creazione di un linguaggio di scripting " -"personalizzato per Godot sono stati:" - -msgid "" -"Poor threading support in most script VMs, and Godot uses threads (Lua, " -"Python, Squirrel, JavaScript, ActionScript, etc.)." -msgstr "" -"Cattivo supporto ai thread nella maggior parte delle VM degli altri " -"linguaggi, e Godot usa thread (Lua, Python, Squirrel, JS, AS, ecc.)." - -msgid "" -"Poor class-extending support in most script VMs, and adapting to the way " -"Godot works is highly inefficient (Lua, Python, JavaScript)." -msgstr "" -"Non esiste un buon supporto per l'estensione delle classi nella maggior " -"parte delle VM degli altri linguaggi, e adattarle al funzionamento di Godot " -"è altamente inefficiente (Lua, Python, JS)." - -msgid "" -"Garbage collector results in stalls or unnecessarily large memory usage " -"(Lua, Python, JavaScript, ActionScript, etc.)." -msgstr "" -"Il garbage collector produce rallentamenti o un uso della memoria " -"inutilmente alto (Lua, Python, JavaScript, ActionScript, ecc.)." - -msgid "GDScript was designed to curtail the issues above, and more." -msgstr "" -"GDScript è stato progettato per ridurre i problemi di cui sopra e altri " -"ancora." - -msgid "" -"You can find detailed information on supported formats, how to export them " -"from your 3D modeling software, and how to import them for Godot in the :ref:" -"`doc_importing_3d_scenes` documentation." -msgstr "" -"Puoi trovare informazioni dettagliate sui formati supportati, su come " -"esportarli da software di modellazione 3D, e su come importarli in Godot " -"nella documentazione :ref:`doc_importing_3d_scenes`." - -msgid "" -"Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?" -msgstr "" -"Sarà [inserire SDK proprietari come FMOD, Gameworks, ecc.] supportato in " -"Godot?" - -msgid "" -"To see how support for your SDK of choice could still be provided, look at " -"the Plugins question below." -msgstr "" -"Per vedere come possa essere fornito il supporto per il SDK scelto, vedi la " -"domanda sui Plugins poco sotto." - -msgid "How can I extend Godot?" -msgstr "Come posso estendere Godot?" - -msgid "" -"For extending Godot, like creating Godot Editor plugins or adding support " -"for additional languages, take a look at :ref:`EditorPlugins " -"` and tool scripts." -msgstr "" -"Per estendere Godot, ad esempio creando plugin per Godot Editor o aggiungere " -"il supporto per ulteriori linguaggi, fai riferimento a :ref:`EditorPlugins " -"` e ai tool script." - -msgid "" -"How do I install the Godot editor on my system (for desktop integration)?" -msgstr "" -"Come installo l'editor di Godot sul mio Sistema Operativo (per " -"l'integrazione col desktop)?" - -msgid "" -"Since you don't need to actually install Godot on your system to run it, " -"this means desktop integration is not performed automatically. There are two " -"ways to overcome this. You can install Godot from `Steam `__ (all platforms), `Scoop " -"`__ (Windows), `Homebrew `__ (macOS) or " -"`Flathub `__ " -"(Linux). This will automatically perform the required steps for desktop " -"integration." -msgstr "" -"Visto che non devi installare Godot sul tuo sistema per usarlo, " -"l'integrazione col desktop non è automatica. Ci sono due modi per superare " -"questo problema. È possibile installare Godot da `Steam `__ (tutte le piattaforme), `Scoop " -"`__ (Windows), `Homebrew `__ (macOS) or " -"`Flathub `__ " -"(Linux). Questo eseguirà automaticamente i passaggi necessari per " -"l'integrazione col desktop." - -msgid "" -"Alternatively, you can manually perform the steps that an installer would do " -"for you:" -msgstr "" -"Alternativamente, puoi eseguire manualmente i passaggi che un installer " -"eseguirebbe per te:" - -msgid "" -"Move the Godot executable to a stable location (i.e. outside of your " -"Downloads folder), so you don't accidentally move it and break the shortcut " -"in the future." -msgstr "" -"Sposta l'eseguibile di Godot in una posizione stabile (cioè fuori della " -"cartella Download), così da non spostarlo accidentalmente e rompere il " -"collegamento in futuro." - -msgid "Right-click the Godot executable and choose **Create Shortcut**." -msgstr "" -"Fai clic con il pulsante destro sull'eseguibile di Godot e scegli **Crea " -"collegamento**." - -msgid "" -"Drag the extracted Godot application to ``/Applications/Godot.app``, then " -"drag it to the Dock if desired. Spotlight will be able to find Godot as long " -"as it's in ``/Applications`` or ``~/Applications``." -msgstr "" -"Trascina l'applicazione Godot estratta su ``/Applicazioni/Godot.app``, " -"quindi trascinala sul Dock se lo desideri. Spotlight sarà in grado di " -"trovare Godot fintanto che si trova in ``/Applicazioni`` o in ``~/" -"Applicazioni``." - -msgid "Linux" -msgstr "Linux" - -msgid "" -"Move the Godot binary to a stable location (i.e. outside of your Downloads " -"folder), so you don't accidentally move it and break the shortcut in the " -"future." -msgstr "" -"Sposta l'eseguibile di Godot in una posizione stabile (cioè al di fuori " -"della cartella Download), in modo da non spostarlo accidentalmente e rompere " -"il collegamento in futuro." - -msgid "" -"Rename and move the Godot binary to a location present in your ``PATH`` " -"environment variable. This is typically ``/usr/local/bin/godot`` or ``/usr/" -"bin/godot``. Doing this requires administrator privileges, but this also " -"allows you to :ref:`run the Godot editor from a terminal " -"` by entering ``godot``." -msgstr "" -"Rinomina e sposta l'eseguibile di Godot in una posizione presente nella tua " -"variabile d'ambiente ``PATH``. Di solito è ``/usr/local/bin/godot`` o ``/usr/" -"bin/godot``. Questo metodo richiede i privilegi d'amministratore, ma ti " -"pemette di :ref:`eseguire Godot da un terminale ` " -"scrivendo``godot``." - -msgid "" -"If you cannot move the Godot editor binary to a protected location, you can " -"keep the binary somewhere in your home directory, and modify the ``Path=`` " -"line in the ``.desktop`` file linked below to contain the full *absolute* " -"path to the Godot binary." -msgstr "" -"Se non puoi spostare l'eseguibile dell'editor Godot in una posizione " -"protetta, puoi tenerlo da qualche parte nella tua cartella home e modificare " -"la riga ``Path=`` del file ``.desktop`` linkato qui sotto andando a inserire " -"l'intero percorso *assoluto* del file eseguibile Godot." - -msgid "Is the Godot editor a portable application?" -msgstr "L'editor Godot è un'applicazione portabile?" - -msgid "" -"In its default configuration, Godot is *semi-portable*. Its executable can " -"run from any location (including non-writable locations) and never requires " -"administrator privileges." -msgstr "" -"Nella configurazione di default, Godot è *semi-portatile*. Il suo eseguibile " -"può partire da ogni luogo (incluso luoghi non scrivibili) e non richiede mai " -"privilegi di amministratore." - -msgid "" -"However, configuration files will be written to the user-wide configuration " -"or data directory. This is usually a good approach, but this means " -"configuration files will not carry across machines if you copy the folder " -"containing the Godot executable. See :ref:`doc_data_paths` for more " -"information." -msgstr "" -"Tuttavia, i file di configurazione verranno scritti nella configurazione a " -"livello di utente o nella cartella dei dati. Questo di solito è un buon " -"approccio, ma questo significa che i file di configurazione non verranno " -"trasferiti tra le macchine se si copia la cartella contenente l'eseguibile " -"Godot. Vedi :ref:`doc_data_paths` per maggiori informazioni." - -msgid "Why does Godot aim to keep its core feature set small?" -msgstr "" -"Perché Godot cerca di mantenere piccolo il suo set di funzionalità " -"principali?" - -msgid "There are several reasons for this:" -msgstr "Ci sono diverse ragioni per questo:" - -msgid "" -"**Ease of contribution.** By keeping the codebase small and tidy, it can " -"remain fast and easy to compile from source. This makes it easier for new " -"contributors to get started with Godot, without requiring them to purchase " -"high-end hardware." -msgstr "" -"**Facilità di contribuire** Mantenendo il repository piccolo e ordinato, " -"rimane facile e veloce compilare dalla risorsa principale. Questo rende " -"molto più facile per i nuovi contributori iniziare con Godot, senza che " -"devano acquistare hardware di alto livello." - -msgid "" -"**Keeping the binary size small for the editor.** Not everyone has a fast " -"Internet connection. Ensuring that everyone can download the Godot editor, " -"extract it and run it in less than 5 minutes makes Godot more accessible to " -"developers in all countries." -msgstr "" -"**Mantenere una dimensione piccola del file binario dell'editor.** Non tutti " -"hanno una connessione veloce ad internet. Assicurarsi che chiunque possa " -"scaricare l'editor di Godot, estrarlo ed eseguirlo in meno di 5 minuti rende " -"Godot più accessibile agli sviluppatori." - -msgid "" -"For all the reasons above, we have to be selective of what we can accept as " -"core functionality in Godot. This is why we are aiming to move some core " -"functionality to officially supported add-ons in future versions of Godot. " -"In terms of binary size, this also has the advantage of making you pay only " -"for what you actually use in your project. (In the meantime, you can :ref:" -"`compile custom export templates with unused features disabled " -"` to optimize the distribution size of your " -"project.)" -msgstr "" -"Per tutte le ragioni dette precedentemente, dobbiamo essere selettivi sulle " -"funzionalità principali da accettare in Godot. Questo è il motivo per cui, " -"in future versioni di Godot, stiamo puntando a spostare alcune " -"caratteristiche principali in componenti aggiuntivi supportati " -"ufficialmente. In termini di dimensione del file binario, questo ha anche il " -"vantaggio di includere solo quello che è usato nel tuo progetto. (Nel " -"frattempo, puoi :ref:`compilare dei template di esportazione personalizzati " -"con le funzionalità non usate disabilitate per " -"ottimizzare la dimensione di distribuzione del tuo progetto.)" - -msgid "" -"How should assets be created to handle multiple resolutions and aspect " -"ratios?" -msgstr "" -"Come devono essere creati i contenuti per gestire più risoluzioni e " -"proporzioni?" - -msgid "" -"This question pops up often and it's probably thanks to the misunderstanding " -"created by Apple when they originally doubled the resolution of their " -"devices. It made people think that having the same assets in different " -"resolutions was a good idea, so many continued towards that path. That " -"originally worked to a point and only for Apple devices, but then several " -"Android and Apple devices with different resolutions and aspect ratios were " -"created, with a very wide range of sizes and DPIs." -msgstr "" -"Questa domanda si presenta spesso ed è probabilmente grazie al malinteso " -"creato da Apple quando originariamente ha raddoppiato la risoluzione dei " -"loro dispositivi. Ha fatto pensare alla gente che avere i stessi contenuti " -"in diverse risoluzioni fosse una buona idea, così tanti hanno continuato su " -"quella strada. Inizialmente funzionava fino a un certo punto e solo per i " -"dispositivi Apple, ma poi sono stati creati diversi dispositivi Android e " -"Apple con risoluzioni e proporzioni diverse, con una gamma molto ampia di " -"dimensioni e DPI." - -msgid "" -"Determine a minimum resolution and then decide if you want your game to " -"stretch vertically or horizontally for different aspect ratios, or if there " -"is one aspect ratio and you want black bars to appear instead. This is also " -"explained in :ref:`doc_multiple_resolutions`." -msgstr "" -"Determina una risoluzione minima e quindi decidi se vuoi che il tuo gioco si " -"adatti verticalmente o orizzontalmente per i diversi aspect ratio, o se ce " -"n'è una minima e vuoi invece che appaiano delle barre nere. Questo è anche " -"spiegato nello step precedente: :ref:`doc_multiple_resolutions` ." - -msgid "" -"For user interfaces, use the :ref:`anchoring ` to " -"determine where controls should stay and move. If UIs are more complex, " -"consider learning about Containers." -msgstr "" -"Per le interfacce utente, usa :ref:`anchoring ` in " -"modo da decidere dove i controlli dovrebbero essere e muoversi. Se la UI è " -"più complessa, considera i Containers." - -msgid "And that's it! Your game should work in multiple resolutions." -msgstr "" -"E questo è tutto! Il tuo gioco dovrebbe funzionare con più risoluzioni." - -msgid "When is the next release of Godot out?" -msgstr "Quando uscirà la prossima versione di Godot?" - -msgid "" -"When it's ready! See :ref:`doc_release_policy_when_is_next_release_out` for " -"more information." -msgstr "" -"Quando è pronta! Vedi :ref:`doc_release_policy_when_is_next_release_out` per " -"maggiori informazioni." - -msgid "Which Godot version should I use for a new project?" -msgstr "Quale versione di Godot dovrei usare per un nuovo progetto?" - -msgid "I would like to contribute! How can I get started?" -msgstr "Vorrei contribuire! Come posso iniziare?" - -msgid "I have a great idea for Godot. How can I share it?" -msgstr "Ho una grande idea per Godot. Come posso condividerla?" - -msgid "Is it possible to use Godot to create non-game applications?" -msgstr "" -"È possibile utilizzare Godot per creare applicazioni che non siano giochi?" - -msgid "" -"Yes! Godot features an extensive built-in UI system, and its small " -"distribution size can make it a suitable alternative to frameworks like " -"Electron or Qt." -msgstr "" -"Sì! Godot dispone di un ampio sistema di UI integrato, e la sua piccola " -"dimensione di distribuzione può renderlo un'alternativa adatta a framework " -"come Electron o Qt." - -msgid "" -"When creating a non-game application, make sure to enable :ref:`low-" -"processor mode ` in the Project Settings to decrease CPU and GPU usage." -msgstr "" -"Quando si crea un'applicazione non di gioco, assicurarsi di abilitare :ref:" -"`modalità basso-uso processore ` nelle impostazioni del progetto per diminuire l'uso " -"di CPU e GPU." - -msgid "" -"Check out `Material Maker `__ " -"and `Pixelorama `__ for " -"examples of open source applications made with Godot." -msgstr "" -"Controlla `Material Maker `__ e " -"`Pixelorama `__ per esempi " -"di applicazioni open source fatte con Godot." - -msgid "Is it possible to use Godot as a library?" -msgstr "È possibile utilizzare Godot come libreria?" - -msgid "" -"Godot is meant to be used with its editor. We recommend you give it a try, " -"as it will most likely save you time in the long term. There are no plans to " -"make Godot usable as a library, as it would make the rest of the engine more " -"convoluted and difficult to use for casual users." -msgstr "" -"Godot è pensato per essere usato con il suo editor. Ti consigliamo di " -"provarlo, perché molto probabilmente ti farà risparmiare tempo a lungo " -"termine. Non ci sono piani per rendere Godot utilizzabile come libreria, in " -"quanto renderebbe il resto del motore più contorto e difficile da usare per " -"gli utenti occasionali." - -msgid "" -"If you want to use a rendering library, look into using an established " -"rendering engine instead. Keep in mind rendering engines usually have " -"smaller communities compared to Godot. This will make it more difficult to " -"find answers to your questions." -msgstr "" -"Se si desidera utilizzare una libreria di rendering, considera invece " -"l'utilizzo di un motore di rendering stabilito. Tieni presente che i motori " -"di rendering di solito hanno comunità più piccole rispetto a quella di " -"Godot. Ciò renderà più difficile trovare le risposte alle tue domande." - -msgid "What user interface toolkit does Godot use?" -msgstr "Quale toolkit di interfaccia utente usa Godot?" - -msgid "" -"Godot does not use a standard :abbr:`GUI (Graphical User Interface)` toolkit " -"like GTK, Qt or wxWidgets. Instead, Godot uses its own user interface " -"toolkit, rendered using OpenGL ES or Vulkan. This toolkit is exposed in the " -"form of Control nodes, which are used to render the editor (which is written " -"in C++). These Control nodes can also be used in projects from any scripting " -"language supported by Godot." -msgstr "" -"Godot non usa un toolkit standard :abbr:`GUI (Graphical User Interface)` " -"come GTK, Qt o wxWidgets. Invece, usa il proprio toolkit di interfaccia " -"utente, renderizzato usando OpenGL ES o Vulkan. Questo toolkit è esposto " -"sotto forma di nodi Control, che sono usati per visualizzare l'editor (che è " -"scritto in C++). Questi nodi Control possono anche essere utilizzati nei " -"progetti da qualsiasi linguaggio di scripting supportato da Godot." - -msgid "" -"This custom toolkit makes it possible to benefit from hardware acceleration " -"and have a consistent appearance across all platforms. On top of that, it " -"doesn't have to deal with the LGPL licensing caveats that come with GTK or " -"Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor " -"itself is one of the most complex users of Godot's UI system." -msgstr "" -"Questo toolkit personalizzato permette di beneficiare dell'accelerazione " -"hardware e di avere un aspetto coerente su tutte le piattaforme. Oltre a " -"questo, non ha a che fare con le limitazioni della licenza LGPL che vengono " -"con GTK o Qt. Infine, questo significa che Godot sta \"mangiando il suo " -"stesso cibo per cani\" poiché l'editor stesso è uno degli utilizzatori più " -"complessi del sistema UI di Godot." - -msgid "" -"This custom UI toolkit :ref:`can't be used as a library " -"`, but you can still :ref:`use Godot to create " -"non-game applications by using the editor `." -msgstr "" -"Questo toolkit UI personalizzato :ref:`non può essere usato come libreria " -"`, ma puoi ancora :ref:`usare Godot per creare " -"applicazioni che non siano giochi usando l'editor " -"`." - -msgid "Why does Godot not use STL (Standard Template Library)?" -msgstr "Perché Godot non usa STL (Standard Template Library)?" - -msgid "" -"STL templates create very large symbols, which results in huge debug " -"binaries. We use few templates with very short names instead." -msgstr "" -"I modelli STL creano simboli molto grandi, il che si traduce in un enorme " -"codice binario di debug. Utilizziamo invece alcuni modelli con nomi molto " -"brevi." - -msgid "" -"Most of our containers cater to special needs, like Vector, which uses copy " -"on write and we use to pass data around, or the RID system, which requires " -"O(1) access time for performance. Likewise, our hash map implementations are " -"designed to integrate seamlessly with internal engine types." -msgstr "" -"La maggior parte dei nostri contenitori soddisfa esigenze particolari, come " -"Vector, che utilizza la copia in scrittura e che usiamo per passare i dati, " -"o il sistema RID, che richiede tempo di accesso O (1) per le prestazioni. " -"Allo stesso modo, le nostre implementazioni di mappe hash, sono implementate " -"per integrarsi perfettamente con i tipi di motori interni." - -msgid "" -"Our containers have memory tracking built-in, which helps better track " -"memory usage." -msgstr "" -"I nostri contenitori hanno un tracciamento della memoria integrato, che " -"aiuta a monitorare meglio l'utilizzo della memoria." - -msgid "" -"For large arrays, we use pooled memory, which can be mapped to either a " -"preallocated buffer or virtual memory." -msgstr "" -"Per array di grandi dimensioni, utilizziamo la memoria in pool, che può " -"essere mappata su un buffer preallocato o su una memoria virtuale." - -msgid "" -"We use our custom String type, as the one provided by STL is too basic and " -"lacks proper internationalization support." -msgstr "" -"Utilizziamo il nostro tipo String personalizzato, in quanto quello fornito " -"da STL è troppo elementare e manca di un adeguato supporto " -"all'internazionalizzazione." - -msgid "Why does Godot not use exceptions?" -msgstr "Perché Godot non utilizza le eccezioni?" - -msgid "" -"We believe games should not crash, no matter what. If an unexpected " -"situation happens, Godot will print an error (which can be traced even to " -"script), but then it will try to recover as gracefully as possible and keep " -"going." -msgstr "" -"Noi crediamo che i giochi non debbano \"crashare\", qualunque cosa accada. " -"Se si verifica una situazione inaspettata si verifica, Godot genererà e " -"stamperà un errore (che può essere ricondotto anche allo script), ma poi " -"cercherà di gestirlo nel modo più armonioso possibile e andare avanti." - -msgid "" -"The vast majority of games do not need this and Godot provides handy helpers " -"to do the job for most cases when you do." -msgstr "" -"La stragrande maggioranza dei giochi non ne ha bisogno e Godot fornisce " -"pratici aiutanti per fare il lavoro per la maggior parte dei casi in cui lo " -"fai." - -msgid "How can I support Godot development or contribute?" -msgstr "Come posso supportare lo sviluppo o contribuire a Godot?" - -msgid "See :ref:`doc_ways_to_contribute`." -msgstr "Vedi :ref:`doc_ways_to_contribute`." - -msgid "Who is working on Godot? How can I contact you?" -msgstr "Chi sta lavorando su Godot? Come posso contattarvi?" - -msgid "" -"See the corresponding page on the `Godot website `_." -msgstr "" -"Vedi la pagina corrispondente sul ` sito web di Godot `_." diff --git a/sphinx/po/it/LC_MESSAGES/about/introduction.po b/sphinx/po/it/LC_MESSAGES/about/introduction.po deleted file mode 100644 index 5926665ce4..0000000000 --- a/sphinx/po/it/LC_MESSAGES/about/introduction.po +++ /dev/null @@ -1,199 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "" -"Welcome to the official documentation of **Godot Engine**, the free and open " -"source community-driven 2D and 3D game engine! Behind this mouthful, you " -"will find a powerful yet user-friendly tool that you can use to develop any " -"kind of game, for any platform and with no usage restriction whatsoever." -msgstr "" -"Benvenuto sulla documentazione ufficiale di **Godot Engine**, il motore di " -"gioco 2D e 3D gratuito, open source e sostenuto dalla comunità. Scoprirai " -"uno strumento potente ma anche user-friendly che potrai utilizzare per " -"sviluppare ogni tipo di gioco, per qualunque piattaforma senza alcun tipo di " -"limitazione." - -msgid "" -"This page gives a broad overview of the engine and of this documentation, so " -"that you know where to start if you are a beginner or where to look if you " -"need information on a specific feature." -msgstr "" -"Questa pagina ha lo scopo di dare una panoramica del motore di gioco e dei " -"contenuti della documentazione, in modo da indicarti come iniziare se sei un " -"principiante o dove trovare informazioni su una specifica funzionalità." - -msgid "Before you start" -msgstr "Prima di cominciare" - -msgid "" -"The :ref:`Tutorials and resources ` page lists " -"video tutorials contributed by the community. If you prefer video to text, " -"consider checking them out. Otherwise, :ref:`Getting Started " -"` is a great starting point." -msgstr "" -"La pagina :ref:`Guide e risorse ` elenca dei video " -"tutorial creati dalla comunità. Se preferisci il video al testo potrebbe " -"valere la pena dare un' occhiata. Altrimenti, :ref: `Per Iniziare " -"` è un buon punto d'inizio." - -msgid "About Godot Engine" -msgstr "Informazioni sul Godot Engine" - -msgid "" -"A game engine is a complex tool and difficult to present in a few words. " -"Here's a quick synopsis, which you are free to reuse if you need a quick " -"write-up about Godot Engine:" -msgstr "" -"Un motore di gioco è uno strumento complesso, per cui è difficile presentare " -"Godot in poche parole. In ogni caso qui c'è una presentazione, che sei " -"libero di utilizzare come una breve descrizione di Godot Engine:" - -msgid "" -"Godot Engine is a feature-packed, cross-platform game engine to create 2D " -"and 3D games from a unified interface. It provides a comprehensive set of " -"common tools, so that users can focus on making games without having to " -"reinvent the wheel. Games can be exported with one click to a number of " -"platforms, including the major desktop platforms (Linux, macOS, Windows), " -"mobile platforms (Android, iOS), as well as Web-based platforms and consoles." -msgstr "" -"Godot Engine è un motore di gioco multipiattaforma ricco di funzionalità per " -"creare giochi 2D e 3D da un'interfaccia unificata. Fornisce una serie " -"completa di strumenti comuni, in modo che gli utenti possano concentrarsi " -"sulla creazione di giochi senza dover reinventare la ruota. I giochi possono " -"essere esportati con un solo clic su diverse piattaforme, tra cui le " -"principali piattaforme desktop (Linux, macOS, Windows), piattaforme mobili " -"(Android, iOS), piattaforme basate sul Web e console." - -msgid "" -"Godot is completely free and open source under the :ref:`permissive MIT " -"license `. No strings attached, no royalties, " -"nothing. Users' games are theirs, down to the last line of engine code. " -"Godot's development is fully independent and community-driven, empowering " -"users to help shape their engine to match their expectations. It is " -"supported by the `Godot Foundation `_ not-for-" -"profit." -msgstr "" -"Godot è completamente gratuito e open source sotto la permissiva licenza " -"MIT. Nessuna clausola annessa, nessuna royalty, niente. I giochi degli " -"utenti sono di loro proprietà, fino all'ultima riga di codice del motore. Lo " -"sviluppo di Godot è completamente indipendente e guidato dalla community, " -"dando agli utenti la possibilità di aiutare a dare forma al motore di gioco " -"in modo che sia sempre all'altezza delle loro aspettative. Godot è " -"supportato dall'organizzazione no-profit `Godot Foundation `." - -msgid "Organization of the documentation" -msgstr "Organizzazione della documentazione" - -msgid "This documentation is organized into several sections:" -msgstr "Questa documentazione è organizzata in diverse sezioni:" - -msgid "" -"**About** contains this introduction as well as information about the " -"engine, its history, its licensing, authors, etc. It also contains the :ref:" -"`doc_faq`." -msgstr "" -"**Informazioni** contiene quest'introduzione ed informazioni sul motore, la " -"sua storia, la sua licenza, autori, ecc. Contiene anche le :ref:`doc_faq`." - -msgid "" -"**Getting Started** contains all necessary information on using the engine " -"to make games. It starts with the :ref:`Step by step ` tutorial which should be the entry point for all new users. " -"**This is the best place to start if you're new!**" -msgstr "" -"La sezione :ref:`sec-learn` contiene tutte le informazioni necessarie su " -"come utilizzare il motore per creare videogiochi. Inizia con il tutorial :" -"ref:`Passo dopo passo ` che dovrebbe essere il punto " -"di inizio per tutti i nuovi utenti." - -msgid "" -"The **Manual** can be read or referenced as needed, in any order. It " -"contains feature-specific tutorials and documentation." -msgstr "" -"La sezione :ref:`sec-tutorials` può essere letta in caso di necessità ed in " -"ogni ordine. Contiene vari tutorial e documentazione orientati verso " -"specifiche funzionalità." - -msgid "" -"**Contributing** gives information related to contributing to Godot, whether " -"to the core engine, documentation, demos or other parts. It describes how to " -"report bugs, how contributor workflows are organized, etc. It also contains " -"sections intended for advanced users and contributors, with information on " -"compiling the engine, contributing to the editor, or developing C++ modules." -msgstr "" -"**Contribuire** fornisce informazioni relative a come contribuire a Godot, " -"per quando riguarda il motore, la documentazione, le demo e altre parti. " -"Descrive come aprire i bug, come sono organizzati i workflow di chi " -"contribuisce, ecc. Contiene inoltre sezioni rivolte a utenti e collaboratori " -"esperti, con informazioni riguardo a come compilare il motore, come " -"contribuire all'editor, o su come sviluppare moduli C++." - -msgid "" -"Finally, the **Class reference** documents the full Godot API, also " -"available directly within the engine's script editor. You can find " -"information on all classes, functions, signals and so on here." -msgstr "" -"Infine, la **Class reference** contiene tutta la documentazione sull'API di " -"Godot, che è direttamente accessibile anche all'interno dell'editor di " -"codice dell'engine. Qui si possono trovare informazioni su tutte le classi, " -"le funzioni, i segnali e altro." - -msgid "" -"In addition to this documentation, you may also want to take a look at the " -"various `Godot demo projects `_." -msgstr "" -"In aggiunta a questa documentazione, potresti voler dare un'occhiata ai vari " -"`progetti demo di Godot `_." - -msgid "About this documentation" -msgstr "Riguardo questa documentazione" - -msgid "" -"Members of the Godot Engine community continuously write, correct, edit, and " -"improve this documentation. We are always looking for more help. You can " -"also contribute by opening Github issues or translating the documentation " -"into your language. If you are interested in helping, see :ref:`Ways to " -"contribute ` and :ref:`Writing documentation " -"`, or get in touch with the " -"`Documentation team `_ on " -"`Godot Contributors Chat `_." -msgstr "" -"I membri della comunità dell'Engine Godot scrivono, correggono, modificato e " -"migliorano continuamente la documentazione. Siamo sempre alla ricerca di " -"aiuto. Anche tu puoi contribuire segnalando un problema tramite Github o " -"traducendo la documentazione nella tua lingua. Se fossi interessato ad " -"aiutare, consulta :ref:`Ways to contribute ` e :ref:" -"`Writing documentation `, oppure " -"contattaci tramite `Documentation team `_ on `Godot Contributors Chat `_." - -msgid "" -"All documentation content is licensed under the permissive Creative Commons " -"Attribution 3.0 (`CC BY 3.0 `_) license, with attribution to \"*Juan Linietsky, Ariel Manzur, and the " -"Godot Engine community*\" unless otherwise noted." -msgstr "" -"Tutto il contenuto della documentazione è concesso sotto la licenza Creative " -"Commons Attribution 3.0 (`CC BY 3.0 `_), attribuendo tutto a \"*Juan Linietsky, Ariel Manzur e la " -"comunità Godot Engine*\" salvo diversa indicazione." - -msgid "*Have fun reading and making games with Godot Engine!*" -msgstr "*Divertitevi a leggere e a creare videogiochi con Godot Engine!*" diff --git a/sphinx/po/it/LC_MESSAGES/about/list_of_features.po b/sphinx/po/it/LC_MESSAGES/about/list_of_features.po deleted file mode 100644 index 447928cc59..0000000000 --- a/sphinx/po/it/LC_MESSAGES/about/list_of_features.po +++ /dev/null @@ -1,1077 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "List of features" -msgstr "Elenco delle funzionalità" - -msgid "This page aims to list **all** features currently supported by Godot." -msgstr "" -"Questa pagina punta ad elencare **tutte** le funzionalità attualmente " -"supportate da Godot." - -msgid "Platforms" -msgstr "Piattaforme" - -msgid "" -"See :ref:`doc_system_requirements` for hardware and software version " -"requirements." -msgstr "" -"Vedasi :ref:`doc_system_requirements` per i requisiti hardware e software." - -msgid "**Can run both the editor and exported projects:**" -msgstr "**Può eseguire sia l'editor che i progetti esportati:**" - -msgid "macOS (x86 and ARM, 64-bit only)." -msgstr "macOS (x86 e ARM, solo 64-bit)." - -msgid "Linux (x86 and ARM, 64-bit and 32-bit)." -msgstr "Linux (x86 e ARM, 64-bit e 32-bit)." - -msgid "" -"Binaries are statically linked and can run on any distribution if compiled " -"on an old enough base distribution." -msgstr "" -"I file binari sono collegati in modo statico e possono essere eseguiti su " -"qualsiasi distribuzione se compilati in una distribuzione base " -"sufficientemente vecchia." - -msgid "Android (editor support is experimental)." -msgstr "Android (il supporto dell'editor è sperimentale)" - -msgid "" -":ref:`Web browsers `. Experimental in 4.0, using " -"Godot 3.x is recommended instead when targeting HTML5." -msgstr "" -":ref:`Browser web `. Sperimentale nella versione " -"4.0, si consiglia invece di usare Godot 3.x quando si vuole usare HTML5." - -msgid "**Runs exported projects:**" -msgstr "**Esegue progetti esportati:**" - -msgid "iOS." -msgstr "iOS." - -msgid ":ref:`Consoles `." -msgstr ":ref:`Consoles `." - -msgid "" -"Godot aims to be as platform-independent as possible and can be :ref:`ported " -"to new platforms ` with relative ease." -msgstr "" -"Godoto punta ad essere il più possibile indipendente dalla piattaforma e può " -"essere :ref:`portato su nuove piattaforme ` con " -"relativa facilità." - -msgid "" -"Projects written in C# using Godot 4 currently cannot be exported to the web " -"platform. To use C# on that platform, consider Godot 3 instead. Android and " -"iOS platform support is available as of Godot 4.2, but is experimental and :" -"ref:`some limitations apply `." -msgstr "" -"I progetti scritti in C# usando Godot 4 non possono essere attualmente " -"esportati per piattaforme web. Per usare C# su tali piattaforme, si " -"consiglia l'uso di Godot 3. Il supporto per piattaforme Android e iOS è " -"disponibile a partire da Godot 4.2, ma tale supporto è sperimentale e :ref:" -"`si applicano limitazioni `." - -msgid "Editor" -msgstr "Editor" - -msgid "**Features:**" -msgstr "**Funzionalità:**" - -msgid "Scene tree editor." -msgstr "Editor dell'albero delle scene." - -msgid "Built-in script editor." -msgstr "Editor di script integrato." - -msgid "" -"Support for :ref:`external script editors ` such as " -"Visual Studio Code or Vim." -msgstr "" -"Supporto per :ref:`external script editors ` come " -"Visual Studio Code o Vim." - -msgid "GDScript :ref:`debugger `." -msgstr "GDScript :ref:`debugger `." - -msgid "Support for debugging in threads is available since 4.2." -msgstr "Supporto per il debugging nei thread è disponibile dalla 4.2." - -msgid "" -"Visual profiler with CPU and GPU time indications for each step of the " -"rendering pipeline." -msgstr "" -"Profilatore grafico dell'utilizzo di CPU e GPU con indicazione temporizzata " -"per ogni step della pipeline di rendering." - -msgid "" -"Performance monitoring tools, including :ref:`custom performance monitors " -"`." -msgstr "" -"Strumenti per il monitoraggio delle prestazioni, incluso il :ref:" -"`monitoraggio personalizzato di esse `." - -msgid "Live script reloading." -msgstr "Ricaricamento dello script in tempo reale." - -msgid "Live scene editing." -msgstr "Modifica della scena in tempo reale." - -msgid "" -"Changes will reflect in the editor and will be kept after closing the " -"running project." -msgstr "" -"Le modifiche si rifletteranno nell'editor e verranno mantenute dopo la " -"chiusura del progetto in esecuzione." - -msgid "Remote inspector." -msgstr "Inspector remoto." - -msgid "" -"Changes won't reflect in the editor and won't be kept after closing the " -"running project." -msgstr "" -"Le modifiche non si rifletteranno nell'editor e non verranno mantenute dopo " -"la chiusura del progetto in esecuzione." - -msgid "Live camera replication." -msgstr "Replica della telecamera in tempo reale." - -msgid "Move the in-editor camera and see the result in the running project." -msgstr "" -"Spostare la telecamera dell'editor e vedi il risultato nel progetto in " -"esecuzione." - -msgid "Built-in offline class reference documentation." -msgstr "Documentazione di riferimento delle classi offline integrata." - -msgid "Use the editor in dozens of languages contributed by the community." -msgstr "Usa l'editor in svariate lingue fornite dalla community." - -msgid "**Plugins:**" -msgstr "**Plugins:**" - -msgid "" -"Editor plugins can be downloaded from the :ref:`asset library " -"` to extend editor functionality." -msgstr "" -"I plug-in dell'editor possono essere scaricati da: ref: `Libreria dei " -"Contenuti ` per estenderne le funzionalità." - -msgid "" -":ref:`Create your own plugins ` using GDScript to add " -"new features or speed up your workflow." -msgstr "" -":ref:`Crea i tuoi plugin ` usando GDScript per " -"aggiungere nuove funzionalità o velocizzare il tuo flusso di lavoro." - -msgid "" -":ref:`Download projects from the asset library ` " -"in the Project Manager and import them directly." -msgstr "" -":ref:`Scarica progetti dalla libreria dei contenuti " -"` nel Gestore dei progetti e importali " -"direttamente." - -msgid "Rendering" -msgstr "Renderer" - -msgid "" -"3 rendering *methods* (running over 2 rendering *drivers*) are available:" -msgstr "" -"Sono disponibili 3 *metodi* di rendering (eseguiti su 2 *driver* di " -"rendering):" - -msgid "" -"**Forward+**, running over Vulkan 1.0 (with optional Vulkan 1.1 and 1.2 " -"features). The most advanced graphics backend, suited for desktop platforms " -"only. Used by default on desktop platforms." -msgstr "" -"**Forward+**, gira su Vulkan 1.0 (con funzioni opzionali Vulkan 1.1 e 1.2). " -"Il più avanzato backend grafico , adatto solo alle piattaforme desktop. " -"Utilizzato di default sulle piattaforme desktop." - -msgid "" -"**Forward Mobile**, running over Vulkan 1.0 (with optional Vulkan 1.1 and " -"1.2 features). Less features, but renders simple scenes faster. Suited for " -"mobile and desktop platforms. Used by default on mobile platforms." -msgstr "" -"**Forward Mobile**, che usa Vulkan 1.0 (con in opzione le feature di Vulkan " -"1.1 e 1.2). Meno funzioni, ma renderizza scene semplici più velocemente. " -"Adatto per dispositivi mobili e piattaforme desktop. Usato di default sui " -"dispositivi mobili." - -msgid "" -"**Compatibility**, running over OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. The " -"least advanced graphics backend, suited for low-end desktop and mobile " -"platforms. Used by default on the web platform." -msgstr "" -"**Compatibility**, che usa OpenGL 3.3/ OpenGl ES 3.0/ WebGL 2.0. Il backend " -"grafico meno avanzato, adatto a desktop di bassa fascia e dispositivi " -"mobili. Usato di default sulla piattaforma web." - -msgid "2D graphics" -msgstr "Grafica 2D" - -msgid "Sprite, polygon and line rendering." -msgstr "Rendering di Sprite, poligoni e linee ." - -msgid "" -"High-level tools to draw lines and polygons such as :ref:`class_Polygon2D` " -"and :ref:`class_Line2D`, with support for texturing." -msgstr "" -"Strumenti di alto livello per disegnare linee e poligoni come :ref:" -"`class_Polygon2D` e :ref:`class_Line2D `con supporto delle texture." - -msgid "AnimatedSprite2D as a helper for creating animated sprites." -msgstr "AnimatedSprite come supporto per la creare sprite animati." - -msgid "Parallax layers." -msgstr "Livelli di parallasse." - -msgid "Pseudo-3D support including preview in the editor." -msgstr "Supporto pseudo-3D, compresa l'anteprima nell'editor." - -msgid "" -":ref:`2D lighting ` with normal maps and specular " -"maps." -msgstr "" -":ref:`Illuminazione 2D ` con mappe normal e " -"speculari." - -msgid "Point (omni/spot) and directional 2D lights." -msgstr "Luci omnidirezionali 2D." - -msgid "Hard or soft shadows (adjustable on a per-light basis)." -msgstr "L'energia speculare può essere regolata in base alla luce." - -msgid "" -"Custom shaders can access a real-time :abbr:`SDF (Signed Distance Field)` " -"representation of the 2D scene based on :ref:`class_LightOccluder2D` nodes, " -"which can be used for improved 2D lighting effects including 2D global " -"illumination." -msgstr "" -"Le Shaders Personalizzate posso accedere in tempo reale ad una :abbr:`SDF " -"(Campo di Distanza Segnato) rappresentazione della scena 2D basata sui nodi :" -"ref:`class_LightOccluder2D`, che possono essere usati per migliorare gli " -"effetti delle luci includendo l'illuminazione globale 2D." - -msgid "" -":ref:`Font rendering ` using bitmaps, rasterization " -"using FreeType or multi-channel signed distance fields (MSDF)." -msgstr "" -":ref:`Rendering dei caratteri ` utilizzando bitmap, " -"rasterizzazione con FreeType o campi di distanza firmati multicanale (MSDF)." - -msgid "" -"Bitmap fonts can be exported using tools like BMFont, or imported from " -"images (for fixed-width fonts only)." -msgstr "" -"I caratteri bitmap possono essere esportati utilizzando strumenti come " -"BMFont." - -msgid "" -"Dynamic fonts support variable fonts and OpenType features including " -"ligatures." -msgstr "" -"Dynamic fonts supporta i font variabili e le funzionalità OpenType come le " -"legature." - -msgid "" -"Dynamic fonts support simulated bold and italic when the font file lacks " -"those styles." -msgstr "" -"Dynamic fonts supporta lo stile grassetto e l'italico simulati quando il " -"file del carattere non possiede questi stili." - -msgid "" -"Dynamic fonts support oversampling to keep fonts sharp at higher resolutions." -msgstr "" -"Dinamic fonts supporta il sovracampionamento dei caratteri per mantenerli " -"nitidi a risoluzioni più elevate." - -msgid "" -"Dynamic fonts support subpixel positioning to make fonts crisper at low " -"sizes." -msgstr "" -"Dynamic fonts supporta il posizionamento dei subpixel per rendere i " -"caratteri più chiari a basse qualità." - -msgid "" -"Dynamic fonts support LCD subpixel optimizations to make fonts even crisper " -"at low sizes." -msgstr "" -"Dynamic fonts supporta l'ottimizzazione subpixel LCD al fine di visualizzare " -"i font ancora più nitidi a piccole dimensioni." - -msgid "" -"Signed distance field fonts can be scaled at any resolution without " -"requiring re-rasterization. Multi-channel usage makes SDF fonts scale down " -"to lower sizes better compared to monochrome SDF fonts." -msgstr "" -"I caratteri a campo di distanza firmato possono essere scalati a qualsiasi " -"risoluzione senza richiedere una nuova rasterizzazione. L'uso multi-canale " -"consente ai caratteri SDF di ridursi meglio a dimensioni inferiori rispetto " -"ai caratteri SDF monocromatici." - -msgid "CPU-based particles." -msgstr "Particelle basate sulla CPU." - -msgid "" -"Optional :ref:`2D HDR rendering " -"` for better glow " -"capabilities." -msgstr "" -"Opzionale :ref:`Rendering HDR 2D " -"` per migliori " -"capacità del bagliore." - -msgid "2D tools" -msgstr "Strumenti 2D" - -msgid ":ref:`TileMaps ` for 2D tile-based level design." -msgstr "" -":ref:`TileMaps ` per level design basato su Tile 2D." - -msgid "2D camera with built-in smoothing and drag margins." -msgstr "Telecamera 2D con movimento fluido integrato e margini di scorrimento." - -msgid "Path2D node to represent a path in 2D space." -msgstr "Nodo Path2D per rappresentare un percorso nello spazio 2D." - -msgid "Can be drawn in the editor or generated procedurally." -msgstr "Può essere disegnato nell'editor o generato proceduralmente." - -msgid "PathFollow2D node to make nodes follow a Path2D." -msgstr "Nodo PathFollow2D per fare in modo che i nodi seguano un Path2D." - -msgid "2D physics" -msgstr "Fisica 2D" - -msgid "**Physics bodies:**" -msgstr "**Corpi fisici:**" - -msgid "Static bodies." -msgstr "Corpi statici." - -msgid "" -"Animatable bodies (for objects moving only by script or animation, such as " -"doors and platforms)." -msgstr "" -"Corpi animabili (per oggetti in movimento solo tramite script o animazioni, " -"come porte o piattaforme)." - -msgid "Rigid bodies." -msgstr "Corpi rigidi." - -msgid "Joints." -msgstr "Giunti." - -msgid "Areas to detect bodies entering or leaving it." -msgstr "Aree per rilevare i corpi che entrano o escono." - -msgid "**Collision detection:**" -msgstr "**Rilevamento delle collisioni:**" - -msgid "" -"Collision polygons (can be drawn manually or generated from a sprite in the " -"editor)." -msgstr "" -"Poligoni di collisione (possono essere disegnati manualmente o generati da " -"uno sprite nell'editor)." - -msgid "3D graphics" -msgstr "Grafica 3D" - -msgid "Perspective, orthographic and frustum-offset cameras." -msgstr "Telecamere prospettiche, ortografiche e troncoconiche." - -msgid "" -"When using the Forward+ backend, a depth prepass is used to improve " -"performance in complex scenes by reducing the cost of overdraw." -msgstr "" -"Quando si utilizza il backend Forward+, viene utilizzato un prepassaggio " -"della profondità per migliorare le prestazioni in scene complesse riducendo " -"il costo dell'overdraw." - -msgid "" -":ref:`doc_variable_rate_shading` on supported GPUs in Forward+ and Forward " -"Mobile." -msgstr "" -":ref: `doc_variable_rate_shading`sulle GPU supportate in Forward+ e Forward " -"Mobile." - -msgid "**Physically-based rendering (built-in material features):**" -msgstr "" -"**Rendering basato sulla fisica (funzionalità dei materiali integrati):**" - -msgid "Follows the Disney PBR model." -msgstr "Segue il modello Disney PBR." - -msgid "Uses a roughness-metallic workflow with support for ORM textures." -msgstr "" -"Utilizza il flusso di lavoro roughness-metallic con supporto per le texture " -"ORM." - -msgid "Normal mapping." -msgstr "Normal mapping." - -msgid "Dithering can be determined on a per-pixel or per-object basis." -msgstr "Il dithering può essere determinato per pixel o per oggetto." - -msgid "**Real-time lighting:**" -msgstr "**Illuminazione in tempo reale:**" - -msgid "Directional lights (sun/moon). Up to 4 per scene." -msgstr "Luci direzionali (sole/luna). Fino a 4 per scena." - -msgid "Omnidirectional lights." -msgstr "Luci omnidirezionali." - -msgid "Spot lights with adjustable cone angle and attenuation." -msgstr "Faretti con angolo del cono e attenuazione regolabili." - -msgid "" -"Adjustable light \"size\" for fake area lights (will also make shadows " -"blurrier)." -msgstr "" -"Dimensione della luce regolabile per luci area fittizie (renderà anche le " -"ombre più sfocate)." - -msgid "**Shadow mapping:**" -msgstr "**Mappatura delle ombre:**" - -msgid "" -"*DirectionalLight:* Orthogonal (fastest), PSSM 2-split and 4-split. Supports " -"blending between splits." -msgstr "" -"*DirectionalLight:* Ortogonale (più veloce), PSSM a 2 e 4 suddivisioni. " -"Supporta la sfumatura tra le suddivisioni." - -msgid "" -"*OmniLight:* Dual paraboloid (fast) or cubemap (slower but more accurate). " -"Supports colored projector textures in the form of panoramas." -msgstr "" -"*OmniLight:* Doppia paraboloide (veloce) o cubemap (più lento ma più " -"preciso). Supporta le texture colorate e proiettabili sotto forma di " -"panorami." - -msgid "**Global illumination with indirect lighting:**" -msgstr "**Illuminazione globale con illuminazione indiretta:**" - -msgid "" -"Supports baking indirect light only or baking both direct and indirect " -"lighting. The bake mode can be adjusted on a per-light basis to allow for " -"hybrid light baking setups." -msgstr "" -"Supporta il baking della sola luce indiretta o di entrambe le luci diretta e " -"indiretta. La modalità bake può essere regolata indipendentemente per ogni " -"luce, per permettere una organizzazione ibrida della stessa." - -msgid "" -"Lightmaps are baked on the GPU using compute shaders (much faster compared " -"to CPU lightmapping). Baking can only be performed from the editor, not in " -"exported projects." -msgstr "" -"Le lightmap sono calcolate sfruttando la GPU mediante la computazione degli " -"shader (più efficienti rispetto alla controparte calcolata mediante CPU). Il " -"calcolo delle lightmap può essere fatto solo nell'editor e non nel progetto " -"esportato." - -msgid "**Reflections:**" -msgstr "**Riflessi:**" - -msgid "" -"Reflection techniques can be mixed together for greater accuracy or " -"scalability." -msgstr "" -"Le tecniche di riflessione possono essere mischiate per una migliore " -"accuratezza o scalabilità." - -msgid "**Sky:**" -msgstr "**Cielo:**" - -msgid "Panorama sky (using an HDRI)." -msgstr "Cielo panoramico (utilizzando un HDRI)." - -msgid "**Fog:**" -msgstr "**Nebbia:**" - -msgid "Exponential depth fog." -msgstr "Nebbia di profondità esponenziale." - -msgid "Exponential height fog." -msgstr "Nebbia di altezza esponenziale." - -msgid "**Volumetric fog:**" -msgstr "**Nebbia volumetrica:**" - -msgid "**Particles:**" -msgstr "**Particelle:**" - -msgid "**Post-processing:**" -msgstr "**Post-elaborazione:**" - -msgid "Tonemapping (Linear, Reinhard, Filmic, ACES)." -msgstr "Tonemapping (Lineare, Reinhard, Filmico, ACES)." - -msgid "Brightness, contrast and saturation adjustments." -msgstr "Regolazione della luminosità, contrasto e saturazione." - -msgid "**Texture filtering:**" -msgstr "**Filtraggio delle texture:**" - -msgid "Nearest, bilinear, trilinear or anisotropic filtering." -msgstr "Filtraggio per vicinanza, bilineare, trilineare o anisotropico." - -msgid "**Texture compression:**" -msgstr "**Compressione delle texture:**" - -msgid "ETC2 (not supported on macOS)." -msgstr "ETC2 (non supportato su macOS)." - -msgid "Fast approximate antialiasing (FXAA)." -msgstr "Antialiasing approssimativo veloce (FXAA)." - -msgid "3D tools" -msgstr "Strumenti 3D" - -msgid "" -":ref:`Constructive solid geometry ` (intended for " -"prototyping)." -msgstr "" -":ref:`Geometria solida costruttiva `` (destinata alla " -"prototipazione)." - -msgid "" -"Tools for :ref:`procedural geometry generation `." -msgstr "" -"Strumenti per :ref:`generazione geometrica procedurale " -"`." - -msgid "Path3D node to represent a path in 3D space." -msgstr "Nodo Path3D per rappresentare un percorso nello spazio 3D." - -msgid "PathFollow3D node to make nodes follow a Path3D." -msgstr "Nodo PathFollow3D per fare in modo che i nodi seguano un Path3D." - -msgid "3D physics" -msgstr "Fisica 3D" - -msgid "Vehicle bodies (intended for arcade physics, not simulation)." -msgstr "Corpi di veicoli (destinati alla fisica arcade, non alla simulazione)." - -msgid "Soft bodies." -msgstr "Corpi morbidi." - -msgid "Ragdolls." -msgstr "Ragdolls." - -msgid "Generate triangle collision shapes for any mesh from the editor." -msgstr "Genera forme di collisione a triangolo per qualsiasi mesh dall'editor." - -msgid "" -"Generate one or several convex collision shapes for any mesh from the editor." -msgstr "" -"Genera una o più forme di collisione convesse per qualsiasi mesh dall'editor." - -msgid "Shaders" -msgstr "Shaders" - -msgid "*2D:* Custom vertex, fragment, and light shaders." -msgstr "*2D:* Shader personalizzati per vertici, frammenti ed illuminazione." - -msgid "*3D:* Custom vertex, fragment, light, and sky shaders." -msgstr "" -"*3D:* Shader personalizzati per vertici, frammenti, illuminazione e cielo." - -msgid "" -"Text-based shaders using a :ref:`shader language inspired by GLSL " -"`." -msgstr "" -"Shader basati su testo che utilizzano un `linguaggio shader ispirato a GLSL " -"`." - -msgid "Visual shader editor." -msgstr "Editor visuale di shader." - -msgid "Support for visual shader plugins." -msgstr "Supporto per plug-in visual shader." - -msgid "Scripting" -msgstr "Scripting" - -msgid "**General:**" -msgstr "**Generale:**" - -msgid "Object-oriented design pattern with scripts extending nodes." -msgstr "" -"Modello di progettazione orientato agli oggetti con script che estendono i " -"nodi." - -msgid "Signals and groups for communicating between scripts." -msgstr "Segnali e gruppi per la comunicazione tra gli script." - -msgid "" -"Support for :ref:`cross-language scripting `." -msgstr "" -"Supporto per :ref:`scripting cross-language `." - -msgid ":ref:`GDScript: `" -msgstr ":ref:`GDScript: `" - -msgid "" -":ref:`High-level interpreted language ` with :ref:`optional " -"static typing `." -msgstr "" -":ref:`Linguaggio interpretato ad alto livello ` con :ref:" -"`tipizzazione statica opzionale `." - -msgid "" -"Syntax inspired by Python. However, GDScript is **not** based on Python." -msgstr "" -"Sintassi ispirata a Python. Tuttavia, GDScript **non** è basato su Python." - -msgid "Syntax highlighting is provided on GitHub." -msgstr "L'evidenziazione della sintassi è fornita su GitHub." - -msgid "" -":ref:`Use threads ` to perform asynchronous " -"actions or make use of multiple processor cores." -msgstr "" -":ref:`Usa i thread ` per eseguire azioni " -"asincrone o utilizzare più core del processore." - -msgid ":ref:`C#: `" -msgstr ":ref:`C#: `" - -msgid "Packaged in a separate binary to keep file sizes and dependencies down." -msgstr "" -"Confezionato in un binario separato per mantenere basse le dimensioni e le " -"dipendenze dei file." - -msgid "Supports .NET 6 and higher." -msgstr "Supporta .NET 6 e versioni superiori." - -msgid "" -"Using an external editor is recommended to benefit from IDE functionality." -msgstr "" -"Si consiglia di utilizzare un editor esterno per beneficiare della " -"funzionalità IDE." - -msgid "" -"When you need it, link to native libraries for higher performance and third-" -"party integrations." -msgstr "" -"Quando ne hai bisogno, collegati alle librerie native per prestazioni più " -"elevate e l'integrazioni di terze parti." - -msgid "" -"For scripting game logic, GDScript or C# are recommended if their " -"performance is suitable." -msgstr "" -"Per lo scripting della logica di gioco, si consigliano GDScript o C # se le " -"loro prestazioni sono adeguate." - -msgid "Use any build system and language features you wish." -msgstr "" -"Usa qualsiasi sistema di compilazione e funzionalità della lingua che " -"desideri." - -msgid "Audio" -msgstr "Audio" - -msgid "Mono, stereo, 5.1 and 7.1 output." -msgstr "Uscita Mono, stereo, 5.1 e 7.1." - -msgid "Non-positional and positional playback in 2D and 3D." -msgstr "Riproduzione non posizionale e posizionale in 2D e 3D." - -msgid "Optional Doppler effect in 2D and 3D." -msgstr "Effetto Doppler opzionale in 2D e 3D." - -msgid "" -"Support for re-routable :ref:`audio buses ` and effects " -"with dozens of effects included." -msgstr "" -"Supporto per il reindirizzamento :ref:`audio buses `` ed " -"effetti con decine di effetti inclusi." - -msgid "MIDI input." -msgstr "Ingresso MIDI." - -msgid "No support for MIDI output yet." -msgstr "Ancora nessun supporto per l'uscita MIDI." - -msgid "**APIs used:**" -msgstr "**API utilizzate:**" - -msgid "*Windows:* WASAPI." -msgstr "*Windows:* WASAPI." - -msgid "*macOS:* CoreAudio." -msgstr "*macOS:* CoreAudio." - -msgid "*Linux:* PulseAudio or ALSA." -msgstr "*Linux:* PulseAudio o ALSA." - -msgid "Import" -msgstr "Importa" - -msgid "Support for :ref:`custom import plugins `." -msgstr "Supporto per :ref:`custom import plugins `." - -msgid "**Formats:**" -msgstr "**Formati:**" - -msgid "*Audio:*" -msgstr "*Audio:*" - -msgid "WAV with optional IMA-ADPCM compression." -msgstr "WAV con compressione IMA-ADPCM opzionale." - -msgid "Ogg Vorbis." -msgstr "Ogg Vorbis." - -msgid "MP3." -msgstr "MP3." - -msgid "glTF 2.0 *(recommended)*." -msgstr "glTF 2.0 *(consigliato)*." - -msgid "Collada (.dae)." -msgstr "Collada (.dae)." - -msgid "Input" -msgstr "Input" - -msgid "" -"Axis values can be mapped to two different actions with a configurable " -"deadzone." -msgstr "" -"I valori degli assi possono essere mappati su due diverse azioni con una " -"zona morta configurabile." - -msgid "Use the same code to support both keyboards and gamepads." -msgstr "Usa lo stesso codice per supportare sia tastiere che gamepad." - -msgid "Keyboard input." -msgstr "Input da tastiera." - -msgid "" -"Keys can be mapped in \"physical\" mode to be independent of the keyboard " -"layout." -msgstr "" -"I tasti possono essere mappati in modalità \"fisica\" per essere " -"indipendenti dal layout della tastiera." - -msgid "Mouse input." -msgstr "Input del mouse." - -msgid "" -"The mouse cursor can be visible, hidden, captured or confined within the " -"window." -msgstr "" -"Il cursore del mouse può essere visibile, nascosto, catturato o confinato " -"all'interno della finestra." - -msgid "" -"When captured, raw input will be used on Windows and Linux to sidestep the " -"OS' mouse acceleration settings." -msgstr "" -"Quando acquisito, l'input grezzo verrà utilizzato su Windows e Linux per " -"eludere le impostazioni di accelerazione del mouse del sistema operativo." - -msgid "Gamepad input (up to 8 simultaneous controllers)." -msgstr "Input Gamepad (fino a 8 controller simultanei)." - -msgid "Pen/tablet input with pressure support." -msgstr "Input penna/tablet con supporto della pressione." - -msgid "Navigation" -msgstr "Navigazione" - -msgid "Networking" -msgstr "Networking" - -msgid "Supports HTTPS out of the box using bundled certificates." -msgstr "" -"Supporta l'HTTPS in modo immediato, utilizzando i certificati in bundle." - -msgid "Automatic replication using remote procedure calls (RPCs)." -msgstr "Replica automatica tramite chiamate di procedura remota (RPC)." - -msgid "Supports unreliable, reliable and ordered transfers." -msgstr "Supporta trasferimenti inaffidabili, affidabili e ordinati." - -msgid "Internationalization" -msgstr "Lingue" - -msgid "Full support for Unicode including emoji." -msgstr "Pieno supporto per Unicode comprese le emoji." - -msgid "" -"Store localization strings using :ref:`CSV ` " -"or :ref:`gettext `." -msgstr "" -"Salva le stringhe di localizzazione usando :ref:`CSV " -"` o :ref:`gettext " -"`." - -msgid "" -"Use localized strings in your project automatically in GUI elements or by " -"using the ``tr()`` function." -msgstr "" -"Usa stringhe localizzate nel tuo progetto automaticamente negli elementi " -"della GUI o usando la funzione `` tr () ``." - -msgid "Windowing and OS integration" -msgstr "Finestre e integrazione del sistema operativo" - -msgid "Change the window title and icon." -msgstr "Cambia il titolo e l'icona della finestra." - -msgid "" -"Request attention (will cause the title bar to blink on most platforms)." -msgstr "" -"Richiedi attenzione (farà lampeggiare la barra del titolo sulla maggior " -"parte delle piattaforme)." - -msgid "Fullscreen mode." -msgstr "Modalità a schermo intero." - -msgid "Global menu integration on macOS." -msgstr "Integrazione del menu globale su macOS." - -msgid "" -"Open file paths and URLs using default or custom protocol handlers (if " -"registered on the system)." -msgstr "" -"Apri percorsi file e URL utilizzando gestori di protocollo predefiniti o " -"personalizzati (se registrati nel sistema)." - -msgid "Parse custom command line arguments." -msgstr "Analizza gli argomenti personalizzati della riga di comando." - -msgid "Mobile" -msgstr "Mobile" - -msgid "Support for advertisements using third-party modules." -msgstr "" -"Supporto per annunci pubblicitari che utilizzano moduli di terze parti." - -msgid "XR support (AR and VR)" -msgstr "Supporto XR (AR e VR)" - -msgid "GUI system" -msgstr "Sistema GUI" - -msgid "" -"Godot's GUI is built using the same Control nodes used to make games in " -"Godot. The editor UI can easily be extended in many ways using add-ons." -msgstr "" -"La GUI di Godot è costruita utilizzando gli stessi nodi Control usati per " -"creare giochi in Godot. L'interfaccia utente dell'editor può essere " -"facilmente estesa in molti modi utilizzando i componenti aggiuntivi." - -msgid "**Nodes:**" -msgstr "**Nodi:**" - -msgid "Buttons." -msgstr "Pulsanti." - -msgid "Checkboxes, check buttons, radio buttons." -msgstr "" -"Caselle di controllo, pulsanti di conferma, pulsanti a scelta multipla." - -msgid "Scrollbars." -msgstr "Barre di scorrimento." - -msgid "Labels." -msgstr "Etichette." - -msgid "Trees (can also be used to represent tables)." -msgstr "" -"Trees (Alberi) (possono essere utilizzati anche per rappresentare tabelle)." - -msgid "Controls can be rotated and scaled." -msgstr "I nodi Control possono essere ruotati e ridimensionati." - -msgid "**Sizing:**" -msgstr "**Dimensionamento:**" - -msgid "Anchors to keep GUI elements in a specific corner, edge or centered." -msgstr "" -"Ancore per mantenere gli elementi della GUI in un specifico angolo, bordo o " -"centrato." - -msgid "Containers to place GUI elements automatically following certain rules." -msgstr "" -"Contenitori per posizionare automaticamente gli elementi della GUI seguendo " -"determinate regole." - -msgid ":ref:`Stack ` layouts." -msgstr "Disposizione a :ref:`Stack`." - -msgid ":ref:`Grid ` layouts." -msgstr "Disposizione a :ref:`Griglia `." - -msgid ":ref:`Draggable splitter ` layouts." -msgstr "Disposizione con :ref:`Divisore trascinabile `." - -msgid "" -"Support any aspect ratio using anchors and the ``expand`` stretch aspect." -msgstr "" -"Supporta qualsiasi rapporto d'aspetto usando ancore e l'aspetto ``expand`` " -"stretch." - -msgid "**Theming:**" -msgstr "** Temi: **" - -msgid "Built-in theme editor." -msgstr "Editor di temi integrato." - -msgid "Generate a theme based on the current editor theme settings." -msgstr "Genera un tema in base alle attuali impostazioni del tema dell'editor." - -msgid "Procedural vector-based theming using :ref:`class_StyleBoxFlat`." -msgstr "" -"Temi procedurali basati su vettoriali utilizzando :ref:`class_StyleBoxFlat`." - -msgid "Texture-based theming using :ref:`class_StyleBoxTexture`." -msgstr "Temi basati sulle texture utilizzando :ref:`class_StyleBoxTexture`." - -msgid "" -"Godot's small distribution size can make it a suitable alternative to " -"frameworks like Electron or Qt." -msgstr "" -"Le ridotte dimensioni di Godot possono renderlo un'alternativa adatta a " -"framework come Electron o Qt." - -msgid "Animation" -msgstr "Animazione" - -msgid "Direct kinematics and inverse kinematics." -msgstr "Cinematica diretta e cinematica inversa." - -msgid "Support for animating any property with customizable interpolation." -msgstr "" -"Supporto per l'animazione di qualsiasi proprietà con interpolazione " -"personalizzabile." - -msgid "Support for calling methods in animation tracks." -msgstr "Supporto per la chiamata di metodi nelle tracce di animazione." - -msgid "Support for playing sounds in animation tracks." -msgstr "Supporto per la riproduzione di suoni nelle tracce di animazione." - -msgid "Support for Bézier curves in animation." -msgstr "Supporto per le curve di Bézier nell'animazione." - -msgid "File formats" -msgstr "Formati del file" - -msgid "" -"Scenes and resources can be saved in :ref:`text-based " -"` or binary formats." -msgstr "" -"Scene e risorse possono essere salvate in :ref:`formati testuali " -"` o binari." - -msgid "" -"Text-based formats are human-readable and more friendly to version control." -msgstr "" -"I formati basati su testo sono leggibile in chiaro e più facili per il " -"controllo versione." - -msgid "Binary formats are faster to save/load for large scenes/resources." -msgstr "" -"I formati binari sono più veloci da salvare/caricare per scene/risorse di " -"grandi dimensioni." - -msgid "Can optionally be compressed or encrypted." -msgstr "A scelta può essere compresso o criptato." - -msgid "Read and write :ref:`class_JSON` files." -msgstr "Leggere e scrivere file :ref:`class_JSON`." - -msgid "" -"Read and write INI-style configuration files using :ref:`class_ConfigFile`." -msgstr "" -"Leggere e scrivere file di configurazione in stile INI usando :ref:" -"`class_ConfigFile`." - -msgid "Read XML files using :ref:`class_XMLParser`." -msgstr "Leggere i file XML utilizzando :ref:`class_XMLParser`." - -msgid "" -"Pack game data into a PCK file (custom format optimized for fast seeking), " -"into a ZIP archive, or directly into the executable for single-file " -"distribution." -msgstr "" -"Impacchetta i dati di gioco in un file PCK (formato personalizzato " -"ottimizzato per la ricerca veloce), in un archivio ZIP, o direttamente " -"nell'eseguibile per la distribuzione di un singolo file." - -msgid "" -":ref:`Export additional PCK files` that can be read by " -"the engine to support mods and DLCs." -msgstr "" -":ref:`Esportare ulteriori file PCK` che possono essere " -"letti dal motore per supportare mod e DLC." - -msgid "Miscellaneous" -msgstr "Varie" - -msgid "" -":ref:`Low-level access to servers ` which allows " -"bypassing the scene tree's overhead when needed." -msgstr "" -":ref:`Accesso di basso livello ai server ` che permette " -"di bypassare l'overhead dell'albero della scena quando necessario." - -msgid "Export and deploy projects using continuous integration platforms." -msgstr "" -"Esporta e distribuisci progetti utilizzando piattaforme di integrazione " -"continua." - -msgid "" -"Can be :ref:`compiled ` using GCC, " -"Clang and MSVC. MinGW is also supported." -msgstr "" -"Può essere :ref:`compilato ` " -"utilizzando GCC, Clang e MSVC. È supportato anche MinGW." - -msgid "" -"Friendly towards packagers. In most cases, system libraries can be used " -"instead of the ones provided by Godot. The build system doesn't download " -"anything. Builds can be fully reproducible." -msgstr "" -"Amichevole nei confronti dei confezionatori. Nella maggior parte dei casi, è " -"possibile utilizzare le librerie di sistema al posto di quelle fornite da " -"Godot. Il sistema di compilazione non scarica nulla. Le compilazioni possono " -"essere completamente riproducibili." - -msgid "Licensed under the permissive MIT license." -msgstr "Concesso sotto la licenza permissiva MIT." - -msgid "" -"The `Godot proposals repository `__ lists features that have been requested by the community and " -"may be implemented in future Godot releases." -msgstr "" -"Il `repository delle proposte di Godot `__ elenca le caratteristiche che sono state richieste dalla " -"comunità e che potrebbero essere implementate nelle future versioni di Godot." diff --git a/sphinx/po/it/LC_MESSAGES/about/release_policy.po b/sphinx/po/it/LC_MESSAGES/about/release_policy.po deleted file mode 100644 index 4d7de72670..0000000000 --- a/sphinx/po/it/LC_MESSAGES/about/release_policy.po +++ /dev/null @@ -1,211 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot release policy" -msgstr "Politica di rilascio di Godot" - -msgid "Godot versioning" -msgstr "Controllo delle versioni di Godot" - -msgid "" -"Godot loosely follows `Semantic Versioning `__ with a " -"``major.minor.patch`` versioning system, albeit with an interpretation of " -"each term adapted to the complexity of a game engine:" -msgstr "" -"Godot segue vagamente il `Semantic Versioning `__ con " -"un sistema di versioning ``major.minor.patch``, sebbene con " -"un'interpretazione di ogni termine adattata alla complessità di un motore di " -"gioco:" - -msgid "" -"The ``major`` version is incremented when major compatibility breakages " -"happen which imply significant porting work to move projects from one major " -"version to another." -msgstr "" -"La versione ``major`` è incrementata quando si verificano importanti rotture " -"di compatibilità che implicano un significativo lavoro di conversione per " -"spostare i progetti da una versione major all'altra." - -msgid "" -"The ``patch`` version is incremented for maintenance releases which focus on " -"fixing bugs and security issues, implementing new requirements for platform " -"support, and backporting safe usability enhancements. Patch releases are " -"backwards compatible." -msgstr "" -"La versione ``patch`` viene incrementata per i rilasci di manutenzione che " -"si focalizzano sul correggere bug e problemi di sicurezza, sull'implementare " -"nuovi requisiti per supporto delle piattaforme, e sul backportare " -"miglioramenti di usabilità sicuri. Rilasci patch sono retro compatibili." - -msgid "" -"Patch versions may include minor new features which do not impact the " -"existing API, and thus have no risk of impacting existing projects." -msgstr "" -"Le versioni patch possono includere nuove funzionalità minori che non hanno " -"impatto sull'API esistente, e perciò non c'è rischio di impattare progetti " -"esistenti." - -msgid "" -"Updating to new patch versions is therefore considered safe and strongly " -"recommended to all users of a given stable branch." -msgstr "" -"Perciò aggiornare a nuove versioni patch è considerato sicuro e altamente " -"consigliato a tutti gli utenti di un ramo stabile." - -msgid "Release support timeline" -msgstr "Tempistiche di supporto della versione" - -msgid "" -"In a given minor release series, only the latest patch release receives " -"support. If you experience an issue using an older patch release, please " -"upgrade to the latest patch release of that series and test again before " -"reporting an issue on GitHub." -msgstr "" -"In una determinata serie di versioni minori, solo l'ultima riceve il " -"supporto. Se si riscontra un problema utilizzando una versione di patch più " -"vecchia, si prega di aggiornare a quella più recente di quella serie e di " -"eseguire nuovamente il test prima di segnalare un problema su GitHub." - -msgid "**Version**" -msgstr "**Versione**" - -msgid "**Release date**" -msgstr "**Data di rilascio**" - -msgid "**Support level**" -msgstr "**Livello di supporto**" - -msgid "unstable" -msgstr "instabile" - -msgid "supported" -msgstr "supportato" - -msgid "Godot 4.2" -msgstr "Godot 4.2" - -msgid "November 2023" -msgstr "Novembre 2023" - -msgid "Godot 4.1" -msgstr "Godot 4.1" - -msgid "July 2023" -msgstr "Luglio 2023" - -msgid "Godot 4.0" -msgstr "Godot 4.0" - -msgid "March 2023" -msgstr "Marzo 2023" - -msgid "eol" -msgstr "eol" - -msgid "Godot 3.5" -msgstr "Godot 3.5" - -msgid "August 2022" -msgstr "Agosto 2022" - -msgid "Godot 3.4" -msgstr "Godot 3.4" - -msgid "November 2021" -msgstr "Novembre 2021" - -msgid "Godot 3.3" -msgstr "Godot 3.3" - -msgid "April 2021" -msgstr "Aprile 2021" - -msgid "Godot 3.2" -msgstr "Godot 3.2" - -msgid "January 2020" -msgstr "Gennaio 2020" - -msgid "Godot 3.1" -msgstr "Godot 3.1" - -msgid "March 2019" -msgstr "Marzo 2019" - -msgid "|eol| No longer supported (last update: 3.1.2)." -msgstr "|eol| Non più supportato (ultimo aggiornamento: 3.1.2)." - -msgid "Godot 3.0" -msgstr "Godot 3.0" - -msgid "January 2018" -msgstr "Gennaio 2018" - -msgid "|eol| No longer supported (last update: 3.0.6)." -msgstr "|eol| Non più supportato (ultimo aggiornamento: 3.0.6)." - -msgid "Godot 2.1" -msgstr "Godot 2.1" - -msgid "July 2016" -msgstr "Luglio 2016" - -msgid "|eol| No longer supported (last update: 2.1.6)." -msgstr "|eol| Non più supportato (ultimo aggiornamento: 2.1.6)." - -msgid "Godot 2.0" -msgstr "Godot 2.0" - -msgid "February 2016" -msgstr "Febbraio 2016" - -msgid "|eol| No longer supported (last update: 2.0.4.1)." -msgstr "|eol| Non più supportato (ultimo aggiornamento: 2.0.4.1)." - -msgid "Godot 1.1" -msgstr "Godot 1.1" - -msgid "May 2015" -msgstr "Maggio 2015" - -msgid "|eol| No longer supported." -msgstr "|eol| Non più supportato." - -msgid "Godot 1.0" -msgstr "Godot 1.0" - -msgid "December 2014" -msgstr "Dicembre 2014" - -msgid "" -"**Legend:** |supported| Full support – |partial| Partial support – |eol| No " -"support (end of life) – |unstable| Development version" -msgstr "" -"**Legenda:** |supported| Pieno supporto - |partial| Supporto parziale - |" -"eol| Non supportato (end of life) - |unstable| Versione di sviluppo" - -msgid "partial" -msgstr "parziale" - -msgid "" -"Pre-release Godot versions aren't intended to be used in production and are " -"provided for testing purposes only." -msgstr "" -"Le versioni di Godot pre-release non sono pensate per essere utilizzate in " -"produzione e sono fornite a solo scopo di collaudo." - -msgid "Which version should I use for a new project?" -msgstr "Quale versione dovrei usare per un nuovo progetto?" - -msgid "When is the next release out?" -msgstr "Quando uscirà la prossima versione?" diff --git a/sphinx/po/it/LC_MESSAGES/about/system_requirements.po b/sphinx/po/it/LC_MESSAGES/about/system_requirements.po deleted file mode 100644 index 8c56d0366d..0000000000 --- a/sphinx/po/it/LC_MESSAGES/about/system_requirements.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "System requirements" -msgstr "Requisiti di sistema" - -msgid "**CPU**" -msgstr "**CPU**" - -msgid "**GPU**" -msgstr "**GPU**" - -msgid "**RAM**" -msgstr "**RAM**" diff --git a/sphinx/po/it/LC_MESSAGES/community/asset_library/index.po b/sphinx/po/it/LC_MESSAGES/community/asset_library/index.po deleted file mode 100644 index 687a1e0de4..0000000000 --- a/sphinx/po/it/LC_MESSAGES/community/asset_library/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Asset Library" -msgstr "Libreria dei contenuti" diff --git a/sphinx/po/it/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po b/sphinx/po/it/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po deleted file mode 100644 index 7bad2ff860..0000000000 --- a/sphinx/po/it/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po +++ /dev/null @@ -1,126 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Requirements" -msgstr "Requisiti" - -msgid "Recommendations" -msgstr "Raccomandazioni" - -msgid "" -"These things are not required for your asset to be approved, but if you " -"follow these recommendations, you can help make the asset library a better " -"place for all users." -msgstr "" -"Questi elementi non sono obbligatori per l'approvazione della risorsa, ma se " -"seguite queste raccomandazioni, potete contribuire a rendere la libreria " -"delle risorse un posto migliore per tutti gli utenti." - -msgid "" -"Fix or suppress all script **warnings**. The warning system is there to help " -"identify issues with your code, but people using your asset don't need to " -"see them." -msgstr "" -"Correggere o sopprimere tutti i **warning** di script. Il sistema di warning " -"serve a identificare i problemi del codice, ma chi usa la risorsa non deve " -"vederli." - -msgid "" -"Make your code conform to the official **style guides**. Having a consistent " -"style helps other people read your code, and it also helps if other people " -"wish to contribute to your asset. See: the :ref:`doc_gdscript_styleguide` or " -"the :ref:`doc_c_sharp_styleguide`." -msgstr "" -"Fate in modo che il vostro codice sia conforme alle **guide di stile** " -"ufficiali. Avere uno stile coerente aiuta gli altri a leggere il codice e " -"aiuta anche chi vuole contribuire alla risorsa. Vedere: la :ref:" -"`doc_gdscript_styleguide` o la :ref:`doc_c_sharp_styleguide`." - -msgid "" -"If your asset is a library for working with other files, consider including " -"**example files** in the asset." -msgstr "" -"Se il tuo contenuto è una libreria per lavorare con altri file, considera " -"l'inclusione di un **file di esempio** nel contenuto." - -msgid "" -"While the asset library allows more than just GitHub, consider hosting your " -"asset's source code on **GitHub**. Other services may not work reliably, and " -"a lack of familiarity can be a barrier to contributors." -msgstr "" -"Nonostante la libreria degli asset permetta altri servizi oltre GitHub, " -"considera ospitare il codice sorgente dei tuoi asset su **GitHub**. Gli " -"altri servizi potrebbero non funzionare in modo affidabile, inoltre una " -"bassa familiarità con il servizio potrebbe presentare delle barriere per i " -"contribuenti." - -msgid "Submitting" -msgstr "Sottoporre" - -msgid "" -"Once you are logged in, you will be able to head over to the \"Submit " -"Assets\" page of the AssetLib, which will look like this:" -msgstr "" -"Una volta eseguito l'accesso, potrai andare alla pagina \"Invia Asset\" di " -"AssetLib, che apparirà come riportato di seguito:" - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "**Category**:" -msgstr "**Categoria**:" - -msgid "**Godot version**:" -msgstr "**Versione di Godot**:" - -msgid "**Version**:" -msgstr "**Versione**:" - -msgid "" -"The **icon** must be square (1:1 aspect ratio). It should have a minimum " -"resolution of 128×128 pixels." -msgstr "" -"L'**icona** deve essere quadrata (aspect ratio 1:1). Dovrebbe avere una " -"risoluzione minima di 128x128 pixel." - -msgid "" -"For icons hosted on GitHub, URLs must be provided in the form of `https://" -"raw.githubusercontent.com////Icon.png`." -msgstr "" -"Per icone ospitate su GitHub gli URL devono essere forniti secondo il " -"seguente formato `https://raw.githubusercontent.com///" -"/Icon.png`." - -msgid "**License**:" -msgstr "**Licenza**:" - -msgid "**Description**:" -msgstr "**Descrizione**:" - -msgid "**Type**:" -msgstr "**Tipo**:" - -msgid "" -"You will be informed when your asset is reviewed. If it was rejected, you " -"will be told why that may have been, and you will be able to submit it again " -"with the appropriate changes." -msgstr "" -"Sarai informato quando la tua risorsa sarà esaminata. Se è stata rifiutata, " -"ti verrà comunicato il motivo e potrai ripresentarla con le modifiche " -"appropriate." diff --git a/sphinx/po/it/LC_MESSAGES/community/asset_library/using_assetlib.po b/sphinx/po/it/LC_MESSAGES/community/asset_library/using_assetlib.po deleted file mode 100644 index cffcea881b..0000000000 --- a/sphinx/po/it/LC_MESSAGES/community/asset_library/using_assetlib.po +++ /dev/null @@ -1,115 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Overview" -msgstr "Panoramica" - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "Searching" -msgstr "Ricerca" - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "image1" - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "image2" - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "image3" - -msgid "" -"From here, you can register your account, which requires a valid email " -"address, a username, and a (preferably strong) password." -msgstr "" -"Da qui, è possibile registrare il tuo account, che richiede un indirizzo " -"email valido, un nome utente e una password (preferibilmente forte)." - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "image4" - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "image5" - -msgid "|image6|" -msgstr "|image6|" - -msgid "image6" -msgstr "image6" - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "image7" - -msgid "|image14|" -msgstr "|image14|" - -msgid "image14" -msgstr "image14" - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "image8" - -msgid "|image9|" -msgstr "|image9|" - -msgid "image9" -msgstr "image9" - -msgid "|image10|" -msgstr "|image10|" - -msgid "image10" -msgstr "image10" - -msgid "|image11|" -msgstr "|image11|" - -msgid "image11" -msgstr "image11" - -msgid "|image12|" -msgstr "|image12|" - -msgid "image12" -msgstr "image12" - -msgid "|image13|" -msgstr "|image13|" - -msgid "image13" -msgstr "image13" diff --git a/sphinx/po/it/LC_MESSAGES/community/asset_library/what_is_assetlib.po b/sphinx/po/it/LC_MESSAGES/community/asset_library/what_is_assetlib.po deleted file mode 100644 index 79fffa9fce..0000000000 --- a/sphinx/po/it/LC_MESSAGES/community/asset_library/what_is_assetlib.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Frequently asked questions" -msgstr "Domande frequenti" diff --git a/sphinx/po/it/LC_MESSAGES/community/channels.po b/sphinx/po/it/LC_MESSAGES/community/channels.po deleted file mode 100644 index b8114d8496..0000000000 --- a/sphinx/po/it/LC_MESSAGES/community/channels.po +++ /dev/null @@ -1,32 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Community channels" -msgstr "Canali della comunità" - -msgid "" -"So, where is the Godot community and where can you ask questions and get " -"help?" -msgstr "" -"Quindi, dov'è la comunità di Godot e dove puoi porre domande e chiedere " -"aiuto?" - -msgid "Language-based communities" -msgstr "Comunità basate sulla lingua" - -msgid "" -"See the `User groups `_ page " -"of the website for a list of local communities." -msgstr "" -"Vedi la pagina `Gruppi di utenti `_ del sito web per una lista di comunità locali." diff --git a/sphinx/po/it/LC_MESSAGES/community/tutorials.po b/sphinx/po/it/LC_MESSAGES/community/tutorials.po deleted file mode 100644 index fd2ac7f883..0000000000 --- a/sphinx/po/it/LC_MESSAGES/community/tutorials.po +++ /dev/null @@ -1,69 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Tutorials and resources" -msgstr "Tutorial e risorse" - -msgid "" -"Think there is something missing here? Feel free to submit a `Pull Request " -"`_ as always." -msgstr "" -"Pensi che manchi qualcosa? Sentiti libero di mandarci una `Pull Request " -"`_ come sempre." - -msgid "Where to start" -msgstr "Da dove iniziare" - -msgid "" -"GDQuest's *Learn GDScript From Zero* is a free and open source interactive " -"tutorial for absolute beginners to learn to program with Godot's GDScript " -"language. It is available as a `desktop application `_ or `in the browser `_." -msgstr "" -"Il tutorial di GDQuest *Impara GDScript da zero* è un tutorial interattivo " -"completamente gratuito e open source, che viene utilizzato dai principianti " -"per imparare il linguaggio di programmazione GDScript che Godot offre. È " -"disponibile come un ` applicazione `_ , oppure ` nel browser `_." - -msgid "Video tutorials" -msgstr "Tutorial video" - -msgid "Text tutorials" -msgstr "Tutorial testuali" - -msgid "`GDScript website by Andrew Wilkes `__" -msgstr "`GDScript sito web di Andrew Wilkes `__" - -msgid "Devlogs" -msgstr "Devlogs" - -msgid "`bitbrain `_" -msgstr "`bitbrain `_" - -msgid "`DevDuck (2D) `_" -msgstr "`DevDuck (2D) `_" - -msgid "Resources" -msgstr "Risorse" - -msgid "" -"`awesome-godot: A curated list of free/libre plugins, scripts and add-ons " -"`_" -msgstr "" -"`awesome-godot: Una lista curata di plugin, script e componenti aggiuntivi " -"gratuiti/libre `_" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po b/sphinx/po/it/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po deleted file mode 100644 index fab40edb04..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Language" -msgstr "Lingua" - -msgid "The complexity of the problem" -msgstr "La complessità del problema" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/code_style_guidelines.po b/sphinx/po/it/LC_MESSAGES/contributing/development/code_style_guidelines.po deleted file mode 100644 index 5fb4f23b35..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/code_style_guidelines.po +++ /dev/null @@ -1,40 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Installation" -msgstr "Installazione" - -msgid "" -"Visual Studio Code: `Clang-Format `__" -msgstr "" -"Visual Studio Code: `Clang-Format `__" - -msgid "vim: `vim-clang-format `__" -msgstr "vim: `vim-clang-format `__" - -msgid "Example:" -msgstr "Esempio:" - -msgid "Java" -msgstr "Java" - -msgid "Python" -msgstr "Python" - -msgid "**Example:**" -msgstr "**Esempio**" - -msgid "**Bad:**" -msgstr "**Male:**" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po b/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po deleted file mode 100644 index aa07539337..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po +++ /dev/null @@ -1,28 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Note" -msgstr "Nota" - -msgid "Requirements" -msgstr "Requisiti" - -msgid "" -"`Android SDK `_ " -"(command-line tools are sufficient)." -msgstr "" -"`Android SDK `_ (gli " -"strumenti a riga di comando sono sufficienti)." - -msgid "Troubleshooting" -msgstr "Risoluzione dei problemi" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po b/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po deleted file mode 100644 index 9927fc3a50..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Requisiti" - -msgid "`Python 3.6+ `_." -msgstr "`Python 3.6+ `_." - -msgid "`Xcode `_." -msgstr "`Xcode `_." - -msgid "Compiling" -msgstr "Compilazione" - -msgid "Run" -msgstr "Esegui" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po b/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po deleted file mode 100644 index e4975c177d..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Requisiti" - -msgid "Compiling" -msgstr "Compilazione" - -msgid "(32 bits)" -msgstr "(32 bits)" - -msgid "(64 bits)" -msgstr "(64 bits)" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po b/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po deleted file mode 100644 index bade713e43..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Requisiti" - -msgid "`Python 3.6+ `_." -msgstr "`Python 3.6+ `_." - -msgid "Compiling" -msgstr "Compilazione" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po b/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po deleted file mode 100644 index 961cb01131..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Requisiti" - -msgid "`Python 3.6+ `__." -msgstr "`Python 3.6+ `__." diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po b/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po deleted file mode 100644 index e9936a643b..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po +++ /dev/null @@ -1,39 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Requisiti" - -msgid "Compiling" -msgstr "Compilazione" - -msgid "Selecting a compiler" -msgstr "Selezionare un compilatore" - -msgid "**Arch Linux**" -msgstr "**Arch Linux**" - -msgid "**Debian** / **Ubuntu**" -msgstr "**Debian** / **Ubuntu**" - -msgid "**Fedora**" -msgstr "**Fedora**" - -msgid "**macOS**" -msgstr "**macOS**" - -msgid "**Mageia**" -msgstr "**Mageia**" - -msgid "Troubleshooting" -msgstr "Risoluzione dei problemi" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po b/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po deleted file mode 100644 index 11721637c9..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Requisiti" - -msgid "NuGet packages" -msgstr "Pacchetti NuGet" - -msgid "Examples" -msgstr "Esempi" - -msgid "Example (Windows)" -msgstr "Esempio (Windows)" - -msgid "Example (Linux, \\*BSD)" -msgstr "Esempio (Linux, \\*BSD)" - -msgid "Editor" -msgstr "Editor" - -msgid "Export templates" -msgstr "Modelli di esportazione" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po deleted file mode 100644 index 35f9d65136..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Step by step" -msgstr "Passo dopo passo" - -msgid "Troubleshooting" -msgstr "Risoluzione dei problemi" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po deleted file mode 100644 index 32cff0cf1c..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Disclaimer" -msgstr "Avvertenza" - -msgid "Requirements" -msgstr "Requisiti" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/getting_source.po b/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/getting_source.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/getting_source.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/index.po b/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po deleted file mode 100644 index 58f9bb674a..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Target" -msgstr "Target" - -msgid "Custom modules" -msgstr "Moduli personalizzati" - -msgid "Export templates" -msgstr "Modelli di esportazione" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po b/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po deleted file mode 100644 index 9093e24f69..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po +++ /dev/null @@ -1,72 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "FileDialog" -msgstr "FileDialog" - -msgid "PopupMenu" -msgstr "PopupMenu" - -msgid "Tree" -msgstr "Tree" - -msgid "TextEdit" -msgstr "TextEdit" - -msgid "TreeItem" -msgstr "TreeItem" - -msgid "OptionButton" -msgstr "OptionButton" - -msgid "SpinBox" -msgstr "SpinBox" - -msgid "ColorPicker" -msgstr "ColorPicker" - -msgid "ColorPickerButton" -msgstr "ColorPickerButton" - -msgid "RichTextEffect" -msgstr "RichTextEffect" - -msgid "CharFXTransform" -msgstr "CharFXTransform" - -msgid "AcceptDialog" -msgstr "AcceptDialog" - -msgid "ConfirmationDialog" -msgstr "ConfirmationDialog" - -msgid "MarginContainer" -msgstr "MarginContainer" - -msgid "SplitContainer" -msgstr "SplitContainer" - -msgid "HSplitContainer" -msgstr "HSplitContainer" - -msgid "GraphNode" -msgstr "GraphNode" - -msgid "GraphEdit" -msgstr "GraphEdit" - -msgid ":ref:`doc_overriding_build_options`." -msgstr ":ref:`doc_overriding_build_options`." - -msgid "Web" -msgstr "Web" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po b/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po deleted file mode 100644 index 72f01d723b..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Android Studio" -msgstr "Android Studio" - -msgid "Android Studio's welcome window." -msgstr "Finestra di benvenuto di Android Studio." diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po b/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po deleted file mode 100644 index 8c024b3824..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "CLion" -msgstr "CLion" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po b/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po deleted file mode 100644 index db2ac237eb..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po +++ /dev/null @@ -1,31 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Code::Blocks" -msgstr "Code::Blocks" - -msgid "" -"`Code::Blocks `_ is a free, open source, cross " -"platform IDE." -msgstr "" -"`Code::Blocks `_ è un IDE gratuito, open source e " -"cross platform." - -msgid "Creating a new project" -msgstr "Creare un nuovo progetto" - -msgid "Windows example:" -msgstr "Esempio Windows:" - -msgid "Adding files to the project" -msgstr "Aggiungere dei file al progetto" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/index.po b/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po b/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po deleted file mode 100644 index e339c2cf9f..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po +++ /dev/null @@ -1,35 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "KDevelop" -msgstr "KDevelop" - -msgid "" -"`KDevelop `_ is a free, open source IDE for all " -"desktop platforms." -msgstr "" -"`KDevelop `_ è un IDE gratuito e open source per " -"tutte le piattaforme desktop." - -msgid "Enable" -msgstr "Abilita" - -msgid "**scons**" -msgstr "**scons**" - -msgid "" -"If you run into any issues, ask for help in one of `Godot's community " -"channels `__." -msgstr "" -"Se ci si imbatte in qualsiasi problema, chiedi aiuto in uno dei `Canali " -"della comunità di Godot `__." diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po b/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po deleted file mode 100644 index 26eb3d008d..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po +++ /dev/null @@ -1,35 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Qt Creator" -msgstr "Qt Creator" - -msgid "" -"`Qt Creator `_ is a free, open " -"source IDE for all desktop platforms." -msgstr "" -"`Qt Creator `_ è un IDE gratuito e " -"open source per tutte le piattaforme desktop." - -msgid "Command" -msgstr "Comando" - -msgid "**scons**" -msgstr "**scons**" - -msgid "" -"If you run into any issues, ask for help in one of `Godot's community " -"channels `__." -msgstr "" -"Se ci si imbatte in qualsiasi problema, chiedi aiuto in uno dei `Canali " -"della comunità di Godot `__." diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po b/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po b/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po deleted file mode 100644 index 83514961ec..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po +++ /dev/null @@ -1,22 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual Studio" -msgstr "Visual Studio" - -msgid "" -"If you run into any issues, ask for help in one of `Godot's community " -"channels `__." -msgstr "" -"Se ci si imbatte in qualsiasi problema, chiedi aiuto in uno dei `Canali " -"della comunità di Godot `__." diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po b/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po deleted file mode 100644 index 52bc886aeb..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual Studio Code" -msgstr "Visual Studio Code" - -msgid "Then select **Others**." -msgstr "Quindi seleziona **Altri**." - -msgid "" -"Arguments can be different based on your own setup and needs. See :ref:" -"`doc_introduction_to_the_buildsystem` for a full list of arguments." -msgstr "" -"Gli argomenti possono essere diversi in base alla propria configurazione ed " -"esigenze. Vedi: ref: `doc_introduction_to_the_buildsystem` per un elenco " -"completo di argomenti." - -msgid "" -"If you run into any issues, ask for help in one of `Godot's community " -"channels `__." -msgstr "" -"Se ci si imbatte in qualsiasi problema, chiedi aiuto in uno dei `Canali " -"della comunità di Godot `__." diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po b/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po deleted file mode 100644 index bb76dac788..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po +++ /dev/null @@ -1,25 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Xcode" -msgstr "Xcode" - -msgid "Directory" -msgstr "Cartella" - -msgid "" -"If you run into any issues, ask for help in one of `Godot's community " -"channels `__." -msgstr "" -"Se ci si imbatte in qualsiasi problema, chiedi aiuto in uno dei `Canali " -"della comunità di Godot `__." diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po b/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po b/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po deleted file mode 100644 index 7596aaeb34..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Modules" -msgstr "Moduli" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po b/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po deleted file mode 100644 index 2cc4214e43..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Print text" -msgstr "Stampare testo" - -msgid "Format a string" -msgstr "Formattare una stringa" - -msgid "Internationalize a string" -msgstr "Internazionalizzare una stringa" - -msgid "There are two types of internationalization in Godot's codebase:" -msgstr "Ci sono due tipi di internazionalizzazione nei sorgenti di Godot:" - -msgid "Microbenchmarking" -msgstr "Microbenchmarking" - -msgid "There are four macros available for this:" -msgstr "Ci sono quattro macro disponibili per questo:" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/core_types.po b/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/core_types.po deleted file mode 100644 index a806d8aa8d..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/core_types.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Definitions" -msgstr "Definizioni" - -msgid "References:" -msgstr "Riferimenti:" - -msgid "Containers" -msgstr "Contenitori" - -msgid "Vector" -msgstr "Vettore" - -msgid "Set" -msgstr "Imposta" - -msgid "StringName" -msgstr "StringName" - -msgid "NodePath" -msgstr "NodePath" - -msgid "RID" -msgstr "RID" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po b/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po deleted file mode 100644 index de6cc92084..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po +++ /dev/null @@ -1,35 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "References:" -msgstr "Riferimenti:" - -msgid "" -"`servers/audio/audio_stream.h `__" -msgstr "" -"`servers/audio/audio_stream.h `__" - -msgid "Resampling" -msgstr "Ricampionamento" - -msgid "" -"`core/math/audio_frame.h `__" -msgstr "" -"`core/math/audio_frame.h `__" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po b/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po deleted file mode 100644 index 4651e0a649..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po +++ /dev/null @@ -1,41 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "`Singleton pattern `__" -msgstr "" -"`Singleton pattern ` __" - -msgid "And more..." -msgstr "E altro ancora..." - -msgid ":ref:`RID`" -msgstr ":ref:`RID`" - -msgid "" -"`servers/register_server_types.cpp `__" -msgstr "" -"`servers/register_server_types.cpp `__" - -msgid "MessageQueue" -msgstr "MessageQueue" - -msgid "References:" -msgstr "Riferimenti:" - -msgid "Notes" -msgstr "Note" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po b/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po deleted file mode 100644 index 36d82677b4..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Modules" -msgstr "Moduli" - -msgid "Example output::" -msgstr "Esempio di output::" - -msgid "Now we can generate the documentation:" -msgstr "Ora possiamo generare la documentazione:" - -msgid "Adding custom editor icons" -msgstr "Aggiunta di icone personalizzato nell'editor" - -msgid "Summing up" -msgstr "Riassumendo" - -msgid "Remember to:" -msgstr "Ricordati di:" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po b/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po deleted file mode 100644 index afd9a9c1cd..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"`Windows `__" -msgstr "" -"`Windows `__" - -msgid "" -"`macOS `__" -msgstr "" -"`macOS `__" - -msgid "" -"`Linux/\\*BSD `__" -msgstr "" -"`Linux/\\*BSD `__" - -msgid "" -"`Android `__" -msgstr "" -"`Android `__" - -msgid "`iOS `__" -msgstr "" -"`iOS `__" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po b/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po deleted file mode 100644 index 2cb402c393..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po +++ /dev/null @@ -1,38 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid ":ref:`ResourceLoader`" -msgstr ":ref:`ResourceLoader`" - -msgid "" -"`core/io/resource_loader.cpp `_" -msgstr "" -"`core/io/resource_loader.cpp `_" - -msgid "" -"`core/io/image_loader.h `_" -msgstr "" -"`core/io/image_loader.h `_" - -msgid "Considerations" -msgstr "Considerazioni" - -msgid "`istream `_" -msgstr "`istream `_" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po b/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/index.po b/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po b/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po deleted file mode 100644 index e09eb8b2e2..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Object" -msgstr "Object" - -msgid "Reference" -msgstr "Riferimento" - -msgid "Control" -msgstr "Control" - -msgid "Node2D" -msgstr "Node2D" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po b/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po deleted file mode 100644 index f2000268f6..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "OpenGL" -msgstr "OpenGL" - -msgid "Volumetric fog" -msgstr "Nebbia volumetrica" - -msgid ":ref:`doc_fog_shader`" -msgstr ":ref:`doc_fog_shader`" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/object_class.po b/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/object_class.po deleted file mode 100644 index 4ea6ea30be..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/object_class.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "References:" -msgstr "Riferimenti:" - -msgid "Constants" -msgstr "Costanti" - -msgid "For example:" -msgstr "Per esempio:" - -msgid "Signals" -msgstr "Segnali" - -msgid "Notifications" -msgstr "Notifiche" - -msgid "Resources" -msgstr "Risorse" - -msgid "resourceinteractiveloader (TODO)" -msgstr "resourceinteractiveloader (TODO)" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po b/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po deleted file mode 100644 index 6add982b7a..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript" -msgstr "GDScript" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po b/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po deleted file mode 100644 index 1ffabe077c..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Description**" -msgstr "**Descrizione**" - -msgid "Description" -msgstr "Descrizione" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po b/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po deleted file mode 100644 index 54290df8cd..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "About" -msgstr "Informazioni su Godot" - -msgid "Type" -msgstr "Tipo" - -msgid "Notes" -msgstr "Note" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po b/sphinx/po/it/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/debugging/index.po b/sphinx/po/it/LC_MESSAGES/contributing/development/debugging/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/debugging/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/debugging/macos_debug.po b/sphinx/po/it/LC_MESSAGES/contributing/development/debugging/macos_debug.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/debugging/macos_debug.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po b/sphinx/po/it/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po deleted file mode 100644 index 39cd0bcd35..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "VerySleepy" -msgstr "VerySleepy" - -msgid "HotSpot" -msgstr "HotSpot" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po b/sphinx/po/it/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po deleted file mode 100644 index fb56d05e02..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Web" -msgstr "Web" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/debugging/vulkan/index.po b/sphinx/po/it/LC_MESSAGES/contributing/development/debugging/vulkan/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/debugging/vulkan/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po b/sphinx/po/it/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po deleted file mode 100644 index 7f00826a4f..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Windows" -msgstr "Windows" - -msgid "macOS" -msgstr "macOS" - -msgid "Linux, \\*BSD" -msgstr "Linux, \\*BSD" - -msgid "Android" -msgstr "Android" - -msgid "iOS" -msgstr "iOS" - -msgid "Web" -msgstr "Web" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/editor/creating_icons.po b/sphinx/po/it/LC_MESSAGES/contributing/development/editor/creating_icons.po deleted file mode 100644 index 1835e1fee4..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/editor/creating_icons.po +++ /dev/null @@ -1,31 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Editor icons" -msgstr "Icone dell'editor" - -msgid "Creating icons" -msgstr "Creazione di icone" - -msgid "Icon optimization" -msgstr "Ottimizzazione delle icone" - -msgid "Troubleshooting" -msgstr "Risoluzione dei problemi" - -msgid "" -"`editor/icons `__" -msgstr "" -"`editor/icons `__" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/editor/editor_style_guide.po b/sphinx/po/it/LC_MESSAGES/contributing/development/editor/editor_style_guide.po deleted file mode 100644 index 0405e5b633..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/editor/editor_style_guide.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Editor style guide" -msgstr "Guida allo stile dell'editor" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Writing style" -msgstr "Stile di scrittura" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/editor/index.po b/sphinx/po/it/LC_MESSAGES/contributing/development/editor/index.po deleted file mode 100644 index fef22fc414..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/editor/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Editor development" -msgstr "Sviluppo dell'editor" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po b/sphinx/po/it/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po b/sphinx/po/it/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/file_formats/index.po b/sphinx/po/it/LC_MESSAGES/contributing/development/file_formats/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/file_formats/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/file_formats/tscn.po b/sphinx/po/it/LC_MESSAGES/contributing/development/file_formats/tscn.po deleted file mode 100644 index 484eef9cba..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/file_formats/tscn.po +++ /dev/null @@ -1,57 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Nodes" -msgstr "Nodi" - -msgid "Connections" -msgstr "Connessioni" - -msgid "``ext_resource``" -msgstr "``ext_resource``" - -msgid "``sub_resource``" -msgstr "``sub_resource``" - -msgid "``node``" -msgstr "``node``" - -msgid "``connection``" -msgstr "``connection``" - -msgid "``instance``" -msgstr "``instance``" - -msgid "``instance_placeholder``" -msgstr "``instance_placeholder``" - -msgid "``owner``" -msgstr "``owner``" - -msgid "``groups``" -msgstr "``groups``" - -msgid "NodePath" -msgstr "NodePath" - -msgid "AnimationPlayer" -msgstr "AnimationPlayer" - -msgid "Resources" -msgstr "Risorse" - -msgid "ArrayMesh" -msgstr "ArrayMesh" - -msgid "Animation" -msgstr "Animazione" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po b/sphinx/po/it/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/development/index.po b/sphinx/po/it/LC_MESSAGES/contributing/development/index.po deleted file mode 100644 index 4abd963792..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/development/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Engine development" -msgstr "Sviluppo del motore" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/documentation/building_the_manual.po b/sphinx/po/it/LC_MESSAGES/contributing/documentation/building_the_manual.po deleted file mode 100644 index 3fa704bbb6..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/documentation/building_the_manual.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "`Git `_" -msgstr "`Git `_" - -msgid "`Python `_ 3" -msgstr "`Python `_ 3" - -msgid "Windows" -msgstr "Windows" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/documentation/class_reference_primer.po b/sphinx/po/it/LC_MESSAGES/contributing/documentation/class_reference_primer.po deleted file mode 100644 index 2076449dac..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/documentation/class_reference_primer.po +++ /dev/null @@ -1,48 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "``" -msgstr "``" - -msgid "``" -msgstr "``" - -msgid "``" -msgstr "``" - -msgid "``" -msgstr "``" - -msgid "Example" -msgstr "Esempio" - -msgid "Result" -msgstr "Risultati" - -msgid "Bold" -msgstr "Grassetto" - -msgid "Italic" -msgstr "Corsivo" - -msgid "``[kbd]`` ``[/kbd]``" -msgstr "``[kbd]`` ``[/kbd]``" - -msgid "``[code]`` ``[/code]``" -msgstr "``[code]`` ``[/code]``" - -msgid "For example:" -msgstr "Per esempio:" - -msgid "Will display as:" -msgstr "Verrà visualizzato come:" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/documentation/content_guidelines.po b/sphinx/po/it/LC_MESSAGES/contributing/documentation/content_guidelines.po deleted file mode 100644 index f8deec4cec..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/documentation/content_guidelines.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "We want to achieve two goals:" -msgstr "Vogliamo raggiungere due obiettivi:" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po b/sphinx/po/it/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po deleted file mode 100644 index 94d7b2da11..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Getting started" -msgstr "Per iniziare" - -msgid "Titles" -msgstr "Titoli" - -msgid "License" -msgstr "Licenza" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po b/sphinx/po/it/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po b/sphinx/po/it/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po deleted file mode 100644 index 9b1d5e0429..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Passive:" -msgstr "Passivo:" - -msgid "Active:" -msgstr "Attivo:" - -msgid "obvious" -msgstr "ovvio" - -msgid "simple" -msgstr "semplice" - -msgid "basic" -msgstr "basilare" - -msgid "easy" -msgstr "facile" - -msgid "actual" -msgstr "attuale" - -msgid "just" -msgstr "solo" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po b/sphinx/po/it/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po deleted file mode 100644 index 26237bd360..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po +++ /dev/null @@ -1,159 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Adding a new language" -msgstr "Aggiungere una nuova lingua" - -msgid "Translation interface" -msgstr "Interfaccia di traduzione" - -msgid "Editor interface (C++)" -msgstr "Interfaccia dell'editor (C++)" - -msgid "Online documentation (RST)" -msgstr "Documentazione online (RST)" - -msgid "" -"The documentation translations originate from reStructuredText (RST) files, " -"which also use their own markup syntax to style text, create internal and " -"external links, etc. Here are some examples::" -msgstr "" -"Le traduzioni della documentazione provengono da file reStructuredText " -"(RST), che usano anche la loro sintassi di markup per stilizzare il testo, " -"creare collegamenti interni ed esterni, ecc. Ecco alcuni esempi::" - -msgid "" -"The class reference is documented in the main Godot repository using XML " -"files, and with BBCode-like markup for styling and internal references." -msgstr "" -"Il riferimento alla classe è documentato nel repository principale di Godot " -"usando file XML, e con markup tipo BBCode per lo stile e i riferimenti " -"interni." - -msgid "" -"Note also that in the XML, each line is a paragraph, so you should not add " -"line breaks if they are not part of the original translation." -msgstr "" -"Nota anche che nell'XML, ogni riga è un paragrafo, quindi non dovresti " -"aggiungere interruzioni di riga se non fanno parte della traduzione " -"originale." - -msgid "" -"To download the PO file locally, browse to the translation overview for your " -"language, and select the first item in the \"Files\" menu:" -msgstr "" -"Per scaricare il file PO localmente, vai alla panoramica delle traduzioni " -"per la tua lingua e seleziona la prima voce nel menu \"Files\":" - -msgid "" -"Once you are done with a series of edits, use the \"Upload translation\" " -"item in that same menu and select your file. Choose \"Add as translation\" " -"for the file upload mode." -msgstr "" -"Una volta che hai finito una serie di modifiche, usa la voce \"Carica " -"traduzione\" in quello stesso menu e seleziona il tuo file. Scegli " -"\"Aggiungi come traduzione\" per la modalità di caricamento del file." - -msgid "" -"If a significant amount of time has passed between your download of the PO " -"file and the upload of the edited version, there is a risk to overwrite the " -"translations authored by other contributors in the meantime. This is why we " -"advise to use the online interface so that you always work on the latest " -"version." -msgstr "" -"Se è passato molto tempo tra il download del file PO e il caricamento della " -"versione modificata, c'è il rischio di sovrascrivere le traduzioni fatte da " -"altri collaboratori nel frattempo. Ecco perché consigliamo di utilizzare " -"l'interfaccia online in modo da lavorare sempre sull'ultima versione." - -msgid "Localizing documentation images" -msgstr "Localizzare le immagini della documentazione" - -msgid "" -"The online documentation includes many images, which can be screenshots of " -"the Godot editor, custom-made graphs, of any other kind of visual content. " -"Some of it includes text and might thus be relevant to localize in your " -"language." -msgstr "" -"La documentazione online include molte immagini, che possono essere " -"screenshot dell'editor di Godot, grafici personalizzati, o qualsiasi altro " -"tipo di contenuto visivo. Alcune di esse includono del testo e potrebbero " -"quindi essere rilevanti da localizzare nella tua lingua." - -msgid "" -"This part is not handled via Weblate, but directly on the `godot-docs-l10n " -"`_ Git repository where the " -"documentation translations are synced from Weblate." -msgstr "" -"Questa parte non è gestita tramite Weblate, ma direttamente sul repository " -"Git `godot-docs-l10n `_ dove " -"le traduzioni della documentazione sono sincronizzate da Weblate." - -msgid "" -"The workflow is not the most straightforward and requires some knowledge of " -"Git. We plan to work on a simplified Web tool which could be used to manage " -"image localization in a convenient way, abstracting away these steps." -msgstr "" -"Il flusso di lavoro non è dei più semplici e richiede una certa conoscenza " -"di Git. Abbiamo in programma di lavorare su uno strumento web semplificato " -"che potrebbe essere usato per gestire la localizzazione delle immagini in " -"modo conveniente, astraendo questi passaggi." - -msgid "" -"On GitHub, click on the image you want to translate. If relevant, click on " -"\"Download\" to download it locally and edit it with an image edition tool. " -"Note the full path to the image as it will be needed further down (here " -"``getting_started/step_by_step/img/project_manager_first_open.png``)." -msgstr "" -"Su GitHub, clicca sull'immagine che vuoi tradurre. Se pertinente, clicca su " -"\"Download\" per scaricarla localmente e modificarla con uno strumento di " -"editing delle immagini. Nota il percorso completo dell'immagine perché sarà " -"necessario più avanti (qui ``getting_started/step_by_step/img/" -"project_manager_first_open.png``)." - -msgid "" -"Create your localized version of the image, either by editing the English " -"one, or by taking a screenshot of the editor with your language, if it's an " -"editor screenshot. Some images may also have source files available in SVG " -"format, so you can browse the ``img/`` folder which contains them to check " -"for that." -msgstr "" -"Crea la tua versione localizzata dell'immagine, modificando quella inglese, " -"o facendo uno screenshot dell'editor con la tua lingua, se è una schermata " -"dell'editor. Alcune immagini potrebbero anche avere file sorgente " -"disponibili in formato SVG, per controllare puoi sfogliare la cartella ``img/" -"`` che le contiene." - -msgid "" -"Name your localized image like the original one, but with the language code " -"added before the extension, e.g. ``project_manager_first_open.png`` would " -"become ``project_manager_first_open.fr.png`` for the French localization." -msgstr "" -"Dai un nome alla tua immagine localizzata come quella originale, ma con il " -"codice della lingua aggiunto prima dell'estensione, ad esempio " -"``project_manager_first_open.png`` diventerebbe ``project_manager_first_open." -"it.png`` per la localizzazione italiana." - -msgid "" -"Finally, on godot-docs-l10n_, recreate the same folder structure as for the " -"original image in the ``images`` subfolder (`GitHub `_), and place your " -"translated image there. In our example, the end result should be ``images/" -"getting_started/step_by_step/img/project_manager_first_open.fr.png``." -msgstr "" -"Infine, su godot-docs-l10n_, ricrea la stessa struttura di cartelle " -"dell'immagine originale nella sottocartella ``images`` (`GitHub `_), e mettici la " -"tua immagine tradotta. Nel nostro esempio, il risultato finale dovrebbe " -"essere ``images/getting_started/step_by_step/img/project_manager_first_open." -"it.png``." diff --git a/sphinx/po/it/LC_MESSAGES/contributing/documentation/index.po b/sphinx/po/it/LC_MESSAGES/contributing/documentation/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/documentation/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po b/sphinx/po/it/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/how_to_contribute.po b/sphinx/po/it/LC_MESSAGES/contributing/how_to_contribute.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/how_to_contribute.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/workflow/bisecting_regressions.po b/sphinx/po/it/LC_MESSAGES/contributing/workflow/bisecting_regressions.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/workflow/bisecting_regressions.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po b/sphinx/po/it/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po deleted file mode 100644 index 98974fdb28..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po +++ /dev/null @@ -1,40 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Categories:**" -msgstr "**Categorie:**" - -msgid "**Topics:**" -msgstr "**Argomenti:**" - -msgid "" -"*2D*: relates to 2D-specific issues. Should be coupled with one of the " -"labels below, and should not be coupled with *3D*." -msgstr "" -"*2D*: si riferisce a problemi specifici del 2D. Dovrebbe essere accoppiato " -"con una delle etichette sottostanti, e non dovrebbe essere accoppiato con " -"*3D*." - -msgid "" -"*3D*: relates to 3D-specific issues. Should be coupled with one of the " -"labels below, and should not be coupled with *2D*." -msgstr "" -"*3D*: si riferisce a problemi specifici del 3D. Dovrebbe essere accoppiato " -"con una delle etichette sottostanti, e non dovrebbe essere accoppiato con " -"*2D*." - -msgid "**Platforms:**" -msgstr "**Piattaforme:**" - -msgid "Milestones" -msgstr "Pietre miliari" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/workflow/first_steps.po b/sphinx/po/it/LC_MESSAGES/contributing/workflow/first_steps.po deleted file mode 100644 index 65176022d7..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/workflow/first_steps.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "To help with the testing, you have several possibilities:" -msgstr "Per aiutare con il testare, hai diverse possibilità:" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/workflow/index.po b/sphinx/po/it/LC_MESSAGES/contributing/workflow/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/workflow/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po b/sphinx/po/it/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/contributing/workflow/pr_workflow.po b/sphinx/po/it/LC_MESSAGES/contributing/workflow/pr_workflow.po deleted file mode 100644 index 0ffe2554ab..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/workflow/pr_workflow.po +++ /dev/null @@ -1,19 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"If you are contributing to the documentation, its repository can be found " -"`here `_." -msgstr "" -"Se stai contribuendo alla documentazione, il repository può essere trovato " -"qui `_." diff --git a/sphinx/po/it/LC_MESSAGES/contributing/workflow/testing_pull_requests.po b/sphinx/po/it/LC_MESSAGES/contributing/workflow/testing_pull_requests.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/contributing/workflow/testing_pull_requests.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po b/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po deleted file mode 100644 index 4072d63757..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript" -msgstr "GDScript" - -msgid "C#" -msgstr "C#" - -msgid "C++" -msgstr "C++" - -msgid "Organizing the project" -msgstr "Organizzare il progetto" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po b/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po deleted file mode 100644 index c072a1321b..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po +++ /dev/null @@ -1,76 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"The first scene will define the ``Player`` object. One of the benefits of " -"creating a separate Player scene is that we can test it separately, even " -"before we've created other parts of the game." -msgstr "" -"La prima scena definirà l'oggetto ``Player``. Uno dei vantaggi di creare una " -"scena separata per il giocatore è che possiamo testarla separatamente, anche " -"prima di aver creato altre parti del gioco." - -msgid "Node structure" -msgstr "Struttura del nodo" - -msgid "" -"To begin, we need to choose a root node for the player object. As a general " -"rule, a scene's root node should reflect the object's desired functionality " -"- what the object *is*. Click the \"Other Node\" button and add an :ref:" -"`Area2D ` node to the scene." -msgstr "" -"Per iniziare, dobbiamo scegliere un nodo radice per l'oggetto giocatore. " -"Come regola generale, il nodo radice di una scena dovrebbe riflettere la " -"funzionalità desiderata dell'oggetto - ciò che l'oggetto *è*. Fare clic sul " -"pulsante \"Altro nodo\" e aggiungere un nodo :ref:`Area2D `` " -"alla scena." - -msgid "" -"With ``Area2D`` we can detect objects that overlap or run into the player. " -"Change the node's name to ``Player`` by double-clicking on it. Now that " -"we've set the scene's root node, we can add additional nodes to give it more " -"functionality." -msgstr "" -"Con il nodo ``Area2D`` possiamo rilevare gli oggetti che si sovrappongono o " -"scontrano con il giocatore. Rinomina il nodo in ``Player`` facendo doppio " -"click sopra di esso. Ora che abbiamo impostato la scena principale, possiamo " -"aggiungere ulteriori nodi al giocatore per aggiungere altre funzionalità." - -msgid "" -"Save the scene. Click Scene -> Save, or press :kbd:`Ctrl + S` on Windows/" -"Linux or :kbd:`Cmd + S` on macOS." -msgstr "" -"Salva la scena. Clicca su Scena -> Salva, oppure premi :kbd:`Ctrl + S` su " -"Windows/Linux o :kbd:`Cmd + S` su macOS." - -msgid "For this project, we will be following the Godot naming conventions." -msgstr "" -"Per questo progetto, seguiremo le convenzioni di denominazione di Godot." - -msgid "" -"**GDScript**: Classes (nodes) use PascalCase, variables and functions use " -"snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." -msgstr "" -"**GDScript**: Le classi (nodi) usano PascalCase, le variabili e le funzioni " -"snake_case e le costanti usano ALL_CAPS (Vedi :ref:" -"`doc_gdscript_styleguide`)." - -msgid "Sprite animation" -msgstr "Animazione Sprite" - -msgid "When you're finished, your ``Player`` scene should look like this:" -msgstr "" -"Quando hai finito, la tua scena ``Player`` dovrebbe essere simile a questa:" - -msgid "Make sure to save the scene again after these changes." -msgstr "Assicurati di salvare di nuovo la scena dopo queste modifiche." diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po b/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po deleted file mode 100644 index f85e13bb19..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po +++ /dev/null @@ -1,207 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"In the script settings window, you can leave the default settings alone. " -"Just click \"Create\":" -msgstr "" -"Nella finestra di impostazioni dello script, puoi lasciare le impostazioni " -"di default. Clicca \"Crea\":" - -msgid "" -"If you're creating a C# script or other languages, select the language from " -"the `language` drop down menu before hitting create." -msgstr "" -"Se stai creando uno script C# o in altri linguaggi, scegli il linguaggio dal " -"menu a tendina `linguaggio` prima di cliccare crea." - -msgid "Start by declaring the member variables this object will need:" -msgstr "" -"Inizia dichiarando le variabili membro che questo oggetto avrà bisogno:" - -msgid "" -"The ``_ready()`` function is called when a node enters the scene tree, which " -"is a good time to find the size of the game window:" -msgstr "" -"La funzione ``_ready()`` viene chiamata quando un nodo entra nello scene " -"tree, è un momento ideale per andare a ricavare le dimensioni della finestra " -"di gioco:" - -msgid "" -"Now we can use the ``_process()`` function to define what the player will " -"do. ``_process()`` is called every frame, so we'll use it to update elements " -"of our game, which we expect will change often. For the player, we need to " -"do the following:" -msgstr "" -"Ora possiamo usare la funzione ``_process()`` per definire cosa farà il " -"player. La funzione ``_process()`` viene chiamata a ogni frame, quindi la " -"useremo per aggiornare gli elementi del nostro gioco che ci aspettiamo che " -"cambino spesso. Per il player dobbiamo fare il seguente:" - -msgid "Check for input." -msgstr "Controlla per input." - -msgid "Move in the given direction." -msgstr "Muoversi nella direzione data." - -msgid "Play the appropriate animation." -msgstr "Esegui l'animazione appropriata." - -msgid "" -"You can detect whether a key is pressed using ``Input.is_action_pressed()``, " -"which returns ``true`` if it's pressed or ``false`` if it isn't." -msgstr "" -"Puoi rilevare quando un pulsante è premuto usando ``Input." -"is_action_pressed()``, che ritorna ``true`` se è premuto o ``false`` se non " -"lo è." - -msgid "" -"We start by setting the ``velocity`` to ``(0, 0)`` - by default, the player " -"should not be moving. Then we check each input and add/subtract from the " -"``velocity`` to obtain a total direction. For example, if you hold ``right`` " -"and ``down`` at the same time, the resulting ``velocity`` vector will be " -"``(1, 1)``. In this case, since we're adding a horizontal and a vertical " -"movement, the player would move *faster* diagonally than if it just moved " -"horizontally." -msgstr "" -"Iniziamo impostando la ``velocity`` a ``(0, 0)`` - di default il giocatore " -"non dovrebbe muoversi. Poi controlliamo ogni input e aggiungiamo/sottraiamo " -"da ``velocity`` per ottenere una direzione globale. Per esempio, se tieni " -"premuto ``destra`` e ``giù`` allo stesso tempo, il vettore ``velocity`` che " -"otterremo sarà ``(1, 1)``. In questo caso, dato che stiamo sommando un " -"movimento orizzontale e uno verticale, il giocatore si muoverà *più* " -"*velocemente* in diagonale rispetto al solo movimento orizzontale." - -msgid "" -"We can prevent that if we *normalize* the velocity, which means we set its " -"*length* to ``1``, then multiply by the desired speed. This means no more " -"fast diagonal movement." -msgstr "" -"Possiamo prevenire ciò *normalizzando* la velocità, che significa impostare " -"la sua *lunghezza* a ``1``, dopodiché possiamo moltiplicare il vettore per " -"la velocità desiderata. In questo modo possiamo evitare i movimenti " -"diagonali a velocità maggiore." - -msgid "" -"If you've never used vector math before, or need a refresher, you can see an " -"explanation of vector usage in Godot at :ref:`doc_vector_math`. It's good to " -"know but won't be necessary for the rest of this tutorial." -msgstr "" -"Se non hai mai usato la matematica vettoriale prima d'ora, oppure hai " -"bisogno di una rinfrescata, puoi vedere una spiegazione sull'uso dei vettori " -"in Godot a v:ref:`doc_vector_math`. È buona cosa da sapere, ma non sarà " -"necessario per il resto di questo tutorial." - -msgid "" -"Now that we have a movement direction, we can update the player's position. " -"We can also use ``clamp()`` to prevent it from leaving the screen. " -"*Clamping* a value means restricting it to a given range. Add the following " -"to the bottom of the ``_process`` function (make sure it's not indented " -"under the `else`):" -msgstr "" -"Ora che abbiamo una direzione di movimento, possiamo aggiornare la posizione " -"del player. Possiamo inoltre usare ``clamp()`` per prevenire che il player " -"esca dallo schermo. Fare il *clamping* di un valore significa restringerlo a " -"un certo intervallo. Aggiungi il seguente codice sul fondo della funzione " -"``_process()`` (assicurati che non sia indentato sotto `else`):" - -msgid "" -"The `delta` parameter in the `_process()` function refers to the *frame " -"length* - the amount of time that the previous frame took to complete. Using " -"this value ensures that your movement will remain consistent even if the " -"frame rate changes." -msgstr "" -"Il parametro `delta` della funzione `_process()` si riferisce alla " -"*lunghezza del frame* - il tempo di esecuzione del frame precedente. Usare " -"questo valore garantisce che il movimento sia proporzionale al frame " -"precedente, in caso di variazione del frame rate." - -msgid "If you get an error in the \"Debugger\" panel that says" -msgstr "Se ottieni un errore nel pannello \"Debugger\" che dice" - -msgid "" -"``Attempt to call function 'play' in base 'null instance' on a null " -"instance``" -msgstr "" -"``Tentativo di chiamare la funzione 'play' nella base 'istanza nulla' su " -"un'istanza nulla``" - -msgid "Choosing animations" -msgstr "Scegliere le animazioni" - -msgid "" -"The boolean assignments in the code above are a common shorthand for " -"programmers. Since we're doing a comparison test (boolean) and also " -"*assigning* a boolean value, we can do both at the same time. Consider this " -"code versus the one-line boolean assignment above:" -msgstr "" -"Le assegnazioni booleane nel codice qui sopra sono comuni abbreviazioni per " -"i programmatori. Siccome stiamo facendo una comparazione (booleano) a anche " -"*assegnando* un valore booleano, possiamo fare entrambi allo stesso momento. " -"Considera questo codice contro l'assegnamento booleano in un'unica riga " -"mostrato sopra:" - -msgid "" -"Play the scene again and check that the animations are correct in each of " -"the directions." -msgstr "" -"Riproduci la scena e verifica che le animazioni siano corrette in ciascuna " -"delle direzioni." - -msgid "" -"When you're sure the movement is working correctly, add this line to " -"``_ready()``, so the player will be hidden when the game starts:" -msgstr "" -"Quando sei sicuro che il movimento stia funzionando correttamente, aggiungi " -"questa linea a ``_ready()``, così che il player sarà nascosto quando il " -"gioco ha inizio:" - -msgid "Preparing for collisions" -msgstr "Preparare per le collisioni" - -msgid "" -"We want ``Player`` to detect when it's hit by an enemy, but we haven't made " -"any enemies yet! That's OK, because we're going to use Godot's *signal* " -"functionality to make it work." -msgstr "" -"Vogliamo che il ``Player`` rilevi quando viene colpito da un nemico, ma non " -"abbiamo ancora creato nemici! Non c'è problema, perché useremo la " -"funzionalità *segnali* di Godot per fare in modo che funzioni." - -msgid "" -"This defines a custom signal called \"hit\" that we will have our player " -"emit (send out) when it collides with an enemy. We will use ``Area2D`` to " -"detect the collision. Select the ``Player`` node and click the \"Node\" tab " -"next to the Inspector tab to see the list of signals the player can emit:" -msgstr "" -"Questo definisce un segnale personalizzato chiamato \"hit\" che il giocatore " -"emetterà quando entra a contatto con un nemico. Useremo il nodo " -"``Area2D``per rilevare la collisione. Seleziona il nodo ``Player`` e fai " -"click sull'etichetta \"Node\", vicino a \"Inspector\", per vedere la lista " -"di segnali che il giocatore può emettere:" - -msgid "" -"Each time an enemy hits the player, the signal is going to be emitted. We " -"need to disable the player's collision so that we don't trigger the ``hit`` " -"signal more than once." -msgstr "" -"Ogni volta che un nemico colpirà il giocatore, il segnale verrà emesso. " -"Bisogna disabilitare la collisione del giocatore per non innescare il " -"segnale ``hit`` più di una volta." - -msgid "" -"The last piece is to add a function we can call to reset the player when " -"starting a new game." -msgstr "" -"L'ultimo pezzo è aggiungere una funzione che chiamiamo per resettare il " -"player quando inizia una nuova partita." diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po b/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po deleted file mode 100644 index b2f8295cf6..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po +++ /dev/null @@ -1,71 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Now it's time to make the enemies our player will have to dodge. Their " -"behavior will not be very complex: mobs will spawn randomly at the edges of " -"the screen, choose a random direction, and move in a straight line." -msgstr "" -"Ora è il momento di creare i nemici che il nostro giocatore dovrà schivare. " -"Il loro comportamento non sarà molto complesso: i mob saranno generati in " -"modo casuale ai bordi dello schermo, sceglieranno una direzione casuale e si " -"muoveranno in linea retta." - -msgid "" -"We'll create a ``Mob`` scene, which we can then *instance* to create any " -"number of independent mobs in the game." -msgstr "" -"Creeremo una scena ``Mob``, che possiamo poi *istanziare* per creare un " -"qualsiasi numero di mob indipendenti nel gioco." - -msgid "Node setup" -msgstr "Impostazione dei nodi" - -msgid ":ref:`RigidBody2D ` (named ``Mob``)" -msgstr ":ref:`RigidBody2D ` (chiamato ``Mob``)" - -msgid ":ref:`CollisionShape2D `" -msgstr ":ref:`CollisionShape2D `" - -msgid "" -"Don't forget to set the children so they can't be selected, like you did " -"with the Player scene." -msgstr "" -"Non dimenticare di impostare i nodi figli in modo che non possano essere " -"selezionati, come hai fatto con la scena del Giocatore." - -msgid "" -"We'll select one of these animations randomly so that the mobs will have " -"some variety." -msgstr "" -"Selezioneremo una di queste animazioni casualmente in modo che i nemici " -"abbiano una certa varietà." - -msgid "Save the scene." -msgstr "Salva la scena." - -msgid "Enemy script" -msgstr "Script del nemico" - -msgid "" -"We then need to pick a random number between ``0`` and ``2`` to select one " -"of these names from the list (array indices start at ``0``). ``randi() % n`` " -"selects a random integer between ``0`` and ``n-1``." -msgstr "" -"Dobbiamo quindi scegliere un numero casuale tra ``0`` e ``2`` per " -"selezionare uno di questi nomi dalla lista (gli indici degli array iniziano " -"con ``0``). ``randi() % n`` seleziona un numero intero casuale tra ``0`` e " -"``n-1``." - -msgid "This completes the `Mob` scene." -msgstr "Questo completa la scena `Mob`." diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po b/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po deleted file mode 100644 index 4bb489f1ef..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po +++ /dev/null @@ -1,109 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -":ref:`Timer ` (named ``MobTimer``) - to control how often mobs " -"spawn" -msgstr "" -":ref:`Timer ` (chiamato ``MobTimer``) - per controllare la " -"frequenza con cui i mob si generano" - -msgid "" -":ref:`Timer ` (named ``ScoreTimer``) - to increment the score " -"every second" -msgstr "" -":ref:`Timer ` (chiamato ``ScoreTimer``) - per incrementare il " -"punteggio ogni secondo" - -msgid "" -":ref:`Timer ` (named ``StartTimer``) - to give a delay before " -"starting" -msgstr "" -":ref:`Timer ` (chiamato ``StartTimer``) - per dare un ritardo " -"prima di iniziare" - -msgid "``MobTimer``: ``0.5``" -msgstr "``MobTimer``: ``0.5``" - -msgid "``ScoreTimer``: ``1``" -msgstr "``ScoreTimer``: ``1``" - -msgid "``StartTimer``: ``2``" -msgstr "``StartTimer``: ``2``" - -msgid "Spawning mobs" -msgstr "Generazione dei Mostri" - -msgid "" -"The Main node will be spawning new mobs, and we want them to appear at a " -"random location on the edge of the screen. Add a :ref:`Path2D " -"` node named ``MobPath`` as a child of ``Main``. When you " -"select ``Path2D``, you will see some new buttons at the top of the editor:" -msgstr "" -"Il nodo Main genererà nuovi mob, e vogliamo che appaiano in una posizione " -"casuale sul bordo dello schermo. Aggiungi un nodo :ref:`Path2D " -"` chiamato ``MobPath`` come figlio di ``Main``. Quando " -"selezioni ``Path2D``, vedrai alcuni nuovi pulsanti nella parte superiore " -"dell'editor:" - -msgid "" -"Draw the path in *clockwise* order, or your mobs will spawn pointing " -"*outwards* instead of *inwards*!" -msgstr "" -"Disegna il percorso in ordine *orario*, o i tuoi nemici verranno generati " -"*verso l'esterno* invece che *verso l'interno*!" - -msgid "" -"After placing point ``4`` in the image, click the \"Close Curve\" button and " -"your curve will be complete." -msgstr "" -"Dopo aver posizionato il punto ``4`` nell'immagine, fare clic sul pulsante " -"\"Chiudi curva\" e la curva sarà completa." - -msgid "" -"Now that the path is defined, add a :ref:`PathFollow2D ` " -"node as a child of ``MobPath`` and name it ``MobSpawnLocation``. This node " -"will automatically rotate and follow the path as it moves, so we can use it " -"to select a random position and direction along the path." -msgstr "" -"Ora che il percorso è definito, aggiungere un nodo :ref:'PathFollow2D " -"' come figlio di ''MobPath'' e denominarlo " -"''MobSpawnLocation''. Questo nodo ruoterà automaticamente e seguirà il " -"percorso mentre si muove, quindi possiamo usarlo per selezionare una " -"posizione e una direzione casuali lungo il percorso." - -msgid "Your scene should look like this:" -msgstr "La tua scena dovrebbe assomigliare a questa:" - -msgid "Main script" -msgstr "Script principale" - -msgid "You can assign this property's value in two ways:" -msgstr "Puoi assegnare il valore di questa proprietà in due modi:" - -msgid "" -"Note that a new instance must be added to the scene using ``add_child()``." -msgstr "" -"Nota che una nuova istanza deve essere aggiunta alla scena usando " -"``add_child()``." - -msgid "Testing the scene" -msgstr "Testare la scena" - -msgid "" -"You should be able to move the player around, see mobs spawning, and see the " -"player disappear when hit by a mob." -msgstr "" -"Dovresti essere in grado di muovere il giocatore, vedere i nemici che " -"vengono generati e vedere il giocatore scomparire quando viene colpito da " -"uno di essi." diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po b/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po deleted file mode 100644 index e30d337f2d..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po +++ /dev/null @@ -1,165 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"The :ref:`CanvasLayer ` node lets us draw our UI elements " -"on a layer above the rest of the game, so that the information it displays " -"isn't covered up by any game elements like the player or mobs." -msgstr "" -"Il nodo :ref:'CanvasLayer ' ci consente di disegnare i " -"nostri elementi dell'interfaccia utente su un livello sopra il resto del " -"gioco, in modo che le informazioni visualizzate non vengano coperte da " -"elementi di gioco come il giocatore o i mob." - -msgid "The HUD needs to display the following information:" -msgstr "L'HUD deve mostrare le seguenti informazioni:" - -msgid "Score, changed by ``ScoreTimer``." -msgstr "Punteggio, modificato da ''ScoreTimer''." - -msgid "A message, such as \"Game Over\" or \"Get Ready!\"" -msgstr "Un messaggio, ad esempio \"Game Over\" o \"Get Ready!\"" - -msgid "A \"Start\" button to begin the game." -msgstr "Un pulsante \"Start\" per iniziare il gioco." - -msgid "" -"The basic node for UI elements is :ref:`Control `. To create " -"our UI, we'll use two types of :ref:`Control ` nodes: :ref:" -"`Label ` and :ref:`Button `." -msgstr "" -"Il nodo di base per gli elementi dell'interfaccia utente è :ref:'Control " -"'. Per creare l'interfaccia utente, useremo due tipi di nodi :" -"ref:'Control ': :ref:'Label ' e :ref:'Button " -"'." - -msgid "Create the following as children of the ``HUD`` node:" -msgstr "Crea i seguenti come figli del nodo ``HUD``:" - -msgid ":ref:`Label ` named ``ScoreLabel``." -msgstr ":ref:`Label ` denominato ``ScoreLabel``." - -msgid ":ref:`Label ` named ``Message``." -msgstr ":ref:`Label ` denominato ``Message``." - -msgid ":ref:`Button ` named ``StartButton``." -msgstr ":ref:`Button ` denominato ``StartButton``." - -msgid ":ref:`Timer ` named ``MessageTimer``." -msgstr ":ref:`Timer ` denominato ``MessageTimer``." - -msgid "" -"Click on the ``ScoreLabel`` and type a number into the ``Text`` field in the " -"Inspector. The default font for ``Control`` nodes is small and doesn't scale " -"well. There is a font file included in the game assets called \"Xolonium-" -"Regular.ttf\". To use this font, do the following:" -msgstr "" -"Fare clic su ``ScoreLabel`` e digitare un numero nel campo ``Testo`` " -"nell'Inspector. Il tipo di font predefinito per i nodi ``Control`` è piccolo " -"e non scala bene. C'è un file di font incluso nelle risorse di gioco " -"chiamato \"Xolonium-Regular.ttf\". Per utilizzare questo font, eseguire le " -"operazioni seguenti:" - -msgid "ScoreLabel" -msgstr "ScoreLabel" - -msgid "Message" -msgstr "Messaggio" - -msgid "StartButton" -msgstr "StartButton" - -msgid "" -"On the ``MessageTimer``, set the ``Wait Time`` to ``2`` and set the ``One " -"Shot`` property to \"On\"." -msgstr "" -"Sul ``MessageTimer``, imposta ``Tempo d'attesa`` su ``2`` e imposta la " -"proprietà ``Colpo singolo`` su \"On\"." - -msgid "Now add this script to ``HUD``:" -msgstr "Ora aggiungi questo script a ''HUD'':" - -msgid "" -"This function is called when the player loses. It will show \"Game Over\" " -"for 2 seconds, then return to the title screen and, after a brief pause, " -"show the \"Start\" button." -msgstr "" -"Questa funzione viene chiamata quando il giocatore perde. Mostra \"Game " -"Over\" per 2 secondi, poi ritorna alla schermata del titolo e, dopo una " -"breve pausa, mostra il pulsante \"Start\"." - -msgid "" -"When you need to pause for a brief time, an alternative to using a Timer " -"node is to use the SceneTree's ``create_timer()`` function. This can be very " -"useful to add delays such as in the above code, where we want to wait some " -"time before showing the \"Start\" button." -msgstr "" -"Quando è necessario sospendere per un breve periodo di tempo, un'alternativa " -"all'utilizzo di un nodo Timer consiste nell'utilizzare la funzione " -"``create_timer()`` di SceneTree. Questo può essere molto utile per " -"ritardare, come nel codice sopra, dove vogliamo aspettare un po 'di tempo " -"prima di mostrare il pulsante \"Start\"." - -msgid "Connecting HUD to Main" -msgstr "Collegamento di HUD a Main" - -msgid "" -"Now that we're done creating the ``HUD`` scene, go back to ``Main``. " -"Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene. " -"The scene tree should look like this, so make sure you didn't miss anything:" -msgstr "" -"Ora che abbiamo finito di creare la scena ``HUD``, tornare a ``Main``. " -"Istanza la scena ``HUD`` in ``Main`` come hai fatto per la scena ``Player``. " -"L'albero della scena completo dovrebbe essere simile a questo, quindi " -"assicurati di non aver tralasciato nulla:" - -msgid "" -"Now we need to connect the ``HUD`` functionality to our ``Main`` script. " -"This requires a few additions to the ``Main`` scene:" -msgstr "" -"Ora dobbiamo collegare la funzionalità ``HUD`` al nostro script ``Main``. " -"Ciò richiede alcune aggiunte alla scena ``Main``:" - -msgid "" -"In ``new_game()``, update the score display and show the \"Get Ready\" " -"message:" -msgstr "" -"In ``new_game()``, aggiorna la visualizzazione del punteggio e mostra il " -"messaggio \"Get Ready\":" - -msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:" -msgstr "" -"In ``game_over()`` dobbiamo chiamare la corrispondente funzione ``HUD``:" - -msgid "Removing old creeps" -msgstr "Rimuovere i vecchi \"creeps\"" - -msgid "" -"If you play until \"Game Over\" and then start a new game right away, the " -"creeps from the previous game may still be on the screen. It would be better " -"if they all disappeared at the start of a new game. We just need a way to " -"tell *all* the mobs to remove themselves. We can do this with the \"group\" " -"feature." -msgstr "" -"Se giochi fino al \"Game Over\" e inizi subito una nuova partita, i creeps " -"del gioco precedente potrebbero essere ancora sullo schermo. Sarebbe meglio " -"se scomparissero tutti all'inizio di una nuova partita. Abbiamo solo bisogno " -"di un modo per dire a *tutti* i mob di sparire. Possiamo farlo con la " -"funzione \"gruppo\"." - -msgid "" -"The ``call_group()`` function calls the named function on every node in a " -"group - in this case we are telling every mob to delete itself." -msgstr "" -"La funzione ``call_group()`` chiama la funzione cosi denominata su ogni nodo " -"di un gruppo - cosi facendo diciamo a ogni mob di cancellarsi." diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po b/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po deleted file mode 100644 index ea207f75d7..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po +++ /dev/null @@ -1,55 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Finishing up" -msgstr "Rifinitura" - -msgid "Background" -msgstr "Sfondo" - -msgid "Sound effects" -msgstr "Effetti Sonori" - -msgid "" -"Add two :ref:`AudioStreamPlayer ` nodes as children " -"of ``Main``. Name one of them ``Music`` and the other ``DeathSound``. On " -"each one, click on the ``Stream`` property, select \"Load\", and choose the " -"corresponding audio file." -msgstr "" -"Aggiungere due nodi :ref:`AudioStreamPlayer ``come " -"figli di ``Main``. Chiamane uno ``Music`` e l'altro ``DeathSound``. Per " -"ognuno di essi, clicca sulla proprietà ``Stream``, seleziona \"Load\" e " -"scegli il file audio corrispondente." - -msgid "" -"To play the music, add ``$Music.play()`` in the ``new_game()`` function and " -"``$Music.stop()`` in the ``game_over()`` function." -msgstr "" -"Per riprodurre la musica, aggiungi ``$Music.play()`` nella funzione " -"``new_game()`` e ``$Music.stop()`` nella funzione ``game_over()``." - -msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function." -msgstr "" -"Dopodiché , aggiungi ''$DeathSound.play()'' nella funzione ''game_over()''." - -msgid "Keyboard shortcut" -msgstr "Scorciatoia da tastiera" - -msgid "" -"Since the game is played with keyboard controls, it would be convenient if " -"we could also start the game by pressing a key on the keyboard. We can do " -"this with the \"Shortcut\" property of the ``Button`` node." -msgstr "" -"Poiché il gioco si gioca con i comandi della tastiera, sarebbe conveniente " -"se potessimo iniziare il gioco anche premendo un tasto sulla tastiera. " -"Possiamo farlo con la proprietà \"Shortcut\" del nodo ``Button``." diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/index.po b/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/index.po deleted file mode 100644 index 27afdb5c31..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/first_2d_game/index.po +++ /dev/null @@ -1,43 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Your first 2D game" -msgstr "Il tuo primo gioco 2D" - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "You will learn to:" -msgstr "Imparerai a:" - -msgid "And more." -msgstr "E altro ancora." - -msgid "**Why start with 2D?**" -msgstr "**Perché iniziare con il 2D?**" - -msgid "" -"https://github.com/godotengine/godot-demo-projects/tree/master/2d/" -"dodge_the_creeps" -msgstr "" -"https://github.com/godotengine/godot-demo-projects/tree/master/2d/" -"dodge_the_creeps" - -msgid "Prerequisites" -msgstr "Prerequisiti" - -msgid "Contents" -msgstr "Contenuti" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po b/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po b/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po deleted file mode 100644 index 6e8c96877d..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po +++ /dev/null @@ -1,96 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "image1" - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "image2" - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "image3" - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "image4" - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "image5" - -msgid "|image6|" -msgstr "|image6|" - -msgid "image6" -msgstr "image6" - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "image7" - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "image8" - -msgid "|image9|" -msgstr "|image9|" - -msgid "image9" -msgstr "image9" - -msgid "|image12|" -msgstr "|image12|" - -msgid "image12" -msgstr "image12" - -msgid "|image15|" -msgstr "|image15|" - -msgid "image15" -msgstr "image15" - -msgid "|image16|" -msgstr "|image16|" - -msgid "image16" -msgstr "image16" - -msgid "|image18|" -msgstr "|image18|" - -msgid "image18" -msgstr "image18" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po b/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po deleted file mode 100644 index b7db0b216a..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po +++ /dev/null @@ -1,103 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "For this project, we will be following the Godot naming conventions." -msgstr "" -"Per questo progetto, seguiremo le convenzioni di denominazione di Godot." - -msgid "" -"**GDScript**: Classes (nodes) use PascalCase, variables and functions use " -"snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." -msgstr "" -"**GDScript**: Le classi (nodi) usano PascalCase, le variabili e le funzioni " -"snake_case e le costanti usano ALL_CAPS (Vedi :ref:" -"`doc_gdscript_styleguide`)." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "" -"To learn more about the difference between ``_process()`` and " -"``_physics_process()``, see :ref:`doc_idle_and_physics_processing`." -msgstr "" -"Per saperne di più sulla differenza tra ``_process()`` e " -"``_physics_process()``, vedere :ref:`doc_idle_and_physics_processing`." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "image1" - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "image2" - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "image3" - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "image4" - -msgid "|image11|" -msgstr "|image11|" - -msgid "image11" -msgstr "image11" - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "image5" - -msgid "|image6|" -msgstr "|image6|" - -msgid "image6" -msgstr "image6" - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "image7" - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "image8" - -msgid "|image9|" -msgstr "|image9|" - -msgid "image9" -msgstr "image9" - -msgid "|image10|" -msgstr "|image10|" - -msgid "image10" -msgstr "image10" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po b/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po deleted file mode 100644 index 5ecced7c33..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po +++ /dev/null @@ -1,72 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "image1" - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "image2" - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "image4" - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "image5" - -msgid "|image6|" -msgstr "|image6|" - -msgid "image6" -msgstr "image6" - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "image7" - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "image8" - -msgid "|image9|" -msgstr "|image9|" - -msgid "image9" -msgstr "image9" - -msgid "|image10|" -msgstr "|image10|" - -msgid "image10" -msgstr "image10" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po b/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po deleted file mode 100644 index 92d3e684dd..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po +++ /dev/null @@ -1,168 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "image1" - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "image2" - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "image3" - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "image4" - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "image5" - -msgid "|image6|" -msgstr "|image6|" - -msgid "image6" -msgstr "image6" - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "image7" - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "image8" - -msgid "|image9|" -msgstr "|image9|" - -msgid "image9" -msgstr "image9" - -msgid "|image10|" -msgstr "|image10|" - -msgid "image10" -msgstr "image10" - -msgid "|image11|" -msgstr "|image11|" - -msgid "image11" -msgstr "image11" - -msgid "|image12|" -msgstr "|image12|" - -msgid "image12" -msgstr "image12" - -msgid "|image13|" -msgstr "|image13|" - -msgid "image13" -msgstr "image13" - -msgid "|image14|" -msgstr "|image14|" - -msgid "image14" -msgstr "image14" - -msgid "|image15|" -msgstr "|image15|" - -msgid "image15" -msgstr "image15" - -msgid "|image16|" -msgstr "|image16|" - -msgid "image16" -msgstr "image16" - -msgid "|image17|" -msgstr "|image17|" - -msgid "image17" -msgstr "image17" - -msgid "|image18|" -msgstr "|image18|" - -msgid "image18" -msgstr "image18" - -msgid "|image19|" -msgstr "|image19|" - -msgid "image19" -msgstr "image19" - -msgid "|image20|" -msgstr "|image20|" - -msgid "image20" -msgstr "image20" - -msgid "|image21|" -msgstr "|image21|" - -msgid "image21" -msgstr "image21" - -msgid "|image22|" -msgstr "|image22|" - -msgid "image22" -msgstr "image22" - -msgid "|image23|" -msgstr "|image23|" - -msgid "image23" -msgstr "image23" - -msgid "|image24|" -msgstr "|image24|" - -msgid "image24" -msgstr "image24" - -msgid "|image25|" -msgstr "|image25|" - -msgid "image25" -msgstr "image25" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po b/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po deleted file mode 100644 index 430d984b39..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po +++ /dev/null @@ -1,72 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "image1" - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "image2" - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "image3" - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "image4" - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "image5" - -msgid "|image6|" -msgstr "|image6|" - -msgid "image6" -msgstr "image6" - -msgid "Jumping" -msgstr "Saltare" - -msgid "Squashing monsters" -msgstr "Schiacciare i mostri" - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "image7" - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "image8" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po b/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po deleted file mode 100644 index f7271a959e..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po +++ /dev/null @@ -1,48 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "image1" - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "image2" - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "image3" - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "image4" - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "image5" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po b/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po deleted file mode 100644 index 46ef7212ef..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po +++ /dev/null @@ -1,135 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "image1" - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "image2" - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "image3" - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "image4" - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "image5" - -msgid "|image6|" -msgstr "|image6|" - -msgid "image6" -msgstr "image6" - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "image7" - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "image8" - -msgid "|image9|" -msgstr "|image9|" - -msgid "image9" -msgstr "image9" - -msgid "|image10|" -msgstr "|image10|" - -msgid "image10" -msgstr "image10" - -msgid "|image11|" -msgstr "|image11|" - -msgid "image11" -msgstr "image11" - -msgid "|image12|" -msgstr "|image12|" - -msgid "image12" -msgstr "image12" - -msgid "|image13|" -msgstr "|image13|" - -msgid "image13" -msgstr "image13" - -msgid "|image14|" -msgstr "|image14|" - -msgid "image14" -msgstr "image14" - -msgid "Adding music" -msgstr "Aggiungere la musica" - -msgid "|image15|" -msgstr "|image15|" - -msgid "image15" -msgstr "image15" - -msgid "|image16|" -msgstr "|image16|" - -msgid "image16" -msgstr "image16" - -msgid "|image17|" -msgstr "|image17|" - -msgid "image17" -msgstr "image17" - -msgid "|image18|" -msgstr "|image18|" - -msgid "image18" -msgstr "image18" - -msgid "|image19|" -msgstr "|image19|" - -msgid "image19" -msgstr "image19" - -msgid "|image20|" -msgstr "|image20|" - -msgid "image20" -msgstr "image20" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po b/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po deleted file mode 100644 index 55f8618300..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po +++ /dev/null @@ -1,153 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "image1" - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "image2" - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "image3" - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "image4" - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "image5" - -msgid "|image6|" -msgstr "|image6|" - -msgid "image6" -msgstr "image6" - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "image7" - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "image8" - -msgid "|image9|" -msgstr "|image9|" - -msgid "image9" -msgstr "image9" - -msgid "|image10|" -msgstr "|image10|" - -msgid "image10" -msgstr "image10" - -msgid "|image11|" -msgstr "|image11|" - -msgid "image11" -msgstr "image11" - -msgid "|image12|" -msgstr "|image12|" - -msgid "image12" -msgstr "image12" - -msgid "|image13|" -msgstr "|image13|" - -msgid "image13" -msgstr "image13" - -msgid "|image14|" -msgstr "|image14|" - -msgid "image14" -msgstr "image14" - -msgid "|image15|" -msgstr "|image15|" - -msgid "image15" -msgstr "image15" - -msgid "|image16|" -msgstr "|image16|" - -msgid "image16" -msgstr "image16" - -msgid "|image17|" -msgstr "|image17|" - -msgid "image17" -msgstr "image17" - -msgid "|image18|" -msgstr "|image18|" - -msgid "image18" -msgstr "image18" - -msgid "|image19|" -msgstr "|image19|" - -msgid "image19" -msgstr "image19" - -msgid "|image20|" -msgstr "|image20|" - -msgid "image20" -msgstr "image20" - -msgid "|image21|" -msgstr "|image21|" - -msgid "image21" -msgstr "image21" - -msgid "|image22|" -msgstr "|image22|" - -msgid "image22" -msgstr "image22" - -msgid "**Congratulations**!" -msgstr "**Congratulazioni**!" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/going_further.po b/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/going_further.po deleted file mode 100644 index 0969390fc6..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/going_further.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Going further" -msgstr "Andare oltre" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/index.po b/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/index.po deleted file mode 100644 index 600e9ce1e0..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/first_3d_game/index.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "You will learn to:" -msgstr "Imparerai a:" - -msgid "And more." -msgstr "E altro ancora." - -msgid "Contents" -msgstr "Contenuti" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po b/sphinx/po/it/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po b/sphinx/po/it/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po deleted file mode 100644 index b991589002..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po +++ /dev/null @@ -1,240 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot's design philosophy" -msgstr "La filosofia progettuale di Godot" - -msgid "" -"**Every game engine is different and fits different needs.** Not only do " -"they offer a range of features, but the design of each engine is unique. " -"This leads to different workflows and different ways to form your games' " -"structures. This all stems from their respective design philosophies." -msgstr "" -"**Ogni motore di gioco è diverso e si adatta alle diverse esigenze.** Non " -"solo offrono una serie di caratteristiche, ma il design di ogni motore è " -"unico. Questo porta a diversi flussi di lavoro e modi diversi per formare le " -"strutture dei tuoi giochi. Tutto ciò deriva dalle rispettive filosofie " -"progettuali." - -msgid "" -"This page is here to help you understand how Godot works, starting with some " -"of its core pillars. It is not a list of available features, nor is it an " -"engine comparison. To know if any engine can be a good fit for your project, " -"you need to try it out for yourself and understand its design and " -"limitations." -msgstr "" -"Questa pagina è qui per aiutarvi a capire come funziona Godot, a partire da " -"alcuni dei suoi pilastri fondamentali. Non si tratta di un elenco delle " -"caratteristiche disponibili, né di un confronto tra motori. Per sapere se un " -"motore può essere adatto al tuo progetto, devi provarlo tu stesso e " -"comprenderne il design e i limiti." - -msgid "Object-oriented design and composition" -msgstr "Progettazione e composizione orientata agli oggetti" - -msgid "" -"Godot embraces object-oriented design at its core with its flexible scene " -"system and Node hierarchy. It tries to stay away from strict programming " -"patterns to offer an intuitive way to structure your game." -msgstr "" -"Godot abbraccia il design orientato agli oggetti al suo interno con il suo " -"sistema flessibile di scene e la gerarchia dei Nodi, e cerca di stare " -"lontano da rigidi schemi di programmazione per offrire un modo intuitivo per " -"strutturare il tuo gioco." - -msgid "" -"For one, Godot lets you **compose or aggregate** scenes. It's like nested " -"prefabs: you can create a BlinkingLight scene and a BrokenLantern scene that " -"uses the BlinkingLight. Then, create a city filled with BrokenLanterns. " -"Change the BlinkingLight's color, save, and all the BrokenLanterns in the " -"city will update instantly." -msgstr "" -"Per prima cosa, Godot consente di **comporre o aggregare** scene. È come un " -"prefabbricato annidato: è possibile creare una scena LuceAccesa una scena " -"LanternaRotta che utilizza LuceAccesa. Poi, creare una città piena di " -"LanterneRotte. Cambia il colore di LuceAccesa, salva, e tutte le " -"LanterneRotte della città si aggiornano istantaneamente." - -msgid "On top of that, you can **inherit** from any scene." -msgstr "Inoltre, puoi **ereditare** da qualsiasi scena." - -msgid "" -"A Godot scene could be a Weapon, a Character, an Item, a Door, a Level, part " -"of a level… anything you'd like. It works like a class in pure code, except " -"you're free to design it by using the editor, using only the code, or mixing " -"and matching the two." -msgstr "" -"Una scena di Godot può essere un'arma, un personaggio, un oggetto, una " -"porta, un livello, una parte di un livello.... tutto quello che vuoi. " -"Funziona come una classe in codice puro, tranne che sei libero di " -"progettarlo utilizzando l'editor, usando solo il codice, o mescolando e " -"abbinando i due." - -msgid "" -"It's different from prefabs you find in several 3D engines, as you can then " -"inherit from and extend those scenes. You may create a Magician that extends " -"your Character. Modify the Character in the editor and the Magician will " -"update as well. It helps you build your projects so that their structure " -"matches the game's design." -msgstr "" -"È diverso dai prefabbricati che si trovano in vari motori 3D, in quanto è " -"possibile ereditare ed estendere quelle scene. Puoi creare un Mago che " -"estende il tuo Personaggio. Modificare il Personaggio nell'editor e anche il " -"Mago si aggiornerà. Ti aiuta a costruire i tuoi progetti in modo che la loro " -"struttura corrisponda al design del gioco." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "image1" - -msgid "All-inclusive package" -msgstr "Pacchetto tutto incluso" - -msgid "" -"Godot tries to provide its own tools to answer most common needs. It has a " -"dedicated scripting workspace, an animation editor, a tilemap editor, a " -"shader editor, a debugger, a profiler, the ability to hot-reload locally and " -"on remote devices, etc." -msgstr "" -"Godot cerca di fornire i propri strumenti per rispondere ai bisogni più " -"comuni. Ha uno spazio di lavoro dedicato allo scripting, un editor di " -"animazione, un editor di tilemap, un editor di shader, un debugger, un " -"profiler, la possibilità di caricare a caldo localmente e su dispositivi " -"remoti, ecc." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "image2" - -msgid "" -"Note that the 3D workspace doesn't feature as many tools as the 2D " -"workspace. You'll need external programs or add-ons to edit terrains, " -"animate complex characters, and so on. Godot provides a complete API to " -"extend the editor's functionality using game code. See `The Godot editor is " -"a Godot game`_ below." -msgstr "" -"Tieni presente che l'area di lavoro 3D non presenta tanti strumenti come " -"l'area di lavoro 2D. Avrai bisogno di programmi esterni o componenti " -"aggiuntivi per modificare i terreni, animare personaggi complessi e così " -"via. Godot fornisce un'API completa per estendere le funzionalità " -"dell'editor usando il codice di gioco. Vedi 'L'editor Godot è un gioco " -"Godot' sotto." - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "image4" - -msgid "" -"*A State Machine editor plugin in Godot 2 by kubecz3k. It lets you manage " -"states and transitions visually.*" -msgstr "" -"*Un plugin dell'editor di Godot 2 per le Macchine a Stati fatto da kubecz3k. " -"Permette di gestire stati e transizioni in maniera visuale.*" - -msgid "Open source" -msgstr "Open source" - -msgid "" -"Godot offers a fully open source codebase under the **MIT license**. This " -"means all the technologies that ship with it have to be Free (as in freedom) " -"as well. For the most part, they're developed from the ground up by " -"contributors." -msgstr "" -"Godot offre una base di codice completamente open source sotto la **licenza " -"MIT**. Ciò significa che anche tutte le tecnologie fornite devono essere " -"gratuite (come in libertà). Per la maggior parte, sono sviluppati da zero " -"dai collaboratori." - -msgid "" -"Anyone can plug in proprietary tools for the needs of their projects — they " -"just won't ship with the engine. This may include Google AdMob, or FMOD. Any " -"of these can come as third-party plugins instead." -msgstr "" -"Chiunque può collegare strumenti proprietari per le esigenze dei loro " -"progetti - semplicemente non saranno inclusi nel motore. Questo può " -"includere Google AdMob, o FMOD. Ognuno di questi può essere invece " -"implementato come plugin di terze parti." - -msgid "" -"On the other hand, an open codebase means you can **learn from and extend " -"the engine** to your heart's content. You can also debug games easily, as " -"Godot will print errors with a stack trace, even if they come from the " -"engine itself." -msgstr "" -"D'altra parte, in un progetto con sorgente aperto è possibile **imparare dal " -"motore ed estenderne le funzionalità** come più ti aggrada. Puoi anche fare " -"debug dei giochi in maniera semplice, poiché Godot stamperà gli errori con " -"una stack trace, anche se arrivano dal motore stesso." - -msgid "" -"This **does not affect the work you do with Godot** in any way: there's no " -"strings attached to the engine or anything you make with it." -msgstr "" -"Questo **non influenzerà il lavoro che fai con Godot** in nessun modo: non " -"ci sono vincoli collegati al motore o qualsiasi cosa tu faccia con esso." - -msgid "Community-driven" -msgstr "Gestito dalla comunità" - -msgid "The Godot editor is a Godot game" -msgstr "L'editor di Godot è un gioco sviluppato in Godot" - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "image5" - -msgid "" -"*RPG in a Box is a voxel RPG editor made with Godot 2. It uses Godot's UI " -"tools for its node-based programming system and for the rest of the " -"interface.*" -msgstr "" -"*RPG in a Box é un editor di GDR voxel fatto con Godot 2. Usa gli strumenti " -"dell'interfaccia utente di Godot per il suo sistema di programmazione basato " -"sui nodi e per il resto dell'interfaccia.*" - -msgid "" -"The editor is fully written in C++ and is statically compiled into the " -"binary. This means you can't import it as a typical project that would have " -"a ``project.godot`` file." -msgstr "" -"L'editor è completamente scritto in C++ ed è compilato statisticamente " -"nell'eseguibile. Questo significa che non puoi importarlo come un progetto " -"tipico avente un file ``project.godot``." - -msgid "Separate 2D and 3D engines" -msgstr "Motori 2D e 3D separati" - -msgid "" -"Godot offers dedicated 2D and 3D rendering engines. As a result, **the base " -"unit for 2D scenes is pixels.** Even though the engines are separate, you " -"can render 2D in 3D, 3D in 2D, and overlay 2D sprites and interfaces over " -"your 3D world." -msgstr "" -"Godot offre motori di rendering 2D e 3D dedicati. Di conseguenza, **l'unità " -"di base per le scene 2D è il pixel.** Anche se i motori sono separati, è " -"possibile renderizzare il 2D in 3D, il 3D in 2D, e sovrapporre gli sprite e " -"le interfacce 2D nel tuo mondo 3D." diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/introduction/index.po b/sphinx/po/it/LC_MESSAGES/getting_started/introduction/index.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/introduction/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po b/sphinx/po/it/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po deleted file mode 100644 index 3780a11c9d..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po +++ /dev/null @@ -1,41 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to Godot" -msgstr "Introduzione a Godot" - -msgid "" -"This article is here to help you figure out whether Godot might be a good " -"fit for you. We will introduce some broad features of the engine to give you " -"a feel for what you can achieve with it and answer questions such as \"what " -"do I need to know to get started?\"." -msgstr "" -"Questo articolo è qui per aiutarti a capire se Godot potrebbe essere una " -"buona soluzione per te. Introdurremo alcune caratteristiche generali del " -"motore per darti un'idea di ciò che puoi ottenere con esso e rispondere a " -"domande come \"cosa devo sapere per iniziare?." - -msgid "What is Godot?" -msgstr "Cos'è Godot?" - -msgid "What can the engine do?" -msgstr "Cosa può fare il motore?" - -msgid "How does it work and look?" -msgstr "Come funziona e come appare?" - -msgid "Programming languages" -msgstr "Linguaggi di programmazione" - -msgid "What do I need to know to use Godot?" -msgstr "Cosa devo sapere per usare Godot?" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po b/sphinx/po/it/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po deleted file mode 100644 index ee764ec13f..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Scenes" -msgstr "Scene" - -msgid "Nodes" -msgstr "Nodi" - -msgid "Signals" -msgstr "Segnali" - -msgid "Summary" -msgstr "Sommario" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po b/sphinx/po/it/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/introduction/learning_new_features.po b/sphinx/po/it/LC_MESSAGES/getting_started/introduction/learning_new_features.po deleted file mode 100644 index 3096116d04..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/introduction/learning_new_features.po +++ /dev/null @@ -1,65 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Learning to think like a programmer" -msgstr "Imparare a pensare come un programmatore" - -msgid "" -"Asking questions well and providing details will help others answer you " -"faster and better. When asking questions, we recommend including the " -"following information:" -msgstr "" -"Formulare bene le tue domande e provvedendone i dettagli aiuterà gli altri a " -"darti risposte migliori e più veloci. Raccomandiamo di includere le seguenti " -"informazioni quando si fa una domanda:" - -msgid "" -"**Describe your goal**. You want to explain what you are trying to achieve " -"design-wise. If you are having trouble figuring out how to make a solution " -"work, there may be a different, easier solution that accomplishes the same " -"goal." -msgstr "" -"**Descrivi il tuo obbiettivo**. Dovresti spiegare cosa stai cercando di " -"ottenere tenendo in conto il design. Se stai avendo problemi nel far " -"funzionare una soluzione, potrebbero esserci diverse, più semplici soluzioni " -"che raggiungono lo stesso obbiettivo." - -msgid "" -"Sharing a video of your running game can also be really **useful to " -"troubleshoot your game**. You can use programs like `OBS Studio `_ and `Screen to GIF `_ to " -"capture your screen." -msgstr "" -"Condividere un video dell'esecuzione del tuo gioco può davvero essere " -"**utile per risolvere i problemi del tuo gioco**. Puoi usare programmi come " -"`OBS Studio `_ e `Screen to GIF `_ per registrare il tuo schermo." - -msgid "" -"You can then use a service like `streamable `_ or a " -"cloud provider to upload and share your videos for free." -msgstr "" -"Puoi usare servizi come `streamable `_ o un cloud " -"provider per condividere gratuitamente i tuoi video." - -msgid "" -"If you're not using the stable version of Godot, please mention the version " -"you're using. The answer can be different as available features and the " -"interface evolve rapidly." -msgstr "" -"Se non stai usando la versione stabile di Godot, per favore menziona la " -"versione che stai usando. La risposta può essere differente in base alle " -"caratteristiche a disposizione e l'evoluzione continua dell'interfaccia." - -msgid "Community tutorials" -msgstr "Tutorial della comunità" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/index.po deleted file mode 100644 index deae14ce17..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/index.po +++ /dev/null @@ -1,28 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Step by step" -msgstr "Passo dopo passo" - -msgid "" -"The following lessons are here to prepare you for :ref:" -"`doc_your_first_2d_game`, a step-by-step tutorial where you will code a game " -"from scratch. By the end of it, you will have the necessary foundations to " -"explore more features in other sections. We also included links to pages " -"that cover a given topic in-depth where appropriate." -msgstr "" -"Le seguenti lezioni sono qui per prepararti per :ref:" -"`doc_your_first_2d_game`, un tutorial step-by-step dove programmerai un " -"gioco da zero. Per la fine, avrai le fondazioni necessarie per esplorare più " -"funzioni in altre sezioni. Abbiamo inoltre incluso collegamenti a pagine che " -"coprono un determinato argomento approfondito dove appropriato." diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/instancing.po deleted file mode 100644 index 4d740c0c2f..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ /dev/null @@ -1,165 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"In the previous part, we saw that a scene is a collection of nodes organized " -"in a tree structure, with a single node as its root. You can split your " -"project into any number of scenes. This feature helps you break down and " -"organize your game's different components." -msgstr "" -"Nella parte precedente abbiamo visto che una scena è un insieme di nodi " -"organizzati in una struttura ad albero, con un singolo nodo come radice. È " -"possibile suddividere il progetto in un numero qualsiasi di scene. Questa " -"funzione aiuta a suddividere e organizzare i diversi componenti del gioco." - -msgid "" -"As we mentioned in the previous part, instanced scenes behave like a node: " -"the editor hides their content by default. When you instance the Ball, you " -"only see the Ball node. Notice also how each duplicate has a unique name." -msgstr "" -"Come abbiamo detto nella parte precedente, le scene istanziate si comportano " -"come un nodo: l'editor nasconde il loro contenuto per impostazione " -"predefinita. Quando si istanzia la Palla, si vede solo il nodo Palla. Si " -"noti anche come ogni duplicato abbia un nome unico." - -msgid "In practice" -msgstr "In pratica" - -msgid "Finally, click the Import & Edit button." -msgstr "Infine, fare clic sul pulsante 'Importa e Modifica'." - -msgid "" -"Let's add a ball as a child of the Main node. In the Scene dock, select the " -"Main node. Then, click the link icon at the top of the scene dock. This " -"button allows you to add an instance of a scene as a child of the currently " -"selected node." -msgstr "" -"Aggiungiamo una palla come figlio del nodo Main. Nel dock della scena, " -"selezionare il nodo Main. Quindi, fare clic sull'icona di collegamento nella " -"parte superiore del dock della scena. Questo pulsante consente di aggiungere " -"un'istanza di una scena come figlio del nodo attualmente selezionato." - -msgid "Double-click the ball scene to instance it." -msgstr "Fare doppio clic sulla scena della palla per istanziarla." - -msgid "Click on it and drag it towards the center of the view." -msgstr "Fare clic su di esso e trascinarlo verso il centro della vista." - -msgid "" -"Play the game again. You should now see every ball fall independently from " -"one another. This is what instances do. Each is an independent reproduction " -"of a template scene." -msgstr "" -"Eseguire nuovamente il gioco. Ora dovreste vedere ogni palla cadere " -"indipendentemente l'una dall'altra. Questo è ciò che fanno le istanze. " -"Ognuna è una riproduzione indipendente di una scena template (modello)." - -msgid "There is more to instances. With this feature, you can:" -msgstr "C'è ancora altro sulle istanze. Con questa funzione è possibile:" - -msgid "" -"Change the properties of one ball without affecting the others using the " -"Inspector." -msgstr "" -"Modificare le proprietà di una sfera senza influenzare le altre utilizzando " -"l'Inspector." - -msgid "" -"Changing a property on an instance always overrides values from the " -"corresponding packed scene." -msgstr "" -"La modifica di una proprietà su un'istanza sovrascrive sempre i valori della " -"scena impacchettata corrispondente." - -msgid "" -"Let's now adjust an individual instance. Head back to the Main scene by " -"clicking on the corresponding tab above the viewport." -msgstr "" -"Regoliamo ora una singola istanza. Tornare alla scena principale facendo " -"clic sulla scheda corrispondente sopra la finestra di visualizzazione." - -msgid "" -"Select one of the instanced Ball nodes and, in the Inspector, set its " -"Gravity Scale value to ``10``." -msgstr "" -"Selezionate uno dei nodi Ball istanziati e, nell'Inspector, impostate il " -"valore Gravity Scale su ``10``." - -msgid "A grey \"revert\" button appears next to the adjusted property." -msgstr "" -"Accanto alla proprietà modificata viene visualizzato il pulsante grigio " -"\"revert\" (ripristina)." - -msgid "" -"Rerun the game and notice how this ball now falls much faster than the " -"others." -msgstr "" -"Riprendete il gioco e notate che questa palla ora cade molto più velocemente " -"delle altre." - -msgid "" -"Resources are another essential building block of Godot games we will cover " -"in a later lesson." -msgstr "" -"Le risorse sono un altro elemento essenziale dei giochi di Godot, che " -"tratteremo in una lezione successiva." - -msgid "Scene instances as a design language" -msgstr "Istanze di scena come linguaggio di design" - -msgid "" -"Instances and scenes in Godot offer an excellent design language, setting " -"the engine apart from others out there. We designed Godot around this " -"concept from the ground up." -msgstr "" -"Le istanze e le scene in Godot offrono un linguaggio di progettazione " -"eccellente, che distingue il motore da altri esistenti. Abbiamo progettato " -"Godot intorno a questo concetto fin dall'inizio." - -msgid "" -"We recommend dismissing architectural code patterns when making games with " -"Godot, such as Model-View-Controller (MVC) or Entity-Relationship diagrams. " -"Instead, you can start by imagining the elements players will see in your " -"game and structure your code around them." -msgstr "" -"Quando si realizzano giochi con Godot, si consiglia di evitare i normali " -"Desing patterns, come MVC (Model-View-Controller) o Entity-Relationship. Si " -"può invece iniziare immaginando gli elementi che i giocatori vedranno nel " -"gioco e strutturando il codice intorno ad essi." - -msgid "" -"Imagine we started by creating the room. We could make a couple of different " -"room scenes, with unique arrangements of furniture in them. Later, we could " -"make a house scene that uses multiple room instances for the interior. We " -"would create a citadel out of many instanced houses and a large terrain on " -"which we would place the citadel. Each of these would be a scene instancing " -"one or more sub-scenes." -msgstr "" -"Immaginiamo di iniziare creando la stanza. Potremmo creare un paio di scene " -"di stanze diverse, con una disposizione unica dei mobili al loro interno. In " -"seguito, potremmo creare una scena di una casa che utilizza istanze multiple " -"per gli interni. Creeremo una cittadella con molte istanze di case e un " -"grande terreno su cui posizionare la cittadella. Ognuno di questi elementi " -"sarebbe una scena che istanzia una o più sotto-scene." - -msgid "Summary" -msgstr "Sommario" - -msgid "A tool to structure and encapsulate complex systems." -msgstr "Uno strumento per strutturare e incapsulare sistemi complessi." - -msgid "" -"A language to think about your game project's structure in a natural way." -msgstr "" -"Un linguaggio pensato per concepire la struttura del vostro progetto di " -"gioco in modo naturale." diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po deleted file mode 100644 index 37f2ee7729..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po +++ /dev/null @@ -1,130 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Nodes and Scenes" -msgstr "Nodi e Scene" - -msgid "" -"In :ref:`doc_key_concepts_overview`, we saw that a Godot game is a tree of " -"scenes and that each scene is a tree of nodes. In this lesson, we explain a " -"bit more about them. You will also create your first scene." -msgstr "" -"Su :ref:`doc_key_concepts_overview`, abbiamo visto che un gioco su Godot è " -"un albero di scene e che ogni scena è un albero di nodi. In questa lezione, " -"approfondiamo su di loro. Inoltre creerete la vostra prima scena." - -msgid "Nodes" -msgstr "Nodi" - -msgid "" -"**Nodes are the fundamental building blocks of your game**. They are like " -"the ingredients in a recipe. There are dozens of kinds that can display an " -"image, play a sound, represent a camera, and much more." -msgstr "" -"**I nodi sono i blocchi fondamentali del tuo gioco**. Sono come ingredienti " -"in una ricetta. Ci sono dozzine di tipi che possono mostrare un’immagine, " -"riprodurre un suono, rappresentare una camera, e molto altro." - -msgid "All nodes have the following characteristics:" -msgstr "Tutti i nodi hanno le seguenti caratteristiche:" - -msgid "A name." -msgstr "Un nome." - -msgid "Editable properties." -msgstr "Proprietà modificabili." - -msgid "Scenes" -msgstr "Scene" - -msgid "" -"When you organize nodes in a tree, like our character, we call this " -"construct a scene. Once saved, scenes work like new node types in the " -"editor, where you can add them as a child of an existing node. In that case, " -"the instance of the scene appears as a single node with its internals hidden." -msgstr "" -"Quando organizzi nodi in un albero, come il nostro personaggio, possiamo " -"chiamare questa formazione una scena. Una volta salvata, la scena si " -"presenta come un nuovo nodo nell’editor, dove possiamo aggiungerlo come " -"figlio di un nodo esistente. In questo caso, l’istanza della scena appare " -"come nodo singolo con interni nascosti." - -msgid "" -"Scenes allow you to structure your game's code however you want. You can " -"**compose nodes** to create custom and complex node types, like a game " -"character that runs and jumps, a life bar, a chest with which you can " -"interact, and more." -msgstr "" -"Le scene di consentono di strutturare il codice del gioco in qualunque modo " -"tu voglia. Puoi **comporre nodi** per creare nodi personalizzati e " -"complessi, come un personaggio di gioco che si muove e salta, una barra " -"della vita, una cesta con cui puoi interagire, e molto altro." - -msgid "Select the Label node. You can type its name to filter down the list." -msgstr "" -"Seleziona il nodo Label. Puoi scrivere il suo nome per filtrarlo sulla lista." - -msgid "" -"Click on the Label node to select it and click the Create button at the " -"bottom of the window." -msgstr "" -"Clicca sul nodo Label per selezionarlo e clicca il pulsante Crea nella parte " -"inferiore della finestra." - -msgid "" -"A lot happens when you add a scene's first node. The scene changes to the 2D " -"workspace because Label is a 2D node type. The Label appears, selected, in " -"the top-left corner of the viewport. The node appears in the Scene dock on " -"the left, and the node's properties appear in the Inspector dock on the " -"right." -msgstr "" -"Molto accade quando aggiungi il primo nodo di una scena. La scena cambia dal " -"piano di lavoro 2D perché Label è un nodo di tipo 2D. Il Label appare, " -"selezionato, nel bordo in alto a sinistra del Viewport. Il nodo appare nel " -"riquadro Scene sulla sinistra, e le proprietà del nodo appaiono nel pannello " -"Inspector sulla destra." - -msgid "" -"Head to the Inspector dock on the right of the viewport. Click inside the " -"field below the Text property and type \"Hello World\"." -msgstr "" -"Muoviti sul riquadro Inspector sulla destra del Viewport. Clicca dentro il " -"campo sotto la proprietà Testo e scrivi \"Hello World\"." - -msgid "" -"You can move your Label node in the viewport by selecting the move tool in " -"the toolbar." -msgstr "" -"Puoi muovere il tuo nodo Label nel Viewport selezionando lo strumento muovi " -"nella barra degli strumenti." - -msgid "" -"With the Label selected, click and drag anywhere in the viewport to move it " -"to the center of the view delimited by the rectangle." -msgstr "" -"Con la Label selezionata, premi e trascina ovunque nel Viewport per muoverlo " -"al centro della vista delimitata dal rettangolo." - -msgid "" -"The Save Scene As dialog, like other file dialogs in the editor, only allows " -"you to save files inside the project. The ``res://`` path at the top of the " -"window represents the project's root directory and stands for \"resource " -"path\". For more information about file paths in Godot, see :ref:" -"`doc_filesystem`." -msgstr "" -"La finestra di dialogo Salva scena con nome, come le altre finestre di " -"dialogo dei file nell'editor, consente di salvare i file solo all'interno " -"del progetto. Il percorso ``res://`` in cima alla finestra rappresenta la " -"directory principale del progetto e sta per \"percorso delle risorse\". Per " -"ulteriori informazioni sui percorsi dei file in Godot, vedere :ref:" -"`doc_filesystem`." diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po deleted file mode 100644 index 79d0f9bce2..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po +++ /dev/null @@ -1,74 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"In this lesson, you will code your first script to make the Godot icon turn " -"in circles using GDScript. As we mentioned :ref:`in the introduction `, we assume you have programming foundations. The " -"equivalent C# code has been included in another tab for convenience." -msgstr "" -"In questa lezione, si creerà il primo script per far girare in cerchio " -"l'icona di Godot utilizzando GDScript. Come abbiamo detto :ref:` " -"nell'introduzione `, si presuppone che abbiate delle " -"basi di programmazione. Per comodità, il codice C# equivalente è stato " -"incluso in un'altra scheda." - -msgid "" -"To learn more about GDScript, its keywords, and its syntax, head to the :ref:" -"`GDScript reference`." -msgstr "" -"Per saperne di più su GDScript, le sue parole chiavi e la sua sintassi, " -"consultare il :ref:`GDScript reference`." - -msgid "" -"To learn more about C#, head to the :ref:`C# basics ` page." -msgstr "" -"Per saperne di più su C#, vai alla pagina :ref:`basi di C# `." - -msgid "Project setup" -msgstr "Impostazione del progetto" - -msgid "" -"Our script currently doesn't do anything. Let's make it print the text " -"\"Hello, world!\" to the Output bottom panel to get started." -msgstr "" -"Il nostro script al momento non fa nulla. Facciamogli stampare il testo " -"\"Hello, world\" nel pannello inferiore del output per iniziare." - -msgid "Add the following code to your script:" -msgstr "Aggiungi il seguente codice al tuo script:" - -msgid "" -"Let's break it down. The ``func`` keyword defines a new function named " -"``_init``. This is a special name for our class's constructor. The engine " -"calls ``_init()`` on every object or node upon creating it in memory, if you " -"define this function." -msgstr "" -"Cerchiamo di semplificarlo. La parola chiave \"func\" definisce una nuova " -"funzione chiamata \"_init\". Questo è un nome speciale per il nostro " -"costruttore di classe. Il motore di gioco chiama \"init()\" su ogni oggetto " -"o nodo appena lo crea nella memoria, se definisci questa funzione." - -msgid "" -"Games work by rendering many images per second, each called a frame, and " -"they do so in a loop. We measure the rate at which a game produces images in " -"Frames Per Second (FPS). Most games aim for 60 FPS, although you might find " -"figures like 30 FPS on slower mobile devices or 90 to 240 for virtual " -"reality games." -msgstr "" -"I videogiochi funzionano disegnando molte immagini al secondo, ognuna " -"chiamata un frame, e lo fanno in un loop. Misuriamo il tasso al quale il " -"gioco produce immagini in Frames Per Second(FPS). La maggior parte dei " -"videogiochi puntano ai 60 FPS, anche se potresti trovare valori come 30 FPS " -"su dispositivi più lenti o dai 90 ai 240 per i videogiochi in realtà " -"virtuale." diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po deleted file mode 100644 index 38c562c70e..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po +++ /dev/null @@ -1,210 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Scripting languages" -msgstr "Linguaggi di scripting" - -msgid "" -"This lesson will give you an overview of the available scripting languages " -"in Godot. You will learn the pros and cons of each option. In the next part, " -"you will write your first script using GDScript." -msgstr "" -"Questa lezione fornisce una panoramica dei linguaggi di scripting " -"disponibili in Godot. Imparerete i pro e i contro di ogni opzione. Nella " -"prossima parte, scriverete il vostro primo script utilizzando GDScript." - -msgid "" -"**Scripts attach to a node and extend its behavior**. This means that " -"scripts inherit all functions and properties of the node they attach to." -msgstr "" -"**Gli script si collegano a un nodo e ne estendono il comportamento**. Ciò " -"significa che gli script ereditano tutte le funzioni e le proprietà del nodo " -"a cui si collegano." - -msgid "" -"For example, take a game where a Camera2D node follows a ship. The Camera2D " -"node follows its parent by default. Imagine you want the camera to shake " -"when the player takes damage. As this feature is not built into Godot, you " -"would attach a script to the Camera2D node and code the shake." -msgstr "" -"Ad esempio, prendiamo un gioco in cui un nodo Camera2D segue una nave. Il " -"nodo Camera2D segue il suo genitore per impostazione predefinita. " -"Immaginiamo di volere che la telecamera si muova quando il giocatore subisce " -"un danno. Poiché questa funzione non è integrata in Godot, si dovrebbe " -"collegare uno script al nodo Camera2D e codificare il suo movimento." - -msgid "Available scripting languages" -msgstr "Linguaggi di scripting disponibili" - -msgid "" -"If you're a beginner, we recommend to **start with GDScript**. We made this " -"language specifically for Godot and the needs of game developers. It has a " -"lightweight and straightforward syntax and provides the tightest integration " -"with Godot." -msgstr "" -"Se siete principianti, vi consigliamo di **iniziare con GDScript**. Abbiamo " -"creato questo linguaggio appositamente per Godot e per le esigenze degli " -"sviluppatori di giochi. Ha una sintassi leggera e semplice e fornisce la più " -"stretta integrazione con Godot." - -msgid "" -"For C#, you will need an external code editor like `VSCode `_ or Visual Studio. While C# support is now mature, you " -"will find fewer learning resources for it compared to GDScript. That's why " -"we recommend C# mainly to users who already have experience with the " -"language." -msgstr "" -"Per C#, è necessario un editor di codice esterno come `VSCode `_ o Visual Studio. Sebbene il supporto di C# sia ormai " -"maturo, si trovano meno risorse di apprendimento rispetto a GDScript. Per " -"questo motivo, consigliamo C# soprattutto agli utenti che hanno già " -"esperienza con questo linguaggio." - -msgid "Let's look at each language's features, as well as its pros and cons." -msgstr "" -"Analizziamo le caratteristiche di ogni linguaggio , nonché i suoi pro e i " -"suoi contro." - -msgid "GDScript" -msgstr "GDScript" - -msgid "" -":ref:`GDScript` is an `object-oriented `_ and `imperative `_ programming language built for " -"Godot. It's made by and for game developers to save you time coding games. " -"Its features include:" -msgstr "" -":ref:`GDScript` è un linguaggio di programmazione `orientato " -"agli oggetti `_ e " -"`imperativo `_ e " -"costruito appositamente per Godot. È fatto da e per gli sviluppatori di " -"videogiochi, per risparmiare tempo nella loro creazione. Le sue " -"caratteristiche includono:" - -msgid "A simple syntax that leads to short files." -msgstr "Una sintassi semplice che porta a file brevi." - -msgid "Blazing fast compilation and loading times." -msgstr "Tempi di compilazione e caricamento velocissimi." - -msgid "" -"Tight editor integration, with code completion for nodes, signals, and more " -"information from the scene it's attached to." -msgstr "" -"Integrazione stretta dell'editor, con completamento del codice per i nodi, i " -"segnali e per molte altre informazioni dalla scena a cui è collegato." - -msgid "" -"No `garbage collection `_, as this feature eventually gets in " -"the way when creating games. The engine counts references and manages the " -"memory for you in most cases by default, but you can also control memory if " -"you need to." -msgstr "" -"Niente `garbage collection `_, perché questa funzione potrebbe " -"intralciarti mentre realizzi i videogiochi. L'engine conta i riferimenti e " -"gestisce la memoria per conto tuo nella maggior parte dei casi, ma puoi " -"anche controllare la memoria se ne hai bisogno." - -msgid "" -"`Gradual typing `_. Variables " -"have dynamic types by default, but you also can use type hints for strong " -"type checks." -msgstr "" -"`Gradual typing `_. Le " -"variabili hanno tipi dinamici per impostazione predefinita, ma si possono " -"usare anche i suggerimenti per i controlli di tipo forte." - -msgid "" -"GDScript looks like Python as you structure your code blocks using " -"indentations, but it doesn't work the same way in practice. It's inspired by " -"multiple languages, including Squirrel, Lua, and Python." -msgstr "" -"GDScript somiglia a Python per quanto riguarda la strutturazione dei blocchi " -"di codice tramite indentazioni, ma in pratica non funziona allo stesso modo. " -"Si ispira a diversi linguaggi, tra cui Squirrel, Lua e Python." - -msgid "Why don't we use Python or Lua directly?" -msgstr "Perché non usare direttamente Python o Lua?" - -msgid "" -"Years ago, Godot used Python, then Lua. Both languages' integration took a " -"lot of work and had severe limitations. For example, threading support was a " -"big challenge with Python." -msgstr "" -"Anni fa, Godot utilizzava Python, poi Lua. L'integrazione di entrambi i " -"linguaggi richiedeva molto lavoro e presentava forti limitazioni. Ad " -"esempio, il supporto al threading era una grande sfida con Python." - -msgid "" -"Developing a dedicated language doesn't take us more work and we can tailor " -"it to game developers' needs. We're now working on performance optimizations " -"and features that would've been difficult to offer with third-party " -"languages." -msgstr "" -"Lo sviluppo di un linguaggio dedicato non ci richiede più lavoro e possiamo " -"adattarlo alle esigenze dei game developer. Siamo ora al lavoro " -"sull'ottimizzazione delle prestazioni e sulle funzionalità che sarebbe stato " -"difficile offrire con i linguaggi di terze parti." - -msgid ".NET / C#" -msgstr ".NET / C#" - -msgid "" -"GDScript code itself doesn't execute as fast as compiled C# or C++. However, " -"most script code calls functions written with fast algorithms in C++ code " -"inside the engine. In many cases, writing gameplay logic in GDScript, C#, or " -"C++ won't have a significant impact on performance." -msgstr "" -"Il codice GDScript stesso non viene eseguito così velocemente come il codice " -"C# o C++ compilato. Tuttavia, gran parte del codice di script richiama " -"funzioni scritte con algoritmi veloci nel codice C++ interno al motore. In " -"molti casi, scrivere la logica di gioco in GDScript, C# o C++ non avrà un " -"impatto significativo sulle prestazioni." - -msgid "" -"Projects written in C# using Godot 4 currently cannot be exported to the web " -"platform. To use C# on that platform, consider Godot 3 instead. Android and " -"iOS platform support is available as of Godot 4.2, but is experimental and :" -"ref:`some limitations apply `." -msgstr "" -"I progetti scritti in C# usando Godot 4 non possono essere attualmente " -"esportati per piattaforme web. Per usare C# su tali piattaforme, si " -"consiglia l'uso di Godot 3. Il supporto per piattaforme Android e iOS è " -"disponibile a partire da Godot 4.2, ma tale supporto è sperimentale e :ref:" -"`si applicano limitazioni `." - -msgid "" -"To learn more about C#, head to the :ref:`C# basics ` page." -msgstr "" -"Per saperne di più su C#, vai alla pagina :ref:`basi di C# `." - -msgid "Summary" -msgstr "Sommario" - -msgid "" -"Scripts are files containing code that you attach to a node to extend its " -"functionality." -msgstr "" -"Gli script sono file contenenti codice che alleghi a un nodo per estenderne " -"le funzionalità." - -msgid "" -"You can mix languages, for instance, to implement demanding algorithms with " -"C or C++ and write most of the game logic with GDScript or C#." -msgstr "" -"È possibile mescolare i linguaggi, ad esempio implementare algoritmi " -"impegnativi con C o C++ e scrivere la maggior parte della logica di gioco " -"con GDScript o C#." diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po deleted file mode 100644 index e7bccd5baa..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Summary" -msgstr "Sommario" diff --git a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/signals.po deleted file mode 100644 index f27b37340d..0000000000 --- a/sphinx/po/it/LC_MESSAGES/getting_started/step_by_step/signals.po +++ /dev/null @@ -1,50 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Signal" -msgstr "Segnale" - -msgid "Using signals" -msgstr "Utilizzo dei segnali" - -msgid "For this project, we will be following the Godot naming conventions." -msgstr "" -"Per questo progetto, seguiremo le convenzioni di denominazione di Godot." - -msgid "" -"**GDScript**: Classes (nodes) use PascalCase, variables and functions use " -"snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." -msgstr "" -"**GDScript**: Le classi (nodi) usano PascalCase, le variabili e le funzioni " -"snake_case e le costanti usano ALL_CAPS (Vedi :ref:" -"`doc_gdscript_styleguide`)." - -msgid "Scene setup" -msgstr "Impostazione della scena" - -msgid "Custom signals" -msgstr "Segnali personalizzati" - -msgid "" -"The signal arguments show up in the editor's node dock, and Godot can use " -"them to generate callback functions for you. However, you can still emit any " -"number of arguments when you emit signals. So it's up to you to emit the " -"correct values." -msgstr "" -"I segnali sono argomenti che vengono visualizzati nel riquadro del nodo " -"dell'editor e Godot può utilizzarli per generare funzioni di callback. " -"Tuttavia, è ancora possibile emettere un numero qualsiasi di argomenti " -"quando si emettono segnali, quindi spetta a te fornire i valori corretti." - -msgid "Summary" -msgstr "Sommario" diff --git a/sphinx/po/it/LC_MESSAGES/index.po b/sphinx/po/it/LC_MESSAGES/index.po deleted file mode 100644 index 7de0d21aad..0000000000 --- a/sphinx/po/it/LC_MESSAGES/index.po +++ /dev/null @@ -1,168 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "About" -msgstr "Informazioni su Godot" - -msgid "Getting started" -msgstr "Per iniziare" - -msgid "Manual" -msgstr "Manuale" - -msgid "Contributing" -msgstr "Contribuire" - -msgid "Community" -msgstr "Comunità" - -msgid "Class reference" -msgstr "Riferimenti alle classi" - -msgid "" -"Godot's documentation is available in various languages and versions. Expand " -"the \"Read the Docs\" panel at the bottom of the sidebar to see the list." -msgstr "" -"La documentazione di Godot è disponibile in diverse lingue e versioni. " -"Espandi il pannello \"Leggi la documentazione\" in fondo alla barra laterale " -"per vedere la lista." - -msgid "" -"This documentation is translated from the `original English one `_ by community members on `Weblate `_." -msgstr "" -"Questa documentazione è tradotta da `quella originale in inglese `_ dai membri della community su `Weblate " -"`_." - -msgid "" -"Depending on the translation effort's completion level, you may find " -"paragraphs or whole pages which are still in English. You can help the " -"community by providing new translations or reviewing existing ones on " -"Weblate." -msgstr "" -"A seconda del livello di completezza raggiunta nella traduzione, potresti " -"trovare alcuni paragrafi o intere pagine ancora in inglese. Puoi aiutare la " -"comunità fornendo nuove traduzioni o controllando quelle esistenti su " -"Weblate." - -msgid "" -"For the time being, localized translations are only available for the " -"\"stable\" branch. You can still view the English documentation for other " -"engine versions using the \"Read the Docs\" panel at the bottom of the " -"sidebar." -msgstr "" -"Al momento, le traduzioni localizzate sono disponibili solo per la versione " -"del ramo \"latest\" (development), ma dovrebbero essere adatte per imparare " -"come usare le versioni stabili di Godot." - -msgid "" -"Welcome to the official documentation of `Godot Engine `__, the free and open source community-driven 2D and 3D game engine! If " -"you are new to this documentation, we recommend that you read the :ref:" -"`introduction page ` to get an overview of what this " -"documentation has to offer." -msgstr "" -"Benvenuto nella documentazione ufficiale di :ref:`Godot Engine `, il motore di gioco 2D e 3D gratuito e open source gestito " -"dalla community! Se è la prima volta che utilizzi questa documentazione, ti " -"raccomandiamo di leggere la :ref:`pagina di introduzione ` " -"per avere una panoramica di cosa questa documentazione ha da offrirti." - -msgid "" -"The table of contents in the sidebar should let you easily access the " -"documentation for your topic of interest. You can also use the search " -"function in the top-left corner." -msgstr "" -"La tabella dei contenuti qui sotto e nella barra laterale ti dovrebbero " -"consentire un accesso facile alla documentazione degli argomenti che ti " -"interessano. Puoi usare anche la funzione di ricerca nell'angolo in alto a " -"sinistra." - -msgid "Get involved" -msgstr "Partecipa" - -msgid "" -"Godot Engine is an open source project developed by a community of " -"volunteers. The documentation team can always use your feedback and help to " -"improve the tutorials and class reference. If you don't understand " -"something, or cannot find what you are looking for in the docs, help us make " -"the documentation better by letting us know!" -msgstr "" -"Godot Engine è un progetto open source sviluppato da una comunità di " -"volontari. Il team della documentazione può utilizzare sempre i tuoi " -"feedback ed il tuo aiuto per migliorare i tutorial ed i riferimenti alle " -"classi. Se non comprendi qualcosa o non riesci a trovare quello che stai " -"cercando in questi documenti, aiutaci a migliorare la documentazione " -"facendocelo sapere!" - -msgid "" -"Submit an issue or pull request on the `GitHub repository `_, help us `translate the documentation " -"`_ into your language, or " -"talk to us on the ``#documentation`` channel on the `Godot Contributors Chat " -"`_!" -msgstr "" -"Segnala un problema o fai una pull request sul `repository di GitHub " -"`_, aiutaci a `tradurre la " -"documentazione `_ nella tua " -"lingua, o rimani in contatto con noi sia sul canale della ``#documentation`` " -"su `Chat Contributori Godot `_!" - -msgid "weblate_widget" -msgstr "weblate_widget" - -msgid "Translation status" -msgstr "Stato della traduzione" - -msgid "Offline documentation" -msgstr "Documentazione offline" - -msgid "" -"To browse the documentation offline, you can download an HTML copy (updated " -"every Monday): `stable `__, `latest " -"`__, `3.6 `__. Extract the ZIP archive then open the top-level ``index." -"html`` in a web browser." -msgstr "" -"Per consultare la documentazione offline, è possibile scaricare una copia " -"HTML (aggiornata ogni lunedì): `stabile `__, `più recente `__, `3.6 `__. Estrarre l'archivio ZIP e aprire il primo " -"livello ``index.html`` in un browser web." - -msgid "" -"For mobile devices or e-readers, you can also download an ePub copy (updated " -"every Monday): `stable `__, `latest " -"`__, `3.6 `__. Extract the ZIP archive then open the ``GodotEngine.epub`` " -"file in an e-book reader application." -msgstr "" -"Per dispositivi mobili o e-readers è anche possibile scaricare una copia " -"ePub (aggiornata ogni Lunedì): `stabile `__, `ultimo `__, `3.6 `__. Estrai l'archivio ZIP ed apri il file " -"``GodotEngine.epub`` in un lettore di e-book." diff --git a/sphinx/po/it/LC_MESSAGES/sphinx.po b/sphinx/po/it/LC_MESSAGES/sphinx.po deleted file mode 100644 index 9986ec27f8..0000000000 --- a/sphinx/po/it/LC_MESSAGES/sphinx.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Languages" -msgstr "Lingue" - -msgid "Versions" -msgstr "Versioni" - -msgid "On Read the Docs" -msgstr "Su Leggi i documenti" - -msgid "Project Home" -msgstr "Progetto Home" - -msgid "Builds" -msgstr "Costruzioni" - -msgid "Downloads" -msgstr "Download disponibili" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_antialiasing.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_antialiasing.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_antialiasing.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po deleted file mode 100644 index 17216b3612..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D lights and shadows" -msgstr "Luci e ombre 2D" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Nodes" -msgstr "Nodi" - -msgid "Directional light" -msgstr "Luce direzionale" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_meshes.po deleted file mode 100644 index a01bc50a17..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D meshes" -msgstr "Mesh 2D" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_movement.po deleted file mode 100644 index 0e0d810eeb..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_movement.po +++ /dev/null @@ -1,88 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Setup" -msgstr "Configura" - -msgid "8-way movement" -msgstr "Movimento a 8 direzioni" - -msgid "" -"If you've never used vector math before, or need a refresher, you can see an " -"explanation of vector usage in Godot at :ref:`doc_vector_math`." -msgstr "" -"Se non hai esperienza di matematica vettoriale, o necessiti di un ripasso, " -"puoi dare un'occhiata alla spiegazione sull'utilizzo dei vettori in Godot " -"in :ref:`doc_vector_math`." - -msgid "Rotation + movement" -msgstr "Rotazione + Movimento" - -msgid "" -"This type of movement is sometimes called \"Asteroids-style\" because it " -"resembles how that classic arcade game worked. Pressing left/right rotates " -"the character, while up/down moves it forward or backward in whatever " -"direction it's facing." -msgstr "" -"Questo tipo di movimento viene chiamato a volte \"Stile-Asteroids\" perché è " -"riconducibile al classico gioco arcade. Premendo sinistra/destra si ruota il " -"personaggio mentre su/giù si muove in avanti o indietro nella direzione in " -"cui sta puntando." - -msgid "Rotation + movement (mouse)" -msgstr "Rotazione + Movimento (mouse)" - -msgid "" -"This style of movement is a variation of the previous one. This time, the " -"direction is set by the mouse position instead of the keyboard. The " -"character will always \"look at\" the mouse pointer. The forward/back inputs " -"remain the same, however." -msgstr "" -"Questo metodo di spostamento è molto simile al precedente. Questa volta, la " -"direzione è determinata dalla posizione del mouse anziché dalla tastiera. Il " -"personaggio guarderà (\"look_at\") sempre al puntatore del mouse. Comunque " -"gli input avanti/indietro non varieranno." - -msgid "Click-and-move" -msgstr "Clicca e muovi" - -msgid "" -"This last example uses only the mouse to control the character. Clicking on " -"the screen will cause the player to move to the target location." -msgstr "" -"Questo ultimo esempio utilizza solo il mouse per controllare il personaggio. " -"Cliccando sullo schermo provocherà lo spostamento del giocatore verso la " -"posizione designata." - -msgid "" -"This technique can also be used as the basis of a \"following\" character. " -"The ``target`` position can be that of any object you want to move to." -msgstr "" -"Questa tecnica può anche essere utilizzata come base per un personaggio " -"\"che segue\". La posizione ``target`` può essere quella di qualsiasi " -"oggetto si desideri raggiungere." - -msgid "Summary" -msgstr "Sommario" - -msgid "" -"You may find these code samples useful as starting points for your own " -"projects. Feel free to use them and experiment with them to see what you can " -"make." -msgstr "" -"Troverai questi esempi di codice utili come punto di partenza per i tuoi " -"progetti personali. Sentiti libero di utilizzarli e sperimentare con questi " -"per scoprire cosa puoi fare." diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_parallax.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_parallax.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_parallax.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po deleted file mode 100644 index 5390c15d4b..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Controlling the animation" -msgstr "Controllare l'animazione" - -msgid "Summary" -msgstr "Sommario" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_transforms.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/canvas_layers.po deleted file mode 100644 index 26aee1315c..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "CanvasLayers" -msgstr "CanvasLayers" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po deleted file mode 100644 index 6e223201eb..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Drawing" -msgstr "Disegnare" - -msgid "Updating" -msgstr "Aggiornamento" - -msgid "Tools" -msgstr "Strumenti" - -msgid "Animation" -msgstr "Animazione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/index.po deleted file mode 100644 index 9cf137ab1b..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/index.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D" -msgstr "2D" - -msgid "Rendering" -msgstr "Renderer" - -msgid "Tools" -msgstr "Strumenti" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/introduction_to_2d.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/introduction_to_2d.po deleted file mode 100644 index 8b7df7e436..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/introduction_to_2d.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Coordinate system" -msgstr "Sistema di coordinate" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/particle_systems_2d.po deleted file mode 100644 index 6536604a74..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ /dev/null @@ -1,78 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Intro" -msgstr "Introduzione" - -msgid "Texture" -msgstr "Texture" - -msgid "Lifetime" -msgstr "Durata di vita" - -msgid "Lifetime: 0.5" -msgstr "Durata di vita: 0.5" - -msgid "Lifetime: 4.0" -msgstr "Durata di vita: 4.0" - -msgid "One Shot" -msgstr "Colpo singolo" - -msgid "Preprocess" -msgstr "Preprocesso" - -msgid "Explosiveness" -msgstr "Esplosività" - -msgid "Randomness" -msgstr "Casualità" - -msgid "Fixed FPS" -msgstr "FPS fisso" - -msgid "Local Coords" -msgstr "Coordinate locali" - -msgid "Direction" -msgstr "Direzione" - -msgid "Spread" -msgstr "Propagazione" - -msgid "Flatness" -msgstr "Piattezza" - -msgid "Gravity" -msgstr "Gravità" - -msgid "Damping" -msgstr "Smorzamento" - -msgid "Angle" -msgstr "Angolo" - -msgid "Scale" -msgstr "Scala" - -msgid "Color" -msgstr "Colore" - -msgid "Animation" -msgstr "Animazione" - -msgid "Emission Mask" -msgstr "Maschera Emissione" - -msgid "Emission Colors" -msgstr "Colori Emissione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/using_tilemaps.po deleted file mode 100644 index 4c70d34909..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using TileMaps" -msgstr "Utilizzo di TileMaps" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Rendering" -msgstr "Renderer" - -msgid "Physics" -msgstr "Fisica" - -msgid "Navigation" -msgstr "Navigazione" - -msgid "Bucket Fill" -msgstr "Riempimento" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/2d/using_tilesets.po b/sphinx/po/it/LC_MESSAGES/tutorials/2d/using_tilesets.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/2d/using_tilesets.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/3d_antialiasing.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/3d_antialiasing.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/3d_antialiasing.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/3d_text.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/3d_text.po deleted file mode 100644 index 35ee16eb72..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/3d_text.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Advantages" -msgstr "Vantaggi" - -msgid "Limitations" -msgstr "Limitazioni" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/csg_tools.po deleted file mode 100644 index 6ad7012b21..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/csg_tools.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to CSG nodes" -msgstr "Introduzione ai nodi CSG" - -msgid "CSGPolygon" -msgstr "CSGPolygon" - -msgid "Custom meshes" -msgstr "Mesh personalizzate" - -msgid "Processing order" -msgstr "Ordine di elaborazione" - -msgid "Our level will contain these objects:" -msgstr "Il nostro livello conterrà questi oggetti:" - -msgid "a room," -msgstr "una stanza," - -msgid "a bed," -msgstr "un letto," - -msgid "a lamp," -msgstr "una lampada," - -msgid "a desk," -msgstr "una scrivania," - -msgid "a bookshelf." -msgstr "una libreria." diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po deleted file mode 100644 index d3364c1310..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Environment" -msgstr "Ambiente" - -msgid "Background" -msgstr "Sfondo" - -msgid "Fog" -msgstr "Nebbia" - -msgid "Glow" -msgstr "Bagliore" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/global_illumination/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/global_illumination/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/global_illumination/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po deleted file mode 100644 index d5e7ceafb4..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Performance" -msgstr "Prestazioni" - -msgid "Summary" -msgstr "Sommario" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po deleted file mode 100644 index 869111317d..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual comparison" -msgstr "Confronto visivo" - -msgid "Limitations" -msgstr "Limitazioni" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po deleted file mode 100644 index 832ac0a71f..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual comparison" -msgstr "Confronto visivo" - -msgid "Setting up" -msgstr "Impostare" - -msgid "The modes are:" -msgstr "Le modalità sono:" - -msgid "Disabled" -msgstr "Disabilitato" - -msgid "Baking" -msgstr "Baking" - -msgid "Tweaks" -msgstr "Ritocchi" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po deleted file mode 100644 index aa107f5189..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual comparison" -msgstr "Confronto visivo" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po deleted file mode 100644 index aa107f5189..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual comparison" -msgstr "Confronto visivo" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/high_dynamic_range.po deleted file mode 100644 index 34e1c16bf6..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "There are two ways to do this:" -msgstr "Ci sono due modi per farlo:" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/index.po deleted file mode 100644 index 036eea83ee..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/index.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "3D" -msgstr "3D" - -msgid "Rendering" -msgstr "Renderer" - -msgid "Optimization" -msgstr "Ottimizzazione" - -msgid "Tools" -msgstr "Strumenti" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/introduction_to_3d.po deleted file mode 100644 index 86180fa50f..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to 3D" -msgstr "Introduzione al 3D" - -msgid "Coordinate system" -msgstr "Sistema di coordinate" - -msgid "Image by `Freya Holmér `__" -msgstr "Immagine di `Freya Holmér `__" - -msgid "3D content" -msgstr "Contenuto 3D" - -msgid "2D in 3D" -msgstr "2D in 3D" - -msgid "Environment" -msgstr "Ambiente" - -msgid "Cameras" -msgstr "Telecamere" - -msgid "Lights" -msgstr "Luci" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/lights_and_shadows.po deleted file mode 100644 index 2d502d26d2..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Directional light" -msgstr "Luce direzionale" - -msgid "Omni light" -msgstr "Luce omnidirezionale" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/mesh_lod.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/mesh_lod.po deleted file mode 100644 index d5831984df..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/mesh_lod.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Visual comparison" -msgstr "Confronto visivo" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/occlusion_culling.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/occlusion_culling.po deleted file mode 100644 index 39a219e48d..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/occlusion_culling.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Risoluzione dei problemi" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/attractors.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/attractors.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/attractors.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/collision.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/collision.po deleted file mode 100644 index 39a219e48d..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/collision.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Risoluzione dei problemi" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/index.po deleted file mode 100644 index a618585dfa..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/index.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Particles" -msgstr "Particelle" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po deleted file mode 100644 index 59f1b233c4..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Angle" -msgstr "Angolo" - -msgid "Direction" -msgstr "Direzione" - -msgid "Gravity" -msgstr "Gravità" - -msgid "Damping" -msgstr "Smorzamento" - -msgid "Scale" -msgstr "Scala" - -msgid "Color" -msgstr "Colore" - -msgid "Animation" -msgstr "Animazione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/properties.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/properties.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/properties.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/subemitters.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/subemitters.po deleted file mode 100644 index b8c3b51ddf..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/subemitters.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Limitations" -msgstr "Limitazioni" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/trails.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/trails.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/trails.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/turbulence.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/turbulence.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/turbulence.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po deleted file mode 100644 index df28799619..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Configure the environment." -msgstr "Configurare l'ambiente." - -msgid "Configure the environment" -msgstr "Configurazione dell'ambiente" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po deleted file mode 100644 index 4c74a0840a..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po +++ /dev/null @@ -1,48 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the ArrayMesh" -msgstr "Utilizzo di ArrayMesh" - -msgid "Index" -msgstr "Indice" - -msgid "0" -msgstr "0" - -msgid "1" -msgstr "1" - -msgid "2" -msgstr "2" - -msgid "3" -msgstr "3" - -msgid "4" -msgstr "4" - -msgid "5" -msgstr "5" - -msgid "10" -msgstr "10" - -msgid "11" -msgstr "11" - -msgid "12" -msgstr "12" - -msgid "Saving" -msgstr "Salvare" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po deleted file mode 100644 index 29a5606b79..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po +++ /dev/null @@ -1,51 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Surfaces" -msgstr "Superfici" - -msgid "Tools" -msgstr "Strumenti" - -msgid "ArrayMesh" -msgstr "ArrayMesh" - -msgid "" -"For more information about the ArrayMesh, please see the :ref:`ArrayMesh " -"tutorial `." -msgstr "" -"Per ulteriori informazioni sull'ArrayMesh, consulta il tutorial :ref:" -"`ArrayMesh `." - -msgid "MeshDataTool" -msgstr "MeshDataTool" - -msgid "" -"For more information about the MeshDataTool, please see the :ref:" -"`MeshDataTool tutorial `." -msgstr "" -"Per maggiori informazioni su MeshDataTool, consulta il tutorial :ref:" -"`MeshDataTool `." - -msgid "SurfaceTool" -msgstr "SurfaceTool" - -msgid "" -"For more information about the SurfaceTool, please see the :ref:`SurfaceTool " -"tutorial `." -msgstr "" -"Per maggiori informazioni su SurfaceTool, consulta il tutorial: ref:" -"`SurfaceTool `." - -msgid "Which one should I use?" -msgstr "Quale dovrei usare?" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po deleted file mode 100644 index bafb8e9fd4..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the SurfaceTool" -msgstr "Utilizzo di SurfaceTool" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/resolution_scaling.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/resolution_scaling.po deleted file mode 100644 index 39a219e48d..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/resolution_scaling.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Risoluzione dei problemi" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/spring_arm.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/spring_arm.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/spring_arm.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/standard_material_3d.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/standard_material_3d.po deleted file mode 100644 index 50b2b54de4..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/standard_material_3d.po +++ /dev/null @@ -1,76 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Shading" -msgstr "Shading" - -msgid "Is sRGB" -msgstr "È sRGB" - -msgid "Albedo" -msgstr "Albedo" - -msgid "Metallic" -msgstr "Metallico" - -msgid "Roughness" -msgstr "Rugosità" - -msgid "Emission" -msgstr "Emissione" - -msgid "Rim" -msgstr "Rim" - -msgid "Clearcoat" -msgstr "Rivestimento trasparente" - -msgid "Anisotropy" -msgstr "Anisotropia" - -msgid "Ambient Occlusion" -msgstr "Occlusione ambientale" - -msgid "Subsurface Scattering" -msgstr "Subsurface Scattering" - -msgid "Refraction" -msgstr "Rifrazione" - -msgid "Detail" -msgstr "Dettaglio" - -msgid "There are several settings that control how detail is used." -msgstr "" -"Ci sono vari settaggi che controllano come viene utilizzato il dettaglio." - -msgid "Filter" -msgstr "Filtro" - -msgid "Repeat" -msgstr "Ripeti" - -msgid "Shadows" -msgstr "Ombre" - -msgid "Grow" -msgstr "Crescere" - -msgid "Transform" -msgstr "Trasformazione" - -msgid "Transmission" -msgstr "Trasmissione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_decals.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_decals.po deleted file mode 100644 index 6674912ad3..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_decals.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Parameters" -msgstr "Parametri" - -msgid "Limitations" -msgstr "Limitazioni" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_gridmaps.po deleted file mode 100644 index 1f757d4d6d..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Example project" -msgstr "Progetto d'esempio" - -msgid "Collisions" -msgstr "Collisioni" - -msgid "Materials" -msgstr "Materiali" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po deleted file mode 100644 index ff5ef57210..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Scale" -msgstr "Scala" - -msgid "Amount" -msgstr "Quantità" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_transforms.po deleted file mode 100644 index 5cd966630f..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/using_transforms.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Axis order" -msgstr "Ordine degli assi" - -msgid "Interpolation" -msgstr "Interpolazione" - -msgid "Precision errors" -msgstr "Errori di precisione" - -msgid "Obtaining information" -msgstr "Ottenere informazioni" - -msgid "Jump:" -msgstr "Salto:" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/variable_rate_shading.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/variable_rate_shading.po deleted file mode 100644 index 62479a97c6..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/variable_rate_shading.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Color" -msgstr "Colore" - -msgid "Comment" -msgstr "Commento" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/visibility_ranges.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/visibility_ranges.po deleted file mode 100644 index 24104d9198..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/visibility_ranges.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Rim" -msgstr "Rim" - -msgid "Clearcoat" -msgstr "Rivestimento trasparente" - -msgid "Anisotropy" -msgstr "Anisotropia" - -msgid "Subsurface Scattering" -msgstr "Subsurface Scattering" - -msgid "Refraction" -msgstr "Rifrazione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/3d/volumetric_fog.po b/sphinx/po/it/LC_MESSAGES/tutorials/3d/volumetric_fog.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/3d/volumetric_fog.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/it/LC_MESSAGES/tutorials/animation/2d_skeletons.po deleted file mode 100644 index ba459d247c..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Setup" -msgstr "Configura" - -msgid "Creating the polygons" -msgstr "Creazione dei poligoni" - -msgid "Creating the skeleton" -msgstr "Creazione dello scheletro" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/animation/animation_track_types.po b/sphinx/po/it/LC_MESSAGES/tutorials/animation/animation_track_types.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/animation/animation_track_types.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/it/LC_MESSAGES/tutorials/animation/animation_tree.po deleted file mode 100644 index 0e0de84321..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/animation/animation_tree.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Creating an AnimationTree" -msgstr "Creazione di un AnimationTree" - -msgid "Creating a tree" -msgstr "Creazione di un albero" - -msgid "Blend2 / Blend3" -msgstr "Blend2 / Blend3" - -msgid "Transition" -msgstr "Transizione" - -msgid "BlendSpace2D" -msgstr "BlendSpace2D" - -msgid "BlendSpace1D" -msgstr "BlendSpace1D" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/animation/creating_movies.po b/sphinx/po/it/LC_MESSAGES/tutorials/animation/creating_movies.po deleted file mode 100644 index aba0a493a3..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/animation/creating_movies.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Configuration" -msgstr "Configurazione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/it/LC_MESSAGES/tutorials/animation/cutout_animation.po deleted file mode 100644 index 0ee3a57060..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "What is it?" -msgstr "Che cos'è?" - -msgid "And much more!" -msgstr "E molto altro!" - -msgid "Skeletons" -msgstr "Scheletri" - -msgid "Your final skeleton should look something like this:" -msgstr "Il tuo scheletro finale dovrebbe assomigliare a questo:" - -msgid "Animation tips" -msgstr "Suggerimenti per l'animazione" - -msgid "Creating a rest pose" -msgstr "Creare una posa di riposo" - -msgid "Create a new animation, rename it \"rest\"." -msgstr "Creare una nuova animazione, rinominarla \"rest\"." diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/animation/index.po deleted file mode 100644 index aa54061533..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/animation/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "Animazione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/it/LC_MESSAGES/tutorials/animation/introduction.po deleted file mode 100644 index 1fd4eddbd1..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/animation/introduction.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Scene setup" -msgstr "Impostazione della scena" - -msgid "Animation length" -msgstr "Lunghezza dell'animazione" - -msgid "The animation" -msgstr "L'animazione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/animation/playing_videos.po b/sphinx/po/it/LC_MESSAGES/tutorials/animation/playing_videos.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/animation/playing_videos.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po b/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po deleted file mode 100644 index 86503d789c..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "Animazione" - -msgid "Constraints" -msgstr "Vincoli" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po b/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po deleted file mode 100644 index 5781ef6c5a..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Lights" -msgstr "Luci" - -msgid "There are some things to note:" -msgstr "Ci sono alcune cose da notare:" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po b/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po deleted file mode 100644 index 92df5f6df5..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Materials" -msgstr "Materiali" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po b/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po deleted file mode 100644 index 346a9ce02b..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Mesh" -msgstr "Mesh" - -msgid "Modifiers" -msgstr "Modificatori" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po b/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po deleted file mode 100644 index 507d62d3ba..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Physics properties" -msgstr "Proprietà fisiche" - -msgid "Collision shapes" -msgstr "Forme di collisione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po b/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po deleted file mode 100644 index bc91453709..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Skeleton" -msgstr "Scheletro" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po b/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po deleted file mode 100644 index a3cdaa14c8..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Overview" -msgstr "Panoramica" - -msgid "Limitations" -msgstr "Limitazioni" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/import_process.po b/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/import_process.po deleted file mode 100644 index cc622955de..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/import_process.po +++ /dev/null @@ -1,49 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Import process" -msgstr "Processo d'importazione" - -msgid "Changing import parameters" -msgstr "Cambiare i parametri di importazione" - -msgid "" -"Changing the import parameters of several assets at the same time is also " -"possible. Simply select all of them together in the resources dock and the " -"exposed parameters will apply to all of them when reimporting." -msgstr "" -"Anche cambiare i parametri di import di vari asset allo stesso tempo è " -"possibile. Semplicemente selezionali assieme nel pannello delle risorse e i " -"parametri configurati verranno impostati a tutti i selezionati durante la " -"reimportazione." - -msgid "Automatic reimport" -msgstr "Reimportazione automatica" - -msgid "" -"When the MD5 checksum of the source asset changes, Godot will perform an " -"automatic reimport of it, applying the preset configured for that specific " -"asset." -msgstr "" -"Quando il checksum MD5 dell'asset originale cambia, Godot lo reimporta " -"automaticamente, applicando le configurazioni della preconfigurazione (o " -"preset) per quell'asset specifico." - -msgid "Files generated" -msgstr "File generati" - -msgid "Changing import resource type" -msgstr "Cambiare il tipo della risorsa da importare" - -msgid "Changing default import parameters" -msgstr "Cambiare i parametri di importazione standard" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po b/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po b/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po deleted file mode 100644 index e65c55869c..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Storage" -msgstr "Memorizzazione" - -msgid "Optimizer" -msgstr "Ottimizzatore" - -msgid "Clips" -msgstr "Clip" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po deleted file mode 100644 index 0d2ca682ec..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing 3D scenes" -msgstr "Importare Scene 3D" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po b/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po b/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po b/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po deleted file mode 100644 index 8a88ed5982..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Format" -msgstr "Formato" - -msgid "576 KB" -msgstr "576 KB" - -msgid "88 KB" -msgstr "88 KB" - -msgid "22 KB" -msgstr "22 KB" - -msgid "24 KB" -msgstr "24 KB" - -msgid "16 KB" -msgstr "16 KB" - -msgid "12 KB" -msgstr "12 KB" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po b/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po deleted file mode 100644 index 7add2681ac..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing images" -msgstr "Importazione di immagini" - -msgid "Detect 3D" -msgstr "Rileva 3D" - -msgid "**Description**" -msgstr "**Descrizione**" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po b/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po deleted file mode 100644 index 25b571d8ea..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po +++ /dev/null @@ -1,90 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -msgstr "" - -msgid "" -msgstr "" - -msgid "" -msgstr "" - -msgid "KEY1" -msgstr "KEY1" - -msgid "string" -msgstr "string" - -msgid "KEY2" -msgstr "KEY2" - -msgid "KEYN" -msgstr "KEYN" - -msgid "en" -msgstr "en" - -msgid "es" -msgstr "es" - -msgid "ja" -msgstr "ja" - -msgid "GREET" -msgstr "GREET" - -msgid "Hello, friend!" -msgstr "Hello, friend!" - -msgid "Hola, amigo!" -msgstr "Hola, amigo!" - -msgid "こんにちは" -msgstr "こんにちは" - -msgid "ASK" -msgstr "ASK" - -msgid "How are you?" -msgstr "How are you?" - -msgid "Cómo está?" -msgstr "Cómo está?" - -msgid "元気ですか" -msgstr "元気ですか" - -msgid "BYE" -msgstr "BYE" - -msgid "Goodbye" -msgstr "Goodbye" - -msgid "Adiós" -msgstr "Adiós" - -msgid "さようなら" -msgstr "さようなら" - -msgid "QUOTE" -msgstr "QUOTE" - -msgid "\"Hello\" said the man." -msgstr "\"Hello\" said the man." - -msgid "\"Hola\" dijo el hombre." -msgstr "\"Hola\" dijo el hombre." - -msgid "「こんにちは」男は言いました" -msgstr "「こんにちは」男は言いました" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po b/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/it/LC_MESSAGES/tutorials/audio/audio_buses.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/audio/audio_buses.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/audio/audio_effects.po b/sphinx/po/it/LC_MESSAGES/tutorials/audio/audio_effects.po deleted file mode 100644 index 4f8bd32804..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/audio/audio_effects.po +++ /dev/null @@ -1,75 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Amplify" -msgstr "Amplificare" - -msgid "Capture" -msgstr "Cattura" - -msgid "Chorus" -msgstr "Coro" - -msgid "Compressor" -msgstr "Compressore" - -msgid "Delay" -msgstr "Ritardo" - -msgid "Distortion" -msgstr "Distorsione" - -msgid "EQ" -msgstr "EQ" - -msgid "EQ6, EQ10, EQ21" -msgstr "EQ6, EQ10, EQ21" - -msgid "Filter" -msgstr "Filtro" - -msgid "HighPassFilter" -msgstr "HighPassFilter" - -msgid "HighShelfFilter" -msgstr "HighShelfFilter" - -msgid "Limiter" -msgstr "Limitatore" - -msgid "LowPassFilter" -msgstr "LowPassFilter" - -msgid "LowShelfFilter" -msgstr "LowShelfFilter" - -msgid "NotchFilter" -msgstr "NotchFilter" - -msgid "Panner" -msgstr "Panner" - -msgid "Phaser" -msgstr "Phaser" - -msgid "PitchShift" -msgstr "PitchShift" - -msgid "Reverb" -msgstr "Riverbero" - -msgid "SpectrumAnalyzer" -msgstr "SpectrumAnalyzer" - -msgid "StereoEnhance" -msgstr "StereoEnhance" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/it/LC_MESSAGES/tutorials/audio/audio_streams.po deleted file mode 100644 index 297dc2ca21..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/audio/audio_streams.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "AudioStream" -msgstr "AudioStream" - -msgid "AudioStreamPlayer" -msgstr "AudioStreamPlayer" - -msgid "AudioStreamPlayer2D" -msgstr "AudioStreamPlayer2D" - -msgid "AudioStreamPlayer3D" -msgstr "AudioStreamPlayer3D" - -msgid "Doppler" -msgstr "Doppler" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/audio/index.po deleted file mode 100644 index cb11eeecb6..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/audio/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Audio" -msgstr "Audio" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/it/LC_MESSAGES/tutorials/audio/recording_with_microphone.po deleted file mode 100644 index 31933ba589..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "The structure of the demo" -msgstr "La struttura della demo" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/it/LC_MESSAGES/tutorials/audio/sync_with_audio.po deleted file mode 100644 index e32e964f17..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Sync the gameplay with audio and music" -msgstr "Sincronizza il gameplay con l'audio e la musica" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/audio/text_to_speech.po b/sphinx/po/it/LC_MESSAGES/tutorials/audio/text_to_speech.po deleted file mode 100644 index 0824631de0..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/audio/text_to_speech.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Text to speech" -msgstr "Sintetizzatore vocale" - -msgid "**Arch Linux**" -msgstr "**Arch Linux**" - -msgid "Troubleshooting" -msgstr "Risoluzione dei problemi" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/data_preferences.po b/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/data_preferences.po deleted file mode 100644 index b47f2f0f7f..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/data_preferences.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Etc." -msgstr "Etc." diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po b/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po deleted file mode 100644 index e02a654c81..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot interfaces" -msgstr "Interfacce Godot" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/godot_notifications.po b/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/godot_notifications.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/godot_notifications.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po b/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/logic_preferences.po b/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/logic_preferences.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/logic_preferences.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/node_alternatives.po b/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/node_alternatives.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/node_alternatives.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/project_organization.po b/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/project_organization.po deleted file mode 100644 index b90dac90f4..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/project_organization.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Organization" -msgstr "Organizzazione" - -msgid "Importing" -msgstr "Importazione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/scene_organization.po b/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/scene_organization.po deleted file mode 100644 index b24ff5cea6..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/scene_organization.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "`SOLID `_" -msgstr "`SOLID `_" - -msgid "`DRY `_" -msgstr "`DRY `_" - -msgid "`KISS `_" -msgstr "`KISS `_" - -msgid "`YAGNI `_" -msgstr "`YAGNI `_" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po b/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po deleted file mode 100644 index 47b7b3b34c..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Conclusion" -msgstr "Conclusione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/version_control_systems.po b/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/version_control_systems.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/version_control_systems.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po b/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po deleted file mode 100644 index 81f1d1fc17..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Properties." -msgstr "Proprietà." - -msgid "Methods." -msgstr "Metodi." - -msgid "Constants." -msgstr "Costanti." - -msgid "Signals." -msgstr "Segnali." - -msgid "Scenes" -msgstr "Scene" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/editor/command_line_tutorial.po b/sphinx/po/it/LC_MESSAGES/tutorials/editor/command_line_tutorial.po deleted file mode 100644 index 15cb04de50..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/editor/command_line_tutorial.po +++ /dev/null @@ -1,72 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Command line reference" -msgstr "Riferimento riga di comando" - -msgid "**General options**" -msgstr "**Opzioni generali**" - -msgid "Command" -msgstr "Comando" - -msgid "Description" -msgstr "Descrizione" - -msgid "``--version``" -msgstr "``--version``" - -msgid "``-v``, ``--verbose``" -msgstr "``-v``, ``--verbose``" - -msgid "``-e``, ``--editor``" -msgstr "``-e``, ``--editor``" - -msgid "``-p``, ``--project-manager``" -msgstr "``-p``, ``--project-manager``" - -msgid "``--main-pack ``" -msgstr "``--main-pack ``" - -msgid "``--profiling``" -msgstr "``--profiling``" - -msgid "``--debug-collisions``" -msgstr "``--debug-collisions``" - -msgid "``--debug-navigation``" -msgstr "``--debug-navigation``" - -msgid "``--disable-render-loop``" -msgstr "``--disable-render-loop``" - -msgid "``--disable-crash-handler``" -msgstr "``--disable-crash-handler``" - -msgid "``--print-fps``" -msgstr "``--print-fps``" - -msgid "``--check-only``" -msgstr "``--check-only``" - -msgid "``--no-docbase``" -msgstr "``--no-docbase``" - -msgid "``--build-solutions``" -msgstr "``--build-solutions``" - -msgid "Path" -msgstr "Percorso" - -msgid "Exporting" -msgstr "Esportazione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/editor/customizing_editor.po b/sphinx/po/it/LC_MESSAGES/tutorials/editor/customizing_editor.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/editor/customizing_editor.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/editor/default_key_mapping.po b/sphinx/po/it/LC_MESSAGES/tutorials/editor/default_key_mapping.po deleted file mode 100644 index 5d0540e6cb..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/editor/default_key_mapping.po +++ /dev/null @@ -1,1722 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Action name" -msgstr "Nome dell'azione" - -msgid "Windows, Linux" -msgstr "Windows, Linux" - -msgid "macOS" -msgstr "macOS" - -msgid "Editor setting" -msgstr "Impostazioni dell'editor" - -msgid "Open 2D Editor" -msgstr "Apri l'editor 2D" - -msgid ":kbd:`Ctrl + F1`" -msgstr ":kbd:`Ctrl + F1`" - -msgid "``editor/editor_2d``" -msgstr "``editor/editor_2d``" - -msgid "Open 3D Editor" -msgstr "Apri l'editor 3D" - -msgid ":kbd:`Ctrl + F2`" -msgstr ":kbd:`Ctrl + F2`" - -msgid "``editor/editor_3d``" -msgstr "``editor/editor_3d``" - -msgid "Open Script Editor" -msgstr "Apri l'editor degli script" - -msgid ":kbd:`Ctrl + F3`" -msgstr ":kbd:`Ctrl + F3`" - -msgid "``editor/editor_script``" -msgstr "``editor/editor_script``" - -msgid "Search Help" -msgstr "Cerca aiuto" - -msgid ":kbd:`F1`" -msgstr ":kbd:`F1`" - -msgid "``editor/editor_help``" -msgstr "``editor/editor_help``" - -msgid "Distraction Free Mode" -msgstr "Modalità senza distrazioni" - -msgid ":kbd:`Ctrl + Shift + F11`" -msgstr ":kbd:`Ctrl + Shift + F11`" - -msgid ":kbd:`Cmd + Ctrl + D`" -msgstr ":kbd:`Cmd + Ctrl + D`" - -msgid "``editor/distraction_free_mode``" -msgstr "``editor/distraction_free_mode``" - -msgid "Next tab" -msgstr "Scheda successiva" - -msgid ":kbd:`Ctrl + Tab`" -msgstr ":kbd:`Ctrl + Tab`" - -msgid ":kbd:`Cmd + Tab`" -msgstr ":kbd:`Cmd + Tab`" - -msgid "``editor/next_tab``" -msgstr "``editor/next_tab``" - -msgid "Previous tab" -msgstr "Scheda precedente" - -msgid ":kbd:`Ctrl + Shift + Tab`" -msgstr ":kbd:`Ctrl + Shift + Tab`" - -msgid ":kbd:`Cmd + Shift + Tab`" -msgstr ":kbd:`Cmd + Shift + Tab`" - -msgid "``editor/prev_tab``" -msgstr "``editor/prev_tab``" - -msgid "Filter Files" -msgstr "Filtra i file" - -msgid ":kbd:`Ctrl + Alt + P`" -msgstr ":kbd:`Ctrl + Alt + P`" - -msgid "``editor/filter_files``" -msgstr "``editor/filter_files``" - -msgid "Open Scene" -msgstr "Apri una scena" - -msgid ":kbd:`Ctrl + O`" -msgstr ":kbd:`Ctrl + O`" - -msgid ":kbd:`Cmd + O`" -msgstr ":kbd:`Cmd + O`" - -msgid "``editor/open_scene``" -msgstr "``editor/open_scene``" - -msgid "Close Scene" -msgstr "Chiudi la scena" - -msgid ":kbd:`Ctrl + Shift + W`" -msgstr ":kbd:`Ctrl + Shift + W`" - -msgid ":kbd:`Cmd + Shift + W`" -msgstr ":kbd:`Cmd + Shift + W`" - -msgid "``editor/close_scene``" -msgstr "``editor/close_scene``" - -msgid "Reopen Closed Scene" -msgstr "Riapri la scena chiusa" - -msgid ":kbd:`Ctrl + Shift + T`" -msgstr ":kbd:`Ctrl + Shift + T`" - -msgid ":kbd:`Cmd + Shift + T`" -msgstr ":kbd:`Cmd + Shift + T`" - -msgid "``editor/reopen_closed_scene``" -msgstr "``editor/reopen_closed_scene``" - -msgid "Save Scene" -msgstr "Salva la scena" - -msgid ":kbd:`Ctrl + S`" -msgstr ":kbd:`Ctrl + S`" - -msgid ":kbd:`Cmd + S`" -msgstr ":kbd:`Cmd + S`" - -msgid "``editor/save_scene``" -msgstr "``editor/save_scene``" - -msgid "Save Scene As" -msgstr "Salva scena come" - -msgid ":kbd:`Ctrl + Shift + S`" -msgstr ":kbd:`Ctrl + Shift + S`" - -msgid ":kbd:`Cmd + Shift + S`" -msgstr ":kbd:`Cmd + Shift + S`" - -msgid "``editor/save_scene_as``" -msgstr "``editor/save_scene_as``" - -msgid "Save All Scenes" -msgstr "Salva tutte le scene" - -msgid ":kbd:`Ctrl + Shift + Alt + S`" -msgstr ":kbd:`Ctrl + Shift + Alt + S`" - -msgid "``editor/save_all_scenes``" -msgstr "``editor/save_all_scenes``" - -msgid "Quick Open" -msgstr "Apertura rapida" - -msgid ":kbd:`Shift + Alt + O`" -msgstr ":kbd:`Shift + Alt + O`" - -msgid "``editor/quick_open``" -msgstr "``editor/quick_open``" - -msgid "Quick Open Scene" -msgstr "Apertura rapida scena" - -msgid ":kbd:`Ctrl + Shift + O`" -msgstr ":kbd:`Ctrl + Shift + O`" - -msgid ":kbd:`Cmd + Shift + O`" -msgstr ":kbd:`Cmd + Shift + O`" - -msgid "``editor/quick_open_scene``" -msgstr "``editor/quick_open_scene``" - -msgid "Quick Open Script" -msgstr "Apertura rapida script" - -msgid ":kbd:`Ctrl + Alt + O`" -msgstr ":kbd:`Ctrl + Alt + O`" - -msgid "``editor/quick_open_script``" -msgstr "``editor/quick_open_script``" - -msgid "Undo" -msgstr "Annulla" - -msgid ":kbd:`Ctrl + Z`" -msgstr ":kbd:`Ctrl + Z`" - -msgid ":kbd:`Cmd + Z`" -msgstr ":kbd:`Cmd + Z`" - -msgid "``editor/undo``" -msgstr "``editor/undo``" - -msgid "Redo" -msgstr "Rifai" - -msgid ":kbd:`Ctrl + Shift + Z`" -msgstr ":kbd:`Ctrl + Shift + Z`" - -msgid ":kbd:`Cmd + Shift + Z`" -msgstr ":kbd:`Cmd + Shift + Z`" - -msgid "``editor/redo``" -msgstr "``editor/redo``" - -msgid "Quit" -msgstr "Esci" - -msgid ":kbd:`Ctrl + Q`" -msgstr ":kbd:`Ctrl + Q`" - -msgid ":kbd:`Cmd + Q`" -msgstr ":kbd:`Cmd + Q`" - -msgid "``editor/file_quit``" -msgstr "``editor/file_quit``" - -msgid "Quit to Project List" -msgstr "Esci e torna alla lista dei progetti" - -msgid ":kbd:`Ctrl + Shift + Q`" -msgstr ":kbd:`Ctrl + Shift + Q`" - -msgid "``editor/quit_to_project_list``" -msgstr "``editor/quit_to_project_list``" - -msgid "Take Screenshot" -msgstr "Acquisisci la schermata" - -msgid ":kbd:`Ctrl + F12`" -msgstr ":kbd:`Ctrl + F12`" - -msgid ":kbd:`Cmd + F12`" -msgstr ":kbd:`Cmd + F12`" - -msgid "``editor/take_screenshot``" -msgstr "``editor/take_screenshot``" - -msgid "Toggle Fullscreen" -msgstr "Commuta la modalità a schermo intero" - -msgid ":kbd:`Shift + F11`" -msgstr ":kbd:`Shift + F11`" - -msgid ":kbd:`Cmd + Ctrl + F`" -msgstr ":kbd:`Cmd + Ctrl + F`" - -msgid "``editor/fullscreen_mode``" -msgstr "``editor/fullscreen_mode``" - -msgid "Play" -msgstr "Esegui" - -msgid ":kbd:`F5`" -msgstr ":kbd:`F5`" - -msgid ":kbd:`Cmd + B`" -msgstr ":kbd:`Cmd + B`" - -msgid "``editor/play``" -msgstr "``editor/play``" - -msgid "Pause Scene" -msgstr "Pausa la scena" - -msgid ":kbd:`F7`" -msgstr ":kbd:`F7`" - -msgid ":kbd:`Cmd + Ctrl + Y`" -msgstr ":kbd:`Cmd + Ctrl + Y`" - -msgid "``editor/pause_scene``" -msgstr "``editor/pause_scene``" - -msgid "Stop" -msgstr "Ferma" - -msgid ":kbd:`F8`" -msgstr ":kbd:`F8`" - -msgid ":kbd:`Cmd + .`" -msgstr ":kbd:`Cmd + .`" - -msgid "``editor/stop``" -msgstr "``editor/stop``" - -msgid "Play Scene" -msgstr "Esegui la scena" - -msgid ":kbd:`F6`" -msgstr ":kbd:`F6`" - -msgid ":kbd:`Cmd + R`" -msgstr ":kbd:`Cmd + R`" - -msgid "``editor/play_scene``" -msgstr "``editor/play_scene``" - -msgid "Play Custom Scene" -msgstr "Avvia una scena personalizzata" - -msgid ":kbd:`Ctrl + Shift + F5`" -msgstr ":kbd:`Ctrl + Shift + F5`" - -msgid ":kbd:`Cmd + Shift + R`" -msgstr ":kbd:`Cmd + Shift + R`" - -msgid "``editor/play_custom_scene``" -msgstr "``editor/play_custom_scene``" - -msgid "Expand Bottom Panel" -msgstr "Espandi il pannello inferiore" - -msgid ":kbd:`Shift + F12`" -msgstr ":kbd:`Shift + F12`" - -msgid "``editor/bottom_panel_expand``" -msgstr "``editor/bottom_panel_expand``" - -msgid ":kbd:`Ctrl + Shift + P`" -msgstr ":kbd:`Ctrl + Shift + P`" - -msgid ":kbd:`Cmd + Shift + P`" -msgstr ":kbd:`Cmd + Shift + P`" - -msgid ":kbd:`Alt + F`" -msgstr ":kbd:`Alt + F`" - -msgid "Zoom In" -msgstr "Ingrandisci" - -msgid ":kbd:`Ctrl + =`" -msgstr ":kbd:`Ctrl + =`" - -msgid ":kbd:`Cmd + =`" -msgstr ":kbd:`Cmd + =`" - -msgid "``canvas_item_editor/zoom_plus``" -msgstr "``canvas_item_editor/zoom_plus``" - -msgid "Zoom Out" -msgstr "Rimpicciolisci" - -msgid ":kbd:`Ctrl + -`" -msgstr ":kbd:`Ctrl + -`" - -msgid ":kbd:`Cmd + -`" -msgstr ":kbd:`Cmd + -`" - -msgid "``canvas_item_editor/zoom_minus``" -msgstr "``canvas_item_editor/zoom_minus``" - -msgid "Zoom Reset" -msgstr "Ripristina Zoom" - -msgid ":kbd:`Ctrl + 0`" -msgstr ":kbd:`Ctrl + 0`" - -msgid ":kbd:`Cmd + 0`" -msgstr ":kbd:`Cmd + 0`" - -msgid "``canvas_item_editor/zoom_reset``" -msgstr "``canvas_item_editor/zoom_reset``" - -msgid "Pan View" -msgstr "Trasla Visuale" - -msgid ":kbd:`Space`" -msgstr ":kbd:`Spazio`" - -msgid "``canvas_item_editor/pan_view``" -msgstr "``canvas_item_editor/pan_view``" - -msgid "Select Mode" -msgstr "Modalità di Selezione" - -msgid ":kbd:`Q`" -msgstr ":kbd:`Q`" - -msgid "``canvas_item_editor/select_mode``" -msgstr "``canvas_item_editor/select_mode``" - -msgid "Move Mode" -msgstr "Modalità spostamento" - -msgid ":kbd:`W`" -msgstr ":kbd:`W`" - -msgid "``canvas_item_editor/move_mode``" -msgstr "``canvas_item_editor/move_mode``" - -msgid "Rotate Mode" -msgstr "Modalità rotazione" - -msgid ":kbd:`E`" -msgstr ":kbd:`E`" - -msgid "``canvas_item_editor/rotate_mode``" -msgstr "``canvas_item_editor/rotate_mode``" - -msgid "Scale Mode" -msgstr "Modalità scala" - -msgid ":kbd:`S`" -msgstr ":kbd:`S`" - -msgid "``canvas_item_editor/scale_mode``" -msgstr "``canvas_item_editor/scale_mode``" - -msgid "Ruler Mode" -msgstr "Modalità Righello" - -msgid ":kbd:`R`" -msgstr ":kbd:`R`" - -msgid "``canvas_item_editor/ruler_mode``" -msgstr "``canvas_item_editor/ruler_mode``" - -msgid "Use Smart Snap" -msgstr "Usa lo scatto intelligente" - -msgid ":kbd:`Shift + S`" -msgstr ":kbd:`Shift + S`" - -msgid "``canvas_item_editor/use_smart_snap``" -msgstr "``canvas_item_editor/use_smart_snap``" - -msgid "Use Grid Snap" -msgstr "Usa la griglia magnetica" - -msgid ":kbd:`Shift + G`" -msgstr ":kbd:`Shift + G`" - -msgid "``canvas_item_editor/use_grid_snap``" -msgstr "``canvas_item_editor/use_grid_snap``" - -msgid "Multiply grid step by 2" -msgstr "Moltiplica per 2 il passo della griglia" - -msgid ":kbd:`Num *`" -msgstr ":kbd:`Num *`" - -msgid "``canvas_item_editor/multiply_grid_step``" -msgstr "``canvas_item_editor/multiply_grid_step``" - -msgid "Divide grid step by 2" -msgstr "Divide per 2 il passo della griglia" - -msgid ":kbd:`Num /`" -msgstr ":kbd:`Num /`" - -msgid "``canvas_item_editor/divide_grid_step``" -msgstr "``canvas_item_editor/divide_grid_step``" - -msgid "Always Show Grid" -msgstr "Mostra sempre Griglia" - -msgid ":kbd:`G`" -msgstr ":kbd:`G`" - -msgid "``canvas_item_editor/show_grid``" -msgstr "``canvas_item_editor/show_grid``" - -msgid "Show Helpers" -msgstr "Mostra aiuti" - -msgid ":kbd:`H`" -msgstr ":kbd:`H`" - -msgid "``canvas_item_editor/show_helpers``" -msgstr "``canvas_item_editor/show_helpers``" - -msgid "Show Guides" -msgstr "Mostra Guide" - -msgid ":kbd:`Y`" -msgstr ":kbd:`Y`" - -msgid "``canvas_item_editor/show_guides``" -msgstr "``canvas_item_editor/show_guides``" - -msgid "Center Selection" -msgstr "Centra Selezione" - -msgid ":kbd:`F`" -msgstr ":kbd:`F`" - -msgid "``canvas_item_editor/center_selection``" -msgstr "``canvas_item_editor/center_selection``" - -msgid "Frame Selection" -msgstr "Selezione Frame" - -msgid ":kbd:`Shift + F`" -msgstr ":kbd:`Shift + F`" - -msgid "``canvas_item_editor/frame_selection``" -msgstr "``canvas_item_editor/frame_selection``" - -msgid "Preview Canvas Scale" -msgstr "Anteprima Dimensione Canvas" - -msgid "``canvas_item_editor/preview_canvas_scale``" -msgstr "``canvas_item_editor/preview_canvas_scale``" - -msgid "Insert Key" -msgstr "Inserisci un fotogramma chiave" - -msgid ":kbd:`Ins`" -msgstr ":kbd:`Ins`" - -msgid "``canvas_item_editor/anim_insert_key``" -msgstr "``canvas_item_editor/anim_insert_key``" - -msgid "Insert Key (Existing Tracks)" -msgstr "Inserisci Chiave (Tracce Esistenti)" - -msgid ":kbd:`Ctrl + Ins`" -msgstr ":kbd:`Ctrl + Ins`" - -msgid ":kbd:`Cmd + Ins`" -msgstr ":kbd:`Cmd + Ins`" - -msgid "``canvas_item_editor/anim_insert_key_existing_tracks``" -msgstr "``canvas_item_editor/anim_insert_key_existing_tracks``" - -msgid ":kbd:`Ctrl + Shift + B`" -msgstr ":kbd:`Ctrl + Shift + B`" - -msgid ":kbd:`Cmd + Shift + B`" -msgstr ":kbd:`Cmd + Shift + B`" - -msgid "``canvas_item_editor/skeleton_make_bones``" -msgstr "``canvas_item_editor/skeleton_make_bones``" - -msgid "Clear Pose" -msgstr "Azzera Posa" - -msgid ":kbd:`Shift + K`" -msgstr ":kbd:`Shift + K`" - -msgid "``canvas_item_editor/anim_clear_pose``" -msgstr "``canvas_item_editor/anim_clear_pose``" - -msgid "Toggle Freelook" -msgstr "Commuta la vista libera" - -msgid "``spatial_editor/freelook_toggle``" -msgstr "``spatial_editor/freelook_toggle``" - -msgid "Freelook Left" -msgstr "Vista Libera Sinistra" - -msgid ":kbd:`A`" -msgstr ":kbd:`A`" - -msgid "``spatial_editor/freelook_left``" -msgstr "``spatial_editor/freelook_left``" - -msgid "Freelook Right" -msgstr "Vista Libera Destra" - -msgid ":kbd:`D`" -msgstr ":kbd:`D`" - -msgid "``spatial_editor/freelook_right``" -msgstr "``spatial_editor/freelook_right``" - -msgid "Freelook Forward" -msgstr "Vista Libera Avanti" - -msgid "``spatial_editor/freelook_forward``" -msgstr "``spatial_editor/freelook_forward``" - -msgid "Freelook Backwards" -msgstr "Vista Libera Indietro" - -msgid "``spatial_editor/freelook_backwards``" -msgstr "``spatial_editor/freelook_backwards``" - -msgid "Freelook Up" -msgstr "Vista Libera Su" - -msgid "``spatial_editor/freelook_up``" -msgstr "``spatial_editor/freelook_up``" - -msgid "Freelook Down" -msgstr "Vista Libera Giù" - -msgid "``spatial_editor/freelook_down``" -msgstr "``spatial_editor/freelook_down``" - -msgid "Freelook Speed Modifier" -msgstr "Modificatore Velocità Vista Libera" - -msgid ":kbd:`Shift`" -msgstr ":kbd:`Shift`" - -msgid "``spatial_editor/freelook_speed_modifier``" -msgstr "``spatial_editor/freelook_speed_modifier``" - -msgid "Freelook Slow Modifier" -msgstr "Modificatore Velocità Lenta Vista Libera" - -msgid ":kbd:`Alt`" -msgstr ":kbd:`Alt`" - -msgid "``spatial_editor/freelook_slow_modifier``" -msgstr "``spatial_editor/freelook_slow_modifier``" - -msgid "``spatial_editor/tool_select``" -msgstr "``spatial_editor/tool_select``" - -msgid "``spatial_editor/tool_move``" -msgstr "``spatial_editor/tool_move``" - -msgid "``spatial_editor/tool_rotate``" -msgstr "``spatial_editor/tool_rotate``" - -msgid "``spatial_editor/tool_scale``" -msgstr "``spatial_editor/tool_scale``" - -msgid "Use Local Space" -msgstr "Usa Spazio Locale" - -msgid ":kbd:`T`" -msgstr ":kbd:`T`" - -msgid "``spatial_editor/local_coords``" -msgstr "``spatial_editor/local_coords``" - -msgid "Use Snap" -msgstr "Usa Scatto" - -msgid "``spatial_editor/snap``" -msgstr "``spatial_editor/snap``" - -msgid "Snap Object to Floor" -msgstr "Scatta l'oggetto sul suolo" - -msgid ":kbd:`PgDown`" -msgstr ":kbd:`PgDown`" - -msgid "``spatial_editor/snap_to_floor``" -msgstr "``spatial_editor/snap_to_floor``" - -msgid "Top View" -msgstr "Vista dall'alto" - -msgid ":kbd:`Num 7`" -msgstr ":kbd:`Num 7`" - -msgid "``spatial_editor/top_view``" -msgstr "``spatial_editor/top_view``" - -msgid "Bottom View" -msgstr "Vista dal basso" - -msgid ":kbd:`Alt + Num 7`" -msgstr ":kbd:`Alt + Num 7`" - -msgid "``spatial_editor/bottom_view``" -msgstr "``spatial_editor/bottom_view``" - -msgid "Front View" -msgstr "Vista frontale" - -msgid ":kbd:`Num 1`" -msgstr ":kbd:`Num 1`" - -msgid "``spatial_editor/front_view``" -msgstr "``spatial_editor/front_view``" - -msgid "Rear View" -msgstr "Vista dal retro" - -msgid ":kbd:`Alt + Num 1`" -msgstr ":kbd:`Alt + Num 1`" - -msgid "``spatial_editor/rear_view``" -msgstr "``spatial_editor/rear_view``" - -msgid "Right View" -msgstr "Vista laterale destra" - -msgid ":kbd:`Num 3`" -msgstr ":kbd:`Num 3`" - -msgid "``spatial_editor/right_view``" -msgstr "``spatial_editor/right_view``" - -msgid "Left View" -msgstr "Vista laterale sinistra" - -msgid ":kbd:`Alt + Num 3`" -msgstr ":kbd:`Alt + Num 3`" - -msgid "``spatial_editor/left_view``" -msgstr "``spatial_editor/left_view``" - -msgid "Switch Perspective/Orthogonal View" -msgstr "Cambia tra vista prospettica/ortogonale" - -msgid ":kbd:`Num 5`" -msgstr ":kbd:`Num 5`" - -msgid "``spatial_editor/switch_perspective_orthogonal``" -msgstr "``spatial_editor/switch_perspective_orthogonal``" - -msgid "Insert Animation Key" -msgstr "Inserisci chiave animazione" - -msgid ":kbd:`K`" -msgstr ":kbd:`K`" - -msgid "``spatial_editor/insert_anim_key``" -msgstr "``spatial_editor/insert_anim_key``" - -msgid "Focus Origin" -msgstr "Centra Origine" - -msgid ":kbd:`O`" -msgstr ":kbd:`O`" - -msgid "``spatial_editor/focus_origin``" -msgstr "``spatial_editor/focus_origin``" - -msgid "Focus Selection" -msgstr "Centra la Selezione" - -msgid "``spatial_editor/focus_selection``" -msgstr "``spatial_editor/focus_selection``" - -msgid "Align Transform with View" -msgstr "Allinea la trasformazione con la vista" - -msgid ":kbd:`Ctrl + Alt + M`" -msgstr ":kbd:`Ctrl + Alt + M`" - -msgid "``spatial_editor/align_transform_with_view``" -msgstr "``spatial_editor/align_transform_with_view``" - -msgid "Align Rotation with View" -msgstr "Allinea la rotazione con la vista" - -msgid ":kbd:`Ctrl + Alt + F`" -msgstr ":kbd:`Ctrl + Alt + F`" - -msgid "``spatial_editor/align_rotation_with_view``" -msgstr "``spatial_editor/align_rotation_with_view``" - -msgid "1 Viewport" -msgstr "1 Vista" - -msgid ":kbd:`Ctrl + 1`" -msgstr ":kbd:`Ctrl + 1`" - -msgid ":kbd:`Cmd + 1`" -msgstr ":kbd:`Cmd + 1`" - -msgid "``spatial_editor/1_viewport``" -msgstr "``spatial_editor/1_viewport``" - -msgid "2 Viewports" -msgstr "2 Viste" - -msgid ":kbd:`Ctrl + 2`" -msgstr ":kbd:`Ctrl + 2`" - -msgid ":kbd:`Cmd + 2`" -msgstr ":kbd:`Cmd + 2`" - -msgid "``spatial_editor/2_viewports``" -msgstr "``spatial_editor/2_viewports``" - -msgid "2 Viewports (Alt)" -msgstr "2 Viste (Alt)" - -msgid ":kbd:`Ctrl + Alt + 2`" -msgstr ":kbd:`Ctrl + Alt + 2`" - -msgid "``spatial_editor/2_viewports_alt``" -msgstr "``spatial_editor/2_viewports_alt``" - -msgid "3 Viewports" -msgstr "3 Viste" - -msgid ":kbd:`Ctrl + 3`" -msgstr ":kbd:`Ctrl + 3`" - -msgid ":kbd:`Cmd + 3`" -msgstr ":kbd:`Cmd + 3`" - -msgid "``spatial_editor/3_viewports``" -msgstr "``spatial_editor/3_viewports``" - -msgid "3 Viewports (Alt)" -msgstr "3 Viste (Alt)" - -msgid ":kbd:`Ctrl + Alt + 3`" -msgstr ":kbd:`Ctrl + Alt + 3`" - -msgid "``spatial_editor/3_viewports_alt``" -msgstr "``spatial_editor/3_viewports_alt``" - -msgid "4 Viewports" -msgstr "4 Viste" - -msgid ":kbd:`Ctrl + 4`" -msgstr ":kbd:`Ctrl + 4`" - -msgid ":kbd:`Cmd + 4`" -msgstr ":kbd:`Cmd + 4`" - -msgid "``spatial_editor/4_viewports``" -msgstr "``spatial_editor/4_viewports``" - -msgid "Cut" -msgstr "Taglia" - -msgid ":kbd:`Ctrl + X`" -msgstr ":kbd:`Ctrl + X`" - -msgid ":kbd:`Cmd + X`" -msgstr ":kbd:`Cmd + X`" - -msgid "``script_text_editor/cut``" -msgstr "``script_text_editor/cut``" - -msgid "Copy" -msgstr "Copia" - -msgid ":kbd:`Ctrl + C`" -msgstr ":kbd:`Ctrl + C`" - -msgid ":kbd:`Cmd + C`" -msgstr ":kbd:`Cmd + C`" - -msgid "``script_text_editor/copy``" -msgstr "``script_text_editor/copy``" - -msgid "Paste" -msgstr "Incolla" - -msgid ":kbd:`Ctrl + V`" -msgstr ":kbd:`Ctrl + V`" - -msgid ":kbd:`Cmd + V`" -msgstr ":kbd:`Cmd + V`" - -msgid "``script_text_editor/paste``" -msgstr "``script_text_editor/paste``" - -msgid "Select All" -msgstr "Seleziona tutto" - -msgid ":kbd:`Ctrl + A`" -msgstr ":kbd:`Ctrl + A`" - -msgid ":kbd:`Cmd + A`" -msgstr ":kbd:`Cmd + A`" - -msgid "``script_text_editor/select_all``" -msgstr "``script_text_editor/select_all``" - -msgid "Find" -msgstr "Trova" - -msgid ":kbd:`Ctrl + F`" -msgstr ":kbd:`Ctrl + F`" - -msgid ":kbd:`Cmd + F`" -msgstr ":kbd:`Cmd + F`" - -msgid "``script_text_editor/find``" -msgstr "``script_text_editor/find``" - -msgid "Find Next" -msgstr "Trova successivo" - -msgid ":kbd:`F3`" -msgstr ":kbd:`F3`" - -msgid ":kbd:`Cmd + G`" -msgstr ":kbd:`Cmd + G`" - -msgid "``script_text_editor/find_next``" -msgstr "``script_text_editor/find_next``" - -msgid "Find Previous" -msgstr "Trova precedente" - -msgid ":kbd:`Shift + F3`" -msgstr ":kbd:`Shift + F3`" - -msgid ":kbd:`Cmd + Shift + G`" -msgstr ":kbd:`Cmd + Shift + G`" - -msgid "``script_text_editor/find_previous``" -msgstr "``script_text_editor/find_previous``" - -msgid "Find in Files" -msgstr "Trova nei File" - -msgid ":kbd:`Ctrl + Shift + F`" -msgstr ":kbd:`Ctrl + Shift + F`" - -msgid ":kbd:`Cmd + Shift + F`" -msgstr ":kbd:`Cmd + Shift + F`" - -msgid "``script_text_editor/find_in_files``" -msgstr "``script_text_editor/find_in_files``" - -msgid "Replace" -msgstr "Sostituisci" - -msgid ":kbd:`Ctrl + R`" -msgstr ":kbd:`Ctrl + R`" - -msgid "``script_text_editor/replace``" -msgstr "``script_text_editor/replace``" - -msgid "Replace in Files" -msgstr "Sostituisci nei file" - -msgid ":kbd:`Ctrl + Shift + R`" -msgstr ":kbd:`Ctrl + Shift + R`" - -msgid "``script_text_editor/replace_in_files``" -msgstr "``script_text_editor/replace_in_files``" - -msgid "``script_text_editor/undo``" -msgstr "``script_text_editor/undo``" - -msgid ":kbd:`Ctrl + Y`" -msgstr ":kbd:`Ctrl + Y`" - -msgid ":kbd:`Cmd + Y`" -msgstr ":kbd:`Cmd + Y`" - -msgid "``script_text_editor/redo``" -msgstr "``script_text_editor/redo``" - -msgid "Move Up" -msgstr "Sposta su" - -msgid ":kbd:`Alt + Up Arrow`" -msgstr ":kbd:`Alt + Freccia Su`" - -msgid "``script_text_editor/move_up``" -msgstr "``script_text_editor/move_up``" - -msgid "Move Down" -msgstr "Sposta giù" - -msgid ":kbd:`Alt + Down Arrow`" -msgstr ":kbd:`Alt + Freccia Giù`" - -msgid "``script_text_editor/move_down``" -msgstr "``script_text_editor/move_down``" - -msgid "Delete Line" -msgstr "Elimina linea" - -msgid ":kbd:`Ctrl + Shift + K`" -msgstr ":kbd:`Ctrl + Shift + K`" - -msgid ":kbd:`Cmd + Shift + K`" -msgstr ":kbd:`Cmd + Shift + K`" - -msgid "``script_text_editor/delete_line``" -msgstr "``script_text_editor/delete_line``" - -msgid "Toggle Comment" -msgstr "Commuta i commenti" - -msgid ":kbd:`Ctrl + K`" -msgstr ":kbd:`Ctrl + K`" - -msgid ":kbd:`Cmd + K`" -msgstr ":kbd:`Cmd + K`" - -msgid "``script_text_editor/toggle_comment``" -msgstr "``script_text_editor/toggle_comment``" - -msgid "Fold/Unfold Line" -msgstr "Espandi/Comprimi linea" - -msgid ":kbd:`Ctrl + Cmd + F`" -msgstr ":kbd:`Ctrl + Cmd + F`" - -msgid "``script_text_editor/toggle_fold_line``" -msgstr "``script_text_editor/toggle_fold_line``" - -msgid "Duplicate Selection" -msgstr "Duplica la selezione" - -msgid ":kbd:`Ctrl + Shift + D`" -msgstr ":kbd:`Ctrl + Shift + D`" - -msgid ":kbd:`Cmd + Shift + C`" -msgstr ":kbd:`Cmd + Shift + C`" - -msgid "Complete Symbol" -msgstr "Completa il simbolo" - -msgid ":kbd:`Ctrl + Space`" -msgstr ":kbd: `Ctrl + Spazio`" - -msgid "``script_text_editor/complete_symbol``" -msgstr "``script_text_editor/complete_symbol``" - -msgid "Evaluate Selection" -msgstr "Valuta selezione" - -msgid ":kbd:`Ctrl + Shift + E`" -msgstr ":kbd:`Ctrl + Shift + E`" - -msgid ":kbd:`Cmd + Shift + E`" -msgstr ":kbd:`Cmd + Shift + E`" - -msgid "``script_text_editor/evaluate_selection``" -msgstr "``script_text_editor/evaluate_selection``" - -msgid "Trim Trailing Whitespace" -msgstr "Taglia spazi in coda" - -msgid ":kbd:`Ctrl + Alt + T`" -msgstr ":kbd:`Ctrl + Alt + T`" - -msgid "``script_text_editor/trim_trailing_whitespace``" -msgstr "``script_text_editor/trim_trailing_whitespace``" - -msgid "Uppercase" -msgstr "Maiuscolo" - -msgid ":kbd:`Shift + F4`" -msgstr ":kbd:`Shift + F4`" - -msgid "``script_text_editor/convert_to_uppercase``" -msgstr "``script_text_editor/convert_to_uppercase``" - -msgid "Lowercase" -msgstr "Minuscolo" - -msgid ":kbd:`Shift + F5`" -msgstr ":kbd:`Shift + F5`" - -msgid "``script_text_editor/convert_to_lowercase``" -msgstr "``script_text_editor/convert_to_lowercase``" - -msgid "Capitalize" -msgstr "Rendi la prima lettera maiuscola" - -msgid ":kbd:`Shift + F6`" -msgstr ":kbd:`Shift + F6`" - -msgid "``script_text_editor/capitalize``" -msgstr "``script_text_editor/capitalize``" - -msgid "Convert Indent to Spaces" -msgstr "Converti l'indentazione in spazi" - -msgid ":kbd:`Ctrl + Shift + Y`" -msgstr ":kbd:`Ctrl + Shift + Y`" - -msgid ":kbd:`Cmd + Shift + Y`" -msgstr ":kbd:`Cmd + Shift + Y`" - -msgid "``script_text_editor/convert_indent_to_spaces``" -msgstr "``script_text_editor/convert_indent_to_spaces``" - -msgid "Convert Indent to Tabs" -msgstr "Converti l'indentazione in tabulazioni" - -msgid ":kbd:`Ctrl + Shift + I`" -msgstr ":kbd:`Ctrl + Shift + I`" - -msgid ":kbd:`Cmd + Shift + I`" -msgstr ":kbd:`Cmd + Shift + I`" - -msgid "``script_text_editor/convert_indent_to_tabs``" -msgstr "``script_text_editor/convert_indent_to_tabs``" - -msgid "Auto Indent" -msgstr "Indenta automaticamente" - -msgid ":kbd:`Ctrl + I`" -msgstr ":kbd:`Ctrl + I`" - -msgid ":kbd:`Cmd + I`" -msgstr ":kbd:`Cmd + I`" - -msgid "``script_text_editor/auto_indent``" -msgstr "``script_text_editor/auto_indent``" - -msgid "Toggle Bookmark" -msgstr "Commuta segnalibro" - -msgid ":kbd:`Ctrl + Alt + B`" -msgstr ":kbd:`Ctrl + Alt + B`" - -msgid "``script_text_editor/toggle_bookmark``" -msgstr "``script_text_editor/toggle_bookmark``" - -msgid "Go to Next Bookmark" -msgstr "Vai al segnalibro successivo" - -msgid ":kbd:`Ctrl + B`" -msgstr ":kbd:`Ctrl + B`" - -msgid "``script_text_editor/goto_next_bookmark``" -msgstr "``script_text_editor/goto_next_bookmark``" - -msgid "Go to Previous Bookmark" -msgstr "Vai al segnalibro precedente" - -msgid "``script_text_editor/goto_previous_bookmark``" -msgstr "``script_text_editor/goto_previous_bookmark``" - -msgid "Go to Function" -msgstr "Vai alla funzione" - -msgid ":kbd:`Ctrl + Cmd + J`" -msgstr ":kbd:`Ctrl + Cmd + J`" - -msgid "``script_text_editor/goto_function``" -msgstr "``script_text_editor/goto_function``" - -msgid "Go to Line" -msgstr "Vai alla linea" - -msgid ":kbd:`Ctrl + L`" -msgstr ":kbd:`Ctrl + L`" - -msgid ":kbd:`Cmd + L`" -msgstr ":kbd:`Cmd + L`" - -msgid "``script_text_editor/goto_line``" -msgstr "``script_text_editor/goto_line``" - -msgid "Toggle Breakpoint" -msgstr "Commuta la riga corrente come punto d'interruzione" - -msgid ":kbd:`F9`" -msgstr ":kbd:`F9`" - -msgid "``script_text_editor/toggle_breakpoint``" -msgstr "``script_text_editor/toggle_breakpoint``" - -msgid "Remove All Breakpoints" -msgstr "Rimuovi tutti i punti di interruzione" - -msgid ":kbd:`Ctrl + Shift + F9`" -msgstr ":kbd:`Ctrl + Shift + F9`" - -msgid ":kbd:`Cmd + Shift + F9`" -msgstr ":kbd:`Cmd + Shift + F9`" - -msgid "``script_text_editor/remove_all_breakpoints``" -msgstr "``script_text_editor/remove_all_breakpoints``" - -msgid "Go to Next Breakpoint" -msgstr "Vai al punto di interruzione successivo" - -msgid ":kbd:`Ctrl + .`" -msgstr ":kbd:`Ctrl + .`" - -msgid "``script_text_editor/goto_next_breakpoint``" -msgstr "``script_text_editor/goto_next_breakpoint``" - -msgid "Go to Previous Breakpoint" -msgstr "Vai al punto di interruzione precedente" - -msgid ":kbd:`Ctrl + ,`" -msgstr ":kbd:`Ctrl + ,`" - -msgid ":kbd:`Cmd + ,`" -msgstr ":kbd:`Cmd + ,`" - -msgid "``script_text_editor/goto_previous_breakpoint``" -msgstr "``script_text_editor/goto_previous_breakpoint``" - -msgid "Contextual Help" -msgstr "Aiuto contestuale" - -msgid ":kbd:`Alt + F1`" -msgstr ":kbd:`Alt + F1`" - -msgid "``script_text_editor/contextual_help``" -msgstr "``script_text_editor/contextual_help``" - -msgid "``script_editor/find``" -msgstr "``script_editor/find``" - -msgid "``script_editor/find_next``" -msgstr "``script_editor/find_next``" - -msgid "``script_editor/find_previous``" -msgstr "``script_editor/find_previous``" - -msgid "``script_editor/find_in_files``" -msgstr "``script_editor/find_in_files``" - -msgid ":kbd:`Shift + Alt + Up Arrow`" -msgstr ":kbd:`Shift + Alt + Freccia Su`" - -msgid "``script_editor/window_move_up``" -msgstr "``script_editor/window_move_up``" - -msgid ":kbd:`Shift + Alt + Down Arrow`" -msgstr ":kbd:`Shift + Alt + Freccia Giù`" - -msgid "``script_editor/window_move_down``" -msgstr "``script_editor/window_move_down``" - -msgid "Next Script" -msgstr "Script successivo" - -msgid ":kbd:`Ctrl + Shift + .`" -msgstr ":kbd:`Ctrl + Shift + .`" - -msgid ":kbd:`Cmd + Shift + .`" -msgstr ":kbd:`Cmd + Shift + .`" - -msgid "``script_editor/next_script``" -msgstr "``script_editor/next_script``" - -msgid "Previous Script" -msgstr "Script precedente" - -msgid ":kbd:`Ctrl + Shift + ,`" -msgstr ":kbd:`Ctrl + Shift + ,`" - -msgid ":kbd:`Cmd + Shift + ,`" -msgstr ":kbd:`Cmd + Shift + ,`" - -msgid "``script_editor/prev_script``" -msgstr "``script_editor/prev_script``" - -msgid "Reopen Closed Script" -msgstr "Riapri script chiuso" - -msgid "``script_editor/reopen_closed_script``" -msgstr "``script_editor/reopen_closed_script``" - -msgid "Save" -msgstr "Salva" - -msgid ":kbd:`Ctrl + Alt + S`" -msgstr ":kbd:`Ctrl + Alt + S`" - -msgid "``script_editor/save``" -msgstr "``script_editor/save``" - -msgid "Save All" -msgstr "Salva tutto" - -msgid "``script_editor/save_all``" -msgstr "``script_editor/save_all``" - -msgid "Soft Reload Script" -msgstr "Ricarica parziale dello script" - -msgid "``script_editor/reload_script_soft``" -msgstr "``script_editor/reload_script_soft``" - -msgid "History Previous" -msgstr "Cronologia Precedente" - -msgid ":kbd:`Alt + Left Arrow`" -msgstr ":kbd:`Alt + Freccia Sinistra`" - -msgid "``script_editor/history_previous``" -msgstr "``script_editor/history_previous``" - -msgid "History Next" -msgstr "Cronologia successiva" - -msgid ":kbd:`Alt + Right Arrow`" -msgstr ":kbd:`Alt + Freccia Destra`" - -msgid "``script_editor/history_next``" -msgstr "``script_editor/history_next``" - -msgid "Close" -msgstr "Chiudi" - -msgid ":kbd:`Ctrl + W`" -msgstr ":kbd:`Ctrl + W`" - -msgid ":kbd:`Cmd + W`" -msgstr ":kbd:`Cmd + W`" - -msgid "``script_editor/close_file``" -msgstr "``script_editor/close_file``" - -msgid "Run" -msgstr "Esegui" - -msgid ":kbd:`Ctrl + Shift + X`" -msgstr ":kbd:`Ctrl + Shift + X`" - -msgid ":kbd:`Cmd + Shift + X`" -msgstr ":kbd:`Cmd + Shift + X`" - -msgid "``script_editor/run_file``" -msgstr "``script_editor/run_file``" - -msgid "Toggle Scripts Panel" -msgstr "Commuta il pannello degli script" - -msgid ":kbd:`Ctrl + \\\\`" -msgstr ":kbd:`Ctrl + \\\\`" - -msgid ":kbd:`Cmd + \\\\`" -msgstr ":kbd:`Cmd + \\\\`" - -msgid "``script_editor/toggle_scripts_panel``" -msgstr "``script_editor/toggle_scripts_panel``" - -msgid "``script_editor/zoom_in``" -msgstr "``script_editor/zoom_in``" - -msgid "``script_editor/zoom_out``" -msgstr "``script_editor/zoom_out``" - -msgid "Reset Zoom" -msgstr "Reimposta l'ingrandimento" - -msgid "``script_editor/reset_zoom``" -msgstr "``script_editor/reset_zoom``" - -msgid "Copy Selection" -msgstr "Copia selezione" - -msgid "``editor/copy_output``" -msgstr "``editor/copy_output``" - -msgid "Clear Output" -msgstr "Svuota l'output" - -msgid "``editor/clear_output``" -msgstr "``editor/clear_output``" - -msgid "Debugger" -msgstr "Debugger" - -msgid "Step Into" -msgstr "Fai un passo all'interno" - -msgid ":kbd:`F11`" -msgstr ":kbd:`F11`" - -msgid "``debugger/step_into``" -msgstr "``debugger/step_into``" - -msgid "Step Over" -msgstr "Fai un passo" - -msgid ":kbd:`F10`" -msgstr ":kbd:`F10`" - -msgid "``debugger/step_over``" -msgstr "``debugger/step_over``" - -msgid "Continue" -msgstr "Continua" - -msgid ":kbd:`F12`" -msgstr ":kbd:`F12`" - -msgid "``debugger/continue``" -msgstr "``debugger/continue``" - -msgid "Go Back" -msgstr "Torna indietro" - -msgid "``file_dialog/go_back``" -msgstr "``file_dialog/go_back``" - -msgid "Go Forward" -msgstr "Vai avanti" - -msgid "``file_dialog/go_forward``" -msgstr "``file_dialog/go_forward``" - -msgid "Go Up" -msgstr "Vai su" - -msgid "``file_dialog/go_up``" -msgstr "``file_dialog/go_up``" - -msgid "Refresh" -msgstr "Aggiorna" - -msgid "``file_dialog/refresh``" -msgstr "``file_dialog/refresh``" - -msgid "Toggle Hidden Files" -msgstr "Commuta la visibilità dei file nascosti" - -msgid ":kbd:`Ctrl + H`" -msgstr ":kbd:`Ctrl + H`" - -msgid ":kbd:`Cmd + H`" -msgstr ":kbd:`Cmd + H`" - -msgid "``file_dialog/toggle_hidden_files``" -msgstr "``file_dialog/toggle_hidden_files``" - -msgid "Toggle Favorite" -msgstr "Commuta lo stato di preferito" - -msgid "``file_dialog/toggle_favorite``" -msgstr "``file_dialog/toggle_favorite``" - -msgid "Toggle Mode" -msgstr "Commuta la modalità" - -msgid ":kbd:`Alt + V`" -msgstr ":kbd:`Alt + V`" - -msgid "``file_dialog/toggle_mode``" -msgstr "``file_dialog/toggle_mode``" - -msgid "Create Folder" -msgstr "Crea una cartella" - -msgid ":kbd:`Ctrl + N`" -msgstr ":kbd:`Ctrl + N`" - -msgid ":kbd:`Cmd + N`" -msgstr ":kbd:`Cmd + N`" - -msgid "``file_dialog/create_folder``" -msgstr "``file_dialog/create_folder``" - -msgid "Delete" -msgstr "Elimina" - -msgid ":kbd:`Del`" -msgstr ":kbd:`Del`" - -msgid ":kbd:`Cmd + BkSp`" -msgstr ":kbd:`Cmd + BkSp`" - -msgid "``file_dialog/delete``" -msgstr "``file_dialog/delete``" - -msgid "Focus Path" -msgstr "Metti a fuoco il percorso" - -msgid "``file_dialog/focus_path``" -msgstr "``file_dialog/focus_path``" - -msgid "Move Favorite Up" -msgstr "Sposta il preferito su" - -msgid ":kbd:`Ctrl + Up Arrow`" -msgstr ":kbd: `Ctrl + Freccia Su`" - -msgid ":kbd:`Cmd + Up Arrow`" -msgstr ":kbd:`Cmd + Freccia Su`" - -msgid "``file_dialog/move_favorite_up``" -msgstr "``file_dialog/move_favorite_up``" - -msgid "Move Favorite Down" -msgstr "Sposta il preferito giù" - -msgid ":kbd:`Ctrl + Down Arrow`" -msgstr ":kbd:`Ctrl + Freccia Giù`" - -msgid ":kbd:`Cmd + Down Arrow`" -msgstr ":kbd:`Cmd + Freccia Giù`" - -msgid "``file_dialog/move_favorite_down``" -msgstr "``file_dialog/move_favorite_down``" - -msgid "Copy Path" -msgstr "Copia il percorso" - -msgid "``filesystem_dock/copy_path``" -msgstr "``filesystem_dock/copy_path``" - -msgid "Duplicate" -msgstr "Duplica" - -msgid ":kbd:`Ctrl + D`" -msgstr ":kbd:`Ctrl + D`" - -msgid ":kbd:`Cmd + D`" -msgstr ":kbd:`Cmd + D`" - -msgid "``filesystem_dock/duplicate``" -msgstr "``filesystem_dock/duplicate``" - -msgid "``filesystem_dock/delete``" -msgstr "``filesystem_dock/delete``" - -msgid "Add Child Node" -msgstr "Aggiungi un nodo figlio" - -msgid "``scene_tree/add_child_node``" -msgstr "``scene_tree/add_child_node``" - -msgid "Batch Rename" -msgstr "Rinomina in blocco" - -msgid ":kbd:`Cmd + F2`" -msgstr ":kbd:`Cmd + F2`" - -msgid "``scene_tree/batch_rename``" -msgstr "``scene_tree/batch_rename``" - -msgid "Copy Node Path" -msgstr "Copia percorso del nodo" - -msgid "``scene_tree/copy_node_path``" -msgstr "``scene_tree/copy_node_path``" - -msgid "``scene_tree/delete``" -msgstr "``scene_tree/delete``" - -msgid "Force Delete" -msgstr "Forza l'eliminazione" - -msgid ":kbd:`Shift + Del`" -msgstr ":kbd:`Shift + Del`" - -msgid "``scene_tree/delete_no_confirm``" -msgstr "``scene_tree/delete_no_confirm``" - -msgid "``scene_tree/duplicate``" -msgstr "``scene_tree/duplicate``" - -msgid "``scene_tree/move_up``" -msgstr "``scene_tree/move_up``" - -msgid "``scene_tree/move_down``" -msgstr "``scene_tree/move_down``" - -msgid "``animation_editor/duplicate_selection``" -msgstr "``animation_editor/duplicate_selection``" - -msgid "Duplicate Transposed" -msgstr "Duplica trasposto" - -msgid ":kbd:`Cmd + Shift + D`" -msgstr ":kbd:`Cmd + Shift + D`" - -msgid "``animation_editor/duplicate_selection_transposed``" -msgstr "``animation_editor/duplicate_selection_transposed``" - -msgid "Delete Selection" -msgstr "Elimina la selezione" - -msgid "``animation_editor/delete_selection``" -msgstr "``animation_editor/delete_selection``" - -msgid "Go to Next Step" -msgstr "Vai al passo successivo" - -msgid ":kbd:`Ctrl + Right Arrow`" -msgstr ":kbd:`Ctrl + Freccia Destra`" - -msgid ":kbd:`Cmd + Right Arrow`" -msgstr ":kbd:`Cmd + Freccia Destra`" - -msgid "``animation_editor/goto_next_step``" -msgstr "``animation_editor/goto_next_step``" - -msgid "Go to Previous Step" -msgstr "Vai al passo precedente" - -msgid ":kbd:`Ctrl + Left Arrow`" -msgstr ":kbd:`Ctrl + Freccia Sinistra`" - -msgid ":kbd:`Cmd + Left Arrow`" -msgstr ":kbd:`Cmd + Freccia Sinistra`" - -msgid "``animation_editor/goto_prev_step``" -msgstr "``animation_editor/goto_prev_step``" - -msgid "Select" -msgstr "Seleziona" - -msgid "Cut Selection" -msgstr "Taglia selezione" - -msgid ":kbd:`P`" -msgstr ":kbd:`P`" - -msgid "Flip Horizontally" -msgstr "Ribalta orizzontalmente" - -msgid "Flip Vertically" -msgstr "Ribalta verticalmente" - -msgid "Rotate Left" -msgstr "Ruota a sinistra" - -msgid ":kbd:`Z`" -msgstr ":kbd:`Z`" - -msgid "Rotate Right" -msgstr "Ruota a destra" - -msgid ":kbd:`X`" -msgstr ":kbd:`X`" - -msgid "Next Coordinate" -msgstr "Coordinata successiva" - -msgid "``tileset_editor/next_shape``" -msgstr "``tileset_editor/next_shape``" - -msgid "Previous Coordinate" -msgstr "Coordinata precedente" - -msgid ":kbd:`PgUp`" -msgstr ":kbd:`PgUp`" - -msgid "``tileset_editor/previous_shape``" -msgstr "``tileset_editor/previous_shape``" - -msgid "Region Mode" -msgstr "Modalità Regione" - -msgid ":kbd:`1`" -msgstr ":kbd:`1`" - -msgid "``tileset_editor/editmode_region``" -msgstr "``tileset_editor/editmode_region``" - -msgid "Collision Mode" -msgstr "Modalità Collisioni" - -msgid ":kbd:`2`" -msgstr ":kbd:`2`" - -msgid "``tileset_editor/editmode_collision``" -msgstr "``tileset_editor/editmode_collision``" - -msgid "Occlusion Mode" -msgstr "Modalità Occlusione" - -msgid ":kbd:`3`" -msgstr ":kbd:`3`" - -msgid "``tileset_editor/editmode_occlusion``" -msgstr "``tileset_editor/editmode_occlusion``" - -msgid "Navigation Mode" -msgstr "Modalità Navigazione" - -msgid ":kbd:`4`" -msgstr ":kbd:`4`" - -msgid "``tileset_editor/editmode_navigation``" -msgstr "``tileset_editor/editmode_navigation``" - -msgid "Bitmask Mode" -msgstr "Modalità Bitmask" - -msgid ":kbd:`5`" -msgstr ":kbd:`5`" - -msgid "``tileset_editor/editmode_bitmask``" -msgstr "``tileset_editor/editmode_bitmask``" - -msgid "Priority Mode" -msgstr "Modalità Priorità" - -msgid ":kbd:`6`" -msgstr ":kbd:`6`" - -msgid "``tileset_editor/editmode_priority``" -msgstr "``tileset_editor/editmode_priority``" - -msgid "Icon Mode" -msgstr "Modalità Icona" - -msgid ":kbd:`7`" -msgstr ":kbd:`7`" - -msgid "``tileset_editor/editmode_icon``" -msgstr "``tileset_editor/editmode_icon``" - -msgid "Z Index Mode" -msgstr "Modalità Indice Z" - -msgid ":kbd:`8`" -msgstr ":kbd:`8`" - -msgid "``tileset_editor/editmode_z_index``" -msgstr "``tileset_editor/editmode_z_index``" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/editor/external_editor.po b/sphinx/po/it/LC_MESSAGES/tutorials/editor/external_editor.po deleted file mode 100644 index 72c3c949e6..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/editor/external_editor.po +++ /dev/null @@ -1,68 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "``{project}``" -msgstr "``{project}``" - -msgid "``{file}``" -msgstr "``{file}``" - -msgid "``{col}``" -msgstr "``{col}``" - -msgid "``{line}``" -msgstr "``{line}``" - -msgid "Editor" -msgstr "Editor" - -msgid "Exec Flags" -msgstr "Esegui Flag" - -msgid "Geany/Kate" -msgstr "Geany/Kate" - -msgid "``{file} --line {line} --column {col}``" -msgstr "``{file} --line {line} --column {col}``" - -msgid "``{file}:{line}``" -msgstr "``{file}:{line}``" - -msgid "JetBrains Rider" -msgstr "JetBrains Rider" - -msgid "Visual Studio Code" -msgstr "Visual Studio Code" - -msgid "``{project} --goto {file}:{line}:{col}``" -msgstr "``{project} --goto {file}:{line}:{col}``" - -msgid "Vim (gVim)" -msgstr "Vim (gVim)" - -msgid "``\"+call cursor({line}, {col})\" {file}``" -msgstr "``\"+call cursor({line}, {col})\" {file}``" - -msgid "Emacs" -msgstr "Emacs" - -msgid "``emacs +{line}:{col} {file}``" -msgstr "``emacs +{line}:{col} {file}``" - -msgid "" -"`Visual Studio Code `_" -msgstr "" -"`Visual Studio Code `_" - -msgid "`Emacs `_" -msgstr "`Emacs `_" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/editor/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/editor/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/editor/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/editor/inspector_dock.po b/sphinx/po/it/LC_MESSAGES/tutorials/editor/inspector_dock.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/editor/inspector_dock.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/editor/managing_editor_features.po b/sphinx/po/it/LC_MESSAGES/tutorials/editor/managing_editor_features.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/editor/managing_editor_features.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/editor/project_manager.po b/sphinx/po/it/LC_MESSAGES/tutorials/editor/project_manager.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/editor/project_manager.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/editor/project_settings.po b/sphinx/po/it/LC_MESSAGES/tutorials/editor/project_settings.po deleted file mode 100644 index 1277402b33..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/editor/project_settings.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Project Settings" -msgstr "Impostazioni del progetto" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/editor/using_the_android_editor.po b/sphinx/po/it/LC_MESSAGES/tutorials/editor/using_the_android_editor.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/editor/using_the_android_editor.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/editor/using_the_web_editor.po b/sphinx/po/it/LC_MESSAGES/tutorials/editor/using_the_web_editor.po deleted file mode 100644 index db5521f0ff..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/editor/using_the_web_editor.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the Web editor" -msgstr "Usare l'editor web" - -msgid "Limitations" -msgstr "Limitazioni" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/export/android_gradle_build.po b/sphinx/po/it/LC_MESSAGES/tutorials/export/android_gradle_build.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/export/android_gradle_build.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po b/sphinx/po/it/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_for_android.po b/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_for_android.po deleted file mode 100644 index 3305c8a427..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_for_android.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting for Android" -msgstr "Esportazione per Android" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po b/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po deleted file mode 100644 index faaa4ebb14..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "See :ref:`doc_exporting_projects` for more information." -msgstr "Vedi: ref: `doc_exporting_projects` per maggiori informazioni." diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_for_ios.po b/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_for_ios.po deleted file mode 100644 index a19fa581a8..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_for_ios.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Requisiti" - -msgid "Troubleshooting" -msgstr "Risoluzione dei problemi" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_for_linux.po b/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_for_linux.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_for_linux.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_for_macos.po b/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_for_macos.po deleted file mode 100644 index e724741368..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_for_macos.po +++ /dev/null @@ -1,69 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Requisiti" - -msgid "Option" -msgstr "Opzione" - -msgid "Description" -msgstr "Descrizione" - -msgid "Identity" -msgstr "Identità" - -msgid "Apple ID Name" -msgstr "Nome Apple ID" - -msgid "Apple Team ID" -msgstr "ID Apple Team" - -msgid "Entitlements" -msgstr "Permessi" - -msgid "Disable Library Validation" -msgstr "Disabilita Convalida Libreria" - -msgid "Audio Input" -msgstr "Ingresso Audio" - -msgid "Camera" -msgstr "Telecamera" - -msgid "Location" -msgstr "Posizione" - -msgid "Address Book" -msgstr "Rubrica" - -msgid "Calendars" -msgstr "Calendari" - -msgid "Apple Events" -msgstr "Eventi Apple" - -msgid "Enabled" -msgstr "Abilitato" - -msgid "Network Server" -msgstr "Server di Rete" - -msgid "Network Client" -msgstr "Client di Rete" - -msgid "Device USB" -msgstr "Dispositivo USB" - -msgid "Device Bluetooth" -msgstr "Dispositivo Bluetooth" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_for_web.po b/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_for_web.po deleted file mode 100644 index 0fc831edb7..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_for_web.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Limitations" -msgstr "Limitazioni" - -msgid "Audio" -msgstr "Audio" - -msgid "Networking" -msgstr "Networking" - -msgid "Clipboard" -msgstr "Appunti" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_for_windows.po b/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_for_windows.po deleted file mode 100644 index 40bc24d674..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_for_windows.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Setup" -msgstr "Configura" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_pcks.po b/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_pcks.po deleted file mode 100644 index 2495dd13be..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_pcks.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Advantages:**" -msgstr "**Vantaggi:**" - -msgid "incremental updates/patches" -msgstr "aggiornamenti/patch incrementali" - -msgid "offer DLCs" -msgstr "offre DLCs" - -msgid "offer mod support" -msgstr "offre supporto alle mod" - -msgid "scenes" -msgstr "scene" - -msgid "shaders" -msgstr "shaders" - -msgid "models" -msgstr "modelli" - -msgid "textures" -msgstr "textures" - -msgid "music" -msgstr "musica" - -msgid "Summary" -msgstr "Sommario" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_projects.po b/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_projects.po deleted file mode 100644 index b21a9cac43..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/export/exporting_projects.po +++ /dev/null @@ -1,39 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting projects" -msgstr "Esportazione di progetti" - -msgid "Why export?" -msgstr "Perché esportare?" - -msgid "On PC" -msgstr "Su PC" - -msgid "On mobile" -msgstr "Su dispositivi mobili" - -msgid "Export templates" -msgstr "Modelli di esportazione" - -msgid "Export all resources in the project" -msgstr "Esporta tutte le risorse nel progetto" - -msgid "Export selected scenes (and dependencies)" -msgstr "Esporta le scene selezionate (incluse le dipendenze)" - -msgid "Export selected resources (and dependencies)" -msgstr "Esporta le risorse selezionate (incluse le dipendenze)" - -msgid "Windows: ``.exe``" -msgstr "Windows: ``.exe``" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/export/feature_tags.po b/sphinx/po/it/LC_MESSAGES/tutorials/export/feature_tags.po deleted file mode 100644 index 81fd4642ef..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/export/feature_tags.po +++ /dev/null @@ -1,63 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "**Description**" -msgstr "**Descrizione**" - -msgid "**debug**" -msgstr "**debug**" - -msgid "**release**" -msgstr "**release**" - -msgid "**editor**" -msgstr "**editor**" - -msgid "**64**" -msgstr "**64**" - -msgid "**32**" -msgstr "**32**" - -msgid "**x86_64**" -msgstr "**x86_64**" - -msgid "**x86**" -msgstr "**x86**" - -msgid "**arm64**" -msgstr "**arm64**" - -msgid "**arm**" -msgstr "**arm**" - -msgid "**mobile**" -msgstr "**mobile**" - -msgid "**pc**" -msgstr "**pc**" - -msgid "**web**" -msgstr "**web**" - -msgid "**etc**" -msgstr "**etc**" - -msgid "**etc2**" -msgstr "**etc2**" - -msgid "**s3tc**" -msgstr "**s3tc**" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/export/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/export/index.po deleted file mode 100644 index 8977814025..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/export/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Export" -msgstr "Esporta" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/export/one-click_deploy.po b/sphinx/po/it/LC_MESSAGES/tutorials/export/one-click_deploy.po deleted file mode 100644 index dd59afdc89..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/export/one-click_deploy.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Supported platforms" -msgstr "Piattaforme supportate" - -msgid "Troubleshooting" -msgstr "Risoluzione dei problemi" - -msgid "Android" -msgstr "Android" - -msgid "Web" -msgstr "Web" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/export/running_on_macos.po b/sphinx/po/it/LC_MESSAGES/tutorials/export/running_on_macos.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/export/running_on_macos.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/i18n/index.po deleted file mode 100644 index 810cdcd039..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/i18n/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Internationalization" -msgstr "Lingue" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/it/LC_MESSAGES/tutorials/i18n/internationalizing_games.po deleted file mode 100644 index d7ca1b03d8..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "TranslationServer" -msgstr "TranslationServer" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/it/LC_MESSAGES/tutorials/i18n/locales.po deleted file mode 100644 index e26a85bde0..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/i18n/locales.po +++ /dev/null @@ -1,555 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "aa" -msgstr "aa" - -msgid "Afar" -msgstr "Afar" - -msgid "ab" -msgstr "ab" - -msgid "ace" -msgstr "ace" - -msgid "ach" -msgstr "ach" - -msgid "ada" -msgstr "ada" - -msgid "ady" -msgstr "ady" - -msgid "ae" -msgstr "ae" - -msgid "aeb" -msgstr "aeb" - -msgid "af" -msgstr "af" - -msgid "Afrikaans" -msgstr "Afrikaans" - -msgid "afh" -msgstr "afh" - -msgid "agq" -msgstr "agq" - -msgid "ain" -msgstr "ain" - -msgid "agr" -msgstr "agr" - -msgid "ak" -msgstr "ak" - -msgid "akk" -msgstr "akk" - -msgid "ar" -msgstr "ar" - -msgid "Arabic" -msgstr "Arabo" - -msgid "as" -msgstr "as" - -msgid "be" -msgstr "be" - -msgid "Belarusian" -msgstr "Bielorusso" - -msgid "bg" -msgstr "bg" - -msgid "Bulgarian" -msgstr "Bulgaro" - -msgid "bn" -msgstr "bn" - -msgid "Bengali" -msgstr "Bengalese" - -msgid "bo" -msgstr "bo" - -msgid "Tibetan" -msgstr "Tibetano" - -msgid "ca" -msgstr "ca" - -msgid "Catalan" -msgstr "Catalano" - -msgid "cps" -msgstr "cps" - -msgid "cs" -msgstr "cs" - -msgid "Czech" -msgstr "Ceco" - -msgid "cv" -msgstr "cv" - -msgid "da" -msgstr "da" - -msgid "Danish" -msgstr "Danese" - -msgid "de" -msgstr "de" - -msgid "German" -msgstr "Tedesco" - -msgid "el" -msgstr "el" - -msgid "Greek" -msgstr "Greco" - -msgid "en" -msgstr "en" - -msgid "English" -msgstr "Inglese" - -msgid "enm" -msgstr "enm" - -msgid "eo" -msgstr "eo" - -msgid "Esperanto" -msgstr "Esperanto" - -msgid "es" -msgstr "es" - -msgid "Spanish" -msgstr "Spagnolo" - -msgid "esu" -msgstr "esu" - -msgid "et" -msgstr "et" - -msgid "Estonian" -msgstr "Estone" - -msgid "eu" -msgstr "eu" - -msgid "Basque" -msgstr "Basco" - -msgid "ewo" -msgstr "ewo" - -msgid "fa" -msgstr "fa" - -msgid "Persian" -msgstr "Persiano" - -msgid "fi" -msgstr "fi" - -msgid "Finnish" -msgstr "Finlandese" - -msgid "fil" -msgstr "fil" - -msgid "Filipino" -msgstr "Filippino" - -msgid "fj" -msgstr "fj" - -msgid "fr" -msgstr "fr" - -msgid "French" -msgstr "Francese" - -msgid "ga" -msgstr "ga" - -msgid "Irish" -msgstr "Irlandese" - -msgid "got" -msgstr "got" - -msgid "gsw" -msgstr "gsw" - -msgid "gu" -msgstr "gu" - -msgid "Hebrew" -msgstr "Ebraico" - -msgid "hi" -msgstr "hi" - -msgid "Hindi" -msgstr "Hindi" - -msgid "hne" -msgstr "hne" - -msgid "hr" -msgstr "hr" - -msgid "Croatian" -msgstr "Croato" - -msgid "hsn" -msgstr "hsn" - -msgid "ht" -msgstr "ht" - -msgid "hu" -msgstr "hu" - -msgid "Hungarian" -msgstr "Ungherese" - -msgid "Indonesian" -msgstr "Indonesiano" - -msgid "is" -msgstr "is" - -msgid "Icelandic" -msgstr "Islandese" - -msgid "it" -msgstr "it" - -msgid "Italian" -msgstr "Italiano" - -msgid "ja" -msgstr "ja" - -msgid "Japanese" -msgstr "Giapponese" - -msgid "jam" -msgstr "jam" - -msgid "jpr" -msgstr "jpr" - -msgid "ka" -msgstr "ka" - -msgid "Georgian" -msgstr "Georgiano" - -msgid "ko" -msgstr "ko" - -msgid "Korean" -msgstr "Coreano" - -msgid "ku" -msgstr "ku" - -msgid "Kurdish" -msgstr "Curdo" - -msgid "lt" -msgstr "lt" - -msgid "Lithuanian" -msgstr "Lituano" - -msgid "lv" -msgstr "lv" - -msgid "Latvian" -msgstr "Lettone" - -msgid "lzh" -msgstr "lzh" - -msgid "mad" -msgstr "mad" - -msgid "man" -msgstr "man" - -msgid "mi" -msgstr "mi" - -msgid "mk" -msgstr "mk" - -msgid "Macedonian" -msgstr "Macedone" - -msgid "ml" -msgstr "ml" - -msgid "Malayalam" -msgstr "Malayalam" - -msgid "mn" -msgstr "mn" - -msgid "ms" -msgstr "ms" - -msgid "Malay" -msgstr "Malese" - -msgid "mt" -msgstr "mt" - -msgid "Maltese" -msgstr "Maltese" - -msgid "ng" -msgstr "ng" - -msgid "nl" -msgstr "nl" - -msgid "Dutch" -msgstr "Olandese" - -msgid "nn" -msgstr "nn" - -msgid "Norwegian Nynorsk" -msgstr "Norvegese Nynorsk" - -msgid "nr" -msgstr "nr" - -msgid "om" -msgstr "om" - -msgid "Oromo" -msgstr "Oromo" - -msgid "pap" -msgstr "pap" - -msgid "Papiamento" -msgstr "Papiamento" - -msgid "pl" -msgstr "pl" - -msgid "Polish" -msgstr "Polacco" - -msgid "pr" -msgstr "pr" - -msgid "Pirate" -msgstr "Pirata" - -msgid "pt" -msgstr "pt" - -msgid "Portuguese" -msgstr "Portoghese" - -msgid "qu" -msgstr "qu" - -msgid "ro" -msgstr "ro" - -msgid "Romanian" -msgstr "Rumeno" - -msgid "ru" -msgstr "ru" - -msgid "Russian" -msgstr "Russo" - -msgid "sc" -msgstr "sc" - -msgid "sco" -msgstr "sco" - -msgid "Scots" -msgstr "Scozzese" - -msgid "sd" -msgstr "sd" - -msgid "sh" -msgstr "sh" - -msgid "si" -msgstr "si" - -msgid "Sinhala" -msgstr "Singalese" - -msgid "sk" -msgstr "sk" - -msgid "Slovak" -msgstr "Slovacco" - -msgid "sl" -msgstr "sl" - -msgid "Slovenian" -msgstr "Sloveno" - -msgid "so" -msgstr "so" - -msgid "Somali" -msgstr "Somalo" - -msgid "sq" -msgstr "sq" - -msgid "Albanian" -msgstr "Albanese" - -msgid "sr" -msgstr "sr" - -msgid "Serbian" -msgstr "Serbo" - -msgid "sv" -msgstr "sv" - -msgid "Swedish" -msgstr "Svedese" - -msgid "ta" -msgstr "ta" - -msgid "Tamil" -msgstr "Tamil" - -msgid "te" -msgstr "te" - -msgid "Telugu" -msgstr "Telugu" - -msgid "th" -msgstr "th" - -msgid "Thai" -msgstr "Tailandese" - -msgid "ti" -msgstr "ti" - -msgid "Tigrinya" -msgstr "Tigrinya" - -msgid "tr" -msgstr "tr" - -msgid "Turkish" -msgstr "Turco" - -msgid "uk" -msgstr "uk" - -msgid "Ukrainian" -msgstr "Ucraino" - -msgid "ur" -msgstr "ur" - -msgid "Urdu" -msgstr "Urdu" - -msgid "uz" -msgstr "uz" - -msgid "Uzbek" -msgstr "Uzbeko" - -msgid "vi" -msgstr "vi" - -msgid "Vietnamese" -msgstr "Vietnamita" - -msgid "zh" -msgstr "zh" - -msgid "Chinese" -msgstr "Cinese" - -msgid "Java" -msgstr "Java" - -msgid "Palm" -msgstr "Palm" - -msgid "AL" -msgstr "AL" - -msgid "Albania" -msgstr "Albania" - -msgid "AR" -msgstr "AR" - -msgid "Argentina" -msgstr "Argentina" - -msgid "AT" -msgstr "AT" - -msgid "Austria" -msgstr "Austria" - -msgid "AU" -msgstr "AU" - -msgid "Australia" -msgstr "Australia" - -msgid "BG" -msgstr "BG" - -msgid "Bulgaria" -msgstr "Bulgaria" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/it/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po deleted file mode 100644 index 60ff35646e..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Advantages" -msgstr "Vantaggi" - -msgid "Disadvantages" -msgstr "Svantaggi" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/i18n/pseudolocalization.po b/sphinx/po/it/LC_MESSAGES/tutorials/i18n/pseudolocalization.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/i18n/pseudolocalization.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/it/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po deleted file mode 100644 index ea90c4f4c0..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "In this guide, you will learn:" -msgstr "In questa guida imparerai:" - -msgid "Troubleshooting" -msgstr "Risoluzione dei problemi" - -msgid "Linux" -msgstr "Linux" - -msgid "HTML5" -msgstr "HTML5" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/it/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po b/sphinx/po/it/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po deleted file mode 100644 index 45f6c01a37..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Quitting" -msgstr "Smettere" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/inputs/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/it/LC_MESSAGES/tutorials/inputs/input_examples.po deleted file mode 100644 index ad766cef08..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/input_examples.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Input examples" -msgstr "Esempi di Input" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Examples:" -msgstr "Esempi:" - -msgid "InputMap" -msgstr "InputMap" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/it/LC_MESSAGES/tutorials/inputs/inputevent.po deleted file mode 100644 index f7f8f01e67..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/inputevent.po +++ /dev/null @@ -1,48 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "What is it?" -msgstr "Che cos'è?" - -msgid "Description" -msgstr "Descrizione" - -msgid ":ref:`InputEvent `" -msgstr ":ref:`InputEvent `" - -msgid ":ref:`InputEventKey `" -msgstr ":ref:`InputEventKey `" - -msgid ":ref:`InputEventMouseButton `" -msgstr ":ref:`InputEventMouseButton `" - -msgid ":ref:`InputEventMouseMotion `" -msgstr ":ref:`InputEventMouseMotion `" - -msgid ":ref:`InputEventJoypadMotion `" -msgstr ":ref:`InputEventJoypadMotion `" - -msgid ":ref:`InputEventJoypadButton `" -msgstr ":ref:`InputEventJoypadButton `" - -msgid ":ref:`InputEventScreenTouch `" -msgstr ":ref:`InputEventScreenTouch `" - -msgid ":ref:`InputEventScreenDrag `" -msgstr ":ref:`InputEventScreenDrag `" - -msgid ":ref:`InputEventAction `" -msgstr ":ref:`InputEventAction `" - -msgid "InputMap" -msgstr "InputMap" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/it/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po deleted file mode 100644 index b249dbec51..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "About" -msgstr "Informazioni su Godot" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/it/LC_MESSAGES/tutorials/io/background_loading.po deleted file mode 100644 index 25817c48c7..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/io/background_loading.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Example" -msgstr "Esempio" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/io/binary_serialization_api.po b/sphinx/po/it/LC_MESSAGES/tutorials/io/binary_serialization_api.po deleted file mode 100644 index c5d96e0696..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/io/binary_serialization_api.po +++ /dev/null @@ -1,321 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Type" -msgstr "Tipo" - -msgid "Value" -msgstr "Valore" - -msgid "0" -msgstr "0" - -msgid "null" -msgstr "null" - -msgid "1" -msgstr "1" - -msgid "bool" -msgstr "bool" - -msgid "2" -msgstr "2" - -msgid "integer" -msgstr "integer" - -msgid "3" -msgstr "3" - -msgid "float" -msgstr "float" - -msgid "4" -msgstr "4" - -msgid "string" -msgstr "string" - -msgid "5" -msgstr "5" - -msgid "vector2" -msgstr "vector2" - -msgid "6" -msgstr "6" - -msgid "rect2" -msgstr "rect2" - -msgid "7" -msgstr "7" - -msgid "vector3" -msgstr "vector3" - -msgid "8" -msgstr "8" - -msgid "transform2d" -msgstr "transform2d" - -msgid "9" -msgstr "9" - -msgid "plane" -msgstr "plane" - -msgid "10" -msgstr "10" - -msgid "11" -msgstr "11" - -msgid "aabb" -msgstr "aabb" - -msgid "12" -msgstr "12" - -msgid "basis" -msgstr "basis" - -msgid "13" -msgstr "13" - -msgid "14" -msgstr "14" - -msgid "color" -msgstr "color" - -msgid "15" -msgstr "15" - -msgid "node path" -msgstr "node path" - -msgid "16" -msgstr "16" - -msgid "rid" -msgstr "rid" - -msgid "17" -msgstr "17" - -msgid "object" -msgstr "object" - -msgid "18" -msgstr "18" - -msgid "dictionary" -msgstr "dictionary" - -msgid "19" -msgstr "19" - -msgid "array" -msgstr "array" - -msgid "20" -msgstr "20" - -msgid "raw array" -msgstr "raw array" - -msgid "21" -msgstr "21" - -msgid "22" -msgstr "22" - -msgid "23" -msgstr "23" - -msgid "24" -msgstr "24" - -msgid "25" -msgstr "25" - -msgid "string array" -msgstr "string array" - -msgid "26" -msgstr "26" - -msgid "vector2 array" -msgstr "vector2 array" - -msgid "27" -msgstr "27" - -msgid "vector3 array" -msgstr "vector3 array" - -msgid "28" -msgstr "28" - -msgid "color array" -msgstr "color array" - -msgid "max" -msgstr "max" - -msgid "0: null" -msgstr "0: null" - -msgid "1: :ref:`bool`" -msgstr "1: :ref:`bool`" - -msgid "Offset" -msgstr "Scostamento" - -msgid "Len" -msgstr "Len" - -msgid "Description" -msgstr "Descrizione" - -msgid "Integer" -msgstr "Numero intero" - -msgid "0 for False, 1 for True" -msgstr "0 per False, 1 per True" - -msgid "2: :ref:`int`" -msgstr "2: :ref:`int`" - -msgid "3: :ref:`float`" -msgstr "3: :ref:`float`" - -msgid "Float" -msgstr "Float" - -msgid "4: :ref:`String`" -msgstr "4: :ref:`String`" - -msgid "X" -msgstr "X" - -msgid "Bytes" -msgstr "Bytes" - -msgid "5: :ref:`Vector2`" -msgstr "5: :ref:`Vector2`" - -msgid "6: :ref:`Rect2`" -msgstr "6: :ref:`Rect2`" - -msgid "7: :ref:`Vector3`" -msgstr "7: :ref:`Vector3`" - -msgid "8: :ref:`Transform2D`" -msgstr "8: :ref:`Transform2D`" - -msgid "9: :ref:`Plane`" -msgstr "9: :ref:`Plane`" - -msgid "11: :ref:`AABB`" -msgstr "11: :ref:`AABB`" - -msgid "12: :ref:`Basis`" -msgstr "12: :ref:`Basis`" - -msgid "32" -msgstr "32" - -msgid "36" -msgstr "36" - -msgid "40" -msgstr "40" - -msgid "44" -msgstr "44" - -msgid "48" -msgstr "48" - -msgid "14: :ref:`Color`" -msgstr "14: :ref:`Color`" - -msgid "15: :ref:`NodePath`" -msgstr "15: :ref:`NodePath`" - -msgid "X+0" -msgstr "X+0" - -msgid "X+4" -msgstr "X+4" - -msgid "16: :ref:`RID` (unsupported)" -msgstr "16: :ref:`RID` (non supportato)" - -msgid "Y" -msgstr "Y" - -msgid "Z" -msgstr "Z" - -msgid "W" -msgstr "W" - -msgid "18: :ref:`Dictionary`" -msgstr "18: :ref:`Dictionary`" - -msgid "19: :ref:`Array`" -msgstr "19: :ref:`Array`" - -msgid "8..8+length" -msgstr "8..8+length" - -msgid "Byte" -msgstr "Byte" - -msgid "8..8+length\\*4" -msgstr "8..8+length\\*4" - -msgid "8..8+length\\*8" -msgstr "8..8+length\\*8" - -msgid "8..12+length\\*8" -msgstr "8..12+length\\*8" - -msgid "8..8+length\\*12" -msgstr "8..8+length\\*12" - -msgid "8..12+length\\*12" -msgstr "8..12+length\\*12" - -msgid "8..16+length\\*12" -msgstr "8..16+length\\*12" - -msgid "8..8+length\\*16" -msgstr "8..8+length\\*16" - -msgid "8..12+length\\*16" -msgstr "8..12+length\\*16" - -msgid "8..16+length\\*16" -msgstr "8..16+length\\*16" - -msgid "8..20+length\\*16" -msgstr "8..20+length\\*16" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/it/LC_MESSAGES/tutorials/io/data_paths.po deleted file mode 100644 index 5f7a5d36ee..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/io/data_paths.po +++ /dev/null @@ -1,54 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Type" -msgstr "Tipo" - -msgid "Location" -msgstr "Posizione" - -msgid "Default" -msgstr "Predefinito" - -msgid "Windows: ``%APPDATA%\\Godot\\app_userdata\\[project_name]``" -msgstr "Windows: ``%APPDATA%\\Godot\\app_userdata\\[project_name]``" - -msgid "Windows: ``%APPDATA%\\[project_name]``" -msgstr "Windows: ``%APPDATA%\\[project_name]``" - -msgid "macOS: ``~/Library/Application Support/[project_name]``" -msgstr "macOS: ``~/Library/Application Support/[project_name]``" - -msgid "Linux: ``~/.local/share/[project_name]``" -msgstr "Linux: ``~/.local/share/[project_name]``" - -msgid "Windows: ``%APPDATA%\\Godot\\``" -msgstr "Windows: ``%APPDATA%\\Godot\\``" - -msgid "macOS: ``~/Library/Application Support/Godot/``" -msgstr "macOS: ``~/Library/Application Support/Godot/``" - -msgid "Linux: ``~/.config/godot/``" -msgstr "Linux: ``~/.config/godot/``" - -msgid "Cache" -msgstr "Cache" - -msgid "Windows: ``%TEMP%\\Godot\\``" -msgstr "Windows: ``%TEMP%\\Godot\\``" - -msgid "macOS: ``~/Library/Caches/Godot/``" -msgstr "macOS: ``~/Library/Caches/Godot/``" - -msgid "Linux: ``~/.cache/godot/``" -msgstr "Linux: ``~/.cache/godot/``" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/io/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/io/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po b/sphinx/po/it/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/it/LC_MESSAGES/tutorials/io/saving_games.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/io/saving_games.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/it/LC_MESSAGES/tutorials/math/beziers_and_curves.po deleted file mode 100644 index 8d0ae3ff3f..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Adding control points" -msgstr "Aggiunta di punti di controllo" - -msgid "Drawing" -msgstr "Disegnare" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/math/index.po deleted file mode 100644 index dd01688998..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/math/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Math" -msgstr "Matematica" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/it/LC_MESSAGES/tutorials/math/interpolation.po deleted file mode 100644 index 96fdc4349e..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/math/interpolation.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Interpolation" -msgstr "Interpolazione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/it/LC_MESSAGES/tutorials/math/matrices_and_transforms.po deleted file mode 100644 index 1f435257c7..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "https://www.youtube.com/watch?v=mvmuCPvRoWQ" -msgstr "https://www.youtube.com/watch?v=mvmuCPvRoWQ" - -msgid "https://www.youtube.com/watch?v=d4EgbgTm0Bg" -msgstr "https://www.youtube.com/watch?v=d4EgbgTm0Bg" - -msgid "https://eater.net/quaternions" -msgstr "https://eater.net/quaternions" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/it/LC_MESSAGES/tutorials/math/random_number_generation.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/math/random_number_generation.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/it/LC_MESSAGES/tutorials/math/vector_math.po deleted file mode 100644 index 88ff22db84..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/math/vector_math.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Movement" -msgstr "Movimento" - -msgid "Normalization" -msgstr "Normalizzazione" - -msgid "Reflection" -msgstr "Riflessione" - -msgid "and" -msgstr "e" - -msgid ":ref:`doc_vectors_advanced`" -msgstr ":ref:`doc_vectors_advanced`" - -msgid ":ref:`doc_matrices_and_transforms`" -msgstr ":ref:`doc_matrices_and_transforms`" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/it/LC_MESSAGES/tutorials/math/vectors_advanced.po deleted file mode 100644 index c9db0f6e79..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid ":ref:`doc_matrices_and_transforms`" -msgstr ":ref:`doc_matrices_and_transforms`" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/migrating/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/migrating/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/migrating/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po b/sphinx/po/it/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po deleted file mode 100644 index 82c218cf5a..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "Animazione" - -msgid "Physics" -msgstr "Fisica" - -msgid "Rendering" -msgstr "Renderer" - -msgid "Navigation" -msgstr "Navigazione" - -msgid "Networking" -msgstr "Networking" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po b/sphinx/po/it/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po deleted file mode 100644 index 11d6def15a..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "Animazione" - -msgid "Rendering" -msgstr "Renderer" - -msgid "GraphEdit" -msgstr "GraphEdit" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po b/sphinx/po/it/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po deleted file mode 100644 index 460d33dab8..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "Animazione" - -msgid "Physics" -msgstr "Fisica" - -msgid "Rendering" -msgstr "Renderer" - -msgid "Audio" -msgstr "Audio" - -msgid "Navigation" -msgstr "Navigazione" - -msgid "Android" -msgstr "Android" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po b/sphinx/po/it/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po deleted file mode 100644 index cc1937d2e3..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "KinematicBody2D" -msgstr "KinematicBody2D" - -msgid "Listener" -msgstr "Ascoltatore" - -msgid "Particles" -msgstr "Particelle" - -msgid "ParticlesMaterial" -msgstr "ParticlesMaterial" - -msgid "Spatial" -msgstr "Spatial" - -msgid "ViewportContainer" -msgstr "ViewportContainer" - -msgid "Comment" -msgstr "Commento" - -msgid "Node2D" -msgstr "Node2D" - -msgid "RoomManager" -msgstr "RoomManager" - -msgid "OccluderShapeSphere" -msgstr "OccluderShapeSphere" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/navigation/index.po deleted file mode 100644 index 6d71ea00c5..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Navigation" -msgstr "Navigazione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po b/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po b/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po b/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po b/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po b/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po b/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po b/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po b/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po b/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po b/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po b/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po b/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po b/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po b/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po b/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po b/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po b/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po b/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/it/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/it/LC_MESSAGES/tutorials/networking/http_client_class.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/networking/http_client_class.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/it/LC_MESSAGES/tutorials/networking/http_request_class.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/networking/http_request_class.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/networking/index.po deleted file mode 100644 index 08c6f9ba03..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/networking/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Networking" -msgstr "Networking" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/it/LC_MESSAGES/tutorials/networking/ssl_certificates.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/it/LC_MESSAGES/tutorials/networking/webrtc.po deleted file mode 100644 index abf6c1fb22..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/networking/webrtc.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "HTML5, WebSocket, WebRTC" -msgstr "HTML5, WebSocket, WebRTC" - -msgid "WebSocket" -msgstr "WebSocket" - -msgid "Local signaling example" -msgstr "Esempio di segnalazione locale" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/it/LC_MESSAGES/tutorials/networking/websocket.po deleted file mode 100644 index 51cd55b69a..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/networking/websocket.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "WebSocket" -msgstr "WebSocket" - -msgid "HTML5 and WebSocket" -msgstr "HTML5 e WebSocket" - -msgid "Minimal client example" -msgstr "Esempio di client minimale" - -msgid "Minimal server example" -msgstr "Esempio di Server Minimale" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/performance/cpu_optimization.po b/sphinx/po/it/LC_MESSAGES/tutorials/performance/cpu_optimization.po deleted file mode 100644 index 9366519fb1..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/performance/cpu_optimization.po +++ /dev/null @@ -1,66 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Caches" -msgstr "Caches" - -msgid "" -"CPU caches are something else to be particularly aware of, especially when " -"comparing timing results of two different versions of a function. The " -"results can be highly dependent on whether the data is in the CPU cache or " -"not. CPUs don't load data directly from the system RAM, even though it's " -"huge in comparison to the CPU cache (several gigabytes instead of a few " -"megabytes). This is because system RAM is very slow to access. Instead, CPUs " -"load data from a smaller, faster bank of memory called cache. Loading data " -"from cache is very fast, but every time you try and load a memory address " -"that is not stored in cache, the cache must make a trip to main memory and " -"slowly load in some data. This delay can result in the CPU sitting around " -"idle for a long time, and is referred to as a \"cache miss\"." -msgstr "" -"Le cache della CPU sono un'altra cosa di cui essere particolarmente " -"consapevoli, specialmente quando si confrontano i risultati dei tempi di due " -"diverse versioni di una funzione. I risultati possono essere altamente " -"dipendenti dal fatto che i dati siano nella cache della CPU o meno. Le CPU " -"non caricano i dati direttamente dalla RAM di sistema, anche se è enorme in " -"confronto alla cache della CPU (diversi gigabyte invece di pochi megabyte). " -"Questo perché la RAM di sistema è molto lenta da raggiungere. Invece, le CPU " -"caricano i dati da un banco di memoria più piccolo e veloce chiamato cache. " -"Il caricamento dei dati dalla cache è molto veloce, ma ogni volta che si " -"cerca di caricare un indirizzo di memoria che non è memorizzato nella cache, " -"la cache deve fare un viaggio nella memoria principale e caricare lentamente " -"alcuni dati. Questo ritardo può portare la CPU a rimanere inattiva per molto " -"tempo, e viene chiamato \"cache miss\"." - -msgid "Languages" -msgstr "Lingue" - -msgid "GDScript" -msgstr "GDScript" - -msgid "C#" -msgstr "C#" - -msgid "Other languages" -msgstr "Altri linguaggi" - -msgid "C++" -msgstr "C++" - -msgid "Threads" -msgstr "Threads" - -msgid "SceneTree" -msgstr "SceneTree" - -msgid "Physics" -msgstr "Fisica" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/performance/general_optimization.po b/sphinx/po/it/LC_MESSAGES/tutorials/performance/general_optimization.po deleted file mode 100644 index 1e29df9166..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/performance/general_optimization.po +++ /dev/null @@ -1,31 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "There are several methods of measuring performance, including:" -msgstr "Esistono diversi metodi per misurare le prestazioni, tra cui:" - -msgid "Limitations" -msgstr "Limitazioni" - -msgid "Principles" -msgstr "Principi" - -msgid "`Donald Knuth `__ said:" -msgstr "" -"`Donald Knuth `__ ha detto:" - -msgid "Appendix" -msgstr "Appendice" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/performance/gpu_optimization.po b/sphinx/po/it/LC_MESSAGES/tutorials/performance/gpu_optimization.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/performance/gpu_optimization.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/performance/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/performance/index.po deleted file mode 100644 index ac1d92ef01..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/performance/index.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Performance" -msgstr "Prestazioni" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Common" -msgstr "Comune" - -msgid "CPU" -msgstr "CPU" - -msgid "GPU" -msgstr "GPU" - -msgid "3D" -msgstr "3D" - -msgid "Threads" -msgstr "Threads" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po b/sphinx/po/it/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po deleted file mode 100644 index 14ee900b18..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "optimization" -msgstr "ottimizzazione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/performance/thread_safe_apis.po b/sphinx/po/it/LC_MESSAGES/tutorials/performance/thread_safe_apis.po deleted file mode 100644 index 05478650b9..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/performance/thread_safe_apis.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Threads" -msgstr "Threads" - -msgid "Rendering" -msgstr "Renderer" - -msgid "Resources" -msgstr "Risorse" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/performance/using_multimesh.po b/sphinx/po/it/LC_MESSAGES/tutorials/performance/using_multimesh.po deleted file mode 100644 index aa5ae6ac33..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/performance/using_multimesh.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "MultiMeshes" -msgstr "MultiMeshes" - -msgid "Multimesh example" -msgstr "Esempio Multimesh" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/performance/using_multiple_threads.po b/sphinx/po/it/LC_MESSAGES/tutorials/performance/using_multiple_threads.po deleted file mode 100644 index c61aeb2c32..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/performance/using_multiple_threads.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Threads" -msgstr "Threads" - -msgid "Creating a Thread" -msgstr "Creare un Thread" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/performance/using_servers.po b/sphinx/po/it/LC_MESSAGES/tutorials/performance/using_servers.po deleted file mode 100644 index 72e6462c4e..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/performance/using_servers.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Servers" -msgstr "Server" - -msgid "RIDs" -msgstr "RIDs" - -msgid "Creating a sprite" -msgstr "Creare uno sprite" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/it/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po deleted file mode 100644 index 92ad0e5718..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animating one Fish" -msgstr "Animazione di un pesce" - -msgid "The resulting animation should look something like this:" -msgstr "L'animazione risultante dovrebbe assomigliare a questa:" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/it/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/performance/vertex_animation/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/performance/vertex_animation/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/performance/vertex_animation/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/index.po deleted file mode 100644 index 31483a9460..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Physics" -msgstr "Fisica" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po deleted file mode 100644 index 547e9d69c3..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Scene setup" -msgstr "Impostazione della scena" - -msgid "Moving the kinematic character" -msgstr "Spostare il personaggio cinematico" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/large_world_coordinates.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/large_world_coordinates.po deleted file mode 100644 index 65b007ae0c..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/large_world_coordinates.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Comment" -msgstr "Commento" - -msgid "Limitations" -msgstr "Limitazioni" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/physics_introduction.po deleted file mode 100644 index 80a2da5e71..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ /dev/null @@ -1,51 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Physics introduction" -msgstr "Introduzione alla fisica" - -msgid "In this guide, you will learn:" -msgstr "In questa guida imparerai:" - -msgid ":ref:`Area2D `" -msgstr ":ref:`Area2D `" - -msgid ":ref:`StaticBody2D `" -msgstr ":ref:`StaticBody2D `" - -msgid ":ref:`RigidBody2D `" -msgstr ":ref:`RigidBody2D `" - -msgid "Collision shapes" -msgstr "Forme di collisione" - -msgid "collision_layer" -msgstr "collision_layer" - -msgid "collision_mask" -msgstr "collision_mask" - -msgid "Area2D" -msgstr "Area2D" - -msgid "There are three main uses for :ref:`Area2D `:" -msgstr "Ci sono tre usi principali per : ref:`Area2D `:" - -msgid "StaticBody2D" -msgstr "StaticBody2D" - -msgid "Walls and other obstacles" -msgstr "Muri e altri ostacoli" - -msgid "RigidBody2D" -msgstr "RigidBody2D" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/ragdoll_system.po deleted file mode 100644 index 0688610026..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "This is the final result:" -msgstr "Questo è il risultato finale:" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/ray-casting.po deleted file mode 100644 index a851fee570..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/ray-casting.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Ray-casting" -msgstr "Ray-casting" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Space" -msgstr "Spazio" - -msgid "Collision Mask" -msgstr "Maschera di Collisione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/rigid_body.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/rigid_body.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/soft_body.po deleted file mode 100644 index 1909e31fd6..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/soft_body.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Basic set-up" -msgstr "Configurazione di base" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/using_area_2d.po deleted file mode 100644 index d219748c23..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Area properties" -msgstr "Proprietà dell'area" - -msgid "Overlap detection" -msgstr "Rilevamento sovrapposizione" - -msgid "Some other usage examples:" -msgstr "Alcuni altri esempi di utilizzo:" - -msgid "The physics properties that can be overridden are:" -msgstr "Le proprietà fisiche che possono essere sovrascritte sono:" - -msgid "Examples" -msgstr "Esempi" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/physics/using_character_body_2d.po b/sphinx/po/it/LC_MESSAGES/tutorials/physics/using_character_body_2d.po deleted file mode 100644 index 8c5fec5073..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/physics/using_character_body_2d.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Movement and collision" -msgstr "Movimento e collisione" - -msgid "Examples" -msgstr "Esempi" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po b/sphinx/po/it/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po deleted file mode 100644 index a51b9f1753..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Utilizzo" - -msgid "Getting started" -msgstr "Per iniziare" - -msgid "Consumables" -msgstr "Consumabili" - -msgid "Subscriptions" -msgstr "Abbonamenti" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/platform/android/android_library.po b/sphinx/po/it/LC_MESSAGES/tutorials/platform/android/android_library.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/platform/android/android_library.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/platform/android/android_plugin.po b/sphinx/po/it/LC_MESSAGES/tutorials/platform/android/android_plugin.po deleted file mode 100644 index daa7f5f813..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/platform/android/android_plugin.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Android plugin" -msgstr "Plugin Android" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/platform/android/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/platform/android/index.po deleted file mode 100644 index 38119b295e..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/platform/android/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Android" -msgstr "Android" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/it/LC_MESSAGES/tutorials/platform/consoles.po deleted file mode 100644 index 7e394a094d..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/platform/consoles.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Console support in Godot" -msgstr "Supporto console in Godot" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/platform/index.po deleted file mode 100644 index b792ff6c8a..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/platform/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Platform-specific" -msgstr "Specifico per la piattaforma" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/platform/ios/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/platform/ios/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/it/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/it/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po deleted file mode 100644 index 509a349c0e..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ /dev/null @@ -1,57 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "``purchase``" -msgstr "``purchase``" - -msgid "Parameters" -msgstr "Parametri" - -msgid "``request_product_info``" -msgstr "``request_product_info``" - -msgid "``restore_purchases``" -msgstr "``restore_purchases``" - -msgid "``set_auto_finish_transaction``" -msgstr "``set_auto_finish_transaction``" - -msgid "``finish_transaction``" -msgstr "``finish_transaction``" - -msgid "``authenticate``" -msgstr "``authenticate``" - -msgid "``post_score``" -msgstr "``post_score``" - -msgid "Example:" -msgstr "Esempio:" - -msgid "``award_achievement``" -msgstr "``award_achievement``" - -msgid "``reset_achievements``" -msgstr "``reset_achievements``" - -msgid "``request_achievements``" -msgstr "``request_achievements``" - -msgid "``request_achievement_descriptions``" -msgstr "``request_achievement_descriptions``" - -msgid "``show_game_center``" -msgstr "``show_game_center``" - -msgid "Examples:" -msgstr "Esempi:" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po b/sphinx/po/it/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po deleted file mode 100644 index 40bc24d674..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Setup" -msgstr "Configura" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po b/sphinx/po/it/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po deleted file mode 100644 index 41a757d854..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po +++ /dev/null @@ -1,105 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Engine" -msgstr "Engine" - -msgid "Static Methods" -msgstr "Metodi statici" - -msgid "void" -msgstr "void" - -msgid "Instance Methods" -msgstr "Metodi di Istanza" - -msgid "" -"This will load the engine if it is not loaded, and preload the main pck." -msgstr "" -"Questo caricherà l'engine se non è stato caricato, e si precarica il pck " -"principale." - -msgid "Promise that resolves once the game started." -msgstr "Promessa che si risolve una volta avviato il game." - -msgid "The location where the file will be created." -msgstr "Il percorso in cui verrà creato il file." - -msgid "Properties" -msgstr "Proprietà" - -msgid ":js:attr:`unloadAfterInit`" -msgstr ":js:attr:`unloadAfterInit`" - -msgid "HTMLCanvasElement" -msgstr "HTMLCanvasElement" - -msgid ":js:attr:`canvas`" -msgstr ":js:attr:`canvas`" - -msgid "string" -msgstr "string" - -msgid ":js:attr:`executable`" -msgstr ":js:attr:`executable`" - -msgid ":js:attr:`mainPack`" -msgstr ":js:attr:`mainPack`" - -msgid ":js:attr:`locale`" -msgstr ":js:attr:`locale`" - -msgid ":js:attr:`canvasResizePolicy`" -msgstr ":js:attr:`canvasResizePolicy`" - -msgid "Array." -msgstr "Array." - -msgid ":js:attr:`args`" -msgstr ":js:attr:`args`" - -msgid "function" -msgstr "funzione" - -msgid ":js:attr:`onExecute`" -msgstr ":js:attr:`onExecute`" - -msgid ":js:attr:`onExit`" -msgstr ":js:attr:`onExit`" - -msgid ":js:attr:`onProgress`" -msgstr ":js:attr:`onProgress`" - -msgid ":js:attr:`onPrint`" -msgstr ":js:attr:`onPrint`" - -msgid ":js:attr:`onPrintError`" -msgstr ":js:attr:`onPrintError`" - -msgid "value" -msgstr "valore" - -msgid "``true``" -msgstr "``true``" - -msgid "``null``" -msgstr "``null``" - -msgid "``\"\"``" -msgstr "``\"\"``" - -msgid "``2``" -msgstr "``2``" - -msgid "``[]``" -msgstr "``[]``" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/platform/web/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/platform/web/index.po deleted file mode 100644 index fb56d05e02..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/platform/web/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Web" -msgstr "Web" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po b/sphinx/po/it/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po deleted file mode 100644 index 481fd0419b..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Configuration" -msgstr "Configurazione" - -msgid "Type" -msgstr "Tipo" - -msgid "Description" -msgstr "Descrizione" - -msgid "``name``" -msgstr "``name``" - -msgid "``default_value``" -msgstr "``default_value``" - -msgid "Any" -msgstr "Qualsiasi" - -msgid "``property_hint``" -msgstr "``property_hint``" - -msgid "``hint_string``" -msgstr "``hint_string``" - -msgid "``usage``" -msgstr "``usage``" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po deleted file mode 100644 index fae3a83625..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Going beyond" -msgstr "Andare oltre" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/index.po deleted file mode 100644 index 7a67ef5751..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Plugins" -msgstr "Estensioni" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po b/sphinx/po/it/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po deleted file mode 100644 index 51846bd274..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Instancing scenes" -msgstr "Istanziare scene" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/rendering/compositor.po b/sphinx/po/it/LC_MESSAGES/tutorials/rendering/compositor.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/rendering/compositor.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/rendering/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/rendering/index.po deleted file mode 100644 index 2e17bed078..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/rendering/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Rendering" -msgstr "Renderer" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/rendering/jitter_stutter.po b/sphinx/po/it/LC_MESSAGES/tutorials/rendering/jitter_stutter.po deleted file mode 100644 index db618fb709..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/rendering/jitter_stutter.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Jitter" -msgstr "Jitter" - -msgid "Stutter" -msgstr "Stutter" - -msgid "Windows" -msgstr "Windows" - -msgid "Linux" -msgstr "Linux" - -msgid "macOS" -msgstr "macOS" - -msgid "Android" -msgstr "Android" - -msgid "iOS" -msgstr "iOS" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po b/sphinx/po/it/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po deleted file mode 100644 index 4b187b1545..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Resizing" -msgstr "Ridimensionamento" - -msgid "**Non-pixel art:**" -msgstr "**Non-pixel art:**" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/rendering/viewports.po b/sphinx/po/it/LC_MESSAGES/tutorials/rendering/viewports.po deleted file mode 100644 index fa3e7178ee..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/rendering/viewports.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Input" -msgstr "Input" - -msgid "Listener" -msgstr "Ascoltatore" - -msgid "Worlds" -msgstr "Worlds" - -msgid "Capture" -msgstr "Cattura" - -msgid "Rendering" -msgstr "Renderer" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po deleted file mode 100644 index 0cee59aacf..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po +++ /dev/null @@ -1,45 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Prerequisites" -msgstr "Prerequisiti" - -msgid "Visual Studio Code" -msgstr "Visual Studio Code" - -msgid "MonoDevelop" -msgstr "MonoDevelop" - -msgid "Visual Studio for Mac" -msgstr "Visual Studio per Mac" - -msgid "JetBrains Rider" -msgstr "JetBrains Rider" - -msgid "In Rider:" -msgstr "In Rider:" - -msgid "In Visual Studio Code:" -msgstr "In Visual Studio Code:" - -msgid "Visual Studio (Windows only)" -msgstr "Visual Studio (solo per Windows)" - -msgid "Creating a C# script" -msgstr "Creare uno script C#" - -msgid "Example" -msgstr "Esempio" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po deleted file mode 100644 index e6266ad564..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po +++ /dev/null @@ -1,48 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript" -msgstr "GDScript" - -msgid "C#" -msgstr "C#" - -msgid "``byte[]``" -msgstr "``byte[]``" - -msgid "``int[]``" -msgstr "``int[]``" - -msgid "``float[]``" -msgstr "``float[]``" - -msgid "``Vector2[]``" -msgstr "``Vector2[]``" - -msgid "``Vector3[]``" -msgstr "``Vector3[]``" - -msgid "``Color[]``" -msgstr "``Color[]``" - -msgid "Array" -msgstr "Array" - -msgid "Duplicate" -msgstr "Duplica" - -msgid "max" -msgstr "max" - -msgid "Dictionary" -msgstr "Dizionario" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po deleted file mode 100644 index 1ebe7583de..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po +++ /dev/null @@ -1,123 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Constants" -msgstr "Costanti" - -msgid "Special cases:" -msgstr "Casi speciali:" - -msgid "GDScript" -msgstr "GDScript" - -msgid "C#" -msgstr "C#" - -msgid "``TYPE_*``" -msgstr "``TYPE_*``" - -msgid "``OP_*``" -msgstr "``OP_*``" - -msgid "Math functions" -msgstr "Funzioni Math" - -msgid "Random functions" -msgstr "Funzioni Random" - -msgid "Other functions" -msgstr "Altre Funzioni" - -msgid "Exceptions:" -msgstr "Eccezioni:" - -msgid "``weakref(obj)``" -msgstr "``weakref(obj)``" - -msgid "``is_instance_valid(obj)``" -msgstr "``is_instance_valid(obj)``" - -msgid "Tips" -msgstr "Suggerimenti" - -msgid "Example:" -msgstr "Esempio:" - -msgid "max" -msgstr "max" - -msgid "assert" -msgstr "assert" - -msgid "preload" -msgstr "preload" - -msgid "See also: :ref:`doc_c_sharp_signals`." -msgstr "Vedi anche: :ref:`doc_c_sharp_signals`." - -msgid "Singletons" -msgstr "Singletons" - -msgid "match" -msgstr "match" - -msgid "NodePath" -msgstr "NodePath" - -msgid "Signal" -msgstr "Segnale" - -msgid "RID" -msgstr "RID" - -msgid "``get_scale()``" -msgstr "``get_scale()``" - -msgid "``Scale``" -msgstr "``Scale``" - -msgid "Transform2D" -msgstr "Transform2D" - -msgid "``get_rotation()``" -msgstr "``get_rotation()``" - -msgid "``Rotation``" -msgstr "``Rotation``" - -msgid "Rect2" -msgstr "Rect2" - -msgid "``end``" -msgstr "``end``" - -msgid "``End``" -msgstr "``End``" - -msgid "``get_area()``" -msgstr "``get_area()``" - -msgid "``Area``" -msgstr "``Area``" - -msgid "Color" -msgstr "Colore" - -msgid "Array" -msgstr "Array" - -msgid "Dictionary" -msgstr "Dizionario" - -msgid "Variant" -msgstr "Variante" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po deleted file mode 100644 index 6702f3eb1d..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Nodes" -msgstr "Nodi" - -msgid "Resources" -msgstr "Risorse" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po deleted file mode 100644 index d96c24b32e..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po +++ /dev/null @@ -1,23 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Examples" -msgstr "Esempi" - -msgid "" -"To see an example project, see the OS testing demo: https://github.com/" -"godotengine/godot-demo-projects/tree/master/misc/os_test" -msgstr "" -"Per vedere un progetto d'esempio, vedi la demo di test del sistema " -"operativo: https://github.com/godotengine/godot-demo-projects/tree/master/" -"misc/os_test" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po deleted file mode 100644 index e164e23861..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "C# signals" -msgstr "Segnali in C#" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po deleted file mode 100644 index 218696d71b..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "General guidelines" -msgstr "Linee guida generali" - -msgid "Using spaces" -msgstr "Utilizzo degli spazi" - -msgid "Member variables" -msgstr "Variabili membro" - -msgid "Local variables" -msgstr "Variabili locali" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po deleted file mode 100644 index 54071fdd6b..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "``Array``" -msgstr "``Array``" - -msgid "``Godot.Collections.Array``" -msgstr "``Godot.Collections.Array``" - -msgid "``byte[]``" -msgstr "``byte[]``" - -msgid "``int[]``" -msgstr "``int[]``" - -msgid "``float[]``" -msgstr "``float[]``" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po deleted file mode 100644 index deb5f910b1..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Utilizzo" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po deleted file mode 100644 index deb5f910b1..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Utilizzo" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po deleted file mode 100644 index deb5f910b1..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Utilizzo" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po deleted file mode 100644 index deb5f910b1..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Utilizzo" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po deleted file mode 100644 index deb5f910b1..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Utilizzo" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po deleted file mode 100644 index deb5f910b1..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Utilizzo" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po deleted file mode 100644 index deb5f910b1..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Utilizzo" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po deleted file mode 100644 index deb5f910b1..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Utilizzo" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po deleted file mode 100644 index deb5f910b1..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Utilizzo" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po deleted file mode 100644 index deb5f910b1..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Utilizzo" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po deleted file mode 100644 index deb5f910b1..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Utilizzo" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po deleted file mode 100644 index deb5f910b1..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Utilizzo" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po deleted file mode 100644 index deb5f910b1..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Utilizzo" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po deleted file mode 100644 index deb5f910b1..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Utilizzo" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po deleted file mode 100644 index deb5f910b1..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Utilizzo" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po deleted file mode 100644 index deb5f910b1..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Utilizzo" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po deleted file mode 100644 index deb5f910b1..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Utilizzo" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po deleted file mode 100644 index deb5f910b1..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Utilizzo" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po deleted file mode 100644 index 96848e86c7..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Processing continues." -msgstr "L'elaborazione continua." diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/creating_script_templates.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/creating_script_templates.po deleted file mode 100644 index 97ad06979f..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/creating_script_templates.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Windows: ``%APPDATA%\\Godot\\script_templates\\``" -msgstr "Windows: ``%APPDATA%\\Godot\\script_templates\\``" - -msgid "For example:" -msgstr "Per esempio:" - -msgid "Placeholder" -msgstr "Segnaposto" - -msgid "Description" -msgstr "Descrizione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po deleted file mode 100644 index e0c604f547..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Instantiating nodes" -msgstr "Istanziare nodi" - -msgid "Inheritance" -msgstr "Ereditarietà" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po deleted file mode 100644 index e95defc522..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Debugger panel" -msgstr "Pannello di debug" - -msgid "Debugger" -msgstr "Debugger" - -msgid "Errors" -msgstr "Errori" - -msgid "Profiler" -msgstr "Profilatore" - -msgid "Network Profiler" -msgstr "Profiler di Rete" - -msgid "Monitors" -msgstr "Monitor" - -msgid "Video RAM" -msgstr "RAM Video" - -msgid "Misc" -msgstr "Vari" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/debug/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/debug/index.po deleted file mode 100644 index 0f15462749..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/debug/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Debug" -msgstr "Debug" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po deleted file mode 100644 index bf93cdc617..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po +++ /dev/null @@ -1,79 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Deploy with Remote Debug" -msgstr "Distribuisci con Debug Remoto" - -msgid "Visible Collision Shapes" -msgstr "Vedi forme di collisione" - -msgid "" -"When this option is enabled, collision shapes and raycast nodes (for 2D and " -"3D) will be visible in the running project." -msgstr "" -"Quando questa opzione è abilitata, le forme di collisione e i nodi RayCast " -"(sia 2D che 3D) saranno visibili nel progetto in esecuzione." - -msgid "Visible Paths" -msgstr "Vedi percorsi" - -msgid "" -"When this option is enabled, curve resources used by path nodes will be " -"visible in the running project." -msgstr "" -"Quando questa opzione è abilitata, le curve utilizzate dai nodi Path saranno " -"visibili nel progetto in esecuzione." - -msgid "Visible Navigation" -msgstr "Vedi navigazione" - -msgid "" -"When this option is enabled, navigation meshes, and polygons will be visible " -"in the running project." -msgstr "" -"Quando questa opzione è abilitata, le mesh di navigazione, e i poligoni " -"saranno visibili nel progetto in esecuzione." - -msgid "Visible Avoidance" -msgstr "Vedi evasione" - -msgid "" -"When this option is enabled, avoidance object shapes, radiuses, and " -"velocities will be visible in the running project." -msgstr "" -"Quando questa opzione è abilitata, le forme, i raggi, e le velocità degli " -"oggetti di evasione saranno visibili nel progetto in esecuzione." - -msgid "Debug CanvasItem Redraws" -msgstr "Debug ridisegno di CanvasItem" - -msgid "Synchronize Scene Changes" -msgstr "Sincronizza modifiche di scene" - -msgid "Synchronize Script Changes" -msgstr "Sincronizza modifiche di script" - -msgid "Keep Debug Server Open" -msgstr "Mantieni server di debug aperto" - -msgid "Customize Run Instances..." -msgstr "Personalizza istanze di esecuzione..." - -msgid "Settings" -msgstr "Impostazioni" - -msgid "GDScript" -msgstr "GDScript" - -msgid "Shapes" -msgstr "Forme" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po deleted file mode 100644 index 92ea0f8ba8..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Operator" -msgstr "Operatore" - -msgid "Notes" -msgstr "Note" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/filesystem.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/filesystem.po deleted file mode 100644 index 5fb62738a2..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/filesystem.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Implementation" -msgstr "Implementazione" - -msgid "project.godot" -msgstr "project.godot" - -msgid "Drawbacks" -msgstr "Svantaggi" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po deleted file mode 100644 index af61b7e1ac..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po +++ /dev/null @@ -1,28 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "" -"a copy of the `godot-cpp repository `__." -msgstr "" -"una copia del `repository godot-cpp `__." - -msgid "Adding properties" -msgstr "Aggiungere proprietà" - -msgid "Signals" -msgstr "Segnali" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po deleted file mode 100644 index 10f5f2a858..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po +++ /dev/null @@ -1,51 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Example" -msgstr "Esempio" - -msgid "``[b]{text}[/b]``" -msgstr "``[b]{testo}[/b]``" - -msgid "``[i]{text}[/i]``" -msgstr "``[i]{testo}[/i]``" - -msgid "``[u]{text}[/u]``" -msgstr "``[u]{testo}[/u]``" - -msgid "**s**" -msgstr "**s**" - -msgid "``[s]{text}[/s]``" -msgstr "``[s]{testo}[/s]``" - -msgid "**code**" -msgstr "**codice**" - -msgid "``[code]{text}[/code]``" -msgstr "``[code]{testo}[/code]``" - -msgid "**center**" -msgstr "**centro**" - -msgid "``[center]{text}[/center]``" -msgstr "``[center]{testo}[/center]``" - -msgid "**url**" -msgstr "**url**" - -msgid "``[img]{path}[/img]``" -msgstr "``[img]{percorso}[/img]``" - -msgid "**color**" -msgstr "**colore**" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po deleted file mode 100644 index e84ad1d037..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Type" -msgstr "Tipo" - -msgid "Description" -msgstr "Descrizione" - -msgid "**web**" -msgstr "**web**" - -msgid "**debug**" -msgstr "**debug**" - -msgid "**release**" -msgstr "**release**" - -msgid "**editor**" -msgstr "**editor**" - -msgid "**x86_64**" -msgstr "**x86_64**" - -msgid "**arm64**" -msgstr "**arm64**" - -msgid "For example:" -msgstr "Per esempio:" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdextension/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdextension/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdextension/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po deleted file mode 100644 index 04c7422b0d..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Also:" -msgstr "Inoltre:" - -msgid "Supported languages" -msgstr "Linguaggi supportati" - -msgid "`D `__" -msgstr "`D `__" - -msgid "`Go `__" -msgstr "`Go `__" - -msgid "`Haxe `__" -msgstr "`Haxe `__" - -msgid "`Rust `__" -msgstr "`Rust `__" - -msgid "`Swift `__" -msgstr "`Swift `__" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po deleted file mode 100644 index 047dfda5c0..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po +++ /dev/null @@ -1,48 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "About" -msgstr "Informazioni su Godot" - -msgid "Variables & assignment" -msgstr "Variabili e assegnazione" - -msgid "Static:" -msgstr "Statico:" - -msgid "Dynamic:" -msgstr "Dinamico:" - -msgid "C++:" -msgstr "C++:" - -msgid "Java:" -msgstr "Java:" - -msgid "GDScript:" -msgstr "GDScript:" - -msgid "And in GDScript:" -msgstr "E in GDScript:" - -msgid "Dictionaries" -msgstr "Dizionari" - -msgid "For & while" -msgstr "For e while" - -msgid "Becomes:" -msgstr "Diventa:" - -msgid "While" -msgstr "Mentre" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po deleted file mode 100644 index d21e4d6103..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po +++ /dev/null @@ -1,498 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "History" -msgstr "Cronologia" - -msgid "" -"Documentation about GDScript's history has been moved to the :ref:" -"`Frequently Asked Questions `." -msgstr "" -"La documentazione sulla storia di GDScript è stata spostata in: ref:`Domande " -"frequenti `." - -msgid "Example of GDScript" -msgstr "Esempio di GDScript" - -msgid "" -"If you have previous experience with statically typed languages such as C, C+" -"+, or C# but never used a dynamically typed one before, it is advised you " -"read this tutorial: :ref:`doc_gdscript_more_efficiently`." -msgstr "" -"Se hai avuto esperienze con linguaggi staticamente tipizzati come C, C++, o " -"C# ma non hai mai usato un linguaggio dinamicamente tipizzato, è consigliato " -"che tu legga questo tutorial: :ref:`doc_gdscript_more_efficiently`." - -msgid "Identifiers" -msgstr "Identificatori" - -msgid "" -"Any string that restricts itself to alphabetic characters (``a`` to ``z`` " -"and ``A`` to ``Z``), digits (``0`` to ``9``) and ``_`` qualifies as an " -"identifier. Additionally, identifiers must not begin with a digit. " -"Identifiers are case-sensitive (``foo`` is different from ``FOO``)." -msgstr "" -"Una qualsiasi stringa, la quale contiene solo caratteri alfabetici (dalla " -"``a`` alla ``z`` e dalla ``A`` alla ``Z``), cifre (da ``0`` a ``9``) e ``_`` " -"può essere un identificatore. Inoltre, gli identificatori non devono " -"iniziare con una cifra. Gli identificatori fanno distinzione tra maiuscole e " -"minuscole (``foo`` è diverso da ``FOO``)." - -msgid "Keywords" -msgstr "Parole chiave" - -msgid "" -"The following is the list of keywords supported by the language. Since " -"keywords are reserved words (tokens), they can't be used as identifiers. " -"Operators (like ``in``, ``not``, ``and`` or ``or``) and names of built-in " -"types as listed in the following sections are also reserved." -msgstr "" -"Ecco la lista di parole chiave supportate dal linguaggio. Siccome le parole " -"chiave sono riservate (token), non possono essere usate come identificatori. " -"Gli operatori (come ``in``, ``not``, ``and`` o ``or``) e i nomi dei tipi " -"built-in, elencati nella prossima sezione, sono anch'essi riservati." - -msgid "" -"Keywords are defined in the `GDScript tokenizer `_ in " -"case you want to take a look under the hood." -msgstr "" -"Le parole chiave sono definite in `GDScript tokenizer `_ nel " -"caso tu voglia dare un'occhiata sotto il cofano." - -msgid "Keyword" -msgstr "Parola chiave" - -msgid "Description" -msgstr "Descrizione" - -msgid "if" -msgstr "if" - -msgid "See `if/else/elif`_." -msgstr "Vedi `if/else/elif`_." - -msgid "elif" -msgstr "elif" - -msgid "else" -msgstr "else" - -msgid "for" -msgstr "for" - -msgid "See for_." -msgstr "Vedi for_." - -msgid "while" -msgstr "while" - -msgid "See while_." -msgstr "Vedi while_." - -msgid "match" -msgstr "match" - -msgid "See match_." -msgstr "Vedi match_." - -msgid "break" -msgstr "break" - -msgid "Exits the execution of the current ``for`` or ``while`` loop." -msgstr "Esce dall'esecuzione del ciclo ``for`` o ``while`` corrente." - -msgid "continue" -msgstr "continue" - -msgid "" -"Immediately skips to the next iteration of the ``for`` or ``while`` loop." -msgstr "" -"Salta immediatamente alla prossima iterazione del ciclo ``for`` o ``while``." - -msgid "pass" -msgstr "pass" - -msgid "" -"Used where a statement is required syntactically but execution of code is " -"undesired, e.g. in empty functions." -msgstr "" -"Usato quando un istruzione è richiesta sintatticamente ma non si desidera " -"che del codice venga eseguito, per esempio in una funzione vuota." - -msgid "return" -msgstr "return" - -msgid "Returns a value from a function." -msgstr "Restituisce un valore da una funzione." - -msgid "class" -msgstr "class" - -msgid "class_name" -msgstr "class_name" - -msgid "extends" -msgstr "extends" - -msgid "Defines what class to extend with the current class." -msgstr "Definisce quale classe estendere nella classe corrente." - -msgid "is" -msgstr "is" - -msgid "" -"Tests whether a variable extends a given class, or is of a given built-in " -"type." -msgstr "" -"Verifica se una variabile estende una determinata classe o è di un " -"determinato tipo integrato." - -msgid "as" -msgstr "as" - -msgid "Cast the value to a given type if possible." -msgstr "Converte il valore in un certo tipo, se possibile." - -msgid "self" -msgstr "self" - -msgid "Refers to current class instance." -msgstr "Si riferisce all'istanza della classe corrente." - -msgid "signal" -msgstr "signal" - -msgid "Defines a signal." -msgstr "Definisce un segnale." - -msgid "func" -msgstr "func" - -msgid "Defines a function." -msgstr "Definisce una funzione." - -msgid "static" -msgstr "static" - -msgid "const" -msgstr "const" - -msgid "Defines a constant." -msgstr "Definisce una costante." - -msgid "enum" -msgstr "enum" - -msgid "Defines an enum." -msgstr "Definisce un enumeratore." - -msgid "var" -msgstr "var" - -msgid "Defines a variable." -msgstr "Definisce una variabile." - -msgid "breakpoint" -msgstr "Punto di interruzione" - -msgid "preload" -msgstr "preload" - -msgid "Preloads a class or variable. See `Classes as resources`_." -msgstr "Precarica una classe o una variabile. Vedi `Classes as resources`_." - -msgid "yield" -msgstr "yield" - -msgid "assert" -msgstr "assert" - -msgid "void" -msgstr "void" - -msgid "PI" -msgstr "PI" - -msgid "PI constant." -msgstr "Costante PI." - -msgid "TAU" -msgstr "TAU" - -msgid "TAU constant." -msgstr "Costante TAU." - -msgid "INF" -msgstr "INF" - -msgid "NAN" -msgstr "NAN" - -msgid "Operators" -msgstr "Operatori" - -msgid "**Operator**" -msgstr "**Operatore**" - -msgid "**Description**" -msgstr "**Descrizione**" - -msgid "``x[index]``" -msgstr "``x[index]``" - -msgid "``x.attribute``" -msgstr "``x.attribute``" - -msgid "``foo()``" -msgstr "``foo()``" - -msgid "Function call" -msgstr "Chiamata a funzione" - -msgid "``-x``" -msgstr "``-x``" - -msgid "Multiplication / Division / Remainder" -msgstr "Moltiplicazione / Divisione / Resto" - -msgid "Literals" -msgstr "Letterali" - -msgid "``null``" -msgstr "``null``" - -msgid "``45``" -msgstr "``45``" - -msgid "Base 10 integer" -msgstr "Numero intero in base 10" - -msgid "``0x8f51``" -msgstr "``0x8F51``" - -msgid "``0b101010``" -msgstr "``0b101010``" - -msgid "``3.14``, ``58.1e-10``" -msgstr "``3.14``, ``58.1e-10``" - -msgid ":ref:`NodePath `" -msgstr ":ref:`NodePath `" - -msgid "**Example**" -msgstr "**Esempio**" - -msgid "``$NodePath``" -msgstr "``$NodePath``" - -msgid "``\\n``" -msgstr "``\\n``" - -msgid "``\\t``" -msgstr "``\\t``" - -msgid "``\\r``" -msgstr "``\\r``" - -msgid "``\\a``" -msgstr "``\\a``" - -msgid "``\\b``" -msgstr "``\\b``" - -msgid "Backspace" -msgstr "Cancella indietro" - -msgid "``\\f``" -msgstr "``\\f``" - -msgid "``\\v``" -msgstr "``\\v``" - -msgid "``\\\"``" -msgstr "``\\\"``" - -msgid "``\\'``" -msgstr "``\\'``" - -msgid "``\\\\``" -msgstr "``\\\\``" - -msgid "``\\uXXXX``" -msgstr "``\\uXXXX``" - -msgid "Comments" -msgstr "Commenti" - -msgid "null" -msgstr "null" - -msgid "" -"``null`` is an empty data type that contains no information and can not be " -"assigned any other value." -msgstr "" -"``null`` è un tipo di dati vuoto che non contiene informazioni e non può " -"esservi assegnato nessun altro valore." - -msgid ":ref:`bool `" -msgstr ":ref:`bool `" - -msgid ":ref:`int `" -msgstr ":ref:`int `" - -msgid ":ref:`float `" -msgstr ":ref:`float `" - -msgid ":ref:`String `" -msgstr ":ref:`String `" - -msgid ":ref:`Vector2 `" -msgstr ":ref:`Vector2 `" - -msgid ":ref:`Rect2 `" -msgstr ":ref:`Rect2 `" - -msgid ":ref:`Vector3 `" -msgstr ":ref:`Vector3 `" - -msgid "" -"3D vector type containing ``x``, ``y`` and ``z`` fields. This can also be " -"accessed as an array." -msgstr "" -"Tipo vettore 3D contenente i campi ``x``, ``y`` e ``z``. Si può anche " -"accedervi come un array." - -msgid ":ref:`Transform2D `" -msgstr ":ref:`Transform2D `" - -msgid ":ref:`Plane `" -msgstr ":ref:`Plane `" - -msgid "" -"Quaternion is a datatype used for representing a 3D rotation. It's useful " -"for interpolating rotations." -msgstr "" -"Il quaternione è un tipo di dato usato per rappresentare una rotazione 3D. È " -"utile per interpolare le rotazioni." - -msgid ":ref:`AABB `" -msgstr ":ref:`AABB `" - -msgid ":ref:`Basis `" -msgstr ":ref:`Basis `" - -msgid "" -"3x3 matrix used for 3D rotation and scale. It contains 3 vector fields " -"(``x``, ``y`` and ``z``) and can also be accessed as an array of 3D vectors." -msgstr "" -"La Matrice 3x3 è usata per la rotazione e la scala 3D. Contiene 3 campi " -"vettoriali (``x``, ``y`` e ``z``) e può anche essere accessibile come un " -"array di vettori 3D." - -msgid ":ref:`Color `" -msgstr ":ref:`Color `" - -msgid "" -"Color data type contains ``r``, ``g``, ``b``, and ``a`` fields. It can also " -"be accessed as ``h``, ``s``, and ``v`` for hue/saturation/value." -msgstr "" -"Il tipo di dati Color contiene i campi ``r``, ``g``, ``b`` e ``a``. Si può " -"anche accedere come ``h``, ``s`` e ``v`` per tonalità/saturazione/valore." - -msgid ":ref:`RID `" -msgstr ":ref:`RID `" - -msgid ":ref:`Object `" -msgstr ":ref:`Object `" - -msgid ":ref:`Array `" -msgstr ":ref:`Array `" - -msgid ":ref:`Dictionary `" -msgstr ":ref:`Dictionary `" - -msgid "Associative container which contains values referenced by unique keys." -msgstr "" -"Contenitore associativo che contiene valori referenziati da chiavi uniche." - -msgid "Variables" -msgstr "Variabili" - -msgid "Casting" -msgstr "Conversione del tipo" - -msgid "Constants" -msgstr "Costanti" - -msgid "Enums" -msgstr "Enumerazioni" - -msgid "" -"Enums are basically a shorthand for constants, and are pretty useful if you " -"want to assign consecutive integers to some constant." -msgstr "" -"Gli enum sono fondamentalmente un'abbreviazione per le costanti, e sono " -"abbastanza utili se voui assegnare interi consecutivi a qualche costante." - -msgid "Functions" -msgstr "Funzioni" - -msgid "" -"A function can ``return`` at any point. The default return value is ``null``." -msgstr "" -"Una funzione può avere un ``valore di ritorno`` in qualsiasi punto. Il " -"valore di ritorno predefinito è ``null``." - -msgid "Referencing functions" -msgstr "Funzioni di riferimento" - -msgid "Statements and control flow" -msgstr "Dichiarazioni e flusso di controllo" - -msgid "" -"Statements are standard and can be assignments, function calls, control flow " -"structures, etc (see below). ``;`` as a statement separator is entirely " -"optional." -msgstr "" -"Gli statement sono standard e possono essere assegnamenti, chiamate di " -"funzioni, strutture di flusso di controllo, ecc. (vedi sotto). Il ``;`` come " -"separatore di dichiarazioni è completamente opzionale." - -msgid "if/else/elif" -msgstr "if/else/elif" - -msgid "Multiple patterns" -msgstr "Modelli multipli" - -msgid "Classes" -msgstr "Classi" - -msgid "Inheritance" -msgstr "Ereditarietà" - -msgid "A global class." -msgstr "Una classe globale." - -msgid "There are a few things to keep in mind here:" -msgstr "Ci sono alcune cose da tenere a mente qui:" - -msgid "Exports" -msgstr "Esportazioni" - -msgid "See :ref:`doc_running_code_in_the_editor` for more information." -msgstr "Vedi :ref:`doc_running_code_in_the_editor` per maggiori informazioni." - -msgid "Signals" -msgstr "Segnali" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po deleted file mode 100644 index 1753a6da00..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po +++ /dev/null @@ -1,48 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Description" -msgstr "Descrizione" - -msgid "Signal" -msgstr "Segnale" - -msgid "Variable" -msgstr "Variabile" - -msgid "Function" -msgstr "Funzioni" - -msgid "Example" -msgstr "Esempio" - -msgid "Result" -msgstr "Risultati" - -msgid "Bold" -msgstr "Grassetto" - -msgid "Italic" -msgstr "Corsivo" - -msgid "Color" -msgstr "Colore" - -msgid "``[kbd]`` ``[/kbd]``" -msgstr "``[kbd]`` ``[/kbd]``" - -msgid "``[code]`` ``[/code]``" -msgstr "``[code]`` ``[/code]``" - -msgid "*See below.*" -msgstr "*Vedi sotto.*" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po deleted file mode 100644 index 6702f3eb1d..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Nodes" -msgstr "Nodi" - -msgid "Resources" -msgstr "Risorse" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po deleted file mode 100644 index 671123f9b8..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po +++ /dev/null @@ -1,163 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Examine this concrete GDScript example:" -msgstr "Esamina questo esempio concreto in GDScript:" - -msgid "Multiple placeholders" -msgstr "Segnaposto multipli" - -msgid "" -"Note the values are inserted in order. Remember all placeholders must be " -"replaced at once, so there must be an appropriate number of values." -msgstr "" -"Nota che i valori sono inseriti in ordine. Ricorda che tutti i segnaposto " -"devono essere rimpiazzati, quindi deve esserci un numero appropriato di " -"valori." - -msgid "Format specifiers" -msgstr "Specificatore di formato" - -msgid "" -"There are format specifiers other than ``s`` that can be used in " -"placeholders. They consist of one or more characters. Some of them work by " -"themselves like ``s``, some appear before other characters, some only work " -"with certain values or characters." -msgstr "" -"Ci sono altri specificatori di formato oltre a ``s`` che possono essere " -"usati come segnaposto. Consistono in uno o più caratteri. Alcuni funzionano " -"da soli come ``s``, altri compaiono prima di altri caratteri e altri ancora " -"funzionano con alcuni valori o caratteri." - -msgid "Placeholder types" -msgstr "Tipi di segnaposto" - -msgid "" -"One and only one of these must always appear as the last character in a " -"format specifier. Apart from ``s``, these require certain types of " -"parameters." -msgstr "" -"Uno e uno solo di questi deve sempre comparire come ultimo carattere in uno " -"specificatore di formato. A parte ``s``, questi richiedono certi tipi di " -"parametri." - -msgid "``s``" -msgstr "``s``" - -msgid "" -"**Simple** conversion to String by the same method as implicit String " -"conversion." -msgstr "" -"**Semplice** conversione a Stringa dallo stesso metodo della conversione " -"implicita." - -msgid "``c``" -msgstr "``c``" - -msgid "``d``" -msgstr "``d``" - -msgid "``o``" -msgstr "``o``" - -msgid "``x``" -msgstr "``x``" - -msgid "``X``" -msgstr "``X``" - -msgid "``f``" -msgstr "``f``" - -msgid "Placeholder modifiers" -msgstr "Modificatori segnaposto" - -msgid "" -"These characters appear before the above. Some of them work only under " -"certain conditions." -msgstr "" -"Questi caratteri vengono visualizzati prima di quanto sopra. Alcuni di loro " -"funzionano solo a determinate condizioni." - -msgid "``+``" -msgstr "``+``" - -msgid "Integer" -msgstr "Numero intero" - -msgid "``.``" -msgstr "``.``" - -msgid "``-``" -msgstr "``-``" - -msgid "``*``" -msgstr "``*``" - -msgid "Padding" -msgstr "Padding" - -msgid "A quick example in GDScript:" -msgstr "Un rapido esempio in GDScript:" - -msgid "Format method examples" -msgstr "Esempi del metodo Format" - -msgid "**Type**" -msgstr "**Tipo**" - -msgid "**Style**" -msgstr "**Stile**" - -msgid "**Example**" -msgstr "**Esempio**" - -msgid "**Result**" -msgstr "**Risultato**" - -msgid "Dictionary" -msgstr "Dizionario" - -msgid "key" -msgstr "chiave" - -msgid "Hi, Godette v3.0!" -msgstr "Ciao, Godette v3.0!" - -msgid "index" -msgstr "indice" - -msgid "mix" -msgstr "mix" - -msgid "Array" -msgstr "Array" - -msgid "" -"Placeholders can also be customized when using ``String.format``, here's " -"some examples of that functionality." -msgstr "" -"I segnaposto possono anche essere personalizzati quando si usa ``String." -"format``, ecco alcuni esempi di questa funzionalità." - -msgid "Hi, Godette v3.0" -msgstr "Ciao, Godette v3.0" - -msgid "Postfix" -msgstr "Suffisso" - -msgid "Prefix" -msgstr "Prefisso" - -msgid "Hi, Godette v3.11" -msgstr "Ciao, Godette v3.11" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po deleted file mode 100644 index 8896d5034a..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po +++ /dev/null @@ -1,70 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Godot's built-in script editor uses a lot of these conventions by default. " -"Let it help you." -msgstr "" -"L'editor di script integrato di Godot utilizza molte di queste convenzioni " -"come impostazione predefinita. Lascia che ti aiuti." - -msgid "Indentation" -msgstr "Indentazione" - -msgid "**Good**:" -msgstr "**Bene**:" - -msgid "**Bad**:" -msgstr "**Male**:" - -msgid "Blank lines" -msgstr "Righe vuote" - -msgid "Boolean operators" -msgstr "Operatori booleani" - -msgid "Whitespace" -msgstr "Spazio bianco" - -msgid "Numbers" -msgstr "Numeri" - -msgid "Type" -msgstr "Tipo" - -msgid "Example" -msgstr "Esempio" - -msgid "Functions" -msgstr "Funzioni" - -msgid "Variables" -msgstr "Variabili" - -msgid "Signals" -msgstr "Segnali" - -msgid "Constants" -msgstr "Costanti" - -msgid "Classes and nodes" -msgstr "Classi e nodi" - -msgid "Member variables" -msgstr "Variabili membro" - -msgid "Local variables" -msgstr "Variabili locali" - -msgid "Static typing" -msgstr "Tipizzazione statica" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/index.po deleted file mode 100644 index 6add982b7a..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript" -msgstr "GDScript" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po deleted file mode 100644 index 1164f723d9..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po +++ /dev/null @@ -1,37 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Static typing in GDScript" -msgstr "Tipizzazione statica in GDScript" - -msgid "In this guide, you will learn:" -msgstr "In questa guida imparerai:" - -msgid "" -"Static types can be used on variables, constants, functions, parameters, and " -"return types." -msgstr "" -"La tipizzazione statica può essere usata su variabili, costanti, funzioni, " -"parametri e tipi ritornati." - -msgid "A brief look at static typing" -msgstr "Un breve sguardo alla tipizzazione statica" - -msgid "How to use static typing" -msgstr "Come usare la tipizzazione statica" - -msgid "Typed or dynamic: stick to one style" -msgstr "Tipizzazione statica o dinamica: attieniti a un unico stile" - -msgid "Summary" -msgstr "Sommario" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/groups.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/groups.po deleted file mode 100644 index 78e121d49b..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/groups.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Groups" -msgstr "Gruppi" - -msgid "Managing groups" -msgstr "Gestione dei gruppi" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po deleted file mode 100644 index 842c3bee8c..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Inheritance" -msgstr "Ereditarietà" - -msgid "Description" -msgstr "Descrizione" - -msgid "Tutorials" -msgstr "Tutorial" - -msgid "Properties" -msgstr "Proprietà" - -msgid "Methods" -msgstr "Metodi" - -msgid "Signals" -msgstr "Segnali" - -msgid "Constants" -msgstr "Costanti" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/index.po deleted file mode 100644 index 0eabb9eda9..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/index.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Scripting" -msgstr "Scripting" - -msgid "Programming languages" -msgstr "Linguaggi di programmazione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po deleted file mode 100644 index 1481c49ee9..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Signal" -msgstr "Segnale" - -msgid "Instancing with signals" -msgstr "Istanziamento con segnali" - -msgid "Shooting example" -msgstr "Esempio di Shooting" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po deleted file mode 100644 index acd8ce4d43..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating nodes" -msgstr "Creare nodi" - -msgid "Instancing scenes" -msgstr "Istanziare scene" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/overridable_functions.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/overridable_functions.po deleted file mode 100644 index 56402f7285..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/overridable_functions.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Overridable functions" -msgstr "Funzioni sovrascrivibili" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/pausing_games.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/pausing_games.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/pausing_games.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/resources.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/resources.po deleted file mode 100644 index d85d956b41..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/resources.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Resources" -msgstr "Risorse" - -msgid "Creating your own resources" -msgstr "Creare le proprie risorse" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/scene_tree.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/scene_tree.po deleted file mode 100644 index 48001cde98..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/scene_tree.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "MainLoop" -msgstr "MainLoop" - -msgid "SceneTree" -msgstr "SceneTree" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/singletons_autoload.po b/sphinx/po/it/LC_MESSAGES/tutorials/scripting/singletons_autoload.po deleted file mode 100644 index ca92e172fd..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/scripting/singletons_autoload.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "and" -msgstr "e" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/compute_shaders.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/compute_shaders.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/compute_shaders.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po deleted file mode 100644 index f3859269d2..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po +++ /dev/null @@ -1,165 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GLSL" -msgstr "GLSL" - -msgid "gl_Position" -msgstr "gl_Position" - -msgid "Macros" -msgstr "Macros" - -msgid "Variables" -msgstr "Variabili" - -msgid "Variable" -msgstr "Variabile" - -msgid "Type" -msgstr "Tipo" - -msgid "Equivalent" -msgstr "Equivalente" - -msgid "Description" -msgstr "Descrizione" - -msgid "gl_FragColor" -msgstr "gl_FragColor" - -msgid "out vec4" -msgstr "out vec4" - -msgid "COLOR" -msgstr "COLOR" - -msgid "gl_FragCoord" -msgstr "gl_FragCoord" - -msgid "vec4" -msgstr "vec4" - -msgid "FRAGCOORD" -msgstr "FRAGCOORD" - -msgid "VERTEX" -msgstr "VERTEX" - -msgid "gl_PointSize" -msgstr "gl_PointSize" - -msgid "float" -msgstr "float" - -msgid "POINT_SIZE" -msgstr "POINT_SIZE" - -msgid "gl_PointCoord" -msgstr "gl_PointCoord" - -msgid "vec2" -msgstr "vec2" - -msgid "POINT_COORD" -msgstr "POINT_COORD" - -msgid "gl_FrontFacing" -msgstr "gl_FrontFacing" - -msgid "bool" -msgstr "bool" - -msgid "FRONT_FACING" -msgstr "FRONT_FACING" - -msgid "Coordinates" -msgstr "Coordinate" - -msgid "Precision" -msgstr "Precisione" - -msgid "Shadertoy" -msgstr "Shadertoy" - -msgid "Types" -msgstr "Tipi" - -msgid "mainImage" -msgstr "mainImage" - -msgid "fragColor" -msgstr "fragColor" - -msgid "fragCoord" -msgstr "fragCoord" - -msgid "FRAGCOORD.xy" -msgstr "FRAGCOORD.xy" - -msgid "iResolution" -msgstr "iResolution" - -msgid "vec3" -msgstr "vec3" - -msgid "1.0 / SCREEN_PIXEL_SIZE" -msgstr "1.0 / SCREEN_PIXEL_SIZE" - -msgid "Can also pass in manually." -msgstr "Può anche passare manualmente." - -msgid "iTime" -msgstr "iTime" - -msgid "TIME" -msgstr "TIME" - -msgid "iTimeDelta" -msgstr "iTimeDelta" - -msgid "iFrame" -msgstr "iFrame" - -msgid "iChannelTime[4]" -msgstr "iChannelTime[4]" - -msgid "iMouse" -msgstr "iMouse" - -msgid "iDate" -msgstr "iDate" - -msgid "iChannelResolution[4]" -msgstr "iChannelResolution[4]" - -msgid "1.0 / TEXTURE_PIXEL_SIZE" -msgstr "1.0 / TEXTURE_PIXEL_SIZE" - -msgid "iChanneli" -msgstr "iChanneli" - -msgid "Sampler2D" -msgstr "Sampler2D" - -msgid "TEXTURE" -msgstr "TEXTURE" - -msgid "u_resolution" -msgstr "u_resolution" - -msgid "u_time" -msgstr "u_time" - -msgid "u_mouse" -msgstr "u_mouse" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/index.po deleted file mode 100644 index 8958a376fe..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Shaders" -msgstr "Shaders" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po deleted file mode 100644 index f18f05a8db..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid ":ref:`spatial ` for 3D rendering." -msgstr ":ref:`spatial ` per il rendering 3D." - -msgid ":ref:`canvas_item ` for 2D rendering." -msgstr ":ref:`canvas_item ` per il rendering 2D." - -msgid ":ref:`particles ` for particle systems." -msgstr ":ref:`particles ` per i sistemi di particelle." diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/making_trees.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/making_trees.po deleted file mode 100644 index 4937507495..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/making_trees.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "https://sketchfab.com/models/ea5e6ed7f9d6445ba69589d503e8cebf" -msgstr "https://sketchfab.com/models/ea5e6ed7f9d6445ba69589d503e8cebf" - -msgid "https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html" -msgstr "https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_materials.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_materials.po deleted file mode 100644 index 1266f8707b..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_materials.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "And much more!" -msgstr "E molto altro!" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po deleted file mode 100644 index 64625407ab..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po +++ /dev/null @@ -1,72 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Description" -msgstr "Descrizione" - -msgid "**blend_mix**" -msgstr "**blend_mix**" - -msgid "**blend_add**" -msgstr "**blend_add**" - -msgid "**blend_sub**" -msgstr "**blend_sub**" - -msgid "**blend_mul**" -msgstr "**blend_mul**" - -msgid "**blend_premul_alpha**" -msgstr "**blend_premul_alpha**" - -msgid "**blend_disabled**" -msgstr "**blend_disabled**" - -msgid "**unshaded**" -msgstr "**unshaded**" - -msgid "**light_only**" -msgstr "**light_only**" - -msgid "**skip_vertex_transform**" -msgstr "**skip_vertex_transform**" - -msgid "**world_vertex_coords**" -msgstr "**world_vertex_coords**" - -msgid "Built-in" -msgstr "Integrato" - -msgid "in vec2 **TEXTURE_PIXEL_SIZE**" -msgstr "in vec2 **TEXTURE_PIXEL_SIZE**" - -msgid "inout vec2 **VERTEX**" -msgstr "inout vec2 **VERTEX**" - -msgid "in vec2 **SCREEN_PIXEL_SIZE**" -msgstr "in vec2 **SCREEN_PIXEL_SIZE**" - -msgid "sampler2D **TEXTURE**" -msgstr "sampler2D **TEXTURE**" - -msgid "sampler2D **SCREEN_TEXTURE**" -msgstr "sampler2D **SCREEN_TEXTURE**" - -msgid "in vec3 **NORMAL**" -msgstr "in vec3 **NORMAL**" - -msgid "inout vec4 **LIGHT**" -msgstr "inout vec4 **LIGHT**" - -msgid "Function" -msgstr "Funzioni" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po deleted file mode 100644 index c88857fabe..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Built-in" -msgstr "Integrato" - -msgid "Description" -msgstr "Descrizione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po deleted file mode 100644 index e7d4aee733..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po +++ /dev/null @@ -1,60 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Description" -msgstr "Descrizione" - -msgid "**keep_data**" -msgstr "**keep_data**" - -msgid "**disable_force**" -msgstr "**disable_force**" - -msgid "**disable_velocity**" -msgstr "**disable_velocity**" - -msgid "Built-in" -msgstr "Integrato" - -msgid "Function" -msgstr "Funzioni" - -msgid "in float **LIFETIME**" -msgstr "in float **LIFETIME**" - -msgid "in float **DELTA**" -msgstr "in float **DELTA**" - -msgid "in uint **NUMBER**" -msgstr "in uint **NUMBER**" - -msgid "in mat4 **EMISSION_TRANSFORM**" -msgstr "in mat4 **EMISSION_TRANSFORM**" - -msgid "in uint **RANDOM_SEED**" -msgstr "in uint **RANDOM_SEED**" - -msgid "inout bool **ACTIVE**" -msgstr "inout bool **ACTIVE**" - -msgid "inout vec3 **VELOCITY**" -msgstr "inout vec3 **VELOCITY**" - -msgid "inout mat4 **TRANSFORM**" -msgstr "inout mat4 **TRANSFORM**" - -msgid "inout vec4 **CUSTOM**" -msgstr "inout vec4 **CUSTOM**" - -msgid "in bool **RESTART**" -msgstr "in bool **RESTART**" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po deleted file mode 100644 index ac3d4ac01e..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po +++ /dev/null @@ -1,495 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Type" -msgstr "Tipo" - -msgid "Description" -msgstr "Descrizione" - -msgid "**void**" -msgstr "**void**" - -msgid "**bool**" -msgstr "**bool**" - -msgid "**bvec2**" -msgstr "**bvec2**" - -msgid "**bvec3**" -msgstr "**bvec3**" - -msgid "**bvec4**" -msgstr "**bvec4**" - -msgid "**int**" -msgstr "**int**" - -msgid "**ivec2**" -msgstr "**ivec2**" - -msgid "**ivec3**" -msgstr "**ivec3**" - -msgid "**ivec4**" -msgstr "**ivec4**" - -msgid "**uint**" -msgstr "**uint**" - -msgid "**uvec2**" -msgstr "**uvec2**" - -msgid "**uvec3**" -msgstr "**uvec3**" - -msgid "**uvec4**" -msgstr "**uvec4**" - -msgid "**float**" -msgstr "**float**" - -msgid "**vec2**" -msgstr "**vec2**" - -msgid "**vec3**" -msgstr "**vec3**" - -msgid "**vec4**" -msgstr "**vec4**" - -msgid "**mat2**" -msgstr "**mat2**" - -msgid "**mat3**" -msgstr "**mat3**" - -msgid "**mat4**" -msgstr "**mat4**" - -msgid "**sampler2D**" -msgstr "**sampler2D**" - -msgid "**isampler2D**" -msgstr "**isampler2D**" - -msgid "**usampler2D**" -msgstr "**usampler2D**" - -msgid "**sampler2DArray**" -msgstr "**sampler2DArray**" - -msgid "**isampler2DArray**" -msgstr "**isampler2DArray**" - -msgid "**usampler2DArray**" -msgstr "**usampler2DArray**" - -msgid "**sampler3D**" -msgstr "**sampler3D**" - -msgid "**isampler3D**" -msgstr "**isampler3D**" - -msgid "**usampler3D**" -msgstr "**usampler3D**" - -msgid "**samplerCube**" -msgstr "**samplerCube**" - -msgid "Comments" -msgstr "Commenti" - -msgid "Casting" -msgstr "Conversione del tipo" - -msgid "Example:" -msgstr "Esempio:" - -msgid "Constructing" -msgstr "Costruzione" - -msgid "Precision" -msgstr "Precisione" - -msgid "Local arrays" -msgstr "Array locali" - -msgid "Constants" -msgstr "Costanti" - -msgid "Operators" -msgstr "Operatori" - -msgid "Precedence" -msgstr "Precedenza" - -msgid "Class" -msgstr "Classe" - -msgid "Operator" -msgstr "Operatore" - -msgid "1 (highest)" -msgstr "1 (più alto)" - -msgid "**()**" -msgstr "**()**" - -msgid "2" -msgstr "2" - -msgid "unary" -msgstr "unario" - -msgid "**+, -, !, ~**" -msgstr "**+, -, !, ~**" - -msgid "3" -msgstr "3" - -msgid "multiplicative" -msgstr "moltiplicativo" - -msgid "**/, \\*, %**" -msgstr "**/, \\*, %**" - -msgid "4" -msgstr "4" - -msgid "additive" -msgstr "additivo" - -msgid "**+, -**" -msgstr "**+, -**" - -msgid "5" -msgstr "5" - -msgid "**<<, >>**" -msgstr "**<<, >>**" - -msgid "6" -msgstr "6" - -msgid "relational" -msgstr "relazionale" - -msgid "**<, >, <=, >=**" -msgstr "**<, >, <=, >=**" - -msgid "7" -msgstr "7" - -msgid "equality" -msgstr "uguaglianza" - -msgid "**==, !=**" -msgstr "**==, !=**" - -msgid "8" -msgstr "8" - -msgid "**&**" -msgstr "**&**" - -msgid "9" -msgstr "9" - -msgid "**^**" -msgstr "**^**" - -msgid "10" -msgstr "10" - -msgid "**|**" -msgstr "**|**" - -msgid "11" -msgstr "11" - -msgid "**&&**" -msgstr "**&&**" - -msgid "12 (lowest)" -msgstr "12 (più basso)" - -msgid "**||**" -msgstr "**||**" - -msgid "Discarding" -msgstr "Scartare" - -msgid "Functions" -msgstr "Funzioni" - -msgid "Qualifier" -msgstr "Qualificatore" - -msgid "**flat**" -msgstr "**flat**" - -msgid "**smooth**" -msgstr "**smooth**" - -msgid "Hint" -msgstr "Suggerimento" - -msgid "hint_normal" -msgstr "hint_normal" - -msgid "GDScript type" -msgstr "Tipo GDScript" - -msgid "Notes" -msgstr "Note" - -msgid "**Vector2**" -msgstr "**Vector2**" - -msgid "**Transform2D**" -msgstr "**Transform2D**" - -msgid "Function" -msgstr "Funzioni" - -msgid "vec_type **radians** (vec_type degrees)" -msgstr "vec_type **radians** (vec_type degrees)" - -msgid "vec_type **degrees** (vec_type radians)" -msgstr "vec_type **degrees** (vec_type radians)" - -msgid "vec_type **sin** (vec_type x)" -msgstr "vec_type **sin** (vec_type x)" - -msgid "vec_type **cos** (vec_type x)" -msgstr "vec_type **cos** (vec_type x)" - -msgid "vec_type **tan** (vec_type x)" -msgstr "vec_type **tan** (vec_type x)" - -msgid "vec_type **asin** (vec_type x)" -msgstr "vec_type **asin** (vec_type x)" - -msgid "vec_type **acos** (vec_type x)" -msgstr "vec_type **acos** (vec_type x)" - -msgid "vec_type **atan** (vec_type y_over_x)" -msgstr "vec_type **atan** (vec_type y_over_x)" - -msgid "vec_type **atan** (vec_type y, vec_type x)" -msgstr "vec_type **atan** (vec_type y, vec_type x)" - -msgid "vec_type **sinh** (vec_type x)" -msgstr "vec_type **sinh** (vec_type x)" - -msgid "vec_type **cosh** (vec_type x)" -msgstr "vec_type **cosh** (vec_type x)" - -msgid "vec_type **tanh** (vec_type x)" -msgstr "vec_type **tanh** (vec_type x)" - -msgid "vec_type **asinh** (vec_type x)" -msgstr "vec_type **asinh** (vec_type x)" - -msgid "vec_type **acosh** (vec_type x)" -msgstr "vec_type **acosh** (vec_type x)" - -msgid "vec_type **atanh** (vec_type x)" -msgstr "vec_type **atanh** (vec_type x)" - -msgid "vec_type **pow** (vec_type x, vec_type y)" -msgstr "vec_type **pow** (vec_type x, vec_type y)" - -msgid "vec_type **exp** (vec_type x)" -msgstr "vec_type **exp** (vec_type x)" - -msgid "vec_type **exp2** (vec_type x)" -msgstr "vec_type **exp2** (vec_type x)" - -msgid "vec_type **log** (vec_type x)" -msgstr "vec_type **log** (vec_type x)" - -msgid "vec_type **log2** (vec_type x)" -msgstr "vec_type **log2** (vec_type x)" - -msgid "vec_type **sqrt** (vec_type x)" -msgstr "vec_type **sqrt** (vec_type x)" - -msgid "vec_type **inversesqrt** (vec_type x)" -msgstr "vec_type **inversesqrt** (vec_type x)" - -msgid "vec_type **abs** (vec_type x)" -msgstr "vec_type **abs** (vec_type x)" - -msgid "ivec_type **abs** (ivec_type x)" -msgstr "ivec_type **abs** (ivec_type x)" - -msgid "vec_type **sign** (vec_type x)" -msgstr "vec_type **sign** (vec_type x)" - -msgid "ivec_type **sign** (ivec_type x)" -msgstr "ivec_type **sign** (ivec_type x)" - -msgid "vec_type **floor** (vec_type x)" -msgstr "vec_type **floor** (vec_type x)" - -msgid "vec_type **round** (vec_type x)" -msgstr "vec_type **round** (vec_type x)" - -msgid "vec_type **roundEven** (vec_type x)" -msgstr "vec_type **roundEven** (vec_type x)" - -msgid "vec_type **trunc** (vec_type x)" -msgstr "vec_type **trunc** (vec_type x)" - -msgid "vec_type **ceil** (vec_type x)" -msgstr "vec_type **ceil** (vec_type x)" - -msgid "vec_type **fract** (vec_type x)" -msgstr "vec_type **fract** (vec_type x)" - -msgid "vec_type **mod** (vec_type x, vec_type y)" -msgstr "vec_type **mod** (vec_type x, vec_type y)" - -msgid "vec_type **modf** (vec_type x, out vec_type i)" -msgstr "vec_type **modf** (vec_type x, out vec_type i)" - -msgid "vec_type **min** (vec_type a, vec_type b)" -msgstr "vec_type **min** (vec_type a, vec_type b)" - -msgid "vec_type **max** (vec_type a, vec_type b)" -msgstr "vec_type **max** (vec_type a, vec_type b)" - -msgid "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" -msgstr "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" - -msgid "float **mix** (float a, float b, float c)" -msgstr "float **mix** (float a, float b, float c)" - -msgid "vec_type **mix** (vec_type a, vec_type b, float c)" -msgstr "vec_type **mix** (vec_type a, vec_type b, float c)" - -msgid "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" -msgstr "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" - -msgid "vec_type **step** (vec_type a, vec_type b)" -msgstr "vec_type **step** (vec_type a, vec_type b)" - -msgid "vec_type **step** (float a, vec_type b)" -msgstr "vec_type **step** (float a, vec_type b)" - -msgid "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" -msgstr "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" - -msgid "vec_type **smoothstep** (float a, float b, vec_type c)" -msgstr "vec_type **smoothstep** (float a, float b, vec_type c)" - -msgid "bvec_type **isnan** (vec_type x)" -msgstr "bvec_type **isnan** (vec_type x)" - -msgid "bvec_type **isinf** (vec_type x)" -msgstr "bvec_type **isinf** (vec_type x)" - -msgid "ivec_type **floatBitsToInt** (vec_type x)" -msgstr "ivec_type **floatBitsToInt** (vec_type x)" - -msgid "uvec_type **floatBitsToUint** (vec_type x)" -msgstr "uvec_type **floatBitsToUint** (vec_type x)" - -msgid "vec_type **intBitsToFloat** (ivec_type x)" -msgstr "vec_type **intBitsToFloat** (ivec_type x)" - -msgid "vec_type **uintBitsToFloat** (uvec_type x)" -msgstr "vec_type **uintBitsToFloat** (uvec_type x)" - -msgid "float **length** (vec_type x)" -msgstr "float **length** (vec_type x)" - -msgid "float **distance** (vec_type a, vec_type b)" -msgstr "float **distance** (vec_type a, vec_type b)" - -msgid "float **dot** (vec_type a, vec_type b)" -msgstr "float **dot** (vec_type a, vec_type b)" - -msgid "vec3 **cross** (vec3 a, vec3 b)" -msgstr "vec3 **cross** (vec3 a, vec3 b)" - -msgid "vec_type **normalize** (vec_type x)" -msgstr "vec_type **normalize** (vec_type x)" - -msgid "vec3 **reflect** (vec3 I, vec3 N)" -msgstr "vec3 **reflect** (vec3 I, vec3 N)" - -msgid "vec3 **refract** (vec3 I, vec3 N, float eta)" -msgstr "vec3 **refract** (vec3 I, vec3 N, float eta)" - -msgid "vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref)" -msgstr "vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref)" - -msgid "mat_type **matrixCompMult** (mat_type x, mat_type y)" -msgstr "mat_type **matrixCompMult** (mat_type x, mat_type y)" - -msgid "mat_type **outerProduct** (vec_type column, vec_type row)" -msgstr "mat_type **outerProduct** (vec_type column, vec_type row)" - -msgid "mat_type **transpose** (mat_type m)" -msgstr "mat_type **transpose** (mat_type m)" - -msgid "float **determinant** (mat_type m)" -msgstr "float **determinant** (mat_type m)" - -msgid "mat_type **inverse** (mat_type m)" -msgstr "mat_type **inverse** (mat_type m)" - -msgid "bvec_type **lessThan** (vec_type x, vec_type y)" -msgstr "bvec_type **lessThan** (vec_type x, vec_type y)" - -msgid "bvec_type **greaterThan** (vec_type x, vec_type y)" -msgstr "bvec_type **greaterThan** (vec_type x, vec_type y)" - -msgid "bvec_type **lessThanEqual** (vec_type x, vec_type y)" -msgstr "bvec_type **lessThanEqual** (vec_type x, vec_type y)" - -msgid "bvec_type **greaterThanEqual** (vec_type x, vec_type y)" -msgstr "bvec_type **greaterThanEqual** (vec_type x, vec_type y)" - -msgid "bvec_type **equal** (vec_type x, vec_type y)" -msgstr "bvec_type **equal** (vec_type x, vec_type y)" - -msgid "bvec_type **notEqual** (vec_type x, vec_type y)" -msgstr "bvec_type **notEqual** (vec_type x, vec_type y)" - -msgid "bool **any** (bvec_type x)" -msgstr "bool **any** (bvec_type x)" - -msgid "bool **all** (bvec_type x)" -msgstr "bool **all** (bvec_type x)" - -msgid "bvec_type **not** (bvec_type x)" -msgstr "bvec_type **not** (bvec_type x)" - -msgid "ivec2 **textureSize** (samplerCube s, int lod)" -msgstr "ivec2 **textureSize** (samplerCube s, int lod)" - -msgid "vec_type **dFdx** (vec_type p)" -msgstr "vec_type **dFdx** (vec_type p)" - -msgid "vec_type **dFdy** (vec_type p)" -msgstr "vec_type **dFdy** (vec_type p)" - -msgid "vec_type **fwidth** (vec_type p)" -msgstr "vec_type **fwidth** (vec_type p)" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po deleted file mode 100644 index 32c6d1bfc7..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Description" -msgstr "Descrizione" - -msgid "Built-in" -msgstr "Integrato" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po deleted file mode 100644 index e2c38549d5..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po +++ /dev/null @@ -1,123 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Description" -msgstr "Descrizione" - -msgid "**blend_mix**" -msgstr "**blend_mix**" - -msgid "**blend_add**" -msgstr "**blend_add**" - -msgid "**blend_sub**" -msgstr "**blend_sub**" - -msgid "**blend_mul**" -msgstr "**blend_mul**" - -msgid "**depth_draw_opaque**" -msgstr "**depth_draw_opaque**" - -msgid "**depth_draw_always**" -msgstr "**depth_draw_always**" - -msgid "**depth_draw_never**" -msgstr "**depth_draw_never**" - -msgid "**cull_back**" -msgstr "**cull_back**" - -msgid "**cull_front**" -msgstr "**cull_front**" - -msgid "**cull_disabled**" -msgstr "**cull_disabled**" - -msgid "**unshaded**" -msgstr "**unshaded**" - -msgid "**diffuse_burley**" -msgstr "**diffuse_burley**" - -msgid "**diffuse_lambert**" -msgstr "**diffuse_lambert**" - -msgid "**diffuse_lambert_wrap**" -msgstr "**diffuse_lambert_wrap**" - -msgid "**diffuse_toon**" -msgstr "**diffuse_toon**" - -msgid "**specular_schlick_ggx**" -msgstr "**specular_schlick_ggx**" - -msgid "**specular_toon**" -msgstr "**specular_toon**" - -msgid "**specular_disabled**" -msgstr "**specular_disabled**" - -msgid "**skip_vertex_transform**" -msgstr "**skip_vertex_transform**" - -msgid "**world_vertex_coords**" -msgstr "**world_vertex_coords**" - -msgid "**ensure_correct_normals**" -msgstr "**ensure_correct_normals**" - -msgid "**shadows_disabled**" -msgstr "**shadows_disabled**" - -msgid "**ambient_light_disabled**" -msgstr "**ambient_light_disabled**" - -msgid "**shadow_to_opacity**" -msgstr "**shadow_to_opacity**" - -msgid "**vertex_lighting**" -msgstr "**vertex_lighting**" - -msgid "Built-in" -msgstr "Integrato" - -msgid "sampler2D **SCREEN_TEXTURE**" -msgstr "sampler2D **SCREEN_TEXTURE**" - -msgid "sampler2D **DEPTH_TEXTURE**" -msgstr "sampler2D **DEPTH_TEXTURE**" - -msgid "in vec3 **NORMAL**" -msgstr "in vec3 **NORMAL**" - -msgid "in vec3 **LIGHT**" -msgstr "in vec3 **LIGHT**" - -msgid "in vec3 **LIGHT_COLOR**" -msgstr "in vec3 **LIGHT_COLOR**" - -msgid "in vec3 **ALBEDO**" -msgstr "in vec3 **ALBEDO**" - -msgid "in float **ROUGHNESS**" -msgstr "in float **ROUGHNESS**" - -msgid "Roughness." -msgstr "Rugosità." - -msgid "out vec3 **DIFFUSE_LIGHT**" -msgstr "out vec3 **DIFFUSE_LIGHT**" - -msgid "out vec3 **SPECULAR_LIGHT**" -msgstr "out vec3 **SPECULAR_LIGHT**" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po deleted file mode 100644 index a74a5c6cfe..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Indentation" -msgstr "Indentazione" - -msgid "**Good**:" -msgstr "**Bene**:" - -msgid "**Bad**:" -msgstr "**Male**:" - -msgid "Blank lines" -msgstr "Righe vuote" - -msgid "Whitespace" -msgstr "Spazio bianco" - -msgid "Constants" -msgstr "Costanti" - -msgid "Local variables" -msgstr "Variabili locali" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/visual_shaders.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/visual_shaders.po deleted file mode 100644 index e3bec3916b..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/visual_shaders.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Type" -msgstr "Tipo" - -msgid "Color" -msgstr "Colore" - -msgid "Description" -msgstr "Descrizione" - -msgid "Example" -msgstr "Esempio" - -msgid "Vector" -msgstr "Vettore" - -msgid "Transform" -msgstr "Trasformazione" - -msgid "Fresnel node" -msgstr "Nodo Fresnel" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po deleted file mode 100644 index 4d295ac7f4..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Your first shader" -msgstr "Il tuo primo shader" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po deleted file mode 100644 index 5b62d7a9e5..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po +++ /dev/null @@ -1,37 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Your first 2D shader" -msgstr "Il tuo primo shader 2D" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Setup" -msgstr "Configura" - -msgid "Your first CanvasItem shader" -msgstr "Il tuo primo shader CanvasItem" - -msgid "Your first fragment function" -msgstr "La tua prima funzione fragment" - -msgid "" -"For more information about usage see the :ref:`Shading Language doc " -"`." -msgstr "" -"Per maggiori informazioni sull'uso vedi :ref:`Shading Language doc " -"`." - -msgid "Conclusion" -msgstr "Conclusione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po deleted file mode 100644 index ec66668da6..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Your first 3D shader" -msgstr "Il tuo primo shader 3D" - -msgid "Setting up" -msgstr "Impostare" - -msgid "Once you set it up and should look like this." -msgstr "Una volta che l'hai impostato e dovrebbe apparire così." diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po b/sphinx/po/it/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po deleted file mode 100644 index d983dc0156..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Your second 3D shader" -msgstr "Il tuo secondo shader 3D" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/troubleshooting.po b/sphinx/po/it/LC_MESSAGES/tutorials/troubleshooting.po deleted file mode 100644 index 0a3df4b62b..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/troubleshooting.po +++ /dev/null @@ -1,98 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Risoluzione dei problemi" - -msgid "" -"This page lists common issues encountered when using Godot and possible " -"solutions." -msgstr "" -"Questa pagina elenca i problemi comuni riscontrati durante l'utilizzo di " -"Godot e le possibili soluzioni." - -msgid "" -"When running Godot on Windows with the system console enabled, you can " -"accidentally enable *selection mode* by clicking inside the command window. " -"This Windows-specific behavior pauses the application to let you select text " -"inside the system console. Godot cannot override this system-specific " -"behavior." -msgstr "" -"Quando si esegue Godot su Windows con la console di sistema abilitata, è " -"possibile abilitare accidentalmente la *modalità di selezione* facendo clic " -"all'interno della finestra di comando. Questo comportamento specifico di " -"Windows sospende l'applicazione per consentire di selezionare il testo " -"all'interno della console di sistema. Godot non può ignorare questo " -"comportamento specifico del sistema." - -msgid "" -"To solve this, select the system console window and press Enter to leave " -"selection mode." -msgstr "" -"Per risolvere questo problema, seleziona la finestra della console di " -"sistema e premi Invio per uscire dalla modalità di selezione." - -msgid "" -"This is caused by the NVIDIA graphics driver injecting an overlay to display " -"information." -msgstr "" -"Questo è causato dal driver grafico NVIDIA che inietta un overlay per " -"visualizzare le informazioni." - -msgid "" -"To disable this overlay on Windows, restore your graphics driver settings to " -"the default values in the NVIDIA Control Panel." -msgstr "" -"Per disabilitare questa sovrapposizione su Windows, ripristina le " -"impostazioni del driver grafico ai valori predefiniti nel pannello di " -"controllo NVIDIA." - -msgid "" -"To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen " -"0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**." -msgstr "" -"Per disabilitare questo overlay su Linux, apri ``nvidia-settings``, vai su " -"**X Screen 0 > OpenGL Settings** e deseleziona **Enable Graphics API Visual " -"Indicator**." - -msgid "" -"This is usually caused by forgetting to specify a filter for non-resource " -"files in the Export dialog. By default, Godot will only include actual " -"*resources* into the PCK file. Some files commonly used, such as JSON files, " -"are not considered resources. For example, if you load ``test.json`` in the " -"exported project, you need to specify ``*.json`` in the non-resource export " -"filter. See :ref:`doc_exporting_projects_export_mode` for more information." -msgstr "" -"Ciò è solitamente causato dal dimenticare di specificare un filtro per i " -"file non di risorse nella finestra di dialogo Esporta. Per impostazione " -"predefinita, Godot includerà solo le *risorse* effettive nel file PCK. " -"Alcuni file comunemente utilizzati, come i file JSON, non sono considerati " -"risorse. Ad esempio, se carichi ``test.json`` nel progetto esportato, devi " -"specificare ``* .json`` nel filtro di esportazione non di risorse. Vedi :ref:" -"`doc_exporting_projects_export_mode` per maggiori informazioni." - -msgid "" -"On Windows, this can also be due to :ref:`case sensitivity " -"` issues. If you reference a " -"resource in your script with a different case than on the filesystem, " -"loading will fail once you export the project. This is because the virtual " -"PCK filesystem is case-sensitive, while Windows's filesystem is case-" -"insensitive by default." -msgstr "" -"Su Windows, ciò può anche essere dovuto ai problemi di :ref:`case sensitive " -"` . Se si fa riferimento a una " -"risorsa nello script con un case diverso rispetto al file system, il " -"caricamento fallirà una volta esportato il progetto. Questo perché il " -"filesystem PCK virtuale fa distinzione tra maiuscole e minuscole, mentre il " -"filesystem di Windows non fa distinzione tra maiuscole e minuscole per " -"impostazione predefinita." diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po b/sphinx/po/it/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po deleted file mode 100644 index 76bbc40ae4..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po +++ /dev/null @@ -1,93 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" - -msgid "Performance" -msgstr "Prestazioni" - -msgid "Reference" -msgstr "Riferimento" - -msgid "Example" -msgstr "Esempio" - -msgid "``[b]{text}[/b]``" -msgstr "``[b]{testo}[/b]``" - -msgid "``[i]{text}[/i]``" -msgstr "``[i]{testo}[/i]``" - -msgid "``[u]{text}[/u]``" -msgstr "``[u]{testo}[/u]``" - -msgid "**s**" -msgstr "**s**" - -msgid "``[s]{text}[/s]``" -msgstr "``[s]{testo}[/s]``" - -msgid "**code**" -msgstr "**codice**" - -msgid "``[code]{text}[/code]``" -msgstr "``[code]{testo}[/code]``" - -msgid "**p**" -msgstr "**p**" - -msgid "**center**" -msgstr "**centro**" - -msgid "``[center]{text}[/center]``" -msgstr "``[center]{testo}[/center]``" - -msgid "**right**" -msgstr "**destra**" - -msgid "``[right]{text}[/right]``" -msgstr "``[right]{testo}[/right]``" - -msgid "**fill**" -msgstr "**riempimento**" - -msgid "``[fill]{text}[/fill]``" -msgstr "``[fill]{testo}[/fill]``" - -msgid "**indent**" -msgstr "**indentazione**" - -msgid "``[indent]{text}[/indent]``" -msgstr "``[indent]{testo}[/indent]``" - -msgid "**url**" -msgstr "**url**" - -msgid "``[img]{path}[/img]``" -msgstr "``[img]{percorso}[/img]``" - -msgid "**font**" -msgstr "**font**" - -msgid "**color**" -msgstr "**colore**" - -msgid "``[cell]{text}[/cell]``" -msgstr "``[cell]{text}[/cell]``" - -msgid "1" -msgstr "1" - -msgid "``_process_custom_fx``" -msgstr "``_process_custom_fx``" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/ui/control_node_gallery.po b/sphinx/po/it/LC_MESSAGES/tutorials/ui/control_node_gallery.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/ui/control_node_gallery.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/ui/custom_gui_controls.po b/sphinx/po/it/LC_MESSAGES/tutorials/ui/custom_gui_controls.po deleted file mode 100644 index 7a631b4224..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/ui/custom_gui_controls.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Drawing" -msgstr "Disegnare" - -msgid "Input" -msgstr "Input" - -msgid "Notifications" -msgstr "Notifiche" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/ui/gui_containers.po b/sphinx/po/it/LC_MESSAGES/tutorials/ui/gui_containers.po deleted file mode 100644 index 27c78c19b5..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/ui/gui_containers.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "PanelContainer" -msgstr "PanelContainer" - -msgid "ScrollContainer" -msgstr "ScrollContainer" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/ui/gui_navigation.po b/sphinx/po/it/LC_MESSAGES/tutorials/ui/gui_navigation.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/ui/gui_navigation.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/ui/gui_skinning.po b/sphinx/po/it/LC_MESSAGES/tutorials/ui/gui_skinning.po deleted file mode 100644 index c28f3a7105..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/ui/gui_skinning.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Color**" -msgstr "**Color**" - -msgid "**StyleBox**" -msgstr "**StyleBox**" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po b/sphinx/po/it/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/ui/gui_using_fonts.po b/sphinx/po/it/LC_MESSAGES/tutorials/ui/gui_using_fonts.po deleted file mode 100644 index 7f205329f5..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/ui/gui_using_fonts.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Mipmaps" -msgstr "Mipmap" - -msgid "Windows" -msgstr "Windows" - -msgid "Linux" -msgstr "Linux" - -msgid "Android" -msgstr "Android" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po b/sphinx/po/it/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/ui/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/ui/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/ui/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/ui/size_and_anchors.po b/sphinx/po/it/LC_MESSAGES/tutorials/ui/size_and_anchors.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/ui/size_and_anchors.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po b/sphinx/po/it/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/xr/ar_passthrough.po b/sphinx/po/it/LC_MESSAGES/tutorials/xr/ar_passthrough.po deleted file mode 100644 index 7e6551ca78..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/xr/ar_passthrough.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Description" -msgstr "Descrizione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po b/sphinx/po/it/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/xr/deploying_to_android.po b/sphinx/po/it/LC_MESSAGES/tutorials/xr/deploying_to_android.po deleted file mode 100644 index 40bc24d674..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/xr/deploying_to_android.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Setup" -msgstr "Configura" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/xr/index.po b/sphinx/po/it/LC_MESSAGES/tutorials/xr/index.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/xr/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po b/sphinx/po/it/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po b/sphinx/po/it/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po b/sphinx/po/it/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po b/sphinx/po/it/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po deleted file mode 100644 index 3558dca233..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introduzione" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/xr/openxr_settings.po b/sphinx/po/it/LC_MESSAGES/tutorials/xr/openxr_settings.po deleted file mode 100644 index e81a988be1..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/xr/openxr_settings.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Enabled" -msgstr "Abilitato" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/xr/setting_up_xr.po b/sphinx/po/it/LC_MESSAGES/tutorials/xr/setting_up_xr.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/xr/setting_up_xr.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/xr/xr_action_map.po b/sphinx/po/it/LC_MESSAGES/tutorials/xr/xr_action_map.po deleted file mode 100644 index be08ae842d..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/xr/xr_action_map.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Value" -msgstr "Valore" - -msgid "Description" -msgstr "Descrizione" - -msgid "1" -msgstr "1" - -msgid "2" -msgstr "2" - -msgid "3" -msgstr "3" - -msgid "0" -msgstr "0" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/xr/xr_next_steps.po b/sphinx/po/it/LC_MESSAGES/tutorials/xr/xr_next_steps.po deleted file mode 100644 index b36d0a9594..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/xr/xr_next_steps.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/it/LC_MESSAGES/tutorials/xr/xr_room_scale.po b/sphinx/po/it/LC_MESSAGES/tutorials/xr/xr_room_scale.po deleted file mode 100644 index 7fa9c90abc..0000000000 --- a/sphinx/po/it/LC_MESSAGES/tutorials/xr/xr_room_scale.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: it\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Step 1" -msgstr "Passo 1" - -msgid "Step 2" -msgstr "Passo 2" - -msgid "Step 3" -msgstr "Passo 3" diff --git a/sphinx/po/ko/LC_MESSAGES/about/complying_with_licenses.po b/sphinx/po/ko/LC_MESSAGES/about/complying_with_licenses.po deleted file mode 100644 index eedf3a7a26..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/about/complying_with_licenses.po +++ /dev/null @@ -1,190 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Complying with licenses" -msgstr "라이센스 준수" - -msgid "" -"The recommendations in this page **are not legal advice.** They are provided " -"in good faith to help users navigate license attribution requirements." -msgstr "" -"이 페이지의 권장 사항은 **법적 조언이 아닙니다**. 라이선스 표기 요구 사항을 " -"이해하는 데 도움을 주기 위해 선의로 제공됩니다." - -msgid "What are licenses?" -msgstr "라이센스가 무엇입니까?" - -msgid "" -"The license is the legal requirement for you (or your company) to use and " -"distribute the software (and derivative projects, including games made with " -"it). Your game or project can have a different license, but it still needs " -"to comply with the original one." -msgstr "" -"라이선스는 귀하(또는 귀하의 회사)가 소프트웨어(및 이를 사용한 게임을 포함한 " -"파생 프로젝트)를 사용 및 배포하기 위한 법적 요구사항입니다. 게임 또는 프로젝" -"트는 다른 라이선스를 가질 수 있으나, 이 경우에도 원래 라이선스는 준수해야 합" -"니다." - -msgid "" -"This section covers compliance with licenses from a user perspective. If you " -"are interested in licence compliance as a contributor, you can find " -"guidelines :ref:`here " -"`." -msgstr "" -"이 섹션은 사용자 관점에서 라이선스 준수를 다룹니다. 기여자로서 라이선스 준수" -"에 관심이 있다면 :ref:`여기 " -"`에서 가이드라" -"인을 확인할 수 있습니다." - -msgid "Requirements" -msgstr "요구사항" - -msgid "" -"In the case of the MIT license, the only requirement is to include the " -"license text somewhere in your game or derivative project." -msgstr "" -"MIT 라이선스의 경우 유일한 요구 사항은 게임 또는 파생 프로젝트의 어딘가에 라" -"이선스 문구를 포함하는 것입니다." - -msgid "" -"Beside its own MIT license, Godot includes code from a number of third-party " -"libraries. See :ref:`doc_complying_with_licenses_thirdparty` for details." -msgstr "" -"Godot는 자체 MIT 라이선스 외에도 여러 서드파티 라이브러리의 코드를 포함하고 " -"있습니다. 자세한 내용은 :ref:`doc_complying_with_licenses_thirdparty`를 참조" -"하십시오." - -msgid "" -"Your games do not need to be under the same license. You are free to release " -"your Godot projects under any license and to create commercial games with " -"the engine." -msgstr "" -"여러분의 게임이 같은 라이선스 하에 있을 필요는 없습니다.임의의 라이선스 하에 " -"Godot 프로젝트를 자유롭게 출시하고, 엔진으로 상용 게임을 제작할 수 있습니다." - -msgid "Inclusion" -msgstr "포함하는 법" - -msgid "Credits screen" -msgstr "크레딧 화면" - -msgid "" -"Include the above license text somewhere in the credits screen. It can be at " -"the bottom after showing the rest of the credits. Most large studios use " -"this approach with open source licenses." -msgstr "" -"크레딧 화면 어딘가에 위의 라이선스 문구를 포함하십시오. 나머지 크레딧들을 보" -"여준 뒤 맨 아래에 표시할 수도 있습니다. 대부분의 대규모 스튜디오들은 오픈 소" -"스 라이선스에 대해 이 접근 방식을 사용합니다." - -msgid "Licenses screen" -msgstr "라이선스 화면" - -msgid "" -"Some games have a special menu (often in the settings) to display licenses. " -"This menu is typically accessed with a button called **Third-party " -"Licenses** or **Open Source Licenses**." -msgstr "" -"일부 게임에는 라이선스를 표시하는 특별한 메뉴(주로 설정 메뉴에 위치)가 있습니" -"다. 이 메뉴는 일반적으로 **서드파티 라이선스** 또는 **오픈 소스 라이선스** 라" -"는 버튼을 통해 접근할 수 있습니다." - -msgid "Output log" -msgstr "출력 로그" - -msgid "Accompanying file" -msgstr "첨부 파일" - -msgid "Printed manual" -msgstr "인쇄된 설명서" - -msgid "Link to the license" -msgstr "라이선스에 대한 링크" - -msgid "" -"The Godot Engine developers consider that a link to ``godotengine.org/" -"license`` in your game documentation or credits would be an acceptable way " -"to satisfy the license terms." -msgstr "" -"Godot 엔진의 개발자들은 게임 문서나 크레딧에 ``godotengine.org/license`` 링크" -"를 포함하는 것도 라이선스 조건을 충족할 수 있는 방법이라고 생각합니다." - -msgid "" -"Godot provides several methods to get license information in the :ref:" -"`Engine ` singleton. This allows you to source the license " -"information directly from the engine binary, which prevents the information " -"from becoming outdated if you update engine versions." -msgstr "" -"Godot는 :ref:`Engine ` 싱글톤(singleton)에서 라이선스 정보를 얻" -"을 수 있는 여러 방법을 제공합니다. 이를 통해 엔진 바이너리에서 직접 라이선스 " -"정보를 가져올 수 있어, 엔진 버전을 업데이트할 때 정보가 오래되지 않도록 방지" -"할 수 있습니다." - -msgid "For the engine itself:" -msgstr "엔진 자체에 대한 정보:" - -msgid ":ref:`Engine.get_license_text`" -msgstr ":ref:`Engine.get_license_text`" - -msgid "For third-party components used by the engine:" -msgstr "엔진에서 사용하는 서드파티 구성 요소에 대한 정보:" - -msgid ":ref:`Engine.get_license_info`" -msgstr ":ref:`Engine.get_license_info`" - -msgid "" -":ref:`Engine.get_copyright_info`" -msgstr "" -":ref:`Engine.get_copyright_info`" - -msgid "Third-party licenses" -msgstr "제삼자 라이선스" - -msgid "" -"Godot itself contains software written by `third parties `_, which is compatible " -"with, but not covered by Godot's MIT license." -msgstr "" -"Godot 자체에는 Godot의 MIT 라이선스와 호환되지만, 해당 라이선스에 포함되지 않" -"는 `서드파티 소프트웨어 `_가 포함되어 있습니다." - -msgid "" -"Many of these dependencies are distributed under permissive open source " -"licenses which require attribution by explicitly citing their copyright " -"statement and license text in the final product's documentation." -msgstr "" -"이들 의존성의 많은 부분은 관대한 오픈 소스 라이선스 하에 배포되며, 최종 제품" -"의 문서에서 저작권 명시 및 라이선스 텍스트를 명시적으로 인용하여 출처를 표시" -"해야 합니다." - -msgid "" -"Given the scope of the Godot project, this is fairly difficult to do " -"thoroughly. For the Godot editor, the full documentation of third-party " -"copyrights and licenses is provided in the `COPYRIGHT.txt `_ file." -msgstr "" -"Godot 프로젝트의 범위 때문에 이를 철저히 수행하는 것은 상당히 어렵습니다. " -"Godot 에디터의 경우, 서드파티 저작권 및 라이선스의 전체 문서는 `COPYRIGHT." -"txt `_ 파일" -"에 제공됩니다." - -msgid "" -"A good option for end users to document third-party licenses is to include " -"this file in your project's distribution, which you can e.g. rename to " -"``GODOT_COPYRIGHT.txt`` to prevent any confusion with your own code and " -"assets." -msgstr "" -"최종 사용자에게 서드파티 라이선스를 문서화하는 좋은 방법은 이 파일을 프로젝" -"트 배포에 포함시키는 것입니다. 예를 들어, 혼동을 방지하기 위해 이 파일의 이름" -"을 ``GODOT_COPYRIGHT.txt``로 변경할 수 있습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/ko/LC_MESSAGES/about/docs_changelog.po deleted file mode 100644 index 5606699aaf..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/about/docs_changelog.po +++ /dev/null @@ -1,342 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Documentation changelog" -msgstr "문서 변경 내역" - -msgid "About" -msgstr "정보" - -msgid "2D" -msgstr "2D" - -msgid "Contributing" -msgstr "기여하기" - -msgid "Rendering" -msgstr "렌더링" - -msgid "C#" -msgstr "C#" - -msgid "Development" -msgstr "개발" - -msgid "I/O" -msgstr "입출력 (I/O)" - -msgid "Platform-specific" -msgstr "플랫폼 특화(Platform-specific)" - -msgid "Physics" -msgstr "물리" - -msgid "3D" -msgstr "3D" - -msgid "Animation" -msgstr "애니메이션" - -msgid "Assets pipeline" -msgstr "에셋 파이프라인" - -msgid "Scripting" -msgstr "스크립팅(Scripting)" - -msgid "Shaders" -msgstr "셰이더" - -msgid "Workflow" -msgstr "워크플로" - -msgid "Editor" -msgstr "에디터" - -msgid "GDScript" -msgstr "GDScript" - -msgid "Best practices" -msgstr "모범 사례" - -msgid "Community" -msgstr "커뮤니티" - -msgid "Configuring an IDE: :ref:`doc_configuring_an_ide_code_blocks`" -msgstr "IDE 설정: :ref:`doc_configuring_an_ide_code_blocks`" - -msgid "Export" -msgstr "내보내기" - -msgid "Input" -msgstr "입력" - -msgid "Math" -msgstr "수학" - -msgid "Project workflow" -msgstr "프로젝트 워크플로" - -msgid ":ref:`doc_2d_sprite_animation`" -msgstr ":ref:`doc_2d_sprite_animation`" - -msgid "Audio" -msgstr "오디오" - -msgid ":ref:`doc_recording_with_microphone`" -msgstr ":ref:`doc_recording_with_microphone`" - -msgid ":ref:`doc_sync_with_audio`" -msgstr ":ref:`doc_sync_with_audio`" - -msgid ":ref:`doc_beziers_and_curves`" -msgstr ":ref:`doc_beziers_and_curves`" - -msgid ":ref:`doc_interpolation`" -msgstr ":ref:`doc_interpolation`" - -msgid "Inputs" -msgstr "입력(Input)" - -msgid ":ref:`doc_input_examples`" -msgstr ":ref:`doc_input_examples`" - -msgid "Internationalization" -msgstr "국제화" - -msgid ":ref:`doc_localization_using_gettext`" -msgstr ":ref:`doc_localization_using_gettext`" - -msgid "Shading" -msgstr "셰이딩" - -msgid "Your First Shader Series:" -msgstr "당신의 첫 셰이더 시리즈:" - -msgid ":ref:`doc_introduction_to_shaders`" -msgstr ":ref:`doc_introduction_to_shaders`" - -msgid ":ref:`doc_your_first_canvasitem_shader`" -msgstr ":ref:`doc_your_first_canvasitem_shader`" - -msgid ":ref:`doc_your_first_spatial_shader`" -msgstr ":ref:`doc_your_first_spatial_shader`" - -msgid ":ref:`doc_your_second_spatial_shader`" -msgstr ":ref:`doc_your_second_spatial_shader`" - -msgid ":ref:`doc_visual_shaders`" -msgstr ":ref:`doc_visual_shaders`" - -msgid "Networking" -msgstr "네트워킹(Networking)" - -msgid ":ref:`doc_webrtc`" -msgstr ":ref:`doc_webrtc`" - -msgid "Plugins" -msgstr "플러그인(Plugin)" - -msgid ":ref:`doc_android_plugin`" -msgstr ":ref:`doc_android_plugin`" - -msgid ":ref:`doc_inspector_plugins`" -msgstr ":ref:`doc_inspector_plugins`" - -msgid ":ref:`doc_visual_shader_plugins`" -msgstr ":ref:`doc_visual_shader_plugins`" - -msgid "Multi-threading" -msgstr "멀티 스레딩(Multi-threading)" - -msgid ":ref:`doc_using_multiple_threads`" -msgstr ":ref:`doc_using_multiple_threads`" - -msgid "Creating content" -msgstr "내용물 만들기(Creating content)" - -msgid "Procedural geometry series:" -msgstr "절차적 기하 시리즈:" - -msgid ":ref:`Procedural geometry `" -msgstr ":ref:`절차적 기하 `" - -msgid ":ref:`doc_arraymesh`" -msgstr ":ref:`doc_arraymesh`" - -msgid ":ref:`doc_surfacetool`" -msgstr ":ref:`doc_surfacetool`" - -msgid ":ref:`doc_meshdatatool`" -msgstr ":ref:`doc_meshdatatool`" - -msgid "Optimization" -msgstr "최적화(Optimization)" - -msgid ":ref:`doc_using_multimesh`" -msgstr ":ref:`doc_using_multimesh`" - -msgid ":ref:`doc_using_servers`" -msgstr ":ref:`doc_using_servers`" - -msgid "Legal" -msgstr "법률(Legal)" - -msgid ":ref:`doc_complying_with_licenses`" -msgstr ":ref:`doc_complying_with_licenses`" - -msgid "Step by step" -msgstr "단계별" - -msgid ":ref:`doc_signals`" -msgstr ":ref:`doc_signals`" - -msgid "Exporting" -msgstr "내보내기(Exporting)" - -msgid ":ref:`doc_gdscript_static_typing`" -msgstr ":ref:`doc_gdscript_static_typing`" - -msgid "Best Practices:" -msgstr "모범 사례:" - -msgid ":ref:`doc_introduction_best_practices`" -msgstr ":ref:`doc_introduction_best_practices`" - -msgid ":ref:`doc_what_are_godot_classes`" -msgstr ":ref:`doc_what_are_godot_classes`" - -msgid ":ref:`doc_scene_organization`" -msgstr ":ref:`doc_scene_organization`" - -msgid ":ref:`doc_scenes_versus_scripts`" -msgstr ":ref:`doc_scenes_versus_scripts`" - -msgid ":ref:`doc_autoloads_versus_internal_nodes`" -msgstr ":ref:`doc_autoloads_versus_internal_nodes`" - -msgid ":ref:`doc_node_alternatives`" -msgstr ":ref:`doc_node_alternatives`" - -msgid ":ref:`doc_godot_interfaces`" -msgstr ":ref:`doc_godot_interfaces`" - -msgid ":ref:`doc_godot_notifications`" -msgstr ":ref:`doc_godot_notifications`" - -msgid ":ref:`doc_data_preferences`" -msgstr ":ref:`doc_data_preferences`" - -msgid ":ref:`doc_logic_preferences`" -msgstr ":ref:`doc_logic_preferences`" - -msgid ":ref:`doc_2d_lights_and_shadows`" -msgstr ":ref:`doc_2d_lights_and_shadows`" - -msgid ":ref:`doc_2d_meshes`" -msgstr ":ref:`doc_2d_meshes`" - -msgid ":ref:`doc_csg_tools`" -msgstr ":ref:`doc_csg_tools`" - -msgid ":ref:`doc_animating_thousands_of_fish`" -msgstr ":ref:`doc_animating_thousands_of_fish`" - -msgid ":ref:`doc_controlling_thousands_of_fish`" -msgstr ":ref:`doc_controlling_thousands_of_fish`" - -msgid ":ref:`doc_ragdoll_system`" -msgstr ":ref:`doc_ragdoll_system`" - -msgid ":ref:`doc_soft_body`" -msgstr ":ref:`doc_soft_body`" - -msgid ":ref:`doc_2d_skeletons`" -msgstr ":ref:`doc_2d_skeletons`" - -msgid ":ref:`doc_animation_tree`" -msgstr ":ref:`doc_animation_tree`" - -msgid "GUI" -msgstr "GUI" - -msgid ":ref:`doc_gui_containers`" -msgstr ":ref:`doc_gui_containers`" - -msgid "Viewports" -msgstr "뷰포트(Viewport)" - -msgid ":ref:`doc_viewport_as_texture`" -msgstr ":ref:`doc_viewport_as_texture`" - -msgid ":ref:`doc_custom_postprocessing`" -msgstr ":ref:`doc_custom_postprocessing`" - -msgid ":ref:`doc_converting_glsl_to_godot_shaders`" -msgstr ":ref:`doc_converting_glsl_to_godot_shaders`" - -msgid ":ref:`doc_advanced_postprocessing`" -msgstr ":ref:`doc_advanced_postprocessing`" - -msgid "Shading Reference:" -msgstr "셰이딩 참조:" - -msgid ":ref:`doc_shading_language`" -msgstr ":ref:`doc_shading_language`" - -msgid ":ref:`doc_spatial_shader`" -msgstr ":ref:`doc_spatial_shader`" - -msgid ":ref:`doc_canvas_item_shader`" -msgstr ":ref:`doc_canvas_item_shader`" - -msgid ":ref:`doc_particle_shader`" -msgstr ":ref:`doc_particle_shader`" - -msgid ":ref:`doc_making_main_screen_plugins`" -msgstr ":ref:`doc_making_main_screen_plugins`" - -msgid ":ref:`doc_customizing_html5_shell`" -msgstr ":ref:`doc_customizing_html5_shell`" - -msgid ":ref:`doc_thread_safe_apis`" -msgstr ":ref:`doc_thread_safe_apis`" - -msgid ":ref:`doc_making_trees`" -msgstr ":ref:`doc_making_trees`" - -msgid "Miscellaneous" -msgstr "기타" - -msgid ":ref:`doc_jitter_stutter`" -msgstr ":ref:`doc_jitter_stutter`" - -msgid ":ref:`doc_running_code_in_the_editor`" -msgstr ":ref:`doc_running_code_in_the_editor`" - -msgid ":ref:`doc_change_scenes_manually`" -msgstr ":ref:`doc_change_scenes_manually`" - -msgid "Compiling" -msgstr "컴파일링(Compiling)" - -msgid ":ref:`doc_optimizing_for_size`" -msgstr ":ref:`doc_optimizing_for_size`" - -msgid ":ref:`doc_compiling_with_script_encryption_key`" -msgstr ":ref:`doc_compiling_with_script_encryption_key`" - -msgid "Engine development" -msgstr "엔진 개발(Engine development)" - -msgid ":ref:`doc_binding_to_external_libraries`" -msgstr ":ref:`doc_binding_to_external_libraries`" diff --git a/sphinx/po/ko/LC_MESSAGES/about/faq.po b/sphinx/po/ko/LC_MESSAGES/about/faq.po deleted file mode 100644 index 3c6f44169e..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/about/faq.po +++ /dev/null @@ -1,878 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "FAQ" -msgstr "자주 묻는 질문(FAQ)" - -msgid "Frequently asked questions" -msgstr "자주 묻는 질문들(FAQ)" - -msgid "" -"What can I do with Godot? How much does it cost? What are the license terms?" -msgstr "" -"Godot로 무엇을 할 수 있나요? 가격은 얼마인가요? 라이선스 조항은 어떻게 되나" -"요?" - -msgid "In short:" -msgstr "간단히 말해서:" - -msgid "" -"You are free to download and use Godot for any purpose: personal, non-" -"profit, commercial, or otherwise." -msgstr "" -"개인적, 비영리, 사업 목적으로, 그 외 어떤 이유로든지 자유롭게 Godot를 다운로" -"드하고 사용할 수 있습니다." - -msgid "" -"You are free to modify, distribute, redistribute, and remix Godot to your " -"heart's content, for any reason, both non-commercially and commercially." -msgstr "" -"비상업적이든 상업적이든 어떤 이유로든 Godot를 마음대로 자유롭게 수정하고, 배" -"포하고, 재배포하고 리믹스할 수 있습니다." - -msgid "" -"Logos and icons are generally under the same Creative Commons license. Note " -"that some third-party libraries included with Godot's source code may have " -"different licenses." -msgstr "" -"로고와 아이콘은 일반적으로 동일한 크리에이티브 커먼스 라이선스 하에 속합니" -"다. Godot의 소스 코드에 포함된 일부 서드 파티 라이브러리에는 다른 라이선스가 " -"적용될 수 있으므로 유의하세요." - -msgid "" -"Also, see `the license page on the Godot website `_." -msgstr "" -"`Godot 웹 사이트의 라이선스 페이지 `_\\ 도 " -"참고하세요." - -msgid "Which platforms are supported by Godot?" -msgstr "Godot는 어떤 플랫폼을 지원하나요?" - -msgid "**For the editor:**" -msgstr "**에디터:**" - -msgid "Windows" -msgstr "Windows" - -msgid "macOS" -msgstr "macOS" - -msgid "Android (experimental)" -msgstr "Android (시험용)" - -msgid "**For exporting your games:**" -msgstr "**내보내는 게임:**" - -msgid "Android" -msgstr "Android" - -msgid "iOS" -msgstr "iOS" - -msgid "Web" -msgstr "웹" - -msgid "" -"Both 32- and 64-bit binaries are supported where it makes sense, with 64 " -"being the default. Official macOS builds support Apple Silicon natively as " -"well as x86_64." -msgstr "" -"32비트와 64비트 바이너리 모두 지원되며, 64비트가 기본값입니다. 공식 macOS 빌" -"드는 x86_64 뿐만 아니라 Apple Silicon 또한 기본적으로 지원합니다." - -msgid "" -"Some users also report building and using Godot successfully on ARM-based " -"systems with Linux, like the Raspberry Pi." -msgstr "" -"일부 사용자들은 Linux로 Raspberry Pi와 같은 ARM 기반 시스템에 Godot를 성공적" -"으로 빌드하고 사용했다고 말합니다." - -msgid "" -"The Godot team can't provide an open source console export due to the " -"licensing terms imposed by console manufacturers. Regardless of the engine " -"you use, though, releasing games on consoles is always a lot of work. You " -"can read more about :ref:`doc_consoles`." -msgstr "" -"Godot 팀은 콘솔 제조업체의 라이선스 조건으로 인해 오픈 소스 콘솔 내보내기를 " -"제공할 수 없습니다. 그러나 사용하는 엔진과 관계없이 콘솔에서 게임을 출시하는 " -"것은 항상 많은 작업을 필요로 합니다. 이에 대해 더 자세한 내용은 여기에서 확인" -"하실 수 있습니다: :ref:`doc_consoles`." - -msgid "" -"For more on this, see the sections on :ref:`exporting ` and :ref:`compiling Godot yourself `." -msgstr "" -"자세한 정보는 :ref:`내보내기 `\\ 와 :ref:`Godot를 " -"직접 컴파일하기 `\\ 섹션을 참고하세요." - -msgid "" -"Godot 3 also had support for Universal Windows Platform (UWP). This platform " -"port was removed in Godot 4 due to lack of maintenance, and it being " -"deprecated by Microsoft. It is still available in the current stable release " -"of Godot 3 for interested users." -msgstr "" -"Godot 3는 유니버설 윈도우 플랫폼(UWP)도 지원했습니다. 이 플랫폼 포트는 유지 " -"관리 부족으로 인해 Godot 4에서 제거되었으며 Microsoft에서 더 이상 지원하지 않" -"습니다. 관심 있는 사용자를 위해 현재 안정된 Godot 3 릴리스에서 계속 사용할 " -"수 있습니다." - -msgid "Which programming languages are supported in Godot?" -msgstr "Godot는 어떤 프로그래밍 언어를 지원하나요?" - -msgid "" -"The officially supported languages for Godot are GDScript, C#, and C++. See " -"the subcategories for each language in the :ref:`scripting ` section." -msgstr "" -"Godot가 공식으로 지원하는 언어는 GDScript와 C#, C++입니다. :ref:`스크립팅 " -"` 섹션에서 각 언어별 하위 카테고리를 참고하세요." - -msgid "" -"If you are just starting out with either Godot or game development in " -"general, GDScript is the recommended language to learn and use since it is " -"native to Godot. While scripting languages tend to be less performant than " -"lower-level languages in the long run, for prototyping, developing Minimum " -"Viable Products (MVPs), and focusing on Time-To-Market (TTM), GDScript will " -"provide a fast, friendly, and capable way of developing your games." -msgstr "" -"Godot 또는 게임 개발을 막 시작한 경우 일반적으로 Godot에서 네이티브로 동작하" -"는 GDScript를 배우고 사용하는 것을 권장합니다. 스크립트 언어는 장기적으로 다" -"른 로우 레벨 언어보다 퍼포먼스가 떨어지는 경향이 있습니다. 하지만 프로토타이" -"핑, 최소 기능 제품(MVP) 개발, 판매할 때까지 걸리는 시간(TTM)에 중점을 둔다면 " -"GDScript는 게임을 개발하는데 빠르고, 친절하고, 유능한 방법을 제공합니다." - -msgid "" -"As for new languages, support is possible via third parties with " -"GDExtensions. (See the question about plugins below). Work is currently " -"underway, for example, on unofficial bindings for Godot to `Python `_ and `Nim `_." -msgstr "" -"새로운 언어의 경우 GDExtension 등을 통해 지원이 가능합니다. (아래 플러그인 관" -"련 문의 사항 참고). 예를 들어 Godot와 `Python `_\\ 및 `Nim `_\\ 간의 " -"바인딩 개발이 비공식적으로 진행 중입니다." - -msgid "What is GDScript and why should I use it?" -msgstr "GDScript는 무엇이고 왜 이것을 써야 하나요?" - -msgid "" -"GDScript is Godot's integrated scripting language. It was built from the " -"ground up to maximize Godot's potential in the least amount of code, " -"affording both novice and expert developers alike to capitalize on Godot's " -"strengths as fast as possible. If you've ever written anything in a language " -"like Python before, then you'll feel right at home. For examples and a " -"complete overview of the power GDScript offers you, check out the :ref:" -"`GDScript scripting guide `." -msgstr "" -"GDScript는 Godot에 내장된 스크립트 언어입니다. GDScript는 처음부터 짧은 코드" -"로도 Godot의 잠재력을 극대화할 수 있도록 만들어져 있어 초심자와 전문 개발자" -"가 Godot의 강점을 가능한 한 빨리 활용할 수 있습니다. 이전에 Python 같은 언어" -"를 사용해 보신 적이 있다면 익숙할 겁니다. GDScript 예제, 기능에 대한 전체 개" -"요, 역사는 :ref:`GDScript 스크립팅 가이드 `\\ 를 참고하세요." - -msgid "" -"More information about getting comfortable with GDScript or dynamically " -"typed languages can be found in the :ref:`doc_gdscript_more_efficiently` " -"tutorial." -msgstr "" -"GDScript 또는 동적 타입 언어에 익숙해지려면 :ref:" -"`doc_gdscript_more_efficiently` 튜토리얼을 참고하세요." - -msgid "What were the motivations behind creating GDScript?" -msgstr "GDScript를 만들게 된 동기가 무엇인가요?" - -msgid "" -"In the early days, the engine used the `Lua `__ " -"scripting language. Lua can be fast thanks to LuaJIT, but creating bindings " -"to an object-oriented system (by using fallbacks) was complex and slow and " -"took an enormous amount of code. After some experiments with `Python " -"`__, that also proved difficult to embed." -msgstr "" -"처음에는 `Lua `__ 스크립팅 언어를 사용했습니다. Lua는 빠" -"르지만 (Fallback을 사용해서) 객체 지향 시스템에 바인딩을 생성하는 일은 복잡하" -"고 느리면서도 엄청난 양의 코드가 필요했습니다. `Python `__\\ 으로도 몇 번 실험해봤지만 엔진에 내장하기 어려웠습니다." - -msgid "" -"The main reasons for creating a custom scripting language for Godot were:" -msgstr "Godot 전용 스크립트 언어를 개발하게 된 주요 이유는 이러합니다:" - -msgid "" -"Poor threading support in most script VMs, and Godot uses threads (Lua, " -"Python, Squirrel, JavaScript, ActionScript, etc.)." -msgstr "" -"대부분의 스크립트 가상 머신(Lua, Python, Squirrel, JS, AS 등)에서는 스레드 지" -"원이 좋지 않지만 Godot는 스레드를 사용합니다." - -msgid "" -"Poor class-extending support in most script VMs, and adapting to the way " -"Godot works is highly inefficient (Lua, Python, JavaScript)." -msgstr "" -"대부분의 스크립트 가상 머신은 클래스 확장 지원이 부족하고 Godot의 작동 방식" -"에 맞춰 변형하자면 너무 비효율적입니다 (Lua, Python, JS)." - -msgid "" -"Garbage collector results in stalls or unnecessarily large memory usage " -"(Lua, Python, JavaScript, ActionScript, etc.)." -msgstr "" -"(Lua, Python, JavaScript, ActionScript 등의) 가비지 컬렉터는 속도 저하를 일으" -"키고 불필요하게 많은 메모리를 사용합니다." - -msgid "" -"Difficulty integrating with the code editor for providing code completion, " -"live editing, etc. (all of them)." -msgstr "" -"코드 완성, 실시간 편집 등 (이 전부를) 지원하기 위한 코드 에디터 통합은 까다롭" -"습니다." - -msgid "GDScript was designed to curtail the issues above, and more." -msgstr "GDScript는 위의 문제 등을 줄이기 위해 설계되었습니다." - -msgid "What 3D model formats does Godot support?" -msgstr "Godot는 어떤 타입의 3D 모델 형식을 지원하나요?" - -msgid "" -"You can find detailed information on supported formats, how to export them " -"from your 3D modeling software, and how to import them for Godot in the :ref:" -"`doc_importing_3d_scenes` documentation." -msgstr "" -"지원되는 형식, 3D 모델링 소프트웨어에서 내보내는 방법, Godot용으로 가져오는 " -"방법에 대한 자세한 정보는 :ref:`doc_importing_3d_scenes` 설명서에서 확인할 " -"수 있습니다." - -msgid "" -"Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?" -msgstr "Godot에서 [FMOD, GameWorks 등 클로즈 SDK]가 지원될까요?" - -msgid "" -"The aim of Godot is to create a free and open source MIT-licensed engine " -"that is modular and extendable. There are no plans for the core engine " -"development community to support any third-party, closed-source/proprietary " -"SDKs, as integrating with these would go against Godot's ethos." -msgstr "" -"Godot의 목표는 모듈 방식에 확장 가능한, 무료 오픈 소스 MIT 라이선스 엔진을 만" -"드는 것입니다. 핵심 엔진 개발 커뮤니티는 클로즈 소스/독점 SDK와 통합하는 것" -"은 Godot의 정신에 반하기에 이를 지원할 계획이 없습니다." - -msgid "" -"To see how support for your SDK of choice could still be provided, look at " -"the Plugins question below." -msgstr "여러분이 선택한 SDK에 대한 지원은 아래 플러그인 질문을 읽어보세요." - -msgid "" -"If you know of a third-party SDK that is not supported by Godot but that " -"offers free and open source integration, consider starting the integration " -"work yourself. Godot is not owned by one person; it belongs to the " -"community, and it grows along with ambitious community contributors like you." -msgstr "" -"혹시 Godot가 지원하진 않지만 무료이고 오픈 소스로 제공하는 다른 SDK를 아신다" -"면 직접 통합 작업을 시작해보세요. Godot는 한 사람의 것이 아닙니다; Godot는 " -"한 사람의 소유가 아닌 커뮤니티에 속해 있으며, 당신과 같은 야심 찬 커뮤니티 기" -"여자들과 함께 성장합니다." - -msgid "How can I extend Godot?" -msgstr "어떻게 Godot를 확장할 수 있나요?" - -msgid "" -"For extending Godot, like creating Godot Editor plugins or adding support " -"for additional languages, take a look at :ref:`EditorPlugins " -"` and tool scripts." -msgstr "" -"Godot 에디터 플러그인을 제작하거나 추가적인 언어를 지원하고 싶다면 :ref:`에디" -"터 플러그인 `\\ 과 툴(tool) 스크립트를 참고하세요." - -msgid "" -"How do I install the Godot editor on my system (for desktop integration)?" -msgstr "어떻게 고도 에디터를 내 컴퓨터에 설치할 수 있나요?" - -msgid "" -"Since you don't need to actually install Godot on your system to run it, " -"this means desktop integration is not performed automatically. There are two " -"ways to overcome this. You can install Godot from `Steam `__ (all platforms), `Scoop " -"`__ (Windows), `Homebrew `__ (macOS) or " -"`Flathub `__ " -"(Linux). This will automatically perform the required steps for desktop " -"integration." -msgstr "" -"Godot를 실행하기 위해 시스템에 설치할 필요가 없기 때문에 데스크톱에서 통합이 " -"자동으로 수행되지 않습니다. 이를 극복하기 위해 두 가지 방법이 있습니다. 당신" -"은 Godot을 `Steam `__ (all platforms), `Scoop `__ (Windows), `Homebrew " -"`__ (macOS) 또는 `Flathub `__ (Linux) 을 통해 설치할 수 있습니다. 이 방법" -"들은 데스크톱 통합을 위한 과정들을 자동으로 수행할 것 입니다." - -msgid "" -"Alternatively, you can manually perform the steps that an installer would do " -"for you:" -msgstr "또는 설치 프로그램이 수행하는 단계를 수동으로 수행할 수 있습니다 :" - -msgid "" -"Move the Godot executable to a stable location (i.e. outside of your " -"Downloads folder), so you don't accidentally move it and break the shortcut " -"in the future." -msgstr "" -"Godot를 안정적으로 실행할 수 있는 폴더로 (예를 들어 다운로드 폴더 밖으로) 이" -"동하여 나중에 의도와 상관없이 Godot이 이동하여 Shotcut을 사용할 수 없는 경우" -"를 피하시길 바랍니다." - -msgid "Right-click the Godot executable and choose **Create Shortcut**." -msgstr "Godot 실행파일을 오른쪽클릭하고 \"바로 가기\" 를 선택합니다." - -msgid "" -"Drag the extracted Godot application to ``/Applications/Godot.app``, then " -"drag it to the Dock if desired. Spotlight will be able to find Godot as long " -"as it's in ``/Applications`` or ``~/Applications``." -msgstr "" -"추출한 Godot 애플리케이션을 ``/Applications/Godot.app``으로 드래그하세요, 추" -"가로 원할 경우 Dock으로도 드래그하세요. 애플리케이션이 ``/Applications`` 또" -"는 ``~/Applications``에 있다면 Spotlight에서 Godot를 찾을 수 있습니다." - -msgid "Linux" -msgstr "Linux" - -msgid "" -"Move the Godot binary to a stable location (i.e. outside of your Downloads " -"folder), so you don't accidentally move it and break the shortcut in the " -"future." -msgstr "" -"실수로 Godot 실행파일을 다른 경로로 옮길경우 생성된 바로가기가 깨질 수 있으" -"니 GODOT 바이너리 파일을 안정적인 위치로 (예를 들면 다운로드 폴더의 바깥으" -"로) 옮기세요." - -msgid "" -"Rename and move the Godot binary to a location present in your ``PATH`` " -"environment variable. This is typically ``/usr/local/bin/godot`` or ``/usr/" -"bin/godot``. Doing this requires administrator privileges, but this also " -"allows you to :ref:`run the Godot editor from a terminal " -"` by entering ``godot``." -msgstr "" -"Godot 실행파일을 원하는 이름으로 변경하고 `PATH` 환경변수에 있는 디렉토리로 " -"옮기세요. 일반적으로 `/usr/local/bin/godot` 또는 `/usr/bin/godot` 등의 경로" -"가 자주 사용됩니다. 이 경로들로 파일을 옮기려면 보통 시스템 관리자 권한을 요" -"구하지만, 옮길시 터미널에 `godot` 명령을 입력하므로써 Godot 를 실행할 수 있습" -"니다." - -msgid "" -"If you cannot move the Godot editor binary to a protected location, you can " -"keep the binary somewhere in your home directory, and modify the ``Path=`` " -"line in the ``.desktop`` file linked below to contain the full *absolute* " -"path to the Godot binary." -msgstr "" -"Godot 편집기 바이너리를 보호된 위치로 옮길 수 없다면, 바이너리를 홈 디렉토리 " -"어딘가에 보관하고, 아래 링크된 ``.desktop`` 파일의 ``Path=`` 줄을 수정하여 " -"Godot 바이너리에 대한 전체 *절대* 경로를 포함할 수 있습니다." - -msgid "" -"Save `this .desktop file `__ to ``$HOME/." -"local/share/applications/``. If you have administrator privileges, you can " -"also save the ``.desktop`` file to ``/usr/local/share/applications`` to make " -"the shortcut available for all users." -msgstr "" -"`이 데스크탑 파일을 `__ ``$HOME/.local/share/" -"applications/`` 에 저장하세요. 만약 관리자 권한이 있다면, 이 ``.desktop`` 파" -"일을 ``/usr/local/share/applications`` 에 저장하여 모든 사용자들이 접근할 수 " -"있는 바로 가기를 만들 수 있습니다." - -msgid "Is the Godot editor a portable application?" -msgstr "고도 에디터는 포터블 어플리케이션인가요?" - -msgid "" -"In its default configuration, Godot is *semi-portable*. Its executable can " -"run from any location (including non-writable locations) and never requires " -"administrator privileges." -msgstr "" -"Godot는 기본 설정으로 *세미-포터블*입니다. Godot의 실행파일은(쓰기 불가능한 " -"위치를 포함한) 모든 위치에서 실행 가능하며 관리자 권한이 필요하지 않습니다." - -msgid "" -"However, configuration files will be written to the user-wide configuration " -"or data directory. This is usually a good approach, but this means " -"configuration files will not carry across machines if you copy the folder " -"containing the Godot executable. See :ref:`doc_data_paths` for more " -"information." -msgstr "" -"하지만, 설정 파일은 사용자의 설정 또는 데이터 디렉토리에 기록됩니다. 이는 일" -"반적으로 좋은 방식이지만, Godot 실행 파일이 포함된 폴더를 복사하는 경우 설정 " -"파일이 시스템 간에 전달되지 않습니다. 자세한 정보는 :ref:`doc_data_paths`를 " -"참조하세요." - -msgid "" -"Godot aims for cross-platform compatibility and open standards first and " -"foremost. OpenGL and Vulkan are the technologies that are both open and " -"available on (nearly) all platforms. Thanks to this design decision, a " -"project developed with Godot on Windows will run out of the box on Linux, " -"macOS, and more." -msgstr "" -"Godot는 무엇보다도 플랫폼 간 호환성과 개방형 표준을 목표로 합니다. OpenGL과 " -"Vulkan은 개방적이고 (거의) 모든 플랫폼에서 사용할 수 있는 기술입니다. 이 디자" -"인 결정 덕분에 Windows에서 Godot로 개발된 프로젝트는 Linux, macOS 등에서 즉" -"시 실행됩니다." - -msgid "" -"While Vulkan and OpenGL remain our primary focus for their open standard and " -"cross-platform benefits, Godot 4.3 introduced experimental support for " -"Direct3D 12. This addition aims to enhance performance and compatibility on " -"platforms where Direct3D 12 is prevalent, such as Windows and Xbox. However, " -"Vulkan and OpenGL will continue as the default rendering backends on all " -"platforms, including Windows." -msgstr "" -"Vulkan과 OpenGL이 여전히 개방형 표준 및 크로스 플랫폼 이점으로 인해 주요 초점" -"이지만, Godot 4.3에서는 Direct3D 12에 대한 실험적 지원이 도입되었습니다. 이 " -"추가 기능은 Windows와 Xbox와 같이 Direct3D 12가 널리 사용되는 플랫폼에서 성능" -"과 호환성을 향상시키기 위해 설계되었습니다. 그러나 Vulkan과 OpenGL은 Windows" -"를 포함한 모든 플랫폼에서 기본 렌더링 백엔드로 계속 사용될 것입니다." - -msgid "Why does Godot aim to keep its core feature set small?" -msgstr "왜 Godot는 주요 기능을 작게 유지하려고 하나요?" - -msgid "" -"Godot intentionally does not include features that can be implemented by add-" -"ons unless they are used very often. One example of something not used often " -"is advanced artificial intelligence functionality." -msgstr "" -"Godot는 매우 자주 쓰이지 않는 이상 add-on으로 구현할 수 있는 기능들은 의도적" -"으로 포함하지 않습니다. 고급 인공 지능 같은 것이 그 예입니다." - -msgid "There are several reasons for this:" -msgstr "이렇게 하려는 이유가 몇 가지 있습니다:" - -msgid "" -"**Ease of contribution.** By keeping the codebase small and tidy, it can " -"remain fast and easy to compile from source. This makes it easier for new " -"contributors to get started with Godot, without requiring them to purchase " -"high-end hardware." -msgstr "" -"**기여의 편의성.** 코드 베이스를 작고 깨끗하게 유지해서 전체 소스를 빠르고 쉽" -"게 컴파일할 수 있습니다. 새로운 기여자들이 비싼 하드웨어 없이도 Godot를 쉽게 " -"시작할 수 있습니다." - -msgid "" -"**Keeping the binary size small for the editor.** Not everyone has a fast " -"Internet connection. Ensuring that everyone can download the Godot editor, " -"extract it and run it in less than 5 minutes makes Godot more accessible to " -"developers in all countries." -msgstr "" -"**에디터의 바이너리 크기를 작게 유지하기.** 모두의 인터넷 회선이 빠르지는 않" -"습니다. 아무라도 Godot 에디터를 5분 안에 내려받고, 압축을 풀고, 실행할 수 있" -"게 한다면, 전 세계의 개발자들이 더 쉽게 Godot에 접근할 것입니다." - -msgid "" -"For all the reasons above, we have to be selective of what we can accept as " -"core functionality in Godot. This is why we are aiming to move some core " -"functionality to officially supported add-ons in future versions of Godot. " -"In terms of binary size, this also has the advantage of making you pay only " -"for what you actually use in your project. (In the meantime, you can :ref:" -"`compile custom export templates with unused features disabled " -"` to optimize the distribution size of your " -"project.)" -msgstr "" -"위와 같은 이유로 어떤 것을 Godot의 핵심 기능으로 넣을지 선택해야만 합니다. 이" -"것이 저희가 일부 핵심 기능을 미래의 Godot 버전에서 공식 지원 add-on으로 만들" -"려는 이유입니다. 바이너리 크기 측면에서 프로젝트에 실제 사용하는 것만을 포함" -"하는 장점이 있습니다. (그동안 프로젝트의 배포 크기를 최적화하기 위해 :ref:`사" -"용하지 않는 기능을 비활성화해서 커스텀 내보내기 템플릿을 컴파일 " -"`\\ 할 수 있습니다.)" - -msgid "" -"How should assets be created to handle multiple resolutions and aspect " -"ratios?" -msgstr "다양한 해상도와 화면 비율에 맞는 애셋을 어떻게 만드나요?" - -msgid "" -"This question pops up often and it's probably thanks to the misunderstanding " -"created by Apple when they originally doubled the resolution of their " -"devices. It made people think that having the same assets in different " -"resolutions was a good idea, so many continued towards that path. That " -"originally worked to a point and only for Apple devices, but then several " -"Android and Apple devices with different resolutions and aspect ratios were " -"created, with a very wide range of sizes and DPIs." -msgstr "" -"이런 고민은 아마도 Apple 사가 언젠가 자사 제품의 해상도를 두 배로 늘렸을 때 " -"생긴 오해 때문일 겁니다. 이 때문에 사람들은 다양한 해상도에서 동일한 애셋을 " -"보여주는 것이 좋은 아이디어라 생각했습니다. 그런데 이런 통념은 짧은 기간 " -"Apple 제품에 한에서는 적용됐지만, 얼마 지나지 않아 다양한 해상도와 화면 비" -"율, DPI의 Android 기기들과 Apple 기기들이 시장에 출시되면서 이제는 불필요해졌" -"습니다." - -msgid "" -"Determine a minimum resolution and then decide if you want your game to " -"stretch vertically or horizontally for different aspect ratios, or if there " -"is one aspect ratio and you want black bars to appear instead. This is also " -"explained in :ref:`doc_multiple_resolutions`." -msgstr "" -"최소 해상도를 정한 다음, 게임의 화면을 다른 화면 비율에 맞게 수직이나 수평으" -"로 늘일지 또는 한 화면 비율만 사용하고 남은 공간을 검은 여백으로 처리할지 결" -"정하세요. 이는 :ref:`doc_multiple_resolutions`\\ 에서 설명합니다." - -msgid "" -"For user interfaces, use the :ref:`anchoring ` to " -"determine where controls should stay and move. If UIs are more complex, " -"consider learning about Containers." -msgstr "" -"유저 인터페이스에 대해서는 :ref:`앵커 `\\ 를 사용해서 " -"Control이 이동하거나 정지해야 할 위치를 결정하세요. UI가 더 복잡하다면 " -"Container 사용을 고려해보세요." - -msgid "And that's it! Your game should work in multiple resolutions." -msgstr "다 됐습니다! 여러분의 게임은 이제 다양한 해상도에서 작동합니다." - -msgid "When is the next release of Godot out?" -msgstr "Godot의 다음 릴리스는 언제인가요?" - -msgid "" -"When it's ready! See :ref:`doc_release_policy_when_is_next_release_out` for " -"more information." -msgstr "" -"준비가 된다면요! 자세한 설명은 :ref:" -"`doc_release_policy_when_is_next_release_out`\\ 를 참고하세요." - -msgid "" -"We recommend using Godot 4.x for new projects, but depending on the feature " -"set you need, it may be better to use 3.x instead. See :ref:" -"`doc_release_policy_which_version_should_i_use` for more information." -msgstr "" -"새 프로젝트에는 Godot 4.x를 사용하는 것이 좋지만, 필요한 기능 세트에 따라 3.x" -"를 사용하는 것이 더 나을 수도 있습니다. 자세한 내용은 :ref:" -"`doc_release_policy_should_i_upgrade_my_project`를 참조하세요." - -msgid "Should I upgrade my project to use new Godot versions?" -msgstr "새 Godot 버전을 사용하려면 프로젝트를 업그레이드해야 하나요?" - -msgid "" -"Some new versions are safer to upgrade to than others. In general, whether " -"you should upgrade depends on your project's circumstances. See :ref:" -"`doc_release_policy_should_i_upgrade_my_project` for more information." -msgstr "" -"일부 새 버전은 다른 버전보다 업그레이드하는 것이 더 안전합니다. 일반적으로 업" -"그레이드 여부는 프로젝트의 상황에 따라 달라집니다. 자세한 내용은 :ref:" -"`doc_release_policy_should_i_upgrade_my_project`를 참조하세요." - -msgid "I would like to contribute! How can I get started?" -msgstr "저도 기여하고 싶어요! 어떻게 시작해야 하나요?" - -msgid "" -"The best way to start contributing to Godot is by using it and reporting any " -"`issues `_ that you might " -"experience. A good bug report with clear reproduction steps helps your " -"fellow contributors fix bugs quickly and efficiently. You can also report " -"issues you find in the `online documentation `_." -msgstr "" -"Godot에 기여를 시작하는 가장 좋은 방법은 Godot을 사용하면서 발생하는 `문제 " -"`_를 보고하는 것입니다. 명확한 " -"재현 단계가 포함된 좋은 버그 리포트는 기여자들이 버그를 빠르고 효율적으로 수" -"정하는 데 도움이 됩니다. 또한 `온라인 문서 `_에서 발견한 문제를 보고할 수도 있습니다." - -msgid "" -"We explain how to work with the engine source, how to edit the " -"documentation, and what other ways to contribute are there in our :ref:" -"`documentation for contributors `." -msgstr "" -"엔진 소스 작업 방법, 문서 편집 방법 및 기여 방법에 대한 설명은 :ref:`기여자" -"를 위한 문서 `에 수록되어 있습니다." - -msgid "I have a great idea for Godot. How can I share it?" -msgstr "Godot에 대한 좋은 아이디어가 있습니다. 어떻게 이것을 공유할 수 있나요?" - -msgid "Is it possible to use Godot to create non-game applications?" -msgstr "Godot를 게임이 아닌 응용프로그램 제작에 이용할 수 있을까요?" - -msgid "" -"Yes! Godot features an extensive built-in UI system, and its small " -"distribution size can make it a suitable alternative to frameworks like " -"Electron or Qt." -msgstr "" -"네! Godot는 광범위한 내장 UI 시스템을 갖추고 있고 Godot의 작은 배포 크기는 " -"Electron, Qt와 같은 프레임 워크의 적절한 대안이 될 수 있습니다." - -msgid "" -"When creating a non-game application, make sure to enable :ref:`low-" -"processor mode ` in the Project Settings to decrease CPU and GPU usage." -msgstr "" -"게임이 아닌 응용 프로그램을 제작할 때는 CPU와 GPU 사용률을 줄이기 위해 반드" -"시 프로젝트 설정에서 :ref:`low-processor mode " -"`\\ 를 활" -"성화해주세요." - -msgid "" -"Check out `Material Maker `__ " -"and `Pixelorama `__ for " -"examples of open source applications made with Godot." -msgstr "" -"Godot로 만든 오픈소스 예제 애플리케이션 `Material Maker `__\\ 와 `Pixelorama `__\\ 를 확인해보세요." - -msgid "Is it possible to use Godot as a library?" -msgstr "Godot를 라이브러리로 이용할 수 있을까요?" - -msgid "" -"Godot is meant to be used with its editor. We recommend you give it a try, " -"as it will most likely save you time in the long term. There are no plans to " -"make Godot usable as a library, as it would make the rest of the engine more " -"convoluted and difficult to use for casual users." -msgstr "" -"Godot는 에디터와 함께 사용하게 되어 있습니다. 길게 보면 시간을 절약할 수 있으" -"므로 에디터를 사용하는 게 좋습니다. Godot를 라이브러리로 이용할 수 있도록 만" -"들면 엔진의 다른 부분이 더 복잡해지고 숙달되지 않은 사용자들이 쓰기 어려워지" -"기 때문에 그럴 계획은 없습니다." - -msgid "" -"If you want to use a rendering library, look into using an established " -"rendering engine instead. Keep in mind rendering engines usually have " -"smaller communities compared to Godot. This will make it more difficult to " -"find answers to your questions." -msgstr "" -"만약 렌더링 라이브러리를 원하신다면, 대신 기존 렌더링 엔진 사용을 고려해보세" -"요. 대부분의 렌더링 엔진 커뮤니티는 Godot보다 작다는 점을 명심하세요. 이 때문" -"에 질문에 대한 답을 찾기는 더 어려울 것입니다." - -msgid "What user interface toolkit does Godot use?" -msgstr "Godot는 어떤 유저 인터페이스 툴킷을 사용하나요?" - -msgid "" -"Godot does not use a standard :abbr:`GUI (Graphical User Interface)` toolkit " -"like GTK, Qt or wxWidgets. Instead, Godot uses its own user interface " -"toolkit, rendered using OpenGL ES or Vulkan. This toolkit is exposed in the " -"form of Control nodes, which are used to render the editor (which is written " -"in C++). These Control nodes can also be used in projects from any scripting " -"language supported by Godot." -msgstr "" -"Godot는 GTK나 Qt, wxWidgets와 같은 표준 :abbr:`GUI (Graphical User " -"Interface)` 툴킷을 사용하지 않는 대신 OpenGL ES나 Vulcan으로 렌더링하는 자체 " -"유저 인터페이스 툴킷을 사용합니다. 이 툴킷은 (C++로 작성된) 에디터를 렌더링" -"할 때 사용되는 컨트롤 노드의 형태로 노출되어 있습니다. 물론 이 컨트롤 노드들" -"은 Godot가 지원하는 어느 스크립트 언어로든지 사용할 수 있습니다." - -msgid "" -"This custom toolkit makes it possible to benefit from hardware acceleration " -"and have a consistent appearance across all platforms. On top of that, it " -"doesn't have to deal with the LGPL licensing caveats that come with GTK or " -"Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor " -"itself is one of the most complex users of Godot's UI system." -msgstr "" -"이 자체 툴킷 덕분에 하드웨어 가속의 이점을 누릴 수 있고 모든 플랫폼을 아울러 " -"일정한 외관을 유지할 수 있습니다. 그에 더해 GTK나 Qt에 붙어 있는 LGPL 라이센" -"스 조건을 신경 쓸 필요도 없습니다. 마지막으로 에디터 자체가 Godot UI 시스템" -"의 가장 복잡한 사용자 중 하나이기 때문에 Godot는 `개밥 먹기(eating its own " -"dog food) `__\\ 를 하" -"는 것이기도 합니다." - -msgid "" -"This custom UI toolkit :ref:`can't be used as a library " -"`, but you can still :ref:`use Godot to create " -"non-game applications by using the editor `." -msgstr "" -"이 자체 UI 툴킷은 :ref:`라이브러리로 사용할 수 없지만 " -"`, :ref:`에디터를 이용하여 Godot로 비게임 애플" -"리케이션을 만들 수는 있습니다 `." - -msgid "Why does Godot use the SCons build system?" -msgstr "왜 Godot는 SCons 빌드 시스템을 사용하지 않나요?" - -msgid "" -"Godot uses the `SCons `__ build system. There are no " -"plans to switch to a different build system in the near future. There are " -"many reasons why we have chosen SCons over other alternatives. For example:" -msgstr "" -"Godot은 `SCons `__ 빌드 시스템을 사용합니다. 가까운 " -"시일 내에 다른 빌드 시스템으로 전환할 계획은 없습니다. 다른 대안 대신 SCons" -"를 선택한 데에는 여러 가지 이유가 있습니다. 예를 들어:" - -msgid "" -"Godot can be compiled for a dozen different platforms: all PC platforms, all " -"mobile platforms, many consoles, and WebAssembly." -msgstr "" -"Godot는 모든 PC 플랫폼, 모든 모바일 플랫폼, 여러 콘솔, WebAssembly 등 12개의 " -"다양한 플랫폼에서 컴파일할 수 있습니다." - -msgid "" -"Developers often need to compile for several of the platforms **at the same " -"time**, or even different targets of the same platform. They can't afford " -"reconfiguring and rebuilding the project each time. SCons can do this with " -"no sweat, without breaking the builds." -msgstr "" -"개발자는 여러 플랫폼을 동시에 컴파일해야 하거나, 심지어 같은 플랫폼의 다른 타" -"깃을 컴파일해야 하는 경우가 많습니다. 매번 프로젝트를 재구성하고 다시 빌드할 " -"여유가 없습니다. SCon을 사용하면 빌드를 중단하지 않고도 이 작업을 손쉽게 수행" -"할 수 있습니다." - -msgid "" -"SCons will *never* break a build no matter how many changes, configurations, " -"additions, removals etc." -msgstr "" -"SCon은 아무리 많은 변경, 구성, 추가, 제거 등을 해도 빌드를 *절대* 깨뜨리지 않" -"습니다." - -msgid "" -"Godot's build process is not simple. Several files are generated by code " -"(binders), others are parsed (shaders), and others need to offer " -"customization (:ref:`modules `). This requires " -"complex logic which is easier to write in an actual programming language " -"(like Python) rather than using a mostly macro-based language only meant for " -"building." -msgstr "" -"Godot의 빌드 프로세스는 간단하지 않습니다. 여러 파일이 코드(바인더)로 생성되" -"고, 다른 파일은 파싱(셰이더)되며, 다른 파일은 커스터마이징을 제공해야 합니다" -"(:ref:`modules `). 이를 위해서는 복잡한 로직이 필" -"요한데, 대부분 빌드 전용 매크로 기반 언어를 사용하는 것보다 실제 프로그래밍 " -"언어(예: Python)로 작성하는 것이 더 쉽습니다." - -msgid "" -"Please try to keep an open mind and get at least a little familiar with " -"SCons if you are planning to build Godot yourself." -msgstr "" -"Godot을 직접 만들 계획이라면 열린 마음을 가지고 SCons에 대해 조금이라도 익숙" -"해지도록 노력하세요." - -msgid "Why does Godot not use STL (Standard Template Library)?" -msgstr "" -"Godot는 왜 표준 템플릿 라이브러리(STL: Standard Template Library)를 사용하지 " -"않나요?" - -msgid "" -"Like many other libraries (Qt as an example), Godot does not make use of STL " -"(with a few exceptions such as threading primitives). We believe STL is a " -"great general-purpose library, but we had special requirements for Godot." -msgstr "" -"스레딩 관리와 같은 몇 가지 예외를 제외하면 Qt와 같은 다른 많은 라이브러리처" -"럼 Godot는 STL을 사용하지 않습니다. 우리는 STL이 훌륭한 범용 라이브러리라고 " -"생각하지만, Godot에 특별한 요구 사항이 있었습니다." - -msgid "" -"STL templates create very large symbols, which results in huge debug " -"binaries. We use few templates with very short names instead." -msgstr "" -"STL 템플릿은 매우 큰 심볼들을 만들어서, 결과적으로 거대한 디버그 바이너리를 " -"만듭니다. 대신 Godot는 매우 짧은 이름의 템플릿을 조금만 사용합니다." - -msgid "" -"Most of our containers cater to special needs, like Vector, which uses copy " -"on write and we use to pass data around, or the RID system, which requires " -"O(1) access time for performance. Likewise, our hash map implementations are " -"designed to integrate seamlessly with internal engine types." -msgstr "" -"Copy-On-Write를 사용하고 데이터를 전달하기 위해 사용하는, 벡터와 같은 대부분" -"의 컨테이너는, 성능을 위해 O(1) 접근 시간이 필요한 RID 시스템과 같은 특수 목" -"적에 맞춰졌습니다. 이와 비슷하게 Godot 해시 맵은 내부 엔진 유형과 부드럽게 통" -"합하도록 설계 및 구현되었습니다." - -msgid "" -"Our containers have memory tracking built-in, which helps better track " -"memory usage." -msgstr "" -"Godot 컨테이너에는 메모리 추적 기능이 내장돼 있어서, 메모리 사용량을 더 잘 추" -"적합니다." - -msgid "" -"For large arrays, we use pooled memory, which can be mapped to either a " -"preallocated buffer or virtual memory." -msgstr "" -"Godot에서 큰 배열은 사전에 할당된 버퍼 메모리 혹은 가상 메모리에 매핑되는 메" -"모리 풀(Pool)을 사용합니다." - -msgid "" -"We use our custom String type, as the one provided by STL is too basic and " -"lacks proper internationalization support." -msgstr "" -"STL에서 제공하는 문자열 타입은 너무 단순하고 현지화 지원 기능이 부족하기 때문" -"에 Godot는 커스텀 문자열 타입을 사용합니다." - -msgid "Why does Godot not use exceptions?" -msgstr "왜 Godot는 예외(Exception)를 사용하지 않나요?" - -msgid "" -"We believe games should not crash, no matter what. If an unexpected " -"situation happens, Godot will print an error (which can be traced even to " -"script), but then it will try to recover as gracefully as possible and keep " -"going." -msgstr "" -"우리는 게임이 어떤 경우에도 고장나지 않아야 한다고 생각합니다. 예기치 못한 사" -"태가 벌어지면, Godot는 (스크립트에서 추적할 수 있는) 오류를 작성한 다음, 가능" -"한 한 정상적으로 게임을 복구한 후 계속 진행합니다." - -msgid "" -"Additionally, exceptions significantly increase the binary size for the " -"executable and result in increased compile times." -msgstr "" -"또한 예외는 실행 파일의 크기를 늘리고 결과적으로 컴파일 시간이 늘어납니다." - -msgid "Does Godot use an ECS (Entity Component System)?" -msgstr "왜 고도는 ECS (Entity Component System)를 사용하나요?" - -msgid "" -"Godot does **not** use an ECS and relies on inheritance instead. While there " -"is no universally better approach, we found that using an inheritance-based " -"approach resulted in better usability while still being fast enough for most " -"use cases." -msgstr "" -"고도는 ECS를 사용하지 않고 대신에 상속에 의존합니다. 일반적으로 더 좋은 접근 " -"방식이 없는 한 우리는 상속 기반 접근 방식을 사용하면 대부분의 사용 사례에서 " -"충분히 빠르면서도 사용성이 향상된다는 사실을 발견했습니다." - -msgid "" -"That said, nothing prevents you from making use of composition in your " -"project by creating child Nodes with individual scripts. These nodes can " -"then be added and removed at run-time to dynamically add and remove " -"behaviors." -msgstr "" -"그렇다고 해도, 개별 스크립트를 가진 자식 노드를 생성하여 프로젝트에서 구성" -"(composition)을 사용하는 데 아무런 제약이 없습니다. 이러한 노드는 런타임에 추" -"가 및 제거하여 동적으로 동작을 추가하고 제거할 수 있습니다." - -msgid "" -"More information about Godot's design choices can be found in `this article " -"`__." -msgstr "" -"Godot의 설계 선택에 대한 자세한 내용은 `이 글 `__ 에서 확인할 수 있습니다." - -msgid "" -"The vast majority of games do not need this and Godot provides handy helpers " -"to do the job for most cases when you do." -msgstr "" -"대다수의 게임은 DoD가 필요하지 않고 Godot는 DoD가 필요한 대부분의 경우에 작업" -"을 수행할 수 있는 편리한 도우미를 제공합니다." - -msgid "" -"If a game needs to process such a large amount of objects, our " -"recommendation is to use C++ and GDExtensions for performance-heavy tasks " -"and GDScript (or C#) for the rest of the game." -msgstr "" -"게임이 정말로 많은 양의 객체를 처리해야 한다면 높은 성능이 필요한 부분은 C+" -"+과 GDExtension을 사용하고 그 외 나머지 부분은 GDScript (혹은 C#)을 사용하길 " -"권합니다." - -msgid "How can I support Godot development or contribute?" -msgstr "어떻게 Godot 개발을 돕거나 후원할 수 있나요?" - -msgid "See :ref:`doc_ways_to_contribute`." -msgstr ":ref:`doc_ways_to_contribute`\\ 를 참고하세요." - -msgid "Who is working on Godot? How can I contact you?" -msgstr "Godot는 누가 만드나요? 어떻게 연락할 수 있나요?" - -msgid "" -"See the corresponding page on the `Godot website `_." -msgstr "" -"`Godot 웹사이트 `_\\ 에서 해당 페이지를 참고" -"하세요." diff --git a/sphinx/po/ko/LC_MESSAGES/about/introduction.po b/sphinx/po/ko/LC_MESSAGES/about/introduction.po deleted file mode 100644 index 23ea38b50d..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/about/introduction.po +++ /dev/null @@ -1,186 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "" -"Welcome to the official documentation of **Godot Engine**, the free and open " -"source community-driven 2D and 3D game engine! Behind this mouthful, you " -"will find a powerful yet user-friendly tool that you can use to develop any " -"kind of game, for any platform and with no usage restriction whatsoever." -msgstr "" -"커뮤니티 주도 무료 오픈 소스 2D 및 3D 게임 엔진인 Godot 엔진의 공식 문서에 어" -"서 오세요! 다시 말해 Godot 엔진은 아무런 제한 없이 모든 플랫폼으로 모든 종류" -"의 게임을 개발할 수 있는 강력하면서도 사용자 친화적인 도구입니다." - -msgid "" -"This page gives a broad overview of the engine and of this documentation, so " -"that you know where to start if you are a beginner or where to look if you " -"need information on a specific feature." -msgstr "" -"이 페이지는 엔진과 이 문서의 내용에 대해 광범위하게 소개하므로 초보자가 어디" -"서부터 시작해야 하는지 또는 특정 기능에 대한 정보가 필요한 경우에 어디에서 찾" -"아야 하는지 알 수 있습니다." - -msgid "Before you start" -msgstr "시작하기에 앞서" - -msgid "" -"The :ref:`Tutorials and resources ` page lists " -"video tutorials contributed by the community. If you prefer video to text, " -"consider checking them out. Otherwise, :ref:`Getting Started " -"` is a great starting point." -msgstr "" -":ref:`튜토리얼과 리소스 ` 페이지에는 커뮤니티가 기여" -"한 영상 튜토리얼 목록이 있습니다. 글보다 영상을 선호한다면 확인해 보시기 바랍" -"니다. 아니면 :ref:`시작하기 `페이지가 좋은 출발점이 될 수 있습니" -"다." - -msgid "About Godot Engine" -msgstr "Godot 엔진에 대하여" - -msgid "" -"A game engine is a complex tool and difficult to present in a few words. " -"Here's a quick synopsis, which you are free to reuse if you need a quick " -"write-up about Godot Engine:" -msgstr "" -"게임 엔진은 복잡한 도구라 Godot를 몇 마디로 표현하기는 어렵습니다. 다음은 " -"Godot 엔진에 대한 간단한 설명이 필요한 경우 자유롭게 쓸 수 있는 간단한 소개글" -"이 있습니다:" - -msgid "" -"Godot Engine is a feature-packed, cross-platform game engine to create 2D " -"and 3D games from a unified interface. It provides a comprehensive set of " -"common tools, so that users can focus on making games without having to " -"reinvent the wheel. Games can be exported with one click to a number of " -"platforms, including the major desktop platforms (Linux, macOS, Windows), " -"mobile platforms (Android, iOS), as well as Web-based platforms and consoles." -msgstr "" -"Godot 엔진은 통합 인터페이스로 2D 및 3D 게임을 만들 수 있는, 다양한 기능이 있" -"는 크로스 플랫폼 게임 엔진입니다. 이 엔진은 사용자가 바퀴부터 재발명할 필요 " -"없이 게임 만들기에 집중할 수 있도록 일반적인 도구를 제공합니다. 만든 게임은 " -"클릭 한 번으로 주요 데스크톱 플랫폼(Linux, macOS, Windows)은 물론 모바일" -"(Android, iOS) 및 웹 기반(HTML5) 플랫폼으로 내보낼 수 있습니다." - -msgid "" -"Godot is completely free and open source under the :ref:`permissive MIT " -"license `. No strings attached, no royalties, " -"nothing. Users' games are theirs, down to the last line of engine code. " -"Godot's development is fully independent and community-driven, empowering " -"users to help shape their engine to match their expectations. It is " -"supported by the `Godot Foundation `_ not-for-" -"profit." -msgstr "" -"Godot는 완전 무료이며, 아주 관대한 MIT 라이선스로 배포되는 오픈 소스입니다. " -"다른 조건, 로열티 요구, 그 아무것도 없습니다. 사용자가 만든 게임은 엔진 코드" -"의 마지막 줄까지 사용자의 것입니다. Godot 개발은 독립적이고 커뮤니티 주도로 " -"이루어지기 때문에 사용자들의 바람대로 엔진이 개발될 수 있도록 힘을 실어 줍니" -"다. Godot는 `소프트웨어 자유 단체 `_\\ 로부터 비영" -"리 운영 지원을 받습니다." - -msgid "Organization of the documentation" -msgstr "문서의 구성" - -msgid "This documentation is organized into several sections:" -msgstr "이 문서는 여러 단락으로 구성되어 있습니다:" - -msgid "" -"**About** contains this introduction as well as information about the " -"engine, its history, its licensing, authors, etc. It also contains the :ref:" -"`doc_faq`." -msgstr "" -"**About** 은 소개글 및 엔진에 대한 정보, 그 역사, 라이센스, 제작자 등에 대한 " -"것들을 담고 있습니다. 여기에는 또한 :ref:`doc_faq` 도 포함하고 있습니다." - -msgid "" -"**Getting Started** contains all necessary information on using the engine " -"to make games. It starts with the :ref:`Step by step ` tutorial which should be the entry point for all new users. " -"**This is the best place to start if you're new!**" -msgstr "" -":ref:`sec-learn` 섹션은 이 문서의 주된 *존재 이유*\\ 로, 이 엔진을 사용해 게" -"임을 만드는 데 필요한 모든 정보를 담고 있습니다. 새로운 사용자 모두의 출발점" -"이 되는 :ref:`단계별 ` 튜토리얼로 시작합니다. **새로 " -"입문하는 사람들에게 추천드립니다!**" - -msgid "" -"The **Manual** can be read or referenced as needed, in any order. It " -"contains feature-specific tutorials and documentation." -msgstr "" -":ref:`sec-tutorials` 섹션은 순서 상관없이 필요에 따라 읽을 수 있습니다. 이 섹" -"션에는 기능별 튜토리얼 및 문서들이 있습니다." - -msgid "" -"**Contributing** gives information related to contributing to Godot, whether " -"to the core engine, documentation, demos or other parts. It describes how to " -"report bugs, how contributor workflows are organized, etc. It also contains " -"sections intended for advanced users and contributors, with information on " -"compiling the engine, contributing to the editor, or developing C++ modules." -msgstr "" -"**기여하기**에서는 핵심 엔진, 문서, 데모 또는 기타 부분 등 고도에 기여하는 것" -"과 관련된 정보를 제공합니다. 버그 보고 방법, 기여자 워크플로우 구성 방법 등" -"을 설명합니다. 또한 고급 사용자와 기여자를 위한 섹션도 포함되어 있으며, 엔진 " -"컴파일, 에디터 기여 또는 C++ 모듈 개발에 대한 정보를 제공합니다." - -msgid "" -"Finally, the **Class reference** documents the full Godot API, also " -"available directly within the engine's script editor. You can find " -"information on all classes, functions, signals and so on here." -msgstr "" -"마지막으로 **클래스 레퍼런스**는 엔진의 스크립트 에디터에서 바로 사용할 수 있" -"는 전체 Godot API를 문서화합니다. 여기에서 모든 클래스, 함수, 시그널 등에 대" -"한 정보를 찾을 수 있습니다." - -msgid "" -"In addition to this documentation, you may also want to take a look at the " -"various `Godot demo projects `_." -msgstr "" -"이 문서 외에 여러가지 `Godot 데모 프로젝트 `_\\ 도 살펴보면 좋습니다." - -msgid "About this documentation" -msgstr "본 문서에 대하여" - -msgid "" -"Members of the Godot Engine community continuously write, correct, edit, and " -"improve this documentation. We are always looking for more help. You can " -"also contribute by opening Github issues or translating the documentation " -"into your language. If you are interested in helping, see :ref:`Ways to " -"contribute ` and :ref:`Writing documentation " -"`, or get in touch with the " -"`Documentation team `_ on " -"`Godot Contributors Chat `_." -msgstr "" -"고도 엔진 커뮤니티의 구성원들은 이 문서를 지속적으로 작성, 수정, 편집 및 개선" -"하고 있습니다. 저희는 항상 더 많은 도움을 기다리고 있습니다. Github 이슈를 열" -"거나 문서를 귀하의 언어로 번역하여 기여할 수도 있습니다. 도움이 필요하시면 :" -"ref:`기여하는 방법 ` 및 :ref:`문서 작성하기 " -"`를 참조하거나, `고도 기여자 채팅 " -"`에서 `문서 팀 `에 연락해 주세요." - -msgid "" -"All documentation content is licensed under the permissive Creative Commons " -"Attribution 3.0 (`CC BY 3.0 `_) license, with attribution to \"*Juan Linietsky, Ariel Manzur, and the " -"Godot Engine community*\" unless otherwise noted." -msgstr "" -"문서의 모든 내용은 크리에이티브 커먼스 저작자 표시 3.0 (`CC-BY 3.0 `_) 라이선스로 사용할 수 있습니다. 저작" -"자 표시는 \"Juan Linietsky, Ariel Manzur, and the Godot Engine community\"입" -"니다." - -msgid "*Have fun reading and making games with Godot Engine!*" -msgstr "*재밌게 읽어보시고 Godot 엔진으로 즐겁게 게임을 개발해보세요!*" diff --git a/sphinx/po/ko/LC_MESSAGES/about/list_of_features.po b/sphinx/po/ko/LC_MESSAGES/about/list_of_features.po deleted file mode 100644 index 0afd9978f6..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/about/list_of_features.po +++ /dev/null @@ -1,1677 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "List of features" -msgstr "기능 목록" - -msgid "This page aims to list **all** features currently supported by Godot." -msgstr "" -"이 페이지의 목표는 현재 Godot가 지원하는 **모든** 기능을 나열하는 것입니다." - -msgid "Platforms" -msgstr "플랫폼" - -msgid "" -"See :ref:`doc_system_requirements` for hardware and software version " -"requirements." -msgstr "" -"하드웨어 및 소프트웨어 버전 요구사항은 :ref:`doc_system_requirements`를 참고" -"해주세요." - -msgid "**Can run both the editor and exported projects:**" -msgstr "**에디터와 내보낸 프로젝트를 모두 실행할 수 있는 플랫폼:**" - -msgid "macOS (x86 and ARM, 64-bit only)." -msgstr "macOS (x86 과 64비트 ARM 버전만)." - -msgid "Linux (x86 and ARM, 64-bit and 32-bit)." -msgstr "Linux (x86 및 ARM, 64비트 및 32비트)." - -msgid "" -"Binaries are statically linked and can run on any distribution if compiled " -"on an old enough base distribution." -msgstr "" -"바이너리는 정적으로 연결되어 있어서 아주 오래된 기본 배포에서 컴파일 된 경우" -"라도 모든 배포에서 실행할 수 있습니다." - -msgid "Android (editor support is experimental)." -msgstr "Android (에디터 지원은 실험적인 기능입니다)." - -msgid "" -":ref:`Web browsers `. Experimental in 4.0, using " -"Godot 3.x is recommended instead when targeting HTML5." -msgstr "" -":ref:`웹 브라우저 `. 4.0에서는 시험 중이며, HTML5" -"을 목표로 개발한다면 Godot 3.x 를 추천드립니다." - -msgid "**Runs exported projects:**" -msgstr "**내보낸 프로젝트를 실행할 수 있는 플랫폼:**" - -msgid "iOS." -msgstr "iOS." - -msgid ":ref:`Consoles `." -msgstr ":ref:`콘솔 `." - -msgid "" -"Godot aims to be as platform-independent as possible and can be :ref:`ported " -"to new platforms ` with relative ease." -msgstr "" -"Godot는 가능한 한 플랫폼 독립적이고 비교적 쉽게 :ref:`새로운 플랫폼으로 " -"` 이식할 수 있는 것을 목표로 합니다." - -msgid "" -"Projects written in C# using Godot 4 currently cannot be exported to the web " -"platform. To use C# on that platform, consider Godot 3 instead. Android and " -"iOS platform support is available as of Godot 4.2, but is experimental and :" -"ref:`some limitations apply `." -msgstr "" -"Godot 4에서 C#으로 작성된 프로젝트는 현재 웹으로 내보낼 수 없습니다. 해당 플" -"랫폼에서 C#을 사용하시려면 Godot 3를 사용하는 것을 추천드립니다. Android와 " -"iOS 플랫폼은 Godot 4.2에서 내보낼 수 있지만, 이는 실험적인 기능이며 :ref:`일" -"부 제한사항 `이 있을 수 있습니다." - -msgid "Editor" -msgstr "에디터" - -msgid "**Features:**" -msgstr "**기능:**" - -msgid "Scene tree editor." -msgstr "씬 트리 에디터." - -msgid "Built-in script editor." -msgstr "내장 스크립트 에디터." - -msgid "" -"Support for :ref:`external script editors ` such as " -"Visual Studio Code or Vim." -msgstr "" -"Visual Studio Code나 Vim과 같은 :ref:`외부 스크립트 에디터 " -"` 지원." - -msgid "GDScript :ref:`debugger `." -msgstr "GDScript :ref:`디버거 `." - -msgid "Support for debugging in threads is available since 4.2." -msgstr "스레드 디버깅은 4.2부터 지원됩니다." - -msgid "" -"Visual profiler with CPU and GPU time indications for each step of the " -"rendering pipeline." -msgstr "" -"렌더링 파이프라인의 각 단계에 대한 CPU 및 GPU 시간 표시를 포함하는 시각적 프" -"로파일러." - -msgid "" -"Performance monitoring tools, including :ref:`custom performance monitors " -"`." -msgstr "" -":ref:`커스텀 퍼포먼스 모니터 `를 포함한 퍼포" -"먼스 모니터링 도구." - -msgid "Live script reloading." -msgstr "실시간 스크립트 리로딩." - -msgid "Live scene editing." -msgstr "실시간 씬 편집." - -msgid "" -"Changes will reflect in the editor and will be kept after closing the " -"running project." -msgstr "" -"변경사항들은 에디터에 반영되며 프로젝트 실행을 중지한 이후에도 유지됩니다." - -msgid "Remote inspector." -msgstr "원격 인스펙터." - -msgid "" -"Changes won't reflect in the editor and won't be kept after closing the " -"running project." -msgstr "" -"변경사항들은 에디터에 반영되지 않으며 프로젝트 실행을 멈춘 이후에 유지되지 않" -"습니다." - -msgid "Live camera replication." -msgstr "실시간 카메라 복제." - -msgid "Move the in-editor camera and see the result in the running project." -msgstr "" -"에디터 안에서 카메라를 움직여 프로젝트 실행 중에 결과를 볼 수 있습니다." - -msgid "Built-in offline class reference documentation." -msgstr "내장 오프라인 클래스 참조 문서." - -msgid "Use the editor in dozens of languages contributed by the community." -msgstr "커뮤니티 참여로 지원되는 수십 가지 언어로 에디터를 사용할 수 있습니다." - -msgid "**Plugins:**" -msgstr "**플러그인:**" - -msgid "" -"Editor plugins can be downloaded from the :ref:`asset library " -"` to extend editor functionality." -msgstr "" -"에디터 기능 확장을 위한 플러그인은 :ref:`애셋 라이브러리 " -"`\\ 에서 다운로드받을 수 있습니다." - -msgid "" -":ref:`Create your own plugins ` using GDScript to add " -"new features or speed up your workflow." -msgstr "" -"새로운 플러그인을 추가하기 위해 GDScript를 사용하여 :ref:`자신의 플러그인 생" -"성 `" - -msgid "" -":ref:`Download projects from the asset library ` " -"in the Project Manager and import them directly." -msgstr "" -"프로젝트 매니저의 :ref:`애셋 라이브러리에서 프로젝트를 다운로드" -"`하고 바로 가져옵니다." - -msgid "Rendering" -msgstr "렌더링" - -msgid "" -"3 rendering *methods* (running over 2 rendering *drivers*) are available:" -msgstr "렌더링 *방법* 3개가 (2개 *드라이버* 에 걸쳐) 존재함:" - -msgid "" -"**Forward+**, running over Vulkan 1.0 (with optional Vulkan 1.1 and 1.2 " -"features). The most advanced graphics backend, suited for desktop platforms " -"only. Used by default on desktop platforms." -msgstr "" -"**Forward+**, Vulkan 1.0에서 동작합니다 (선택적으로 Vulkan 1.1과 1.2 기능도 " -"지원합니다). 가장 발달된 그래픽스 백엔드이며 데스크탑 플랫폼 전용입니다. 데스" -"크탑 플랫폼에서 기본으로 사용됩니다." - -msgid "" -"**Forward Mobile**, running over Vulkan 1.0 (with optional Vulkan 1.1 and " -"1.2 features). Less features, but renders simple scenes faster. Suited for " -"mobile and desktop platforms. Used by default on mobile platforms." -msgstr "" -"**Forward Mobile**, Vulkan 1.0에서 동작합니다 (선택적으로 Vulkan 1.1과 1.2 기" -"능도 지원합니다). 기능은 적지만 단순한 씬을 빠르게 렌더링합니다. 모바일이나 " -"데스크탑 플랫폼에 적합합니다. 모바일 플랫폼에서는 기본으로 사용됩니다." - -msgid "" -"**Compatibility**, running over OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. The " -"least advanced graphics backend, suited for low-end desktop and mobile " -"platforms. Used by default on the web platform." -msgstr "" -"**호환성**, OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0에서 실행됩니다. 저사양 데" -"스크탑 및 모바일 플랫폼에 적합한 가장 기본적인 그래픽 백엔드입니다. 웹 플랫폼" -"에서는 기본적으로 사용됩니다." - -msgid "2D graphics" -msgstr "2D 그래픽" - -msgid "Sprite, polygon and line rendering." -msgstr "스프라이트, 폴리곤 및 직선 렌더링." - -msgid "" -"High-level tools to draw lines and polygons such as :ref:`class_Polygon2D` " -"and :ref:`class_Line2D`, with support for texturing." -msgstr "" -":ref:`class_Polygon2D` 와 :ref:`class_Line2D`같은 직선이나 폴리곤을 그리는 고" -"수준 툴." - -msgid "AnimatedSprite2D as a helper for creating animated sprites." -msgstr "애니메이션 스프라이트 제작 도우미 AnimatedSprite2D." - -msgid "Parallax layers." -msgstr "패럴랙스 레이어." - -msgid "Pseudo-3D support including preview in the editor." -msgstr "Pseudo-3D지원 (에디터 시점 포함)." - -msgid "" -":ref:`2D lighting ` with normal maps and specular " -"maps." -msgstr ":ref:`법선 맵과 반사 맵을 이용한 2D 조명 `." - -msgid "Point (omni/spot) and directional 2D lights." -msgstr "Point (omni/spot) 및 방향성(directional) 2D 조명." - -msgid "Hard or soft shadows (adjustable on a per-light basis)." -msgstr "하드한 또는 부드러운 그림자 (광도 단위로 조정 가능)" - -msgid "" -"Custom shaders can access a real-time :abbr:`SDF (Signed Distance Field)` " -"representation of the 2D scene based on :ref:`class_LightOccluder2D` nodes, " -"which can be used for improved 2D lighting effects including 2D global " -"illumination." -msgstr "" -"사용자 정의 셰이더는 :ref:`class_LightOccluder2D` 노드를 기반으로 2D 씬의 실" -"시간 :abbr:`SDF (Signed Distance Field)` 표현에 접근할 수 있으며, 이를 통해 " -"2D 글로벌 일루미네이션을 포함한 향상된 2D 조명 효과를 구현할 수 있습니다." - -msgid "" -":ref:`Font rendering ` using bitmaps, rasterization " -"using FreeType or multi-channel signed distance fields (MSDF)." -msgstr "" -"비트맵을 사용한 :ref:`폰트 렌더링 ,` FreeType을 사용한 " -"래스터화 또는 다중 채널 서명 거리 필드(MSDF, Multi-channel Signed Distance " -"Fields)를 사용한 렌더링." - -msgid "" -"Bitmap fonts can be exported using tools like BMFont, or imported from " -"images (for fixed-width fonts only)." -msgstr "" -"비트맵 글꼴은 BMFont와 같은 툴로 내보내거나 이미지 파일을 통해 불러올 수 있습" -"니다(고정폭 글꼴 전용)." - -msgid "" -"Dynamic fonts support monochrome fonts as well as colored fonts (e.g. for " -"emoji). Supported formats are TTF, OTF, WOFF1 and WOFF2." -msgstr "" -"Dynamic font는 흑백 글꼴 뿐만 아니라 색상 글꼴 역시 지원합니다 (예: 이모지" -"(emoji)). TTF와 OTF, WOFF1, WOFF2 형식을 지원합니다." - -msgid "" -"Dynamic fonts support optional font outlines with adjustable width and color." -msgstr "Dynamic font는 글꼴 윤곽선 두께 및 색상 조정을 지원합니다." - -msgid "" -"Dynamic fonts support variable fonts and OpenType features including " -"ligatures." -msgstr "" -"Dynamic font는 베리어블 폰트와 합자를 포함한 OpenType 기능들을 지원합니다." - -msgid "" -"Dynamic fonts support simulated bold and italic when the font file lacks " -"those styles." -msgstr "Dynamic font는 글꼴 파일에 상관없이 볼드체와 이탤릭체를 지원합니다." - -msgid "" -"Dynamic fonts support oversampling to keep fonts sharp at higher resolutions." -msgstr "" -"Dynamic font는 더 높은 해상도에서도 글꼴이 선명하게 보이도록 오버샘플링을 지" -"원합니다." - -msgid "" -"Dynamic fonts support subpixel positioning to make fonts crisper at low " -"sizes." -msgstr "" -"Dynamic font는 글씨를 작은 크기에도 선명하게 하기 위해 높이기 위해 서브픽셀 " -"포지셔닝을 지원합니다." - -msgid "" -"Dynamic fonts support LCD subpixel optimizations to make fonts even crisper " -"at low sizes." -msgstr "" -"Dynamic font는 글씨를 작은 크기에서도 선명하게 보이게 하기 위해 LCD 서브픽셀 " -"포지셔닝을 지원합니다." - -msgid "" -"Signed distance field fonts can be scaled at any resolution without " -"requiring re-rasterization. Multi-channel usage makes SDF fonts scale down " -"to lower sizes better compared to monochrome SDF fonts." -msgstr "" -"서명 거리 필드(SDF, Signed Distance Field) 폰트는 재래스터화 없이도 모든 해상" -"도로 스케일 조정이 가능합니다. 다중 채널 사용은 단색 SDF 폰트에 비해 SDF 폰트" -"를 작은 크기로 더 잘 축소할 수 있게 합니다." - -msgid "" -"GPU-based :ref:`particles ` with support for :ref:" -"`custom particle shaders `." -msgstr "" -"GPU 기반 :ref:`파티클`과 :ref:`커스텀 파티클 셰이더" -"` 지원." - -msgid "CPU-based particles." -msgstr "CPU 기반 파티클." - -msgid "" -"Optional :ref:`2D HDR rendering " -"` for better glow " -"capabilities." -msgstr "" -"향상된 글로우 기능을 위한 선택적 :ref:`2D HDR 렌더링 " -"`." - -msgid "2D tools" -msgstr "2D 툴" - -msgid ":ref:`TileMaps ` for 2D tile-based level design." -msgstr "" -":ref:`타일맵(TileMaps) `를 통한 2D 타일 기반 레벨 디자인." - -msgid "2D camera with built-in smoothing and drag margins." -msgstr "스무딩(smoothing)과 드래그 마진(drag margin)이 적용된 2D 카메라." - -msgid "Path2D node to represent a path in 2D space." -msgstr "2D 공간에서의 경로를 표현하는 Path2D 노드." - -msgid "Can be drawn in the editor or generated procedurally." -msgstr "에디터에서 그리거나 절차적으로 생성할 수 있습니다." - -msgid "PathFollow2D node to make nodes follow a Path2D." -msgstr "노드가 Path2D 경로를 따라가도록 하는 PathFollow2D 노드." - -msgid ":ref:`2D geometry helper class `." -msgstr ":ref:`2D 기하(geometry) 도우미 클래스 `." - -msgid "2D physics" -msgstr "2D 물리" - -msgid "**Physics bodies:**" -msgstr "**물리 물체:**" - -msgid "Static bodies." -msgstr "정적 물체(static bodies)." - -msgid "" -"Animatable bodies (for objects moving only by script or animation, such as " -"doors and platforms)." -msgstr "" -"애니메이션을 적용할 수 있는 물체(스크립트나 애니메이션으로만 움직이는, 문이" -"나 플랫폼과 같은 물체)." - -msgid "Rigid bodies." -msgstr "강체(rigid bodies)." - -msgid "Character bodies." -msgstr "캐릭터 바디." - -msgid "Joints." -msgstr "관절(Joints)." - -msgid "Areas to detect bodies entering or leaving it." -msgstr "물체가 들어오거나 나가는 것을 감지하는 영역." - -msgid "**Collision detection:**" -msgstr "**콜리전(Collision) 감지:**" - -msgid "" -"Built-in shapes: line, box, circle, capsule, world boundary (infinite plane)." -msgstr "기본 모양: 선, 박스, 원, 캡슐, 월드 경계(무한한 평면)." - -msgid "" -"Collision polygons (can be drawn manually or generated from a sprite in the " -"editor)." -msgstr "" -"콜리전 폴리곤(에디터에서 직접 그리거나 스프라이트로부터 생성될 수 있습니다)." - -msgid "3D graphics" -msgstr "3D 그래픽" - -msgid "HDR rendering with sRGB." -msgstr "sRGB를 사용한 HDR 렌더링." - -msgid "Perspective, orthographic and frustum-offset cameras." -msgstr "" -"투시(perspective), 직교(orthographic) 및 프러스텀 오프셋(frustum-offset) 카메" -"라." - -msgid "" -"When using the Forward+ backend, a depth prepass is used to improve " -"performance in complex scenes by reducing the cost of overdraw." -msgstr "" -"Forward+ 백엔드를 사용할 때, 깊이 프리패스(depth prepass)를 사용하여 복잡한 " -"씬에서 오버드로우 비용을 줄여 성능을 향상시킵니다." - -msgid "" -":ref:`doc_variable_rate_shading` on supported GPUs in Forward+ and Forward " -"Mobile." -msgstr "" -"Forward+ 및 Forward Mobile에서 지원되는 GPU에서 :ref:`변동 레이트 셰이딩 " -"`." - -msgid "**Physically-based rendering (built-in material features):**" -msgstr "**물리 기반 렌더링 (내장된 매터리얼 기능)**" - -msgid "Follows the Disney PBR model." -msgstr "디즈니의 PBR 모델을 따릅니다." - -msgid "" -"Supports Burley, Lambert, Lambert Wrap (half-Lambert) and Toon diffuse " -"shading modes." -msgstr "" -"Burley, Lambert, Lambert 랩 (half-Lambert) 및 Toon diffuse 셰이딩 모드를 지원" -"합니다." - -msgid "Supports Schlick-GGX, Toon and Disabled specular shading modes." -msgstr "" -"Schlick-GGX, Blinn, Phong, Toon, 그리고 Disabled specular shading modes를 지" -"원합니다." - -msgid "Uses a roughness-metallic workflow with support for ORM textures." -msgstr "" -"ORM 텍스처를 지원하는 러프니스-메탈릭(roughness-metallic) 워크플로를 사용합니" -"다." - -msgid "" -"Uses horizon specular occlusion (Filament model) to improve material " -"appearance." -msgstr "수평선 반사 오클루전(Filament 모델)을 사용하여 재료 모양 개선." - -msgid "Normal mapping." -msgstr "노멀 매핑." - -msgid "" -"Parallax/relief mapping with automatic level of detail based on distance." -msgstr "*GLES3:* 거리 기반 자동 패럴랙스(parallax) 매핑/릴리프(relief) 매핑." - -msgid "Detail mapping for the albedo and normal maps." -msgstr "Albedo 및 노멀 지도에 대한 매핑 세부화." - -msgid "Sub-surface scattering and transmittance." -msgstr "*GLES3:* sub-surface scattering 및 transmittance." - -msgid "" -"Screen-space refraction with support for material roughness (resulting in " -"blurry refraction)." -msgstr "" -"머터리얼의 질감을 화면 공간 반사(Screen-space refraction)로 지원합니다." - -msgid "Proximity fade (soft particles) and distance fade." -msgstr "*GLES3:* 근접(Proximity) 페이드(가벼운 파티클)." - -msgid "" -"Distance fade can use alpha blending or dithering to avoid going through the " -"transparent pipeline." -msgstr "" -"투명 파이프라인을 통과하는 것을 피하기 위해 알파 블렌딩이나 디더링(dithering)" -"을 사용할 수 있는 디스턴스 페이드(distance face)." - -msgid "Dithering can be determined on a per-pixel or per-object basis." -msgstr "디더링은 픽셀 또는 객체별로 적용할 수 있습니다." - -msgid "**Real-time lighting:**" -msgstr "**실시간 조명:**" - -msgid "Directional lights (sun/moon). Up to 4 per scene." -msgstr "" -"방향성 조명(directional lights) (태양 또는 달). 씬에 최대 4개까지 가능." - -msgid "Omnidirectional lights." -msgstr "전방위 조명(Omnidirectional lights)." - -msgid "Spot lights with adjustable cone angle and attenuation." -msgstr "원뿔 모양의 각도와 감쇠(attenuation)를 조정할 수 있는 스포트라이트." - -msgid "" -"Specular, indirect light, and volumetric fog energy can be adjusted on a per-" -"light basis." -msgstr "반사, 간접광, 볼류메트릭 포그 강도는 광원마다 조절할 수 있습니다." - -msgid "" -"Adjustable light \"size\" for fake area lights (will also make shadows " -"blurrier)." -msgstr "가짜 영역 조명을 위한 조절 가능한 조명 \"크기\" (그림자도 더 흐려짐)." - -msgid "" -"Optional distance fade system to fade distant lights and their shadows, " -"improving performance." -msgstr "" -"성능을 향상시키기 위해 먼 거리의 조명과 그림자를 점차적으로 사라지게 하는 선" -"택적 거리 페이드 시스템." - -msgid "" -"When using the Forward+ backend (default on desktop), lights are rendered " -"with clustered forward optimizations to decrease their individual cost. " -"Clustered rendering also lifts any limits on the number of lights that can " -"be used on a mesh." -msgstr "" -"Forward+ 백엔드(데스크탑에서 기본값)를 사용할 때, 조명은 개별 비용을 줄이기 " -"위해 클러스터형 전방 최적화로 렌더링됩니다. 클러스터형 렌더링은 메시에 사용" -"할 수 있는 조명의 수에 대한 제한도 제거합니다." - -msgid "" -"When using the Forward Mobile backend, up to 8 omni lights and 8 spot lights " -"can be displayed per mesh resource. Baked lighting can be used to overcome " -"this limit if needed." -msgstr "" -"Forward Mobile 백엔드를 사용할 때, 메쉬 리소스당 최대 8개의 전방위 조명과 8개" -"의 스포트 조명이 표시될 수 있습니다. 필요에 따라 베이크된 조명을 사용하여 이 " -"한계를 극복할 수 있습니다." - -msgid "**Shadow mapping:**" -msgstr "**그림자 매핑**" - -msgid "" -"*DirectionalLight:* Orthogonal (fastest), PSSM 2-split and 4-split. Supports " -"blending between splits." -msgstr "" -"*방향성 조명(DirectionalLight):* 직교 (가장 빠름), PSSM 2-split 및 4-split. " -"스플릿 간 블렌딩을 지원합니다." - -msgid "" -"*OmniLight:* Dual paraboloid (fast) or cubemap (slower but more accurate). " -"Supports colored projector textures in the form of panoramas." -msgstr "" -"*옴니 라이트(OmniLight):* 쌍포물선(빠름) 또는 큐브맵(느리지만 정확). 색이 있" -"는 프로젝터 텍스처를 파노라마 형태로 사용할 수 있습니다." - -msgid "*SpotLight:* Single texture. Supports colored projector textures." -msgstr "*스포트라이트:* 단일 텍스처. 색이 있는 투영 텍스처에 대응." - -msgid "" -"Shadow normal offset bias and shadow pancaking to decrease the amount of " -"visible shadow acne and peter-panning." -msgstr "" -"그림자 노멀 오프셋 바이어스와 그림자 팬케이킹을 통해 그림자 아티팩트와 피터 " -"팬 현상을 줄입니다." - -msgid "" -":abbr:`PCSS (Percentage Closer Soft Shadows)`-like shadow blur based on the " -"light size and distance from the surface the shadow is cast on." -msgstr "" -":abbr:`PCSS (Percentage Closer Soft Shadows)` 와 유사한 그림자 흐림 효과는 조" -"명의 크기와 그림자가 드리워진 표면과의 거리를 기반으로 합니다." - -msgid "**Global illumination with indirect lighting:**" -msgstr "**간접 조명을 통한 전역 조명(Global illumination):**" - -msgid "" -":ref:`Baked lightmaps ` (fast, but can't be updated " -"at run-time)." -msgstr "" -":ref:`베이크된 라이트맵`(빠르지만, 실행 중엔 업데이트 " -"불가능)." - -msgid "" -"Supports baking indirect light only or baking both direct and indirect " -"lighting. The bake mode can be adjusted on a per-light basis to allow for " -"hybrid light baking setups." -msgstr "" -"간접 조명만 베이킹(baking)과 직접 및 간접 조명 베이킹을 지원합니다. 하이브리" -"드 조명 베이킹 설정을 허용하도록 베이크(bake) 모드를 조명별로 조정할 수 있습" -"니다." - -msgid "" -"Supports lighting dynamic objects using automatic and manually placed probes." -msgstr "" -"자동 및 수동으로 배치된 프로브를 사용하여 동적 객체의 라이팅을 지원합니다." - -msgid "" -"Optionally supports directional lighting and rough reflections based on " -"spherical harmonics." -msgstr "" -"선택적으로 구형 고조파를 기반으로 한 방향성 라이팅 및 거친 반사를 지원합니다." - -msgid "" -"Lightmaps are baked on the GPU using compute shaders (much faster compared " -"to CPU lightmapping). Baking can only be performed from the editor, not in " -"exported projects." -msgstr "" -"라이트맵은 컴퓨트 셰이더를 사용하여 GPU에서 베이크됩니다(CPU 라이트맵핑에 비" -"해 훨씬 빠릅니다). 베이크는 에디터에서만 수행할 수 있으며, 내보낸 프로젝트에" -"서는 수행할 수 없습니다." - -msgid "" -"Supports GPU-based :ref:`denoising ` with " -"JNLM, or CPU/GPU-based denoising with OIDN." -msgstr "" -"JNLM을 사용한 GPU 기반의 :ref:`디노이징 `이" -"나 OIDN을 사용한 CPU/GPU 기반의 디노이징을 지원합니다." - -msgid "" -":ref:`Voxel-based GI probes `. Supports dynamic lights " -"*and* dynamic occluders, while also supporting reflections. Requires a fast " -"baking step which can be performed in the editor or at run-time (including " -"from an exported project)." -msgstr "" -":ref:`복셀 기반 GI 프로브 `. 동적 조명 및 동적 차광체를 " -"지원하며, 반사도 지원합니다. 빠른 베이킹 단계가 필요하며, 이는 에디터나 실행 " -"중(내보낸 프로젝트 포함)에 수행할 수 있습니다." - -msgid "" -":ref:`Signed-distance field GI ` designed for large open " -"worlds. Supports dynamic lights, but not dynamic occluders. Supports " -"reflections. No baking required." -msgstr "" -":ref:`서명 거리 필드(Signed-distance field) GI `는 대규모 오" -"픈 월드를 위해 설계되었습니다. 동적 조명과 반사를 지원하지만, 동적 차광체는 " -"지원하지 않습니다. 베이킹이 필요하지 않습니다." - -msgid "" -":ref:`Screen-space indirect lighting (SSIL) " -"` at half or full resolution. " -"Fully real-time and supports any kind of emissive light source (including " -"decals)." -msgstr "" -":ref:`스크린 공간 간접 조명(SSIL) `" -"은 절반 이나 전체 해상도로 지원됩니다. 완전 실시간으로 동작하며, 모든 종류의 " -"발광 라이팅(데칼 포함)을 지원합니다." - -msgid "" -"VoxelGI and SDFGI use a deferred pass to allow for rendering GI at half " -"resolution to improve performance (while still having functional MSAA " -"support)." -msgstr "" -"복쉘GI(VoxelGI)와 부호화 거리 필드 GI(SDFGI)는 성능 향상을 위해 GI를 절반 해" -"상도로 렌더링할 수 있도록 지연 패스를 사용합니다(기능적인 MSAA 지원은 유지됩" -"니다)." - -msgid "**Reflections:**" -msgstr "**반사(Reflections)**" - -msgid "" -"Voxel-based reflections (when using GI probes) and SDF-based reflections " -"(when using signed distance field GI). Voxel-based reflections are visible " -"on transparent surfaces, while rough SDF-based reflections are visible on " -"transparent surfaces." -msgstr "" -"복셀 기반 반사(GI 프로브 사용 시)와 SDF 기반 반사(부호화 디스턴스 필드 GI 사" -"용 시). 복셀 기반 반사는 투명한 표면에서 보이는 반면, 거친 SDF 기반 반사는 불" -"투명한 표면에서 보입니다." - -msgid "" -"Fast baked reflections or slow real-time reflections using ReflectionProbe. " -"Parallax box correction can optionally be enabled." -msgstr "" -"빠르게 베이크된 반사 또는 ReflectionProbe를 이용한 느린 실시간 반사. 시차 보" -"정을 선택적으로 활성화할 수 있습니다." - -msgid "Screen-space reflections with support for material roughness." -msgstr "재질의 거친 정도(roughness)를 지원하는 스크린 공간 반사." - -msgid "" -"Reflection techniques can be mixed together for greater accuracy or " -"scalability." -msgstr "반사 기술은 더 높은 정확도를 위해 혼합해서 사용할 수 있습니다." - -msgid "" -"When using the Forward+ backend (default on desktop), reflection probes are " -"rendered with clustered forward optimizations to decrease their individual " -"cost. Clustered rendering also lifts any limits on the number of reflection " -"probes that can be used on a mesh." -msgstr "" -"Forward+ 백엔드(데스크탑에서 기본값)를 사용할 때, 반사 프로브는 개별 비용을 " -"줄이기 위해 클러스터형 전방 최적화로 렌더링됩니다. 클러스터형 렌더링은 메시" -"에 사용할 수 있는 반사 프로브의 수에 대한 제한도 제거합니다." - -msgid "" -"When using the Forward Mobile backend, up to 8 reflection probes can be " -"displayed per mesh resource." -msgstr "" -"Forward Mobile 백엔드를 사용할 때, 메쉬 리소스당 최대 8개의 반사 프로브가 표" -"시될 수 있습니다." - -msgid "" -":ref:`Supports albedo `, emissive, :abbr:`ORM (Occlusion " -"Roughness Metallic)`, and normal mapping." -msgstr "" -":ref:`알베도 `, 발광, :abbr:`ORM (Occlusion Roughness " -"Metallic)`, 및 노멀 맵핑을 지원합니다." - -msgid "" -"Texture channels are smoothly overlaid on top of the underlying material, " -"with support for normal/ORM-only decals." -msgstr "" -"텍스처 채널은 기본 재질 위에 부드럽게 오버레이되며, 노멀/ORM 전용 데칼도 지원" -"합니다." - -msgid "" -"Support for normal fade to fade the decal depending on its incidence angle." -msgstr "입사각에 따라 데칼을 점차적으로 사라지게 하는 노멀 페이드 지원." - -msgid "" -"Does not rely on run-time mesh generation. This means decals can be used on " -"complex skinned meshes with no performance penalty, even if the decal moves " -"every frame." -msgstr "" -"실행 중 메시 생성을 필요로 하지 않습니다. 이는 데칼이 매 프레임 이동하더라도 " -"성능 저하 없이 복잡한 스킨드 메시에 데칼을 사용할 수 있음을 의미합니다." - -msgid "" -"Optional distance fade system to fade distant decals, improving performance." -msgstr "" -"성능을 향상시키기 위해 먼 거리의 데칼을 점차적으로 사라지게 하는 선택적 거리 " -"페이드 시스템." - -msgid "" -"When using the Forward+ backend (default on desktop), decals are rendered " -"with clustered forward optimizations to decrease their individual cost. " -"Clustered rendering also lifts any limits on the number of decals that can " -"be used on a mesh." -msgstr "" -"Forward+ 백엔드(데스크탑에서는 기본값)를 사용할 때, 데칼은 개별 비용을 줄이" -"기 위해 클러스터형 전방 최적화로 렌더링됩니다. 클러스터형 렌더링은 메시에 사" -"용할 수 있는 데칼의 수에 대한 제한도 제거합니다." - -msgid "" -"When using the Forward Mobile backend, up to 8 decals can be displayed per " -"mesh resource." -msgstr "" -"Forward Mobile 백엔드를 사용할 때, 메쉬 리소스당 최대 8개의 데칼이 표시될 수 " -"있습니다." - -msgid "**Sky:**" -msgstr "**하늘:**" - -msgid "Panorama sky (using an HDRI)." -msgstr "파노라마 하늘(HDRI 사용)." - -msgid "" -"Procedural sky and Physically-based sky that respond to the " -"DirectionalLights in the scene." -msgstr "씬의 방향성 조명에 반응하는 절차적 하늘과 물리 기반 하늘." - -msgid "" -"Support for :ref:`custom sky shaders `, which can be " -"animated." -msgstr "" -"애니메이션이 가능한 :ref:`사용자 정의 하늘 셰이더 ` 지원." - -msgid "" -"The radiance map used for ambient and specular light can be updated in real-" -"time depending on the quality settings chosen." -msgstr "" -"선택한 품질 설정에 따라 환경광 및 반사광에 사용되는 복사 맵이 실시간으로 업데" -"이트될 수 있습니다." - -msgid "**Fog:**" -msgstr "**안개:**" - -msgid "Exponential depth fog." -msgstr "지수형 깊이 안개." - -msgid "Exponential height fog." -msgstr "지수형 높이 안개." - -msgid "" -"Support for controlling how much fog rendering should affect the sky, with " -"separate controls for traditional and volumetric fog." -msgstr "" -"전통적인 안개와 볼륨 안개에 대해 별도의 제어를 통해 안개 렌더링이 하늘에 미치" -"는 영향을 조절할 수 있습니다." - -msgid "**Volumetric fog:**" -msgstr "**볼륨 안개:**" - -msgid "" -"Global :ref:`volumetric fog ` that reacts to lights and " -"shadows." -msgstr "조명과 그림자에 반응하는 글로벌 :ref:`볼륨 안개 `." - -msgid "" -"Volumetric fog can take indirect light into account when using VoxelGI or " -"SDFGI." -msgstr "" -"복셀GI(VoxelGI) 또는 부호화 거리 필드(SDFGI)를 사용할 때, 볼륨 안개는 간접 조" -"명을 고려할 수 있습니다." - -msgid "" -"Fog volume nodes that can be placed to add fog to specific areas (or remove " -"fog from specific areas). Supported shapes include box, ellipse, cone, " -"cylinder, and 3D texture-based density maps." -msgstr "" -"특정 영역에 안개를 추가하거나 제거할 수 있는 안개 볼륨 노드. 지원되는 형태로" -"는 박스, 타원, 원뿔, 실린더, 3D 텍스처 기반 밀도 맵이 있습니다." - -msgid "Each fog volume can have its own custom shader." -msgstr "각 안개 볼륨은 고유한 사용자 정의 셰이더를 가질 수 있습니다." - -msgid "Can be used together with traditional fog." -msgstr "전통적인 안개와 함께 사용할 수 있습니다." - -msgid "**Particles:**" -msgstr "**파티클**" - -msgid "" -"GPU-based particles with support for subemitters (2D + 3D), trails (2D + " -"3D), attractors (3D only) and collision (2D + 3D)." -msgstr "" -"서브 에미터(2D + 3D), 트레일(2D + 3D), 어트랙터(3D 전용) 및 충돌(2D + 3D)을 " -"지원하는 GPU 기반 파티클." - -msgid "" -"3D particle attractor shapes supported: box, sphere and 3D vector fields." -msgstr "지원되는 3D 파티클 어트랙터 형태: 박스, 구, 3D 벡터 필드." - -msgid "" -"3D particle collision shapes supported: box, sphere, baked signed distance " -"field and real-time heightmap (suited for open world weather effects)." -msgstr "" -"지원되는 3D 파티클 충돌 형태: 박스, 구, 베이크된 부호화 디스턴스 필드(SDF) " -"및 실시간 높이맵 (오픈 월드 날씨 효과에 적합)." - -msgid "" -"2D particle collision is handled using a signed distance field generated in " -"real-time based on :ref:`class_LightOccluder2D` nodes in the scene." -msgstr "" -"2D 파티클 충돌은 씬의 :ref:`class_LightOccluder2D` 노드를 기반으로 실시간 생" -"성된 부호화 디스턴스 필드를 사용하여 처리됩니다." - -msgid "" -"Trails can use the built-in ribbon trail and tube trail meshes, or custom " -"meshes with skeletons." -msgstr "" -"트레일은 내장된 리본 트레일과 튜브 트레일 메쉬를 사용할 수 있으며, 스켈레톤" -"이 있는 사용자 정의 메쉬도 사용할 수 있습니다." - -msgid "Support for custom particle shaders with manual emission." -msgstr "수동 방출을 지원하는 사용자 정의 파티클 셰이더를 지원합니다." - -msgid "**Post-processing:**" -msgstr "**포스트 프로세싱**" - -msgid "Tonemapping (Linear, Reinhard, Filmic, ACES)." -msgstr "톤 매핑(선형, Reinhard, 필름, ACES)." - -msgid "" -"Near and far depth of field with adjustable bokeh simulation (box, hexagon, " -"circle)." -msgstr "" -"조절 가능한 보케 시뮬레이션(박스, 육각형, 원)이 포함된 근거리 및 원거리 심도 " -"효과를 지원합니다." - -msgid "Glow can have a colored dirt map texture, acting as a lens dirt effect." -msgstr "" -"글로우에는 렌즈 먼지 효과처럼 작용하는 컬러 더트 맵 텍스처를 사용할 수 있습니" -"다." - -msgid "" -"Glow can be :ref:`used as a screen-space blur effect " -"`." -msgstr "" -"글로우는 :ref:`스크린 공간 블러 효과 " -"`로 사용" -"할 수 있습니다." - -msgid "Roughness limiter to reduce the impact of specular aliasing." -msgstr "반사 에일리어싱의 영향을 줄이기 위한 거칠기 제한 기능." - -msgid "Brightness, contrast and saturation adjustments." -msgstr "밝기, 대비 및 채도 조정." - -msgid "**Texture filtering:**" -msgstr "**텍스처 필터링:**" - -msgid "Nearest, bilinear, trilinear or anisotropic filtering." -msgstr "근접, 이중선형, 삼중선형 또는 비등방성 필터링." - -msgid "**Texture compression:**" -msgstr "**텍스처 압축:**" - -msgid "Basis Universal (slow, but results in smaller files)." -msgstr "Basis Universal (느리지만 더 작은 파일 크기를 제공합니다)." - -msgid "Temporal :ref:`antialiasing ` (TAA)." -msgstr "시간적 :ref:`안티앨리어싱 ` (TAA)." - -msgid "" -"AMD FidelityFX Super Resolution 2.2 :ref:`antialiasing " -"` (FSR2), which can be used at native resolution as a " -"form of high-quality temporal antialiasing." -msgstr "" -"AMD FidelityFX Super Resolution 2.2 :ref:`안티앨리어싱 " -"` (FSR2), 고품질 시간적 안티앨리어싱 형태로 네이티브 해" -"상도에서 사용할 수 있습니다." - -msgid "" -"Multi-sample antialiasing (MSAA), for both :ref:`doc_2d_antialiasing` and :" -"ref:`doc_3d_antialiasing`." -msgstr "" -"멀티 샘플 안티앨리어싱(MSAA), :ref:`2D 안티앨리어싱 ` " -"및 :ref:`3D 안티앨리어싱 ` 모두에 사용됩니다." - -msgid "Fast approximate antialiasing (FXAA)." -msgstr "고속 근사 안티앨리어싱 (FXAA)." - -msgid "" -"Super-sample antialiasing (SSAA) using bilinear 3D scaling and a 3D " -"resolution scale above 1.0." -msgstr "" -"1.0 이상의 3D 해상도 스케일과 양선형 3D 스케일링을 사용하는 슈퍼 샘플 안티앨" -"리어싱(SSAA)." - -msgid "" -"Alpha antialiasing, MSAA alpha to coverage and alpha hashing on a per-" -"material basis." -msgstr "" -"알파 안티앨리어싱, MSAA 알파 투 커버리지 및 알파 해싱을 재질별로 지원합니다." - -msgid "" -"Support for :ref:`rendering 3D at a lower resolution " -"` while keeping 2D rendering at the original scale. " -"This can be used to improve performance on low-end systems or improve " -"visuals on high-end systems." -msgstr "" -":ref:`3D 렌더링을 낮은 해상도로 렌더링 `하면서 2D 렌" -"더링은 원래 해상도를 유지하는 기능을 지원합니다. 이는 저사양 시스템에서 성능" -"을 향상시키거나 고사양 시스템에서 시각적 품질을 개선하는 데 사용할 수 있습니" -"다." - -msgid "" -"Resolution scaling uses bilinear filtering, AMD FidelityFX Super Resolution " -"1.0 (FSR1) or AMD FidelityFX Super Resolution 2.2 (FSR2)." -msgstr "" -"해상도 스케일링은 양선형 필터링, AMD FidelityFX Super Resolution 1.0 (FSR1) " -"또는 AMD FidelityFX Super Resolution 2.2 (FSR2)를 사용합니다." - -msgid "" -"Texture mipmap LOD bias is adjusted automatically to improve quality at " -"lower resolution scales. It can also be modified with a manual offset." -msgstr "" -"텍스처 밉맵 LOD 바이어스는 자동으로 조정되어 낮은 해상도 스케일에서 품질을 향" -"상시킵니다. 수동 오프셋으로도 수정할 수 있습니다." - -msgid "3D tools" -msgstr "3D 툴" - -msgid ":ref:`GridMaps ` for 3D tile-based level design." -msgstr "" -":ref:`GridMaps `를 사용한 3D 타일 기반 레벨 디자인." - -msgid "" -":ref:`Constructive solid geometry ` (intended for " -"prototyping)." -msgstr "" -":ref:`구조적 입체기하학 `\\ (프로토타이핑을 위해 의도됨)." - -msgid "" -"Tools for :ref:`procedural geometry generation `." -msgstr ":ref:`절차적 기하 생성 `\\ 을 위한 툴." - -msgid "Path3D node to represent a path in 3D space." -msgstr "3D 공간에서의 경로를 나타내는 Path3D 노드." - -msgid "PathFollow3D node to make nodes follow a Path3D." -msgstr "노드가 Path3D 경로를 따라가도록 하는 PathFollow3D 노드." - -msgid "3D physics" -msgstr "3D 물리(Physics)" - -msgid "Vehicle bodies (intended for arcade physics, not simulation)." -msgstr "차체(Vehicle bodies, 시뮬레이션이 아닌 오락용 물리를 위한 물체)." - -msgid "Soft bodies." -msgstr "연체(Soft bodies)." - -msgid "Ragdolls." -msgstr "래그돌(Ragdoll)." - -msgid "Generate triangle collision shapes for any mesh from the editor." -msgstr "어느 메시든지 에디터에서 삼각형 콜리전을 생성합니다." - -msgid "" -"Generate one or several convex collision shapes for any mesh from the editor." -msgstr "어느 메시든지 에디터에서 하나 이상의 컨벡스 콜리전 모양을 생성합니다." - -msgid "Shaders" -msgstr "셰이더" - -msgid "*2D:* Custom vertex, fragment, and light shaders." -msgstr "*2D:* 커스텀 버텍스, 프래그먼트, 라이트 셰이더." - -msgid "*3D:* Custom vertex, fragment, light, and sky shaders." -msgstr "*3D:* 커스텀 버텍스, 프래그먼트, 라이트 및 하늘 셰이더." - -msgid "" -"Text-based shaders using a :ref:`shader language inspired by GLSL " -"`." -msgstr "" -"`GLSL에서 영감을 얻은 셰이더 언어 `\\ 를 사용한 텍스트 " -"기반 셰이더." - -msgid "Visual shader editor." -msgstr "비주얼 셰이더 에디터." - -msgid "Support for visual shader plugins." -msgstr "비주얼 셰이더 플러그인 지원." - -msgid "Scripting" -msgstr "스크립팅(Scripting)" - -msgid "**General:**" -msgstr "**일반:**" - -msgid "Object-oriented design pattern with scripts extending nodes." -msgstr "노드를 확장하는 스크립트를 통한 객체 지향 디자인 패턴." - -msgid "Signals and groups for communicating between scripts." -msgstr "시그널과 그룹을 이용한 스크립트 간 통신." - -msgid "" -"Support for :ref:`cross-language scripting `." -msgstr ":ref:`교차 언어 스크립팅 ` 지원." - -msgid ":ref:`GDScript: `" -msgstr ":ref:`GDScript: `" - -msgid "" -":ref:`High-level interpreted language ` with :ref:`optional " -"static typing `." -msgstr "" -":ref:`선택적 정적 타이핑 `\\ 을 포함한 :ref:`고수" -"준 인터프리터 언어 `." - -msgid "" -"Syntax inspired by Python. However, GDScript is **not** based on Python." -msgstr "" -"문법은 파이썬에서 영감을 받았지만, GDScript는 **파이썬 기반이 아닙니다**." - -msgid "Syntax highlighting is provided on GitHub." -msgstr "Github에서 구문 강조 지원." - -msgid "" -":ref:`Use threads ` to perform asynchronous " -"actions or make use of multiple processor cores." -msgstr "" -":ref:`쓰레드를 사용해 ` 비동기 액션이나 멀티 프로" -"세서 코어 작업을 할 수 있습니다." - -msgid ":ref:`C#: `" -msgstr ":ref:`C#: `" - -msgid "Packaged in a separate binary to keep file sizes and dependencies down." -msgstr "" -"파일 크기를 줄이고 의존성을 낮추기 위해 별도의 바이너리로 패키징했습니다." - -msgid "Supports .NET 6 and higher." -msgstr ".NET 6 및 상위 버전을 지원합니다." - -msgid "" -"Supports Windows, Linux, and macOS. As of 4.2 experimental support for " -"Android and iOS is also available (requires a .NET 7.0 project for Android " -"and 8.0 for iOS)." -msgstr "" -"Windows, Linux, macOS를 지원합니다. 4.2 버전부터는 Android 및 iOS에 대한 실험" -"적 지원도 가능합니다(Android는 .NET 7.0 프로젝트, iOS는 .NET 8.0 프로젝트 필" -"요)." - -msgid "" -"On the Android platform only some architectures are supported: ``arm64`` and " -"``x64``." -msgstr "" -"Android 플랫폼에서는 일부 아키텍처(``arm64 `` 및 ``x64``)만 지원됩니다." - -msgid "On the iOS platform only some architectures are supported: ``arm64``." -msgstr "iOS 플랫폼에서는 ``arm64`` 아키텍처만 지원됩니다." - -msgid "" -"The web platform is currently unsupported. To use C# on that platform, " -"consider Godot 3 instead." -msgstr "" -"웹 플랫폼은 현재 지원되지 않습니다. 해당 플랫폼에서 C#을 사용하려면 Godot 3" -"을 고려하십시오." - -msgid "" -"Using an external editor is recommended to benefit from IDE functionality." -msgstr "IDE 기능을 활용하려면 외부 에디터 사용을 권장합니다." - -msgid "" -"When you need it, link to native libraries for higher performance and third-" -"party integrations." -msgstr "" -"고성능이 필요하거나 서드파티 통합을 해야 할 경우 네이티브 바이너리에 연결할 " -"수 있습니다." - -msgid "" -"For scripting game logic, GDScript or C# are recommended if their " -"performance is suitable." -msgstr "" -"성능이 적합하다면 게임 스크립트로는 GDScript나 C#을 사용할 것을 권장합니다." - -msgid "" -"Official GDExtension bindings for `C `__ and `C++ `__." -msgstr "" -"공식 GDExtension 바인딩: `C ` " -"및 `C++ `." - -msgid "Use any build system and language features you wish." -msgstr "여러분이 사용하는 어느 빌드 시스템이나 언어든 사용할 수 있습니다." - -msgid "Audio" -msgstr "오디오" - -msgid "Mono, stereo, 5.1 and 7.1 output." -msgstr "모노, 스테레오, 5.1 그리고 7.1채널 출력." - -msgid "Non-positional and positional playback in 2D and 3D." -msgstr "2D와 3D에서의 위치/비위치 플레이백." - -msgid "Optional Doppler effect in 2D and 3D." -msgstr "2D와 3D에서의 도플러 효과를 선택적으로 지원." - -msgid "" -"Support for re-routable :ref:`audio buses ` and effects " -"with dozens of effects included." -msgstr "" -"수십 개의 효과가 포함되고 재 라우팅 가능한 :ref:`오디오 버스 " -"` 및 효과 지원." - -msgid "" -"Support for polyphony (playing several sounds from a single " -"AudioStreamPlayer node)." -msgstr "폴리포니(단일 AudioStreamPlayer 노드에서 여러 소리 재생) 지원." - -msgid "" -"Support for sequential/random sample selection, including repetition " -"prevention when using random sample selection." -msgstr "순차/랜덤 샘플 선택 지원, 랜덤 샘플 선택 시 반복 방지 기능 포함." - -msgid "" -"Listener2D and Listener3D nodes to listen from a position different than the " -"camera." -msgstr "" -"카메라 외의 위치에서 듣기 위해 사용할 수 있는 Listener2D와 Listener3D 노드." - -msgid "Audio input to record microphones." -msgstr "마이크를 녹음할 수 있는 오디오 입력." - -msgid "MIDI input." -msgstr "MIDI 입력." - -msgid "No support for MIDI output yet." -msgstr "MIDI 출력은 아직 지원하지 않습니다." - -msgid "**APIs used:**" -msgstr "**사용된 API 목록:**" - -msgid "*Windows:* WASAPI." -msgstr "*Windows:* WASAPI." - -msgid "*macOS:* CoreAudio." -msgstr "*macOS:* CoreAudio." - -msgid "*Linux:* PulseAudio or ALSA." -msgstr "*Linux:* PulseAudio 또는 ALSA." - -msgid "Import" -msgstr "가져오기" - -msgid "Support for :ref:`custom import plugins `." -msgstr ":ref:`커스텀 임포트 플러그인 ` 지원." - -msgid "**Formats:**" -msgstr "**형식:**" - -msgid "*Audio:*" -msgstr "*오디오:*" - -msgid "WAV with optional IMA-ADPCM compression." -msgstr "IMA-ADPCM 압축 옵션을 포함한 WAV." - -msgid "Ogg Vorbis." -msgstr "Ogg Vorbis." - -msgid "MP3." -msgstr "MP3." - -msgid "glTF 2.0 *(recommended)*." -msgstr "glTF 2.0 *(권장)*." - -msgid "" -"``.blend`` (by calling Blender's glTF export functionality transparently)." -msgstr "``.blend`` 파일 (Blender의 glTF 내보내기 기능을 투명하게 호출하여)." - -msgid "" -"FBX (by calling `FBX2glTF `__ " -"transparently)." -msgstr "" -"FBX 파일 (백그라운드에서 `FBX2glTF `__ 호출하여)." - -msgid "Collada (.dae)." -msgstr "Collada (.dae)." - -msgid "" -"3D meshes use `Mikktspace `__ to generate " -"tangents on import, which ensures consistency with other 3D applications " -"such as Blender." -msgstr "" -"3D 메시는 `Mikktspace `__를 사용하여 임포트 시 탄" -"젠트를 생성하고, 블렌더(Blender)와 같은 3D 어플리케이션과의 일관성을 확보합니" -"다." - -msgid "Input" -msgstr "입력" - -msgid "" -"Axis values can be mapped to two different actions with a configurable " -"deadzone." -msgstr "" -"입력 축 값은 deadzone을 설정하여 두 개의 다른 액션으로 매핑할 수 있습니다." - -msgid "Use the same code to support both keyboards and gamepads." -msgstr "같은 코드로 키보드와 게임패드 둘 다 지원 가능합니다." - -msgid "Keyboard input." -msgstr "키보드 입력." - -msgid "" -"Keys can be mapped in \"physical\" mode to be independent of the keyboard " -"layout." -msgstr "" -"\"실 기기\" 모드로 키를 매핑하여 키보드 레이아웃에 독립적이게 할 수 있습니다." - -msgid "Mouse input." -msgstr "마우스 입력." - -msgid "" -"The mouse cursor can be visible, hidden, captured or confined within the " -"window." -msgstr "" -"마우스 커서를 보이게 하거나 숨길 수 있고 입력을 캡쳐하거나 윈도우 영역 안으" -"로 강제할 수도 있습니다." - -msgid "" -"When captured, raw input will be used on Windows and Linux to sidestep the " -"OS' mouse acceleration settings." -msgstr "" -"입력이 캡쳐되는 경우 Windows나 Linux에서는 OS의 마우스 가속 설정에 맞춰 입력" -"의 로우값을(raw input) 사용하게 됩니다." - -msgid "Gamepad input (up to 8 simultaneous controllers)." -msgstr "게임패드 입력(최대 8개 컨트롤러까지 동시 입력 가능)." - -msgid "Pen/tablet input with pressure support." -msgstr "펜/태블릿의 압력에 의한 입력 지원." - -msgid "Navigation" -msgstr "네비게이션" - -msgid "" -"A* algorithm in :ref:`2D ` and :ref:`3D `." -msgstr "" -"A* 알고리즘 :ref:'2D ' 및 :ref:'3D '에서 지원." - -msgid "" -"Navigation meshes with dynamic obstacle avoidance in :ref:`2D " -"` and :ref:`3D `." -msgstr "" -"동적 장애물 회피 기능이 있는 네비게이션 메시 :ref:`2D " -"` 및 :ref:`3D `에서 " -"지원." - -msgid "" -"Generate navigation meshes from the editor or at run-time (including from an " -"exported project)." -msgstr "런타임이나 에디터에서 네비게이션 메시 생성.(내보낸 프로젝트를 포함)." - -msgid "Networking" -msgstr "네트워킹(Networking)" - -msgid "Supports HTTPS out of the box using bundled certificates." -msgstr "번들된 인증서를 사용한 HTTPS 기본 지원." - -msgid "Automatic replication using remote procedure calls (RPCs)." -msgstr "원격 프로시저 호출(RPCs)을 사용한 자동 레플리케이션." - -msgid "Supports unreliable, reliable and ordered transfers." -msgstr "신뢰/비신뢰/순차적 전송 지원." - -msgid "Internationalization" -msgstr "국제화" - -msgid "Full support for Unicode including emoji." -msgstr "이모지를 포함한 Unicode 전체 지원." - -msgid "" -"Store localization strings using :ref:`CSV ` " -"or :ref:`gettext `." -msgstr "" -":ref:`CSV ` 또는 :ref:`gettext " -"`\\ 를 이용해 현지화 문자열 저장." - -msgid "" -"Use localized strings in your project automatically in GUI elements or by " -"using the ``tr()`` function." -msgstr "" -"GUI 요소에서 자동으로 또는 ``tr()`` 함수로 프로젝트에서 현지화된 문자열을 사" -"용." - -msgid "" -"Support for pluralization and translation contexts when using gettext " -"translations." -msgstr "gettext 번역을 사용할 때 복수형 처리와 번역 컨텍스트를 지원합니다." - -msgid "" -"Support for :ref:`bidirectional typesetting " -"`, text shaping and OpenType localized " -"forms." -msgstr "" -":ref:`양방향 조판 `, 텍스트 쉐이핑 및 " -"OpenType 지역화 형식을 지원합니다." - -msgid "Automatic UI mirroring for right-to-left locales." -msgstr "오른쪽에서 왼쪽으로 읽는 로케일에 대한 자동 UI 미러링을 지원합니다." - -msgid "" -"Support for pseudolocalization to test your project for i18n-friendliness." -msgstr "" -"프로젝트의 국제화(i18n) 호환성을 테스트하기 위한 의사현지화" -"(pseudolocalization) 지원." - -msgid "Windowing and OS integration" -msgstr "윈도우화 및 운영체제 통합" - -msgid "Spawn multiple independent windows within a single process." -msgstr "단일 프로세스 내에서 여러 독립적인 창을 생성할 수 있습니다." - -msgid "Change the window title and icon." -msgstr "창 제목 및 아이콘 변경." - -msgid "" -"Request attention (will cause the title bar to blink on most platforms)." -msgstr "주의 요청 (대부분의 플랫폼의 제목표시줄에 깜빡임 발생)." - -msgid "Fullscreen mode." -msgstr "전체 화면 모드." - -msgid "" -"Uses borderless fullscreen by default on Windows for fast alt-tabbing, but " -"can optionally use exclusive fullscreen to reduce input lag." -msgstr "" -"기본적으로 Windows에서 빠른 Alt-탭 전환을 위해 경계 없는 전체 화면을 사용하지" -"만, 선택적으로 입력 지연을 줄이기 위해 독점 전체 화면을 사용할 수 있습니다." - -msgid "Global menu integration on macOS." -msgstr "macOS의 글로벌 메뉴 통합." - -msgid "" -"Open file paths and URLs using default or custom protocol handlers (if " -"registered on the system)." -msgstr "" -"기본 또는 (시스템에 등록된) 커스텀 프로토콜 처리를 사용한 파일 위치 및 URL 열" -"기." - -msgid "Parse custom command line arguments." -msgstr "맞춤형 명령줄 인수 파싱." - -msgid "" -"Any Godot binary (editor or exported project) can be :ref:`used as a " -"headless server ` by starting it with " -"the ``--headless`` command line argument. This allows running the engine " -"without a GPU or display server." -msgstr "" -"어떤 Godot 바이너리(에디터 또는 내보낸 프로젝트)도 `--headless` 명령줄 인수" -"를 사용하여 :ref:`헤드리스 서버 `로 사용" -"할 수 있습니다. 이를 통해 GPU나 디스플레이 서버 없이 엔진을 실행할 수 있습니" -"다." - -msgid "Mobile" -msgstr "모바일" - -msgid "" -"In-app purchases on :ref:`Android ` and :ref:" -"`iOS `." -msgstr "" -":ref:`Android `와 :ref:`iOS " -"`에서 인앱 구매 지원." - -msgid "Support for advertisements using third-party modules." -msgstr "서드파티 모듈을 사용한 광고 지원." - -msgid "XR support (AR and VR)" -msgstr "XR 지원 (AR 및 VR)" - -msgid "Out of the box :ref:`support for OpenXR `." -msgstr "기본 제공 :ref:`OpenXR 지원 `." - -msgid "" -"Support for :ref:`Android based headsets ` using " -"OpenXR through a plugin." -msgstr "" -"플러그인을 통해 OpenXR을 사용하는 :ref:`안드로이드 기반 헤드셋 " -"`에 대한 지원." - -msgid "Other devices supported through an XR plugin structure." -msgstr "XR 플러그인 구조를 통해 지원되는 기타 장치." - -msgid "" -"Various advanced toolkits are available that implement common features " -"required by XR applications." -msgstr "" -"XR 애플리케이션에 필요한 공통 기능을 구현하는 다양한 고급 툴킷을 사용할 수 있" -"습니다." - -msgid "GUI system" -msgstr "GUI 시스템" - -msgid "" -"Godot's GUI is built using the same Control nodes used to make games in " -"Godot. The editor UI can easily be extended in many ways using add-ons." -msgstr "" -"Godot의 GUI는 Godot로 게임을 만들 때 사용하는 것과 같은 동일한 컨트롤 노드를 " -"이용해 만들어졌습니다. 에디터 UI는 add-on을 사용하여 다양한 방법으로 확장하" -"기 쉽습니다." - -msgid "**Nodes:**" -msgstr "**노드(Node)**" - -msgid "Buttons." -msgstr "버튼(Button)." - -msgid "Checkboxes, check buttons, radio buttons." -msgstr "체크박스(Checkboxe), 체크버튼(CheckButton), 라디오버튼." - -msgid "" -"Text entry using :ref:`class_LineEdit` (single line) and :ref:" -"`class_TextEdit` (multiple lines). TextEdit also supports code editing " -"features such as displaying line numbers and syntax highlighting." -msgstr "" -"ref:`class_LineEdit` (한 줄) 및 :ref:`class_TextEdit`(여러 줄)을 사용하여 텍" -"스트를 입력합니다. TextEdit는 줄 번호 표시 및 구문 강조 표시와 같은 코드 편" -"집 기능도 지원합니다." - -msgid "Scrollbars." -msgstr "스크롤바(Scrollbar)." - -msgid "Labels." -msgstr "레이블(Label)." - -msgid "Trees (can also be used to represent tables)." -msgstr "트리(Tree) (테이블을 표현할 때에도 사용 가능)." - -msgid "Color picker with RGB and HSV modes." -msgstr "RGB와 HSV 모드를 포함한 색상 선택기." - -msgid "Controls can be rotated and scaled." -msgstr "컨트롤(Control)은 회전하거나 크기를 키울 수 있습니다." - -msgid "**Sizing:**" -msgstr "**사이징:**" - -msgid "Anchors to keep GUI elements in a specific corner, edge or centered." -msgstr "GUI 요소들을 특정 코너 또는 모서리, 중앙에 고정시키는 앵커." - -msgid "Containers to place GUI elements automatically following certain rules." -msgstr "일정한 규칙에 따라 GUI 요소들을 자동으로 배치하는 컨테이너." - -msgid ":ref:`Stack ` layouts." -msgstr ":ref:`String ` 레이아웃." - -msgid ":ref:`Grid ` layouts." -msgstr ":ref:`Grid ` 레이아웃." - -msgid ":ref:`Draggable splitter ` layouts." -msgstr ":ref:`Draggable splitter ` 레이아웃." - -msgid "" -"Support any aspect ratio using anchors and the ``expand`` stretch aspect." -msgstr "앵커와 ``expand`` 늘이기 비율을 이용해 모든 종횡비 지원." - -msgid "**Theming:**" -msgstr "**테마:**" - -msgid "Built-in theme editor." -msgstr "내장 테마 에디터." - -msgid "Generate a theme based on the current editor theme settings." -msgstr "현재 에디터 테마 세팅에 기반해 테마 생성 가능." - -msgid "Procedural vector-based theming using :ref:`class_StyleBoxFlat`." -msgstr ":ref:`class_StyleBoxFlat`\\ 를 사용한 벡터 기반 절차적 테마." - -msgid "" -"Supports rounded/beveled corners, drop shadows, per-border widths and " -"antialiasing." -msgstr "" -"둥근 모서리와 굽은 모서리, 그림자 및 테두리별 너비와 안티에일리어싱 지원." - -msgid "Texture-based theming using :ref:`class_StyleBoxTexture`." -msgstr ":ref:`class_StyleBoxTexture`\\ 를 사용한 텍스트 기반 테마." - -msgid "" -"Godot's small distribution size can make it a suitable alternative to " -"frameworks like Electron or Qt." -msgstr "" -"Godot의 작은 배포 크기는 Electron이나 Qt같은 프레임워크의 적절한 대안이 될 " -"수 있습니다." - -msgid "Animation" -msgstr "애니메이션" - -msgid "Direct kinematics and inverse kinematics." -msgstr "직접 운동학(direct kinematics)과 역 운동학(inverse kinematics)." - -msgid "Support for animating any property with customizable interpolation." -msgstr "" -"모든 속성(property)에 대해 보간법을 커스터마이즈할 수 있는 애니메이팅 지원." - -msgid "Support for calling methods in animation tracks." -msgstr "애니메이션 트랙에서 메서드 호출 지원." - -msgid "Support for playing sounds in animation tracks." -msgstr "애니메이션 트랙에서 음향 지원." - -msgid "Support for Bézier curves in animation." -msgstr "애니메이션에서 베지에 곡선(Bézier curves) 지원." - -msgid "File formats" -msgstr "파일 형식" - -msgid "" -"Scenes and resources can be saved in :ref:`text-based " -"` or binary formats." -msgstr "" -"씬과 리소스는 :ref:`텍스트 기반 ` 또는 바이너리 형식으" -"로 저장 가능." - -msgid "" -"Text-based formats are human-readable and more friendly to version control." -msgstr "텍스트 기반 형식은 사람이 읽을 수 있고, 버전 관리 친화적입니다." - -msgid "Binary formats are faster to save/load for large scenes/resources." -msgstr "바이너리 형식은 큰 씬 또는 리소스에 대해 저장과 불러오기가 빠릅니다." - -msgid "Can optionally be compressed or encrypted." -msgstr "압축하거나 암호화할 수 있습니다." - -msgid "Read and write :ref:`class_JSON` files." -msgstr ":ref:`class_JSON` 파일 읽고 쓰기." - -msgid "" -"Read and write INI-style configuration files using :ref:`class_ConfigFile`." -msgstr ":ref:`class_ConfigFile`\\ 을 이용해 INI 스타일 설정 파일 읽고 쓰기." - -msgid "Can (de)serialize any Godot datatype, including Vector2/3, Color, ..." -msgstr "" -"벡터2/3, 컬러를 포함한 모든 Godot 데이터 타입을 (역)직렬화할 수 있습니다." - -msgid "Read XML files using :ref:`class_XMLParser`." -msgstr ":ref:`class_XMLParser`\\ 을 이용한 XML 파일 읽기." - -msgid "" -":ref:`Load and save images, audio/video, fonts and ZIP archives " -"` in an exported project without having to " -"go through Godot's import system." -msgstr "" -"Godot의 가져오기 시스템을 거치지 않고도 내보낸 프로젝트에서 :ref:`이미지, 오" -"디오/비디오, 글꼴 및 ZIP 아카이브 를 로드하고 저장 " -"` 합니다." - -msgid "" -"Pack game data into a PCK file (custom format optimized for fast seeking), " -"into a ZIP archive, or directly into the executable for single-file " -"distribution." -msgstr "" -"게임 데이터를 PCK 파일(빠른 검색에 최적화된 전용 포맷), ZIP 파일, 또는 직접 " -"실행 가능한 한 개의 파일 안에 압축." - -msgid "" -":ref:`Export additional PCK files` that can be read by " -"the engine to support mods and DLCs." -msgstr "" -"모드와 DLC를 지원하기 위해 엔진이 읽을 수 있는 :ref:`추가적인 PCK 파일 내보내" -"기 `." - -msgid "Miscellaneous" -msgstr "기타" - -msgid "" -":ref:`Video playback ` with built-in support for Ogg " -"Theora." -msgstr "" -":ref:`비디오 재생 `이 내장되어 Ogg Theora를 지원합니다." - -msgid "" -":ref:`Movie Maker mode ` to record videos from a " -"running project with synchronized audio and perfect frame pacing." -msgstr "" -":ref:`영화 제작 모드 `를 사용하여 실행 중인 프로젝트에" -"서 동기화된 오디오와 완벽한 프레임 페이싱으로 비디오를 녹화할 수 있습니다." - -msgid "" -":ref:`Low-level access to servers ` which allows " -"bypassing the scene tree's overhead when needed." -msgstr "" -"필요할 때 씬 트리의 오버헤드를 무시할 수 있는 :ref:`서버에 대한 낮은 수준의 " -"접근 `." - -msgid "" -":ref:`Command line interface ` for automation." -msgstr "자동화를 위한 :ref:`명령줄 인터페이스 ` ." - -msgid "Export and deploy projects using continuous integration platforms." -msgstr "지속적인 통합 플랫폼을 사용해 프로젝트를 내보내고 배포합니다." - -msgid "" -"`Shell completion scripts `__ are available for Bash, zsh and fish." -msgstr "" -"`명령줄 자동완성 스크립트 `__\\ 는 Bash, zsh 그리고 fish에서 사용할 수 있습니다." - -msgid "" -"Print colored text to standard output on all platforms using :ref:" -"`print_rich `." -msgstr "" -"모든 플랫폼에서 :ref:`print_rich `를 사" -"용하여 표준 출력에 컬러 텍스트를 출력할 수 있습니다." - -msgid "" -"Can be :ref:`compiled ` using GCC, " -"Clang and MSVC. MinGW is also supported." -msgstr "" -"GCC, Clang과 MSVC를 사용해 :ref:`컴파일 " -"`\\ 될 수 있습니다. MinGW 또한 지원됩니" -"다." - -msgid "" -"Friendly towards packagers. In most cases, system libraries can be used " -"instead of the ones provided by Godot. The build system doesn't download " -"anything. Builds can be fully reproducible." -msgstr "" -"패키저(packagers) 친화적입니다. 대부분의 경우 시스템 라이브러리를 Godot가 제" -"공하는 라이브러리 대신 사용할 수 있습니다. 빌드 시스템은 아무것도 다운로드하" -"지 않습니다. 빌드는 완전히 재현할 수 있습니다." - -msgid "Licensed under the permissive MIT license." -msgstr "라이선스는 MIT 라이선스입니다." - -msgid "" -"The `Godot proposals repository `__ lists features that have been requested by the community and " -"may be implemented in future Godot releases." -msgstr "" -"`고도 제안 저장소 `__ 에는 커" -"뮤니티가 요청한 기능과 향후 Godot 릴리스에서 구현될 수 있는 기능 목록이 있습" -"니다." diff --git a/sphinx/po/ko/LC_MESSAGES/about/release_policy.po b/sphinx/po/ko/LC_MESSAGES/about/release_policy.po deleted file mode 100644 index fd3aeea15e..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/about/release_policy.po +++ /dev/null @@ -1,439 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot release policy" -msgstr "Godot 출시 정책" - -msgid "Godot versioning" -msgstr "Godot 버전 관리" - -msgid "" -"Godot loosely follows `Semantic Versioning `__ with a " -"``major.minor.patch`` versioning system, albeit with an interpretation of " -"each term adapted to the complexity of a game engine:" -msgstr "" -"Godot는 ``메이저(major).마이너(minor).패치(patch)`` 버전 시스템을 사용하여 " -"`Semantic Versioning `__\\ 를 느슨하게 따르지만, 각 용어" -"의 해석은 게임 엔진의 복잡성에 맞게 조절됩니다:" - -msgid "" -"The ``major`` version is incremented when major compatibility breakages " -"happen which imply significant porting work to move projects from one major " -"version to another." -msgstr "" -"``메이저`` 버전은 프로젝트를 한 메이저 버전에서 다른 메이저 버전으로 이동하" -"기 위한 중요한 이식 작업을 의미하는 주요 호환성 손상이 발생할 때 증가됩니다." - -msgid "" -"The ``patch`` version is incremented for maintenance releases which focus on " -"fixing bugs and security issues, implementing new requirements for platform " -"support, and backporting safe usability enhancements. Patch releases are " -"backwards compatible." -msgstr "" -"``패치`` 버전은 버그 및 보안 문제 수정, 플랫폼 지원에 대한 새로운 요구 사항 " -"구현, 안전한 사용성 향상 백포팅에 중점을 둔 유지 관리 릴리스를 위해 증가됩니" -"다. 패치 릴리스는 이전 버전과 호환됩니다." - -msgid "" -"Patch versions may include minor new features which do not impact the " -"existing API, and thus have no risk of impacting existing projects." -msgstr "" -"패치 버전에는 기존 API에 영향을 주지 않는 사소한 새 기능이 포함될 수 있으므" -"로 기존 프로젝트에 영향을 미칠 위험이 없습니다." - -msgid "" -"Updating to new patch versions is therefore considered safe and strongly " -"recommended to all users of a given stable branch." -msgstr "" -"따라서 새 패치 버전으로 업데이트하는 것은 안전한 것으로 간주되며 안정적인 분" -"기의 모든 사용자에게 강력히 권장됩니다." - -msgid "Release support timeline" -msgstr "릴리스 지원 타임라인" - -msgid "" -"In a given minor release series, only the latest patch release receives " -"support. If you experience an issue using an older patch release, please " -"upgrade to the latest patch release of that series and test again before " -"reporting an issue on GitHub." -msgstr "" -"주어진 마이너 릴리스 시리즈에서는 최신 패치 릴리스만 지원을 받습니다. 이전 패" -"치 릴리스를 사용하여 문제가 발생하면 해당 시리즈의 최신 패치 릴리스로 업그레" -"이드하고 GitHub에서 문제를 보고하기 전에 다시 테스트하십시오." - -msgid "**Version**" -msgstr "**버전**" - -msgid "**Release date**" -msgstr "**릴리스 날짜**" - -msgid "**Support level**" -msgstr "**지원 수준**" - -msgid "unstable" -msgstr "불안정" - -msgid "supported" -msgstr "지원됨" - -msgid "Godot 4.0" -msgstr "Godot 4.0" - -msgid "eol" -msgstr "지원 종료" - -msgid "Godot 3.5" -msgstr "Godot 3.5" - -msgid "August 2022" -msgstr "2022년 8월" - -msgid "Godot 3.4" -msgstr "Godot 3.4" - -msgid "November 2021" -msgstr "2021년 11월" - -msgid "Godot 3.3" -msgstr "Godot 3.3" - -msgid "April 2021" -msgstr "2021년 4월" - -msgid "Godot 3.2" -msgstr "Godot 3.2" - -msgid "January 2020" -msgstr "2020년 1월" - -msgid "|eol| No longer supported (last update: 3.2.3)." -msgstr "|eol| 지원 종료(마지막 업데이트 : 3.2.3)." - -msgid "Godot 3.1" -msgstr "Godot 3.1" - -msgid "March 2019" -msgstr "2019년 3월" - -msgid "|eol| No longer supported (last update: 3.1.2)." -msgstr "|eol| 지원 종료(마지막 업데이트 : 3.1.2)." - -msgid "Godot 3.0" -msgstr "Godot 3.0" - -msgid "January 2018" -msgstr "2018년 1월" - -msgid "|eol| No longer supported (last update: 3.0.6)." -msgstr "|eol| 지원 종료(마지막 업데이트 : 3.0.6)." - -msgid "Godot 2.1" -msgstr "Godot 2.1" - -msgid "July 2016" -msgstr "2016년 7월" - -msgid "|eol| No longer supported (last update: 2.1.6)." -msgstr "|eol| 지원 종료(마지막 업데이트 : 2.1.6)." - -msgid "Godot 2.0" -msgstr "Godot 2.0" - -msgid "February 2016" -msgstr "2016년 2월" - -msgid "|eol| No longer supported (last update: 2.0.4.1)." -msgstr "|eol| 지원 종료(마지막 업데이트 : 2.0.4.1)." - -msgid "Godot 1.1" -msgstr "Godot 1.1" - -msgid "May 2015" -msgstr "2015년 5월" - -msgid "|eol| No longer supported." -msgstr "|eol| 지원 종료." - -msgid "Godot 1.0" -msgstr "Godot 1.0" - -msgid "December 2014" -msgstr "2014년 12월" - -msgid "" -"**Legend:** |supported| Full support – |partial| Partial support – |eol| No " -"support (end of life) – |unstable| Development version" -msgstr "" -"**범례:** |supported| 지원 - |partial| 부분 지원 - |eol| 지원 없음(종료) - |" -"unstable| 개발 버전" - -msgid "partial" -msgstr "부분적" - -msgid "" -"Pre-release Godot versions aren't intended to be used in production and are " -"provided for testing purposes only." -msgstr "" -"Godot의 사전 배포판은 제작에 사용되는 것을 염두한 것이 아니며 테스팅 목적으로" -"만 제공됩니다." - -msgid "" -"See :ref:`doc_upgrading_to_godot_4` for instructions on migrating a project " -"from Godot 3.x to 4.x." -msgstr "" -"프로젝트를 Godot 3.x에서 4.x로 마이그레이션하는 방법에 대한 지침은 :ref:" -"`doc_upgrading_to_godot_4`를 참조하십시오." - -msgid "" -"We recommend using Godot 4.x for new projects, as the Godot 4.x series will " -"be supported long after 3.x stops receiving updates in the future. One " -"caveat is that a lot of third-party documentation hasn't been updated for " -"Godot 4.x yet. If you have to follow a tutorial designed for Godot 3.x, we " -"recommend keeping :ref:`doc_upgrading_to_godot_4` open in a separate tab to " -"check which methods have been renamed (if you get a script error while " -"trying to use a specific node or method that was renamed in Godot 4.x)." -msgstr "" -"새 프로젝트에는 Godot 4.x를 사용하는 것을 권장합니다. Godot 4.x 시리즈는 3.x" -"가 업데이트를 중단한 이후에도 오랫동안 지원될 것입니다. 다만, 많은 서드파티 " -"문서가 아직 Godot 4.x에 맞춰 업데이트되지 않았다는 점에 유의해야 합니다. " -"Godot 3.x용 튜토리얼을 따라야 하는 경우, 특정 노드나 메서드가 Godot 4.x에서 " -"이름이 변경되어 스크립트 오류가 발생할 때 확인할 수 있도록 :ref:" -"`doc_upgrading_to_godot_4`를 별도의 탭에서 열어 두는 것을 권장합니다." - -msgid "" -"If your project requires a feature that is missing in 4.x (such as GLES2/" -"WebGL 1.0), you should use Godot 3.x for a new project instead." -msgstr "" -"프로젝트에 4.x에서 누락된 기능(예: GLES2/WebGL 1.0)이 필요한 경우, 새 프로젝" -"트에는 Godot 3.x를 사용하는 것이 좋습니다." - -msgid "Should I upgrade my project to use new engine versions?" -msgstr "프로젝트를 새 엔진 버전으로 업그레이드해야 할까요?" - -msgid "" -"Upgrading software while working on a project is inherently risky, so " -"consider whether it's a good idea for your project before attempting an " -"upgrade. Also, make backups of your project or use version control to " -"prevent losing data in case the upgrade goes wrong." -msgstr "" -"프로젝트 작업 중에 소프트웨어를 업그레이드하는 것은 본질적으로 위험이 따르므" -"로, 업그레이드를 시도하기 전에 프로젝트에 적합한지 신중히 고려해야 합니다. 또" -"한, 업그레이드가 잘못될 경우를 대비해 프로젝트 백업을 하거나 버전 관리를 사용" -"하여 데이터 손실을 방지하십시오." - -msgid "" -"That said, we do our best to keep minor and especially patch releases " -"compatible with existing projects." -msgstr "" -"그럼에도 불구하고, 우리는 기존 프로젝트와의 호환성을 유지하기 위해 소규모 및 " -"특히 패치 릴리스를 최대한 신경 써서 진행하고 있습니다." - -msgid "" -"The general recommendation is to upgrade your project to follow new *patch* " -"releases, such as upgrading from 4.0.2 to 4.0.3. This ensures you get bug " -"fixes, security updates and platform support updates (which is especially " -"important for mobile platforms). You also get continued support, as only the " -"last patch release receives support on official community platforms." -msgstr "" -"일반적으로 프로젝트를 새로운 *패치* 릴리스로 업그레이드하는 것을 권장합니다. " -"예를 들어 4.0.2에서 4.0.3으로 업그레이드하는 것입니다. 이렇게 하면 버그 수" -"정, 보안 업데이트 및 플랫폼 지원 업데이트를 받을 수 있으며(특히 모바일 플랫폼" -"에서는 매우 중요), 최신 패치 릴리스만 공식 커뮤니티 플랫폼에서 지원을 받기 때" -"문에 지속적인 지원도 받을 수 있습니다." - -msgid "" -"For *minor* releases, you should determine whether it's a good idea to " -"upgrade on a case-by-case basis. We've made a lot of effort in making the " -"upgrade process as seamless as possible, but some breaking changes may be " -"present in minor releases, along with a greater risk of regressions. Some " -"fixes included in minor releases may also change a class' expected behavior " -"as required to fix some bugs. This is especially the case in classes marked " -"as *experimental* in the documentation." -msgstr "" -"*마이너* 릴리스의 경우, 업그레이드가 적절한지 여부를 상황에 따라 결정해야 합" -"니다. 우리는 업그레이드 과정을 가능한 한 원활하게 만들기 위해 많은 노력을 기" -"울였지만, 마이너 릴리스에는 일부 호환성 문제가 발생할 수 있으며, 회귀" -"(regression) 위험이 더 큽니다. 마이너 릴리스에 포함된 일부 수정 사항은 버그" -"를 수정하기 위해 클래스의 예상 동작을 변경할 수도 있습니다. 이는 특히 문서에" -"서 *실험적*으로 표시된 클래스에서 더 많이 발생합니다." - -msgid "" -"*Major* releases bring a lot of new functionality, but they also remove " -"previously existing functionality and may raise hardware requirements. They " -"also require much more work to upgrade to compared to minor releases. As a " -"result, we recommend sticking with the major release you've started your " -"project with if you are happy with how your project currently works. For " -"example, if your project was started with 3.5, we recommend upgrading to " -"3.5.2 and possibly 3.6 in the future, but not to 4.0+, unless your project " -"really needs the new features that come with 4.0+." -msgstr "" -"*메이저* 릴리스는 많은 새로운 기능을 가져오지만, 기존 기능을 제거하고 하드웨" -"어 요구 사항을 높일 수 있습니다. 또한 마이너 릴리스에 비해 업그레이드 작업이 " -"훨씬 더 많이 필요합니다. 따라서 현재 프로젝트에 만족하고 있다면, 프로젝트를 " -"시작한 메이저 릴리스를 계속 사용하는 것이 좋습니다. 예를 들어, 프로젝트를 3.5" -"로 시작했다면 3.5.2 및 향후 3.6으로 업그레이드하는 것을 권장하지만, 프로젝트" -"가 4.0+의 새로운 기능이 정말 필요하지 않는 한 4.0+로 업그레이드하지 않는 것" -"이 좋습니다." - -msgid "When is the next release out?" -msgstr "다음 버전은 언제 출시되나요?" - -msgid "" -"Frequent minor releases will enable us to ship new features faster (possibly " -"as experimental), get user feedback quickly, and iterate to improve those " -"features and their usability. Likewise, the general user experience will be " -"improved more steadily with a faster path to the end users." -msgstr "" -"빈번한 마이너 릴리스를 통해 새로운 기능을 더 빠르게 제공하고(가능하면 실험적" -"으로), 사용자 피드백을 신속하게 받아 그 기능과 사용성을 개선할 수 있습니다. " -"이와 마찬가지로, 일반 사용자 경험도 최종 사용자에게 더 빠르게 전달되어 더욱 " -"안정적으로 개선될 것입니다." - -msgid "" -"Maintenance (patch) releases are released as needed with potentially very " -"short development cycles, to provide users of the current stable branch with " -"the latest bug fixes for their production needs." -msgstr "" -"유지 관리(패치) 릴리스는 필요에 따라 매우 짧은 개발 주기로 릴리스되며, 현재 " -"안정적인 브랜치 사용자에게 프로덕션 요구 사항에 대한 최신 버그 수정을 제공합" -"니다." - -msgid "What are the criteria for compatibility across engine versions?" -msgstr "엔진 버전 간 호환성 기준은 무엇인가요?" - -msgid "" -"This section is intended to be used by contributors to determine which " -"changes are safe for a given release. The list is not exhaustive; it only " -"outlines the most common situations encountered during Godot's development." -msgstr "" -"이 섹션은 기여자가 특정 릴리스에 대해 안전한 변경 사항을 결정하는 데 사용하" -"기 위한 것입니다. 이 목록은 포괄적이지 않으며, Godot 개발 중에 가장 흔히 접하" -"는 상황을 개략적으로 설명합니다." - -msgid "The following changes are acceptable in patch releases:" -msgstr "다음 변경 사항은 패치 릴리스에서 허용됩니다:" - -msgid "" -"Fixing a bug in a way that has no major negative impact on most projects, " -"such as a visual or physics bug. Godot's physics engine is not " -"deterministic, so physics bug fixes are not considered to break " -"compatibility. If fixing a bug has a negative impact that could impact a lot " -"of projects, it should be made optional (e.g. using a project setting or " -"separate method)." -msgstr "" -"대부분의 프로젝트에 큰 부정적인 영향을 미치지 않는 방식으로 버그를 수정하는 " -"것, 예를 들어 시각적 버그나 물리적 버그를 수정하는 것. Godot의 물리 엔진은 비" -"결정적이므로, 물리 버그 수정은 호환성을 깨뜨리는 것으로 간주되지 않습니다. 버" -"그 수정이 많은 프로젝트에 부정적인 영향을 미칠 수 있는 경우, 이를 선택적으로 " -"만들 필요가 있습니다(예: 프로젝트 설정이나 별도의 메서드를 사용하는 방식)." - -msgid "Adding a new optional parameter to a method." -msgstr "메서드에 새로운 선택적 매개변수를 추가하는 것." - -msgid "Small-scale editor usability tweaks." -msgstr "소규모 에디터 사용성 개선." - -msgid "" -"Note that we tend to be more conservative with the fixes we allow in each " -"subsequent patch release. For instance, 4.0.1 may receive more impactful " -"fixes than 4.0.4 would." -msgstr "" -"각 후속 패치 릴리스에서 허용되는 수정 사항에 대해 우리는 더 보수적인 경향이 " -"있습니다. 예를 들어, 4.0.1은 4.0.4보다 더 영향력 있는 수정 사항을 받을 수 있" -"습니다." - -msgid "" -"The following changes are acceptable in minor releases, but not patch " -"releases:" -msgstr "" -"다음 변경 사항은 마이너 릴리스에서는 허용되지만, 패치 릴리스에서는 허용되지 " -"않습니다:" - -msgid "" -"Renaming a method parameter. In C#, method parameters can be passed by name " -"(but not in GDScript). As a result, this can break some projects that use C#." -msgstr "" -"메서드 매개변수 이름 변경. C#에서는 메서드 매개변수를 이름으로 전달할 수 있지" -"만(GDScript에서는 불가능), 이로 인해 C#을 사용하는 일부 프로젝트가 중단될 수 " -"있습니다." - -msgid "" -"Deprecating a method, member variable, or class. This is done by adding a " -"deprecated flag to its class reference, which will show up in the editor. " -"When a method is marked as deprecated, it's slated to be removed in the next " -"*major* release." -msgstr "" -"메서드, 멤버 변수 또는 클래스를 사용 중단으로 표시. 이는 클래스 참조에 사용 " -"중단 플래그를 추가하여 에디터에 표시되도록 합니다. 메서드가 사용 중단으로 표" -"시되면 다음 *메이저* 릴리스에서 제거될 예정입니다." - -msgid "Changes that affect the default project theme's visuals." -msgstr "기본 프로젝트 테마의 시각적 요소에 영향을 미치는 변경 사항." - -msgid "" -"Bug fixes which significantly change the behavior or the output, with the " -"aim to meet user expectations better. In comparison, in patch releases, we " -"may favor keeping a buggy behavior so we don't break existing projects which " -"likely already rely on the bug or use a workaround." -msgstr "" -"사용자 기대에 더 잘 부응하기 위해 동작이나 출력을 크게 변경하는 버그 수정. 이" -"에 비해 패치 릴리스에서는 기존 프로젝트가 이미 버그에 의존하거나 우회 방법을 " -"사용하고 있을 가능성이 높기 때문에 버그가 있는 동작을 유지하는 것을 선호할 " -"수 있습니다." - -msgid "Performance optimizations that result in visual changes." -msgstr "시각적 변화를 초래하는 성능 최적화." - -msgid "" -"The following changes are considered **compatibility-breaking** and can only " -"be performed in a new major release:" -msgstr "" -"다음 변경 사항은 **호환성을 깨뜨리는 변경 사항**으로 간주되며, 새로운 메이저 " -"릴리스에서만 수행할 수 있습니다:" - -msgid "Renaming or removing a method, member variable, or class." -msgstr "메서드, 멤버 변수, 또는 클래스의 이름을 변경하거나 제거하는 것." - -msgid "" -"Modifying a node's inheritance tree by making it inherit from a different " -"class." -msgstr "노드의 상속 트리를 수정하여 다른 클래스를 상속받게 하는 것." - -msgid "" -"Changing the default value of a project setting value in a way that affects " -"existing projects. To only affect new projects, the project manager should " -"write a modified ``project.godot`` instead." -msgstr "" -"기존 프로젝트에 영향을 미치는 방식으로 프로젝트 설정의 기본 값을 변경하는 " -"것. 새로운 프로젝트에만 영향을 미치려면, 프로젝트 매니저가 수정된 `project." -"godot` 파일을 작성해야 합니다." - -msgid "" -"Since Godot 5.0 hasn't been branched off yet, we currently discourage making " -"compatibility-breaking changes of this kind." -msgstr "" -"Godot 5.0의 분기 작업이 아직 이루어지지 않았기 때문에, 현재 이러한 종류의 호" -"환성을 깨뜨리는 변경을 하는 것을 권장하지 않습니다." - -msgid "" -"When modifying a method's signature in any fashion (including adding an " -"optional parameter), a GDExtension compatibility method must be created. " -"This ensures that existing GDExtensions continue to work across patch and " -"minor releases, so that users don't have to recompile them. See :ref:" -"`doc_handling_compatibility_breakages` for more information." -msgstr "" -"메서드의 시그니처를 어떤 방식으로든 수정할 때(선택적 매개변수를 추가하는 경" -"우 포함), GDExtension 호환성 메서드를 생성해야 합니다. 이렇게 하면 기존 " -"GDExtension이 패치 및 마이너 릴리스에서도 계속 작동하여 사용자가 이를 다시 컴" -"파일할 필요가 없도록 보장합니다. 자세한 내용은 :ref:" -"`doc_handling_compatibility_breakages`를 참조하십시오." diff --git a/sphinx/po/ko/LC_MESSAGES/about/system_requirements.po b/sphinx/po/ko/LC_MESSAGES/about/system_requirements.po deleted file mode 100644 index a28862bd72..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/about/system_requirements.po +++ /dev/null @@ -1,350 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"This page contains system requirements for the editor and exported projects. " -"These specifications are given for informative purposes only, but they can " -"be referred to if you're looking to build or upgrade a system to use Godot " -"on." -msgstr "" -"이 페이지에는 에디터와 내보낸 프로젝트에 대한 시스템 요구 사항이 포함되어 있" -"습니다. 이 사양은 정보 제공을 목적으로만 제공되지만, Godot을 사용하기 위해 시" -"스템을 구축하거나 업그레이드하려는 경우 참고할 수 있습니다." - -msgid "" -"These are the **minimum** specifications required to run the Godot editor " -"and work on a simple 2D or 3D project:" -msgstr "" -"다음은 Godot 에디터를 실행하고 간단한 2D 또는 3D 프로젝트 작업을 위한 **최소" -"** 사양입니다:" - -msgid "Desktop or laptop PC - Minimum" -msgstr "데스크탑 또는 노트북 PC - 최소 사양" - -msgid "**CPU**" -msgstr "**CPU**" - -msgid "**macOS:** x86_64 or ARM CPU (Apple Silicon)" -msgstr "**macOS:** x86_64 or ARM CPU (Apple Silicon)" - -msgid "*Example: Intel Core 2 Duo SU9400, Apple M1*" -msgstr "*예시: Intel Core 2 Duo SU9400, Apple M1*" - -msgid "" -"**Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU" -msgstr "" -"**Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU" - -msgid "" -"*Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4*" -msgstr "*예시: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4*" - -msgid "**GPU**" -msgstr "**GPU**" - -msgid "" -"**Forward+ rendering method:** Integrated graphics with full Vulkan 1.0 " -"support" -msgstr "**Forward+ 렌더링 방식**: Vulkan 1.0을 완전히 지원하는 통합 그래픽" - -msgid "" -"*Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics " -"(Kaveri)*" -msgstr "" -"*예시: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics (Kaveri)*" - -msgid "" -"**Mobile rendering method:** Integrated graphics with full Vulkan 1.0 support" -msgstr "**모바일 렌더링 방식**: Vulkan 1.0을 완전히 지원하는 통합 그래픽" - -msgid "" -"**Compatibility rendering method:** Integrated graphics with full OpenGL 3.3 " -"support" -msgstr "**호환성 렌더링 방식**: OpenGL 3.3을 완전히 지원하는 통합 그래픽" - -msgid "" -"*Example: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics " -"(Kaveri)*" -msgstr "" -"*예시: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics (Kaveri)*" - -msgid "**RAM**" -msgstr "**RAM**" - -msgid "" -"200 MB (used for the executable, project files and cache). Exporting " -"projects requires downloading export templates separately (1.3 GB after " -"installation)." -msgstr "" -"200 MB (실행 파일, 프로젝트 파일 및 캐시 용량). 프로젝트를 내보내려면 별도로 " -"내보내기 템플릿을 다운로드해야 하며, 설치 후 1.3 GB의 용량이 필요합니다." - -msgid "" -"**Native editor:** Windows 7, macOS 10.13 (Compatibility) or macOS 10.15 " -"(Forward+/Mobile), Linux distribution released after 2016" -msgstr "" -"**네이티브 에디터**: Windows 7, macOS 10.13(호환성) 또는 macOS " -"10.15(Forward+/모바일), 2016년 이후 릴리스된 Linux 배포판" - -msgid "**Web editor:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" -msgstr "**웹 에디터:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" - -msgid "" -"Windows 7/8/8.1 are supported on a best-effort basis. These versions are not " -"regularly tested and some features may be missing (such as colored :ref:" -"`print_rich ` console output). Support " -"for Windows 7/8/8.1 may be removed in a :ref:`future Godot 4.x release " -"`." -msgstr "" -"Windows 7/8/8.1은 최선의 노력으로 지원됩니다. 이러한 버전은 정기적으로 테스트" -"되지 않으며 일부 기능(예: 컬러 :ref:`print_rich " -"` 콘솔 출력)이 누락될 수 있습니다. " -"Windows 7/8/8.1에 대한 지원은 :ref:`미래의 Godot 4.x 릴리스 " -"`에서 제거될 수 있습니다." - -msgid "" -"Vulkan drivers for these Windows versions are known to have issues with " -"memory leaks. As a result, it's recommended to stick to the Compatibility " -"rendering method when running Godot on a Windows version older than 10." -msgstr "" -"이 Windows 버전용 Vulkan 드라이버는 메모리 누수 문제를 가지고 있는 것으로 알" -"려져 있습니다. 따라서, Windows 10보다 오래된 버전에서 Godot을 실행할 때는 호" -"환성 렌더링 방식을 사용하는 것이 좋습니다." - -msgid "Mobile device (smartphone/tablet) - Minimum" -msgstr "모바일 기기(스마트폰/태블릿) - 최소 사양" - -msgid "**Android:** SoC with any 32-bit or 64-bit ARM or x86 CPU" -msgstr "Android: 32비트 또는 64비트 ARM 또는 x86 CPU가 포함된 SoC" - -msgid "*Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430*" -msgstr "*예시: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430*" - -msgid "" -"**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.0 support" -msgstr "Forward+ 렌더링 방식: Vulkan 1.0을 완전히 지원하는 GPU가 포함된 SoC" - -msgid "*Example: Qualcomm Adreno 505, Mali-G71 MP2*" -msgstr "*예시: Qualcomm Adreno 505, Mali-G71 MP2*" - -msgid "" -"**Mobile rendering method:** SoC featuring GPU with full Vulkan 1.0 support" -msgstr "**모바일 렌더링 방식**: Vulkan 1.0을 완전히 지원하는 GPU가 포함된 SoC" - -msgid "" -"**Compatibility rendering method:** SoC featuring GPU with full OpenGL ES " -"3.0 support" -msgstr "" -"**호환성 렌더링 방식**: OpenGL ES 3.0을 완전히 지원하는 GPU가 포함된 SoC" - -msgid "*Example: Qualcomm Adreno 306, Mali-T628 MP6*" -msgstr "*예시: Qualcomm Adreno 306, Mali-T628 MP6*" - -msgid "" -"**Web editor:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " -"Samsung Internet 15" -msgstr "" -"**웹 에디터:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " -"Samsung Internet 15" - -msgid "" -"These are the **recommended** specifications to get a smooth experience with " -"the Godot editor on a simple 2D or 3D project:" -msgstr "" -"다음은 간단한 2D 또는 3D 프로젝트에서 Godot 에디터를 원활하게 실행하기 위한 " -"**권장** 사양입니다:" - -msgid "Desktop or laptop PC - Recommended" -msgstr "데스크탑 또는 노트북 PC - 권장 사양" - -msgid "*Example: Intel Core i5-8500, Apple M1*" -msgstr "*예시: Intel Core i5-8500, Apple M1*" - -msgid "" -"*Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 with " -"overclocking*" -msgstr "" -"*예시: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 with " -"overclocking*" - -msgid "" -"**Forward+ rendering method:** Dedicated graphics with full Vulkan 1.2 " -"support" -msgstr "Forward+ 렌더링 방식: Vulkan 1.2를 완전히 지원하는 전용 그래픽 카드" - -msgid "" -"*Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)*" -msgstr "*예시: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)*" - -msgid "" -"**Mobile rendering method:** Dedicated graphics with full Vulkan 1.2 support" -msgstr "**모바일 렌더링 방식**: Vulkan 1.2를 완전히 지원하는 전용 그래픽 카드" - -msgid "" -"**Compatibility rendering method:** Dedicated graphics with full OpenGL 4.6 " -"support" -msgstr "**호환성 렌더링 방식**: OpenGL 4.6을 완전히 지원하는 전용 그래픽 카드" - -msgid "" -"*Example: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)*" -msgstr "*예시: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)*" - -msgid "" -"1.5 GB (used for the executable, project files, all export templates and " -"cache)" -msgstr "1.5 GB (실행 파일, 프로젝트 파일, 모든 내보내기 템플릿 및 캐시에 사용)" - -msgid "" -"**Native editor:** Windows 10, macOS 10.15, Linux distribution released " -"after 2020" -msgstr "" -"**네이티브 에디터**: Windows 10, macOS 10.15, 2020년 이후 릴리스된 Linux 배포" -"판" - -msgid "**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera" -msgstr "**웹 에디터:** Latest version of Firefox, Chrome, Edge, Safari, Opera" - -msgid "Mobile device (smartphone/tablet) - Recommended" -msgstr "모바일 기기(스마트폰/태블릿) - 권장 사양" - -msgid "" -"**Android:** SoC with 64-bit ARM or x86 CPU, with 3 \"performance\" cores or " -"more" -msgstr "" -"**Android**: 64비트 ARM 또는 x86 CPU를 탑재한 SoC, 3개 이상의 \"성능\" 코어" - -msgid "*Example: Qualcomm Snapdragon 845, Samsung Exynos 9810*" -msgstr "*예시: Qualcomm Snapdragon 845, Samsung Exynos 9810*" - -msgid "" -"**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.2 support" -msgstr "" -"**Forward+ 렌더링 방식**: Vulkan 1.2를 완전히 지원하는 GPU가 포함된 SoC" - -msgid "*Example: Qualcomm Adreno 630, Mali-G72 MP18*" -msgstr "*예시: Qualcomm Adreno 630, Mali-G72 MP18*" - -msgid "" -"**Mobile rendering method:** SoC featuring GPU with full Vulkan 1.2 support" -msgstr "**모바일 렌더링 방식**: Vulkan 1.2를 완전히 지원하는 GPU가 포함된 SoC" - -msgid "" -"**Compatibility rendering method:** SoC featuring GPU with full OpenGL ES " -"3.2 support" -msgstr "" -"**호환성 렌더링 방식**: OpenGL ES 3.2를 완전히 지원하는 GPU가 포함된 SoC" - -msgid "" -"**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " -"Samsung Internet" -msgstr "" -"**웹 에디터:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " -"Samsung Internet" - -msgid "" -"The requirements below are a baseline for a **simple** 2D or 3D project, " -"with basic scripting and few visual flourishes. CPU, GPU, RAM and storage " -"requirements will heavily vary depending on your project's scope, its " -"rendering method, viewport resolution and graphics settings chosen. Other " -"programs running on the system while the project is running will also " -"compete for resources, including RAM and video RAM." -msgstr "" -"아래 요구 사항은 기본적인 스크립팅과 몇 가지 시각적 효과가 포함된 **간단한** " -"2D 또는 3D 프로젝트의 최소 요구 사항입니다. CPU, GPU, RAM 및 저장 공간 요구 " -"사항은 프로젝트의 범위, 렌더링 방식, 뷰포트 해상도 및 선택한 그래픽 설정에 따" -"라 크게 달라질 수 있습니다. 프로젝트가 실행되는 동안 시스템에서 실행되는 다" -"른 프로그램도 RAM과 비디오 RAM을 포함한 리소스를 경쟁하게 됩니다." - -msgid "" -"It is strongly recommended to do your own testing on low-end hardware to " -"make sure your project runs at the desired speed. To provide scalability for " -"low-end hardware, you will also need to introduce a `graphics options menu " -"`__ to your project." -msgstr "" -"프로젝트가 원하는 속도로 실행되는지 확인하기 위해 저사양 하드웨어에서 직접 테" -"스트하는 것이 강력히 권장됩니다. 저사양 하드웨어에 대한 확장성을 제공하려면 " -"프로젝트에 `그래픽 옵션 메뉴 `__를 도입해야 합니다." - -msgid "" -"These are the **minimum** specifications required to run a simple 2D or 3D " -"project exported with Godot:" -msgstr "" -"다음은 Godot으로 내보낸 간단한 2D 또는 3D 프로젝트를 실행하기 위한 **최소** " -"사양입니다:" - -msgid "150 MB (used for the executable, project files and cache)" -msgstr "150 MB (실행 파일, 프로젝트 파일 및 캐시에 사용)" - -msgid "" -"**For native exports:** Windows 7, macOS 10.13 (Compatibility) or macOS " -"10.15 (Forward+/Mobile), Linux distribution released after 2016" -msgstr "" -"**네이티브 내보내기**: Windows 7, macOS 10.13(호환성) 또는 macOS " -"10.15(Forward+/모바일), 2016년 이후 릴리스된 Linux 배포판" - -msgid "" -"**For web exports:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" -msgstr "**웹 내보내기**: Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" - -msgid "**iOS:** SoC with any 64-bit ARM CPU" -msgstr "**iOS**: 64비트 ARM CPU가 포함된 SoC" - -msgid "*Example: Apple A7 (iPhone 5S)*" -msgstr "*예시: Apple A7 (iPhone 5S)*" - -msgid "" -"**For web exports:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " -"Samsung Internet 15" -msgstr "" -"**웹 내보내기**: Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " -"Samsung Internet 15" - -msgid "" -"These are the **recommended** specifications to get a smooth experience with " -"a simple 2D or 3D project exported with Godot:" -msgstr "" -"다음은 Godot으로 내보낸 간단한 2D 또는 3D 프로젝트를 원활하게 실행하기 위한 " -"**권장** 사양입니다:" - -msgid "" -"**For native exports:** Windows 10, macOS 10.15, Linux distribution released " -"after 2020" -msgstr "" -"**네이티브 내보내기**: Windows 10, macOS 10.15, 2020년 이후 릴리스된 Linux 배" -"포판" - -msgid "" -"**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera" -msgstr "" -"**웹 내보내기:** Latest version of Firefox, Chrome, Edge, Safari, Opera" - -msgid "**iOS:** SoC with 64-bit ARM CPU" -msgstr "**iOS**: 64비트 ARM CPU가 포함된 SoC" - -msgid "" -"**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " -"Samsung Internet" -msgstr "" -"**웹 내보내기:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " -"Samsung Internet" - -msgid "" -"Godot doesn't use OpenGL/OpenGL ES extensions introduced after OpenGL 3.3/" -"OpenGL ES 3.0, but GPUs supporting newer OpenGL/OpenGL ES versions generally " -"have fewer driver issues." -msgstr "" -"Godot은 OpenGL 3.3/OpenGL ES 3.0 이후에 도입된 OpenGL/OpenGL ES 확장을 사용하" -"지 않지만, 최신 OpenGL/OpenGL ES 버전을 지원하는 GPU는 일반적으로 드라이버 문" -"제를 덜 겪습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/community/asset_library/index.po b/sphinx/po/ko/LC_MESSAGES/community/asset_library/index.po deleted file mode 100644 index b42e3c100a..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/community/asset_library/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Asset Library" -msgstr "애셋 라이브러리" diff --git a/sphinx/po/ko/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po b/sphinx/po/ko/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po deleted file mode 100644 index fdaf91a6a7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Requirements" -msgstr "요구사항" - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" diff --git a/sphinx/po/ko/LC_MESSAGES/community/asset_library/using_assetlib.po b/sphinx/po/ko/LC_MESSAGES/community/asset_library/using_assetlib.po deleted file mode 100644 index b95afe3b90..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/community/asset_library/using_assetlib.po +++ /dev/null @@ -1,78 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the Asset Library" -msgstr "애셋 라이브러리 사용하기" - -msgid "Overview" -msgstr "개요" - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "image1" - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "image2" - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "image3" - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "image4" - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "image5" - -msgid "|image7|" -msgstr "|image7|" - -msgid "|image14|" -msgstr "|image14|" - -msgid "|image8|" -msgstr "|image8|" - -msgid "|image9|" -msgstr "|image9|" - -msgid "|image10|" -msgstr "|image10|" - -msgid "|image11|" -msgstr "|image11|" - -msgid "|image12|" -msgstr "|image12|" - -msgid "|image13|" -msgstr "|image13|" diff --git a/sphinx/po/ko/LC_MESSAGES/community/asset_library/what_is_assetlib.po b/sphinx/po/ko/LC_MESSAGES/community/asset_library/what_is_assetlib.po deleted file mode 100644 index 01e6897dee..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/community/asset_library/what_is_assetlib.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "About the Asset Library" -msgstr "애셋 라이브러리에 대하여" - -msgid "Frequently asked questions" -msgstr "자주 묻는 질문들(FAQ)" diff --git a/sphinx/po/ko/LC_MESSAGES/community/channels.po b/sphinx/po/ko/LC_MESSAGES/community/channels.po deleted file mode 100644 index 99d015d70b..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/community/channels.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Language-based communities" -msgstr "언어별 커뮤니티" diff --git a/sphinx/po/ko/LC_MESSAGES/community/tutorials.po b/sphinx/po/ko/LC_MESSAGES/community/tutorials.po deleted file mode 100644 index 1641d4fa59..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/community/tutorials.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Tutorials and resources" -msgstr "튜토리얼과 리소스" - -msgid "Video tutorials" -msgstr "영상 튜토리얼" - -msgid "Devlogs" -msgstr "개발로그" - -msgid "Resources" -msgstr "리소스" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po deleted file mode 100644 index 13e03875c9..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Language" -msgstr "언어" - -msgid "Best Practices" -msgstr "모범 사례" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/code_style_guidelines.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/code_style_guidelines.po deleted file mode 100644 index a213e95d70..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/code_style_guidelines.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Example:" -msgstr "예시:" - -msgid "**Example:**" -msgstr "**예시:**" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po deleted file mode 100644 index 2bc06018cb..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"This page describes how to compile Android export template binaries from " -"source. If you're looking to export your project to Android instead, read :" -"ref:`doc_exporting_for_android`." -msgstr "" -"이 페이지는 소스로부터 안드로이드 내보내기 템플릿 바이너리를 컴파일하는 방법" -"을 설명합니다. 프로젝트를 안드로이드로 내보내는 방법을 찾는다면 :ref:" -"`doc_exporting_for_android`을 읽으시기 바랍니다." - -msgid "Requirements" -msgstr "요구사항" - -msgid "Troubleshooting" -msgstr "문제 해결" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po deleted file mode 100644 index 5093fceab4..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"This page describes how to compile iOS export template binaries from source. " -"If you're looking to export your project to iOS instead, read :ref:" -"`doc_exporting_for_ios`." -msgstr "" -"이 페이지는 소스로부터 iOS 내보내기 템플릿 바이너리를 컴파일하는 방법을 설명" -"합니다. 프로젝트를 iOS로 내보내는 방법을 찾는다면 :ref:" -"`doc_exporting_for_ios`을 읽으시기 바랍니다." - -msgid "Requirements" -msgstr "요구사항" - -msgid "Compiling" -msgstr "컴파일링(Compiling)" - -msgid "Run" -msgstr "실행" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po deleted file mode 100644 index 8c3226f18f..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"This page describes how to compile Linux editor and export template binaries " -"from source. If you're looking to export your project to Linux instead, " -"read :ref:`doc_exporting_for_linux`." -msgstr "" -"이 페이지는 소스로부터 리눅스 에디터와 내보내기 템플릿 바이너리를 컴파일하는 " -"방법을 설명합니다. 프로젝트를 리눅스로 내보내는 방법을 찾는다면 :ref:" -"`doc_exporting_for_linux`을 읽으시기 바랍니다." - -msgid "Requirements" -msgstr "요구사항" - -msgid "Compiling" -msgstr "컴파일링(Compiling)" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po deleted file mode 100644 index 2818b64282..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"This page describes how to compile macOS editor and export template binaries " -"from source. If you're looking to export your project to macOS instead, " -"read :ref:`doc_exporting_for_macos`." -msgstr "" -"이 페이지는 소스로부터 macOS 에디터와 내보내기 템플릿 바이너리를 컴파일하는 " -"방법을 설명합니다. 프로젝트를 macOS로 내보내는 방법을 찾는다면 :ref:" -"`doc_exporting_for_macos`을 읽으시기 바랍니다." - -msgid "Requirements" -msgstr "요구사항" - -msgid "Compiling" -msgstr "컴파일링(Compiling)" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po deleted file mode 100644 index 2c305cc4df..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"This page describes how to compile HTML5 editor and export template binaries " -"from source. If you're looking to export your project to HTML5 instead, " -"read :ref:`doc_exporting_for_web`." -msgstr "" -"이 페이지는 소스로부터 HTML5 에디터와 내보내기 템플릿 바이너리를 컴파일하는 " -"방법을 설명합니다. 프로젝트를 HTML5로 내보내는 방법을 찾는다면 :ref:" -"`doc_exporting_for_web`을 읽으시기 바랍니다." - -msgid "Requirements" -msgstr "요구사항" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po deleted file mode 100644 index f8ca6fc9f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"This page describes how to compile Windows editor and export template " -"binaries from source. If you're looking to export your project to Windows " -"instead, read :ref:`doc_exporting_for_windows`." -msgstr "" -"이 페이지는 소스로부터 윈도우 에디터와 내보내기 템플릿 바이너리를 컴파일하는 " -"방법을 설명합니다. 프로젝트를 윈도우로 내보내는 방법을 찾는다면 :ref:" -"`doc_exporting_for_windows`을 읽으시기 바랍니다." - -msgid "Requirements" -msgstr "요구사항" - -msgid "Compiling" -msgstr "컴파일링(Compiling)" - -msgid "Troubleshooting" -msgstr "문제 해결" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po deleted file mode 100644 index 6e5543f51b..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "요구사항" - -msgid "Examples" -msgstr "예제" - -msgid "Editor" -msgstr "에디터" - -msgid "Export templates" -msgstr "템플릿 내보내기" - -msgid "Command-line options" -msgstr "명령 줄 설정" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po deleted file mode 100644 index 9f3c8a10dc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Step by step" -msgstr "단계별" - -msgid "Troubleshooting" -msgstr "문제 해결" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po deleted file mode 100644 index 2e6e25a4fb..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "요구사항" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/getting_source.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/getting_source.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/getting_source.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/index.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po deleted file mode 100644 index 89d79f26fa..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Target" -msgstr "대상" - -msgid "Export templates" -msgstr "템플릿 내보내기" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po deleted file mode 100644 index d0afabc414..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Web" -msgstr "웹" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po deleted file mode 100644 index bf84675556..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating a new project" -msgstr "새 프로젝트 만들기" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/index.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po deleted file mode 100644 index 90dcfa9d65..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "KDevelop" -msgstr "KDevelop" - -msgid "Enable" -msgstr "활성화" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po deleted file mode 100644 index 6fc27b16c2..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Qt Creator" -msgstr "Qt Creator" - -msgid "Command" -msgstr "명령" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po deleted file mode 100644 index 0a0aab003c..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual Studio Code" -msgstr "Visual Studio Code" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po deleted file mode 100644 index 052cb12333..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Xcode" -msgstr "XCode" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po deleted file mode 100644 index 5728b90229..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Modules" -msgstr "모듈" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/core_types.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/core_types.po deleted file mode 100644 index a5cc0b85eb..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/core_types.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Vector" -msgstr "벡터" - -msgid "Set" -msgstr "설정" - -msgid "Map" -msgstr "맵" - -msgid "String" -msgstr "String" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po deleted file mode 100644 index daa0a7192b..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Creating a Godot server" -msgstr "Godot 서버 만들기" - -msgid "Registering the class in GDScript" -msgstr "GDScript에서 클래스 등록" - -msgid "Binding Signals" -msgstr "바인딩 시그널" - -msgid "Here is the GDScript sample code:" -msgstr "GDScript 샘플 코드입니다:" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po deleted file mode 100644 index 5728b90229..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Modules" -msgstr "모듈" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po deleted file mode 100644 index 78d259cd0b..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Creating custom data types" -msgstr "맞춤 데이터 타입 생성하기" - -msgid "Registering the new file format" -msgstr "새 파일 형식 등록" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/index.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po deleted file mode 100644 index 3f65fbc7e5..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Control" -msgstr "Control" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po deleted file mode 100644 index f89eecc0a1..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Forward+" -msgstr "Forward+" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/object_class.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/object_class.po deleted file mode 100644 index 1e6dc6d852..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/object_class.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Constants" -msgstr "상수" - -msgid "Signals" -msgstr "시그널" - -msgid "Notifications" -msgstr "알림(Notification)" - -msgid "Resources" -msgstr "리소스" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po deleted file mode 100644 index ad510c6a46..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript" -msgstr "GDScript" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po deleted file mode 100644 index 906a62213f..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Description**" -msgstr "**설명**" - -msgid "Description" -msgstr "설명" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po deleted file mode 100644 index 15020dc93e..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "About" -msgstr "정보" - -msgid "Type" -msgstr "타입" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/debugging/index.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/debugging/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/debugging/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/debugging/macos_debug.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/debugging/macos_debug.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/debugging/macos_debug.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po deleted file mode 100644 index 1cbbe2bae6..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Setting up Godot" -msgstr "Godot에서 설정하기" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po deleted file mode 100644 index d0afabc414..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Web" -msgstr "웹" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/debugging/vulkan/index.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/debugging/vulkan/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/debugging/vulkan/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po deleted file mode 100644 index 5b1c942693..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Windows" -msgstr "Windows" - -msgid "macOS" -msgstr "macOS" - -msgid "Android" -msgstr "Android" - -msgid "iOS" -msgstr "iOS" - -msgid "Web" -msgstr "웹" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/editor/creating_icons.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/editor/creating_icons.po deleted file mode 100644 index 554eff0fc6..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/editor/creating_icons.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "문제 해결" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/editor/editor_style_guide.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/editor/editor_style_guide.po deleted file mode 100644 index a6f731d080..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/editor/editor_style_guide.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Tooltips" -msgstr "툴팁" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/editor/index.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/editor/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/editor/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/file_formats/index.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/file_formats/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/file_formats/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/file_formats/tscn.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/file_formats/tscn.po deleted file mode 100644 index 206be7351d..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/file_formats/tscn.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "File structure" -msgstr "파일 구조" - -msgid "Nodes" -msgstr "노드" - -msgid "Connections" -msgstr "연결(Connections)" - -msgid "The scene tree" -msgstr "씬 트리" - -msgid "AnimationPlayer" -msgstr "AnimationPlayer" - -msgid "Resources" -msgstr "리소스" - -msgid "ArrayMesh" -msgstr "ArrayMesh" - -msgid "Animation" -msgstr "애니메이션" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/development/index.po b/sphinx/po/ko/LC_MESSAGES/contributing/development/index.po deleted file mode 100644 index 850d3b302b..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/development/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Engine development" -msgstr "엔진 개발(Engine development)" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/documentation/building_the_manual.po b/sphinx/po/ko/LC_MESSAGES/contributing/documentation/building_the_manual.po deleted file mode 100644 index dd55a0ca2a..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/documentation/building_the_manual.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Windows" -msgstr "Windows" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/documentation/class_reference_primer.po b/sphinx/po/ko/LC_MESSAGES/contributing/documentation/class_reference_primer.po deleted file mode 100644 index cb661479b2..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/documentation/class_reference_primer.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Example" -msgstr "예제" - -msgid "Result" -msgstr "결과" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/documentation/content_guidelines.po b/sphinx/po/ko/LC_MESSAGES/contributing/documentation/content_guidelines.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/documentation/content_guidelines.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po b/sphinx/po/ko/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po deleted file mode 100644 index b9ed790e7e..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Getting started" -msgstr "시작하기" - -msgid "License" -msgstr "라이선스" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po b/sphinx/po/ko/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po b/sphinx/po/ko/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po b/sphinx/po/ko/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po deleted file mode 100644 index a006a74ef7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Class reference (BBCode)" -msgstr "클래스 레퍼런스 (BBCode)" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/documentation/index.po b/sphinx/po/ko/LC_MESSAGES/contributing/documentation/index.po deleted file mode 100644 index 253e9ec3be..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/documentation/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Guidelines" -msgstr "가이드라인" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po b/sphinx/po/ko/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/how_to_contribute.po b/sphinx/po/ko/LC_MESSAGES/contributing/how_to_contribute.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/how_to_contribute.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/workflow/bisecting_regressions.po b/sphinx/po/ko/LC_MESSAGES/contributing/workflow/bisecting_regressions.po deleted file mode 100644 index e68ee1cc28..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/workflow/bisecting_regressions.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "What is bisecting?" -msgstr "바이섹팅(bisecting)이란?" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po b/sphinx/po/ko/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/workflow/first_steps.po b/sphinx/po/ko/LC_MESSAGES/contributing/workflow/first_steps.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/workflow/first_steps.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/workflow/index.po b/sphinx/po/ko/LC_MESSAGES/contributing/workflow/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/workflow/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po b/sphinx/po/ko/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/workflow/pr_workflow.po b/sphinx/po/ko/LC_MESSAGES/contributing/workflow/pr_workflow.po deleted file mode 100644 index e833b85cc1..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/workflow/pr_workflow.po +++ /dev/null @@ -1,19 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"If you are contributing to the documentation, its repository can be found " -"`here `_." -msgstr "" -"이 문서에 기여하고 싶다면, 문서의 저장소를 `여기서 `_ 알아보실 수 있습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/contributing/workflow/testing_pull_requests.po b/sphinx/po/ko/LC_MESSAGES/contributing/workflow/testing_pull_requests.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/contributing/workflow/testing_pull_requests.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po b/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po deleted file mode 100644 index 42d075de90..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po +++ /dev/null @@ -1,64 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Setting up the project" -msgstr "프로젝트 설정하기" - -msgid "In this short first part, we'll set up and organize the project." -msgstr "이 짧은 첫 번째 파트에서는 프로젝트를 설정하고 정리해 보겠습니다." - -msgid "" -"When creating the new project, you only need to choose a valid *Project " -"Path*. You can leave the other default settings alone." -msgstr "" -"새 프로젝트를 만들 때 유효한 *프로젝트 경로(Project Path)*만 선택하면 됩니" -"다. 다른 기본 설정은 그대로 두셔도 됩니다." - -msgid "GDScript" -msgstr "GDScript" - -msgid "C#" -msgstr "C#" - -msgid "" -"Ensure that you have the required dependencies to use C# in Godot. You need " -"the latest stable .NET SDK, and an editor such as VS Code. See :ref:" -"`doc_c_sharp_setup`." -msgstr "" -"Godot에서 C#을 사용하기 위해 필요한 종속성(dependencies)이 있는지 확인하세" -"요. 안정적인 최신 .NET SDK와 VS Code와 같은 편집기가 필요합니다. 참조:" -"`doc_c_sharp_setup`을 참조하세요." - -msgid "" -"The C++ part of this tutorial wasn't rewritten for the new GDExtension " -"system yet." -msgstr "" -"이 튜토리얼의 C++ 부분은 아직 새로운 GDExtension 시스템에 맞게 재작성되지 않" -"았습니다." - -msgid "Organizing the project" -msgstr "프로젝트 조직하기" - -msgid "" -"In this project, we will make 3 independent scenes: ``Player``, ``Mob``, and " -"``HUD``, which we will combine into the game's ``Main`` scene." -msgstr "" -"이 프로젝트에서는 ``Player``, ``Mob``, ``HUD`` 등 3개의 독립적인 씬을 만들고 " -"이를 게임의 '메인' 씬에 결합할 것입니다." - -msgid "" -"With the project in place, we're ready to design the player scene in the " -"next lesson." -msgstr "" -"프로젝트가 준비되었으므로 다음 레슨에서 Player 씬을 디자인할 준비가 되었습니" -"다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po b/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po deleted file mode 100644 index b8326ba047..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po +++ /dev/null @@ -1,88 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"With the project settings in place, we can start working on the player-" -"controlled character." -msgstr "" -"프로젝트 설정이 완료되면 플레이어가 제어하는 캐릭터 작업을 시작할 수 있습니" -"다." - -msgid "" -"The first scene will define the ``Player`` object. One of the benefits of " -"creating a separate Player scene is that we can test it separately, even " -"before we've created other parts of the game." -msgstr "" -"첫 번째 씬은 ``Player`` 오브젝트를 정의합니다. 별도의 플레이어 씬을 만드는 것" -"의 장점 중 하나는 게임의 다른 부분을 만들기 전에도 별도로 테스트할 수 있다는 " -"것입니다." - -msgid "Node structure" -msgstr "노드 구조" - -msgid "" -"To begin, we need to choose a root node for the player object. As a general " -"rule, a scene's root node should reflect the object's desired functionality " -"- what the object *is*. Click the \"Other Node\" button and add an :ref:" -"`Area2D ` node to the scene." -msgstr "" -"시작하려면 플레이어 오브젝트의 루트 노드를 선택해야 합니다. 일반적으로 씬의 " -"루트 노드는 개체가 원하는 기능, 즉 개체가 *무엇*인지를 반영해야 합니다. \"다" -"른 노드(Other Node)\" 버튼을 클릭하고 씬에 :ref:`Area2D ` 노드" -"를 추가하세요." - -msgid "" -"With ``Area2D`` we can detect objects that overlap or run into the player. " -"Change the node's name to ``Player`` by double-clicking on it. Now that " -"we've set the scene's root node, we can add additional nodes to give it more " -"functionality." -msgstr "" -"``Area2D``\\ 를 사용하면 플레이어와 겹치거나 충돌하는 물체를 감지할 수 있습니" -"다. 노드를 두 번 클릭하여 노드 이름을 ``Player``\\ 로 변경하세요. 이제 씬의 " -"루트 노드를 설정했으므로 노드를 추가해 더 많은 기능을 줄 수 있습니다." - -msgid "" -"Save the scene. Click Scene -> Save, or press :kbd:`Ctrl + S` on Windows/" -"Linux or :kbd:`Cmd + S` on macOS." -msgstr "" -"씬을 저장합니다. 씬(Scene) -> 씬 저장(Save Scene)을 클릭하거나 Windows/Linux" -"에서는 :kbd:`Ctrl + S`\\ 를, Mac에서는 :kbd:`Cmd + S`\\ 를 누르세요." - -msgid "For this project, we will be following the Godot naming conventions." -msgstr "이 프로젝트에서, 우리는 Godot의 명명 규칙을 따를 것입니다." - -msgid "" -"**GDScript**: Classes (nodes) use PascalCase, variables and functions use " -"snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." -msgstr "" -"**GDScript**: 클래스(노드)는 파스칼 표기법(PascalCase)을 사용하고, 변수와 함" -"수는 스네이크_표기법(snake_case)을 사용하며, 상수는 전부 대문자(ALL_CAPS)를 " -"사용합니다(:ref:`doc_gdscript_styleguide` 참조)." - -msgid "Sprite animation" -msgstr "스프라이트 애니메이션" - -msgid "When you're finished, your ``Player`` scene should look like this:" -msgstr "다 되셨다면, 당신의 ``Player`` 씬은 이렇게 되어야 합니다:" - -msgid "Make sure to save the scene again after these changes." -msgstr "이러한 변경 후에 씬을 다시 저장하는 것을 잊지 마세요." - -msgid "" -"In the next part, we'll add a script to the player node to move and animate " -"it. Then, we'll set up collision detection to know when the player got hit " -"by something." -msgstr "" -"다음 부분에서는 Player 노드에 스크립트를 추가하여 플레이어를 움직이고 애니메" -"이션을 적용하겠습니다. 그런 다음 콜리전(Collision) 감지를 설정하여 플레이어" -"가 무언가에 부딪혔을 때를 파악하겠습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po b/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po deleted file mode 100644 index 34d3926de6..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po +++ /dev/null @@ -1,331 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"In this lesson, we'll add player movement, animation, and set it up to " -"detect collisions." -msgstr "" -"이 레슨에서는 플레이어 움직임과 애니메이션을 추가하고 충돌을 감지하도록 설정" -"해 보겠습니다." - -msgid "" -"In the script settings window, you can leave the default settings alone. " -"Just click \"Create\":" -msgstr "" -"스크립트 설정 창은 기본 설정으로 냅두어도 됩니다. 그냥 \"만들기(Create)\"를 " -"누르세요:" - -msgid "" -"If you're creating a C# script or other languages, select the language from " -"the `language` drop down menu before hitting create." -msgstr "" -"C#이나 다른 언어로 스크립트를 만들려면 만들기를 누르기 전에 `언어(language)` " -"드롭 다운 메뉴에서 언어를 선택하세요." - -msgid "" -"If this is your first time encountering GDScript, please read :ref:" -"`doc_scripting` before continuing." -msgstr "" -"GDScript를 처음 접하는 경우 계속하기 전에 :ref:`doc_scripting`을 읽어주세요." - -msgid "Start by declaring the member variables this object will need:" -msgstr "이 오브젝트가 필요로 하는 멤버 변수를 선언함으로써 시작합시다:" - -msgid "" -"Your ``player.gd`` script should already contain a ``_ready()`` and a " -"``_process()`` function. If you didn't select the default template shown " -"above, create these functions while following the lesson." -msgstr "" -"``player.gd`` 스크립트에는 ``_ready()``와 ``_process()`` 함수가 이미 포함되" -"어 있어야 합니다. 위에 표시된 기본 템플릿을 선택하지 않았다면, 이 강의를 따르" -"면서 이 함수를 생성하세요." - -msgid "" -"The ``_ready()`` function is called when a node enters the scene tree, which " -"is a good time to find the size of the game window:" -msgstr "" -"``_ready()`` 함수는 노드가 씬 트리에 들어올 때 호출되는데, 이 때가 게임 창의 " -"크기를 알아보기 좋은 순간입니다:" - -msgid "" -"Now we can use the ``_process()`` function to define what the player will " -"do. ``_process()`` is called every frame, so we'll use it to update elements " -"of our game, which we expect will change often. For the player, we need to " -"do the following:" -msgstr "" -"이제 ``_process()`` 함수를 사용해서 플레이어가 무엇을 할 지 정의할 수 있습니" -"다. ``_process()``\\ 는 매 프레임마다 호출되므로, 게임에서 자주 변하는 요소들" -"을 업데이트하기 위해서 사용할 수 있습니다. 플레이어에게는, 다음과 같은 작업" -"이 필요합니다:" - -msgid "Check for input." -msgstr "입력을 확인." - -msgid "Move in the given direction." -msgstr "주어진 방향으로 이동." - -msgid "Play the appropriate animation." -msgstr "적절한 애니메이션을 재생." - -msgid "" -"Click on *Project -> Project Settings* to open the project settings window " -"and click on the *Input Map* tab at the top. Type \"move_right\" in the top " -"bar and click the \"Add\" button to add the ``move_right`` action." -msgstr "" -"*프로젝트 -> 프로젝트 설정*을 클릭하여 프로젝트 설정 창을 열고, 상단의 *입력 " -"맵(Input Map)* 탭을 클릭합니다. 상단 표시줄에 \"move_right\"를 입력하고 \"추" -"가(Add)\" 버튼을 클릭하여 'move_right' 동작을 추가합니다." - -msgid "" -"We need to assign a key to this action. Click the \"+\" icon on the right, " -"to open the event manager window." -msgstr "" -"이 작업에 키를 할당해야 합니다. 오른쪽의 \"+\" 아이콘을 클릭하여 이벤트 관리" -"자 창을 엽니다." - -msgid "" -"The \"Listening for Input...\" field should automatically be selected. Press " -"the \"right\" key on your keyboard, and the menu should look like this now." -msgstr "" -"\"입력 듣기...(Listening for Input...)\" 필드가 자동으로 선택됩니다. 키보드" -"의 \"오른쪽\" 키를 누르면 이제 메뉴가 다음과 같이 표시됩니다." - -msgid "" -"Select the \"ok\" button. The \"right\" key is now associated with the " -"``move_right`` action." -msgstr "" -"\"확인\" 버튼을 선택합니다. 이제 '오른쪽' 키가 'move_right' 동작에 연결됩니" -"다." - -msgid "Repeat these steps to add three more mappings:" -msgstr "이 단계를 반복하여 매핑을 3개 더 추가합니다:" - -msgid "``move_left`` mapped to the left arrow key." -msgstr "왼쪽 화살표 키에 매핑된 ``move_left``입니다." - -msgid "``move_up`` mapped to the up arrow key." -msgstr "위쪽 화살표 키에 매핑된 ``move_up``입니다." - -msgid "And ``move_down`` mapped to the down arrow key." -msgstr "그리고 아래쪽 화살표 키에 매핑된 ``move_down``입니다." - -msgid "Click the \"Close\" button to close the project settings." -msgstr "프로젝트 설정을 닫으려면 \"닫기\" 버튼을 클릭합니다." - -msgid "" -"We only mapped one key to each input action, but you can map multiple keys, " -"joystick buttons, or mouse buttons to the same input action." -msgstr "" -"여기에선 각 입력 동작에 하나의 키만 매핑했지만 여러 개의 키, 조이스틱 버튼 또" -"는 마우스 버튼을 동일한 입력 동작에 매핑할 수 있습니다." - -msgid "" -"You can detect whether a key is pressed using ``Input.is_action_pressed()``, " -"which returns ``true`` if it's pressed or ``false`` if it isn't." -msgstr "" -"``Input.is_action_pressed()``\\ 를 사용해서 키가 눌러졌는지를 감지할 수 있는" -"데, 눌러지면 ``true`` 값을 반환하고 그렇지 않으면 ``false`` 값을 반환합니다." - -msgid "" -"We start by setting the ``velocity`` to ``(0, 0)`` - by default, the player " -"should not be moving. Then we check each input and add/subtract from the " -"``velocity`` to obtain a total direction. For example, if you hold ``right`` " -"and ``down`` at the same time, the resulting ``velocity`` vector will be " -"``(1, 1)``. In this case, since we're adding a horizontal and a vertical " -"movement, the player would move *faster* diagonally than if it just moved " -"horizontally." -msgstr "" -"먼저 ``velocity``\\ 를 ``(0, 0)``\\ 으로 설정합니다. 기본적으로 플레이어는 움" -"직이지 않아야 합니다. 그런 다음 각 입력을 확인하고 ``velocity``\\ 에서 더하거" -"나 빼서 최종 방향을 얻습니다. 예를 들어, ``오른쪽 방향키``\\ 와 ``아래쪽 방향" -"키``\\ 을 동시에 누르고 있으면 결과 ``velocity`` 벡터는 ``(1, 1)``\\ 이 됩니" -"다. 이 경우 동시에 수평과 수직 방향으로 이동하기 때문에 플레이어는 수평으로 " -"이동할 때보다 대각선으로 *더 빠르게* 이동합니다." - -msgid "" -"We can prevent that if we *normalize* the velocity, which means we set its " -"*length* to ``1``, then multiply by the desired speed. This means no more " -"fast diagonal movement." -msgstr "" -"우리는 velocity를 *정규화(normalize)*\\하면, 즉 velocity의 *길이(length)*\\ " -"를 ``1``\\ 로 설정한 다음, 원하는 속도를 곱하면 이 문제를 방지할 수 있습니" -"다. 이렇게 하면 더 이상 대각선 방향 이동속도가 더 빠르지 않습니다." - -msgid "" -"If you've never used vector math before, or need a refresher, you can see an " -"explanation of vector usage in Godot at :ref:`doc_vector_math`. It's good to " -"know but won't be necessary for the rest of this tutorial." -msgstr "" -"이제까지 벡터 수학을 안 써봤거나 복습이 필요하다면 :ref:`doc_vector_math`\\ " -"에서 Godot에서 벡터를 어떻게 사용하는지 볼 수 있습니다. 보면 좋지만 나머지 튜" -"토리얼을 위해 꼭 필수적인 것은 아닙니다." - -msgid "" -"Now that we have a movement direction, we can update the player's position. " -"We can also use ``clamp()`` to prevent it from leaving the screen. " -"*Clamping* a value means restricting it to a given range. Add the following " -"to the bottom of the ``_process`` function (make sure it's not indented " -"under the `else`):" -msgstr "" -"이동 방향이 있으므로 이제 플레이어의 위치를 업데이트할 수 있습니다. 또한 " -"``clamp()``\\ 를 사용해 플레이어가 화면에서 나가는 것을 방지할 수 있습니다. *" -"클램핑(Clamping)*\\ 은 값을 주어진 범위로 제한하는 것을 의미합니다. " -"``_process`` 함수의 맨 아래에 다음을 추가합니다(`else` 아래에 들여쓰기가 되" -"어 있지 않은지 확인하세요):" - -msgid "" -"The `delta` parameter in the `_process()` function refers to the *frame " -"length* - the amount of time that the previous frame took to complete. Using " -"this value ensures that your movement will remain consistent even if the " -"frame rate changes." -msgstr "" -"`_process()` 함수에 있는 매개변수 `delta` 는 (이전 프레임이 완료되는데 걸린 " -"시간인) \"프레임 길이(frame length)\" 를 참조합니다. 이 값을 사용하면 프레임 " -"레이트가 변경되어도 플레이어의 이동속도를 항상 일정하게 유지할 수 있습니다." - -msgid "If you get an error in the \"Debugger\" panel that says" -msgstr "\"디버거(Debugger)\" 패널에 다음과 같은 오류가 표시되는 경우" - -msgid "" -"``Attempt to call function 'play' in base 'null instance' on a null " -"instance``" -msgstr "" -"``Attempt to call function 'play' in base 'null instance' on a null " -"instance``" - -msgid "Choosing animations" -msgstr "애니메이션 고르기" - -msgid "" -"The boolean assignments in the code above are a common shorthand for " -"programmers. Since we're doing a comparison test (boolean) and also " -"*assigning* a boolean value, we can do both at the same time. Consider this " -"code versus the one-line boolean assignment above:" -msgstr "" -"위 코드의 불리언(boolean) 값 할당은 프로그래머를 위한 일반적인 축약입니다. 우" -"리는 비교 테스트(boolean)를 수행하고 또한 boolean 값을 *할당*하기 때문에 두 " -"가지를 동시에 수행할 수 있습니다. 아래 코드와 위의 한 줄 부울 할당 명령문을 " -"비교해보세요:" - -msgid "" -"Play the scene again and check that the animations are correct in each of " -"the directions." -msgstr "씬을 다시 재생하고 애니메이션이 각 방향에서 올바른지 확인합니다." - -msgid "" -"A common mistake here is to type the names of the animations wrong. The " -"animation names in the SpriteFrames panel must match what you type in the " -"code. If you named the animation ``\"Walk\"``, you must also use a capital " -"\"W\" in the code." -msgstr "" -"흔한 실수로 애니메이션 이름을 잘못 입력합니다. SpriteFrames 패널의 애니메이" -"션 이름은 코드에 입력한 것과 일치해야 합니다. 애니메이션 이름을 " -"``\"Walk\"``\\ 으로 지은 경우 코드에 대문자 \"W\"를 사용해야 합니다." - -msgid "" -"When you're sure the movement is working correctly, add this line to " -"``_ready()``, so the player will be hidden when the game starts:" -msgstr "" -"플레이어가 제대로 움직이고 있다고 생각하면 다음 줄을 ``_ready()``\\ 에 추가해" -"보세요. 게임이 시작될 때 플레이어가 숨겨집니다:" - -msgid "Preparing for collisions" -msgstr "콜리전 준비하기" - -msgid "" -"We want ``Player`` to detect when it's hit by an enemy, but we haven't made " -"any enemies yet! That's OK, because we're going to use Godot's *signal* " -"functionality to make it work." -msgstr "" -"우리는 ``Player``\\ 가 적과 닿았다는 것을 감지하길 원하지만 아직 적을 만들지 " -"않았습니다! 충돌이 작동하도록 우리는 Godot의 *시그널(signal)* 기능을 사용할 " -"것이기 때문에 괜찮습니다." - -msgid "" -"Add the following at the top of the script. If you're using GDScript, add it " -"after ``extends Area2D``. If you're using C#, add it after ``public partial " -"class Player : Area2D``:" -msgstr "" -"스크립트 상단에 다음을 추가합니다. GDScript를 사용하는 경우 ``extends " -"Area2D`` 뒤에 추가합니다. C#을 사용하는 경우 ``public partial class Player : " -"Area2D`` 뒤에 추가합니다:" - -msgid "" -"This defines a custom signal called \"hit\" that we will have our player " -"emit (send out) when it collides with an enemy. We will use ``Area2D`` to " -"detect the collision. Select the ``Player`` node and click the \"Node\" tab " -"next to the Inspector tab to see the list of signals the player can emit:" -msgstr "" -"이것은 적과 충돌할 때 플레이어가 방출하는 \"hit\"라는 사용자 지정 시그널을 정" -"의합니다. 충돌을 감지하기 위해 ``Area2D``\\ 를 사용합니다. ``Player`` 노드를 " -"선택하고 인스펙터(Inspector) 독 옆에 있는 \"노드(Node)\" 독을 클릭해 플레이어" -"가 방출할 수 있는 시그널 목록을 확인해보세요:" - -msgid "" -"Godot will create a function with that exact name directly in script for " -"you. You don't need to change the default settings right now." -msgstr "" -"Godot이 스크립트에서 바로 그 이름을 가진 함수를 생성합니다. 지금 당장 기본 설" -"정을 변경할 필요는 없습니다." - -msgid "" -"If you're using an external text editor (for example, Visual Studio Code), a " -"bug currently prevents Godot from doing so. You'll be sent to your external " -"editor, but the new function won't be there." -msgstr "" -"외부 텍스트 편집기(예: Visual Studio Code)를 사용하는 경우, 현재 버그가 발생" -"하여 Godot이 이를 지원하지 않습니다. 외부 편집기로 전송되기는 하지만 새로운 " -"기능은 제공되지 않습니다." - -msgid "" -"In this case, you'll need to write the function yourself into the Player's " -"script file." -msgstr "이 경우 플레이어의 스크립트 파일에 함수를 직접 작성해야 합니다." - -msgid "" -"Note the green icon indicating that a signal is connected to this function; " -"this does not mean the function exists, only that the signal will attempt to " -"connect to a function with that name, so double-check that the spelling of " -"the function matches exactly!" -msgstr "" -"함수에 신호가 연결되었음을 나타내는 녹색 아이콘에 주목하세요. 이는 함수가 존" -"재한다는 의미가 아니라, 신호가 해당 이름의 함수에 연결을 시도할 것이라는 의미" -"입니다. 따라서 함수의 철자가 정확히 일치하는지 두 번 확인하세요!" - -msgid "" -"Each time an enemy hits the player, the signal is going to be emitted. We " -"need to disable the player's collision so that we don't trigger the ``hit`` " -"signal more than once." -msgstr "" -"적이 플레이어에 충돌할 때마다 시그널이 방출됩니다. 우리는 두 번 이상 ``hit`` " -"시그널이 발동되지 않도록 플레이어의 콜리전을 비활성화 해야 합니다." - -msgid "" -"Disabling the area's collision shape can cause an error if it happens in the " -"middle of the engine's collision processing. Using ``set_deferred()`` tells " -"Godot to wait to disable the shape until it's safe to do so." -msgstr "" -"엔진의 충돌 처리 도중에 영역의 콜리전 모양을 비활성화하면 오류가 발생할 수 있" -"습니다. ``set_deferred()``\\ 를 사용하면 Godot가 모양을 비활성화 하기에 안전" -"해질 때까지 기다려줍니다." - -msgid "" -"The last piece is to add a function we can call to reset the player when " -"starting a new game." -msgstr "" -"마지막으로 새로운 게임을 시작할 때 플레이어를 초기화하기 위해 호출할 수 있는 " -"함수를 추가합니다." - -msgid "With the player working, we'll work on the enemy in the next lesson." -msgstr "" -"플레이어가 작동하는 것을 확인했으므로, 다음 레슨에서는 적을 작업할 것입니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po b/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po deleted file mode 100644 index 77eaffb8f6..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po +++ /dev/null @@ -1,100 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Now it's time to make the enemies our player will have to dodge. Their " -"behavior will not be very complex: mobs will spawn randomly at the edges of " -"the screen, choose a random direction, and move in a straight line." -msgstr "" -"이제 우리의 플레이어가 피할 몹을 만들 차례입니다. 이들의 행동은 그리 복잡하" -"진 않을 것입니다: 몹이 아무렇게나 화면의 가장자리에서 나타나고 무작위 방향을 " -"선택해 직선으로 이동합니다." - -msgid "" -"We'll create a ``Mob`` scene, which we can then *instance* to create any " -"number of independent mobs in the game." -msgstr "" -"먼저 ``Mob`` 장면을 생성할 것입니다. 그런 다음 *인스턴스화*\\ 해서 게임에서 " -"원하는 수의 독립적인 몹을 생성할 수 있습니다." - -msgid "Node setup" -msgstr "노드 설정하기" - -msgid ":ref:`RigidBody2D ` (named ``Mob``)" -msgstr ":ref:`RigidBody2D ` ( ``Mob``\\ 으로 이름지음)" - -msgid ":ref:`CollisionShape2D `" -msgstr ":ref:`CollisionShape2D `" - -msgid "" -"Don't forget to set the children so they can't be selected, like you did " -"with the Player scene." -msgstr "" -"플레이어 씬에서 한 것과 마찬가지로, 자식이 선택되지 않도록 설정하는 것을 잊지" -"마세요." - -msgid "" -"Select the ``Mob`` node and set its ``Gravity Scale`` property in the :ref:" -"`RigidBody2D ` section of the inspector to ``0``. This " -"will prevent the mob from falling downwards." -msgstr "" -"``Mob`` 노드를 선택하고 인스펙터의 :ref:`RigidBody2D ` 섹" -"션에서 ``Gravity Scale`` 속성을 ``0``으로 설정합니다. 이렇게 하면 적이 아래" -"로 떨어지는 것을 방지할 수 있습니다." - -msgid "" -"The ``Animation Speed`` property has to be set for each individual " -"animation. Adjust it to ``3`` for all 3 animations." -msgstr "" -"``Animation Speed`` 속성은 각 개별 애니메이션에 대해 설정해야 합니다. 모든 3" -"개의 애니메이션에 대해 이를 ``3``으로 조정합니다." - -msgid "" -"You can use the \"Play Animation\" buttons on the right of the ``Animation " -"Speed`` input field to preview your animations." -msgstr "" -"애니메이션을 미리보기 위해 ``Animation Speed`` 입력 필드 오른쪽에 있는 " -"\"Play Animation(애니메이션 실행)\" 버튼을 사용할 수 있습니다." - -msgid "" -"We'll select one of these animations randomly so that the mobs will have " -"some variety." -msgstr "" -"몬스터가 다양해질 수 있도록 이 애니메이션 중 하나를 무작위로 선택할 것입니다." - -msgid "Save the scene." -msgstr "씬을 저장하세요." - -msgid "Enemy script" -msgstr "적 스크립트" - -msgid "" -"We then need to pick a random number between ``0`` and ``2`` to select one " -"of these names from the list (array indices start at ``0``). ``randi() % n`` " -"selects a random integer between ``0`` and ``n-1``." -msgstr "" -"그런 다음 목록에서 이 이름 중 하나를 선택하려면 ``0``\\ 과 ``2`` 사이의 임의" -"의 숫자를 선택해야 합니다(배열 인덱스는 ``0``\\ 에서 시작). ``randi() % " -"n``\\ 은 ``0``\\ 과 ``n-1`` 사이의 임의의 정수를 선택합니다." - -msgid "This completes the `Mob` scene." -msgstr "이것으로 `Mob` 씬이 완성되었습니다." - -msgid "" -"With the player and enemies ready, in the next part, we'll bring them " -"together in a new scene. We'll make enemies spawn randomly around the game " -"board and move forward, turning our project into a playable game." -msgstr "" -"플레이어와 적이 준비되었으므로, 다음 단계에서는 새로운 씬에 이들을 함께 배치" -"할 것입니다. 적들이 게임 보드 주변에 무작위로 생성되어 앞으로 이동하게 하여, " -"우리의 프로젝트를 플레이 가능한 게임으로 만들 것입니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po b/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po deleted file mode 100644 index c4a1f96eb8..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po +++ /dev/null @@ -1,139 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Now it's time to bring everything we did together into a playable game scene." -msgstr "" -"이제 우리가 한 모든 작업을 하나로 모아 플레이 가능한 게임 씬을 만들 차례입니" -"다." - -msgid "" -"Click the **Instance** button (represented by a chain link icon) and select " -"your saved ``player.tscn``." -msgstr "" -"**인스턴스(Instance)** 버튼(체인 링크 아이콘으로 표시)을 클릭하고 저장된 " -"``player.tscn``을 선택하세요." - -msgid "" -":ref:`Timer ` (named ``MobTimer``) - to control how often mobs " -"spawn" -msgstr "" -":ref:`Timer ` (``MobTimer`` 라고 이름지음) - 얼마나 자주 몹이 스" -"폰하는지를 조절하기 위해 사용" - -msgid "" -":ref:`Timer ` (named ``ScoreTimer``) - to increment the score " -"every second" -msgstr "" -":ref:`Timer ` (``ScoreTimer`` 라고 이름지음) - 매 초마다 점수를 " -"증가시키기 위해 사용" - -msgid "" -":ref:`Timer ` (named ``StartTimer``) - to give a delay before " -"starting" -msgstr "" -":ref:`Timer ` (``StratTimer`` 라고 이름지음) - 시작하기 전에 지" -"연시간을 주기 위해 사용" - -msgid "``MobTimer``: ``0.5``" -msgstr "``MobTimer``: ``0.5``" - -msgid "``ScoreTimer``: ``1``" -msgstr "``ScoreTimer``: ``1``" - -msgid "``StartTimer``: ``2``" -msgstr "``StartTimer``: ``2``" - -msgid "" -"In addition, set the ``One Shot`` property of ``StartTimer`` to \"On\" and " -"set ``Position`` of the ``StartPosition`` node to ``(240, 450)``." -msgstr "" -"그리고, ``StartTimer`` 속성의 ``One Shot``\\ 을 \"사용(On)\"으로 설정하고 " -"``StartPosition`` 노드의 ``Position``\\ 을 ``(240, 450)`` 으로 설정하세요." - -msgid "Spawning mobs" -msgstr "몹 스폰하기" - -msgid "" -"The Main node will be spawning new mobs, and we want them to appear at a " -"random location on the edge of the screen. Add a :ref:`Path2D " -"` node named ``MobPath`` as a child of ``Main``. When you " -"select ``Path2D``, you will see some new buttons at the top of the editor:" -msgstr "" -"메인 노드는 새로운 몹을 스폰할 것이고 우리는 몹이 화면 모서리 아무 위치에서" -"나 나타나도록 만들고 싶습니다. :ref:`Path2D ` 노드를 " -"``Main``\\ 의 자식으로 추가하고 ``MobPath``\\ 라고 이름지으세요. " -"``Path2D``\\ 를 선택하면 편집기 위쪽에 새로운 버튼들이 나타납니다:" - -msgid "" -"Draw the path in *clockwise* order, or your mobs will spawn pointing " -"*outwards* instead of *inwards*!" -msgstr "" -"*시계 방향* 으로 그리세요, 그렇지 않으면 몹들은 *안쪽* 이 아닌 *바깥쪽* 으로 " -"향할 것입니다!" - -msgid "" -"After placing point ``4`` in the image, click the \"Close Curve\" button and " -"your curve will be complete." -msgstr "" -"이미지에서 ``4``\\ 개의 점을 찍고 난 후, \"곡선 닫기(Close Curve)\" 버튼을 누" -"르면 곡선이 완성됩니다." - -msgid "" -"Now that the path is defined, add a :ref:`PathFollow2D ` " -"node as a child of ``MobPath`` and name it ``MobSpawnLocation``. This node " -"will automatically rotate and follow the path as it moves, so we can use it " -"to select a random position and direction along the path." -msgstr "" -"이제 경로를 정의하기 위해 :ref:`PathFollow2D ` 노드를 " -"``MobPath``\\ 의 자식으로 추가한 후 ``MobSpawnLocation``\\ 이라고 이름지으세" -"요. 이 노드는 자동으로 회전하고 이동하면서 경로를 따라갈 것입니다, 그러므로 " -"경로를 따라 임의의 위치와 방향을 선택하기 위해 이것을 사용할 수 있습니다." - -msgid "Your scene should look like this:" -msgstr "씬 트리는 다음과 같아야 합니다:" - -msgid "Main script" -msgstr "메인 스크립트" - -msgid "You can assign this property's value in two ways:" -msgstr "다음 두 가지 방법으로 이 속성의 값을 할당할 수 있습니다:" - -msgid "" -"Note that a new instance must be added to the scene using ``add_child()``." -msgstr "새로운 인스턴스는 ``add_child()``\\ 를 사용해야 추가할 수 있습니다." - -msgid "Testing the scene" -msgstr "씬 테스트하기" - -msgid "" -"If you had already set another scene as the \"Main Scene\", you can right " -"click ``main.tscn`` in the FileSystem dock and select \"Set As Main Scene\"." -msgstr "" -"이미 다른 씬을 \"Main Scene(메인 씬)\"으로 설정한 경우, FileSystem 도크에서 " -"``main.tscn``을 마우스 오른쪽 버튼으로 클릭하고 \"메인 씬으로 설정하기(Set " -"As Main Scene)\"을 선택할 수 있습니다." - -msgid "" -"You should be able to move the player around, see mobs spawning, and see the " -"player disappear when hit by a mob." -msgstr "" -"플레이어를 움직이고, 몹들이 스폰되는 것을 보고, 플레이어가 몹과 충돌할 때 사" -"라지는 것을 볼 수 있어야 합니다." - -msgid "" -"What's our game lacking? Some user interface. In the next lesson, we'll add " -"a title screen and display the player's score." -msgstr "" -"우리 게임에 무엇이 부족할까요? 바로 사용자 인터페이스(UI)입니다. 다음 레슨에" -"서는 타이틀 화면을 추가하고 플레이어의 점수를 표시하겠습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po b/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po deleted file mode 100644 index c70b682a47..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po +++ /dev/null @@ -1,209 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Heads up display" -msgstr "헤드업 디스플레이 (HUD)" - -msgid "" -"The final piece our game needs is a User Interface (UI) to display things " -"like score, a \"game over\" message, and a restart button." -msgstr "" -"우리 게임에 필요한 마지막 요소는 점수, \"게임 오버\" 메시지, 재시작 버튼과 같" -"은 항목을 표시할 사용자 인터페이스(UI)입니다." - -msgid "" -"The :ref:`CanvasLayer ` node lets us draw our UI elements " -"on a layer above the rest of the game, so that the information it displays " -"isn't covered up by any game elements like the player or mobs." -msgstr "" -":ref:`CanvasLayer ` 노드는 게임 위 레이어에 우리의 UI 요소" -"들을 그릴수 있게 해주고, 이로써 보여지는 정보가 플레이어나 몹과 같은 게임 요" -"소들에 의해 가려지지 않게 만듭니다." - -msgid "The HUD needs to display the following information:" -msgstr "HUD는 다음 정보를 표시해야 합니다:" - -msgid "Score, changed by ``ScoreTimer``." -msgstr "``ScoreTimer``\\ 에 의해 변경되는 점수(Score)." - -msgid "A message, such as \"Game Over\" or \"Get Ready!\"" -msgstr "\"Game Over\"나 \"Get Ready!\"와 같은 메시지" - -msgid "A \"Start\" button to begin the game." -msgstr "게임을 시작하기 위한 \"Start\" 버튼." - -msgid "" -"The basic node for UI elements is :ref:`Control `. To create " -"our UI, we'll use two types of :ref:`Control ` nodes: :ref:" -"`Label ` and :ref:`Button `." -msgstr "" -"UI 요소의 기초가 되는 노드는 :ref:`Control `\\ 입니다. UI를 만" -"들기 위해, 우리는 두 가지 타입의 :ref:`Control ` 노드: :ref:" -"`Label `\\ 과 :ref:`Button `\\ 을 사용할 것입니다." - -msgid "Create the following as children of the ``HUD`` node:" -msgstr "다음 노드들을 ``HUD`` 노드의 자식으로 추가하세요:" - -msgid ":ref:`Label ` named ``ScoreLabel``." -msgstr "``ScoreLabel``\\ 로 이름지은 :ref:`Label `." - -msgid ":ref:`Label ` named ``Message``." -msgstr "``Message``\\ 로 이름지은 :ref:`Label `." - -msgid ":ref:`Button ` named ``StartButton``." -msgstr "``StartButton``\\ 으로 이름지은 :ref:`Button `." - -msgid ":ref:`Timer ` named ``MessageTimer``." -msgstr "``MessageTimer``\\ 로 이름지은 :ref:`Timer `." - -msgid "" -"Click on the ``ScoreLabel`` and type a number into the ``Text`` field in the " -"Inspector. The default font for ``Control`` nodes is small and doesn't scale " -"well. There is a font file included in the game assets called \"Xolonium-" -"Regular.ttf\". To use this font, do the following:" -msgstr "" -"``ScoreLabel``\\ 을 클릭하고 인스펙터(Inspecter)의 *Text* 필드에 숫자를 입력" -"하세요. ``Control`` 노드의 기본 폰트는 작아서 크기 조정이 잘 되지 않습니다. " -"게임 애셋에는 \"Xolonium-Regular.ttf\"라는 폰트 파일이 있습니다. 이 폰트를 사" -"용하려면, 각 ``Control`` 노드마다 다음과 같이 하세요:" - -msgid "" -"The font size is still too small, increase it to ``64`` under \"Theme " -"Overrides > Font Sizes\". Once you've done this with the ``ScoreLabel``, " -"repeat the changes for the ``Message`` and ``StartButton`` nodes." -msgstr "" -"글꼴 크기가 여전히 너무 작습니다. \"테마 오버라이드(Theme Overrides) > 글꼴 " -"크기(Font Sizes)\"에서 글꼴 크기를 ``64``로 증가시킵니다. ``ScoreLabel``에서 " -"이 작업을 완료한 후, 동일한 변경을 ``Message`` 및 ``StartButton`` 노드에도 반" -"복합니다." - -msgid "ScoreLabel" -msgstr "ScoreLabel" - -msgid "Add the text ``0``." -msgstr "텍스트 ``0``을 추가합니다." - -msgid "" -"Set the \"Horizontal Alignment\" and \"Vertical Alignment\" to ``Center``." -msgstr "" -"\"수평 정렬(Horizontal Alignment)\"와 '수직 정렬(Vertical Alignment)\"를 ``가" -"운데 정렬(Center)``로 설정합니다." - -msgid "Choose the \"Anchor Preset\" ``Center Top``." -msgstr "" -"\"앵커 프리셋(Anchor Preset)\"을 ``중심 상단(Center Top)``으로 선택합니다." - -msgid "Message" -msgstr "메시지" - -msgid "Choose the \"Anchor Preset\" ``Center``." -msgstr "\"앵커 프리셋(Anchor Preset)\"을 ``Center``로 선택합니다." - -msgid "StartButton" -msgstr "StartButton" - -msgid "Choose the \"Anchor Preset\" ``Center Bottom``." -msgstr "\"Anchor Preset\"을 ``중심 하단(Center Bottom)``로 선택합니다." - -msgid "" -"On the ``MessageTimer``, set the ``Wait Time`` to ``2`` and set the ``One " -"Shot`` property to \"On\"." -msgstr "" -"``MessageTimer``\\ 에서 ``Wait Time``\\ 을 ``2``\\ 로 설정하고 ``One Shot`` " -"속성을 \"사용(On)\"으로 설정합니다." - -msgid "Now add this script to ``HUD``:" -msgstr "이제 ``HUD``\\ 에 이 스크립트를 추가하세요:" - -msgid "" -"This function is called when the player loses. It will show \"Game Over\" " -"for 2 seconds, then return to the title screen and, after a brief pause, " -"show the \"Start\" button." -msgstr "" -"이 함수는 플레이어가 패배했을 때 호출됩니다. 이 함수는 2초동안 \"Game " -"Over\"를 보여주고, 타이틀 화면으로 돌아와서, 잠깐 일시정지한 후 \"Start\" 버" -"튼을 보여줍니다." - -msgid "" -"When you need to pause for a brief time, an alternative to using a Timer " -"node is to use the SceneTree's ``create_timer()`` function. This can be very " -"useful to add delays such as in the above code, where we want to wait some " -"time before showing the \"Start\" button." -msgstr "" -"잠시 일시 정지를 해야 한다면 타이머 노드를 사용하는 대신 SceneTree의 " -"``create_timer()`` 함수를 사용하는 것이 좋습니다. 이 함수는 \"Start\" 버튼을 " -"표시하기 전에 잠시 기다려야 하는 위의 코드와 같이 지연을 추가하는 데 매우 유" -"용할 수 있습니다." - -msgid "Add the code below to ``HUD`` to update the score" -msgstr "``HUD``에 아래 코드를 추가하여 점수를 업데이트합니다" - -msgid "Connecting HUD to Main" -msgstr "메인에 HUD를 연결하기" - -msgid "" -"Now that we're done creating the ``HUD`` scene, go back to ``Main``. " -"Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene. " -"The scene tree should look like this, so make sure you didn't miss anything:" -msgstr "" -"이제 ``HUD`` 씬 만들기가 끝났으니 저장하고 다시 ``Main``\\ 으로 돌아가세요. " -"``Player`` 씬에서 했듯이 ``HUD`` 씬을 ``Main``\\ 에 인스턴스화하고, 트리의 " -"맨 아래에 배치하세요. 모든 트리는 다음처럼 보여야 하므로, 놓친 것이 없는지 확" -"인해보세요:" - -msgid "" -"Now we need to connect the ``HUD`` functionality to our ``Main`` script. " -"This requires a few additions to the ``Main`` scene:" -msgstr "" -"이제 ``HUD`` 기능을 ``Main`` 스크립트에 연결할 것입니다. 여기에는 ``Main`` 씬" -"에 추가적인 것들이 요구됩니다:" - -msgid "" -"In ``new_game()``, update the score display and show the \"Get Ready\" " -"message:" -msgstr "" -"``new_game()``\\ 에서, 점수 화면을 업데이트하고 \"Get Ready\" 메시지를 보이" -"게 합니다:" - -msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:" -msgstr "``game_over()``\\ 에서는, 해당 ``HUD`` 함수를 호출해야 합니다:" - -msgid "Removing old creeps" -msgstr "오래된 적들 제거하기" - -msgid "" -"If you play until \"Game Over\" and then start a new game right away, the " -"creeps from the previous game may still be on the screen. It would be better " -"if they all disappeared at the start of a new game. We just need a way to " -"tell *all* the mobs to remove themselves. We can do this with the \"group\" " -"feature." -msgstr "" -"\"Game Over\"까지 플레이한 다음 바로 새 게임을 시작하면 이전 게임의 크립이 화" -"면에 계속 표시될 수 있습니다. 새 게임이 시작될 때 모두 사라지면 더 좋을 것입" -"니다. 우리는 *모든* 몹에게 스스로 제거하도록 지시할 방법이 필요합니다. \"그룹" -"(group)\" 기능으로 이 작업을 수행할 수 있습니다." - -msgid "" -"The ``call_group()`` function calls the named function on every node in a " -"group - in this case we are telling every mob to delete itself." -msgstr "" -"``call_group()`` 함수는 그룹의 모든 노드에서 지정된 함수를 호출합니다. 이 경" -"우 모든 몹에게 자신을 삭제하도록 지시합니다." - -msgid "" -"The game's mostly done at this point. In the next and last part, we'll " -"polish it a bit by adding a background, looping music, and some keyboard " -"shortcuts." -msgstr "" -"이제 게임의 대부분이 완성되었습니다. 다음이자 마지막 부분에서는 배경, 반복되" -"는 음악, 몇 가지 키보드 단축키를 추가하여 게임을 조금 더 다듬어 보겠습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po b/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po deleted file mode 100644 index 9a6c109d8c..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po +++ /dev/null @@ -1,131 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Finishing up" -msgstr "마무리 작업" - -msgid "Feel free to expand the gameplay with your own ideas." -msgstr "자신만의 아이디어로 게임 플레이를 확장해 보세요." - -msgid "Background" -msgstr "배경(Background)" - -msgid "Sound effects" -msgstr "음향 효과(Sound effects)" - -msgid "" -"Add two :ref:`AudioStreamPlayer ` nodes as children " -"of ``Main``. Name one of them ``Music`` and the other ``DeathSound``. On " -"each one, click on the ``Stream`` property, select \"Load\", and choose the " -"corresponding audio file." -msgstr "" -"두 개의 :ref:`AudioStreamPlayer ` 노드를 ``Main``\\ " -"의 자식으로 추가하세요. 하나는 ``Music``\\ 으로, 다른 하나는 " -"``DeathSound``\\ 로 이름지으세요. 각각 ``Stream`` 속성을 클릭하고 \"불러오기" -"(Load)\"를 선택해서 이름에 맞는 오디오 파일을 선택하세요." - -msgid "" -"To play the music, add ``$Music.play()`` in the ``new_game()`` function and " -"``$Music.stop()`` in the ``game_over()`` function." -msgstr "" -"음악을 실행시키려면, ``new_game()`` 함수에 ``$Music.play()``\\ 를 추가하고 " -"``game_over()`` 함수에 ``$Music.stop()``\\ 을 추가하세요." - -msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function." -msgstr "" -"마지막으로 ``game_over()`` 함수에 ``$DeathSound.play()``\\ 를 추가하세요." - -msgid "Keyboard shortcut" -msgstr "키보드 단축키" - -msgid "" -"Since the game is played with keyboard controls, it would be convenient if " -"we could also start the game by pressing a key on the keyboard. We can do " -"this with the \"Shortcut\" property of the ``Button`` node." -msgstr "" -"게임은 키보드 조작으로 진행되기 때문에 키보드의 키를 눌러 게임을 시작할 수도 " -"있다면 편리할 것입니다. ``Button`` 노드의 \"Shortcut\" 속성을 사용해 이 작업" -"을 수행할 수 있습니다." - -msgid "" -"In a previous lesson, we created four input actions to move the character. " -"We will create a similar input action to map to the start button." -msgstr "" -"이전 단원에서, 캐릭터를 이동시키기 위해 네 개의 입력 동작을 만들었습니다. 이" -"번에는 시작 버튼에 매핑할 유사한 입력 동작을 만들겠습니다." - -msgid "" -"Select \"Project\" -> \"Project Settings\" and then click on the \"Input " -"Map\" tab. In the same way you created the movement input actions, create a " -"new input action called ``start_game`` and add a key mapping for the :kbd:" -"`Enter` key." -msgstr "" -"\"프로젝트\"(Project) -> \"프로젝트 설정\"(Project Settings)을 선택한 다음 " -"\"입력 맵\"(Input Map) 탭을 클릭합니다. 이전에 이동 입력 동작을 만들었던 것" -"과 동일한 방식으로, ``start_game``이라는 새로운 입력 동작을 만들고 :kbd:" -"`Enter` 키에 대한 키 매핑을 추가합니다." - -msgid "" -"Now would be a good time to add controller support if you have one " -"available. Attach or pair your controller and then under each input action " -"that you wish to add controller support for, click on the \"+\" button and " -"press the corresponding button, d-pad, or stick direction that you want to " -"map to the respective input action." -msgstr "" -"지금은 컨트롤러를 지원할 수 있는 좋은 시점입니다. 컨트롤러를 연결하거나 페어" -"링한 다음, 컨트롤러 지원을 추가하려는 각 입력 동작 아래에서 \"+\" 버튼을 클릭" -"하고 해당 입력 동작에 매핑하려는 버튼, d-패드, 또는 스틱 방향을 누릅니다." - -msgid "" -"In the ``HUD`` scene, select the ``StartButton`` and find its **Shortcut** " -"property in the Inspector. Create a new :ref:`Shortcut ` " -"resource by clicking within the box, open the **Events** array and add a new " -"array element to it by clicking on **Array[InputEvent] (size 0)**." -msgstr "" -"``HUD`` 씬에서 ``StartButton``을 선택하고 인스펙터에서 **Shortcut **속성을 찾" -"습니다. 상자 내에서 클릭하여 새로운 :ref:`Shortcut ` 리소스" -"를 생성하고, **Events** 배열을 열고 **Array[InputEvent] (size 0)**를 클릭하" -"여 새 배열 요소를 추가합니다." - -msgid "" -"Create a new :ref:`InputEventAction ` and name it " -"``start_game``." -msgstr "" -"새로운 :ref:`InputEventAction` `을 생성하고 이름을 " -"``start_game``으로 설정합니다." - -msgid "And with that, you completed your first 2D game in Godot." -msgstr "이렇게 해서 Godot에서 첫 번째 2D 게임을 완성했습니다." - -msgid "" -"You got to make a player-controlled character, enemies that spawn randomly " -"around the game board, count the score, implement a game over and replay, " -"user interface, sounds, and more. Congratulations!" -msgstr "" -"플레이어가 제어하는 캐릭터를 만들고, 게임 보드 주변에 무작위로 생성되는 적" -"들, 점수 계산, 게임 오버 및 재시작, 사용자 인터페이스, 사운드 등을 구현했습니" -"다. 축하합니다!" - -msgid "" -"There's still much to learn, but you can take a moment to appreciate what " -"you achieved." -msgstr "" -"배울 것이 아직 많이 남아 있지만, 지금까지 달성한 것을 잠시 되돌아보며 자축해" -"도 좋습니다." - -msgid "" -"And when you're ready, you can move on to :ref:`doc_your_first_3d_game` to " -"learn to create a complete 3D game from scratch, in Godot." -msgstr "" -"준비가 되면, :ref:`doc_your_first_3d_game`를 참고하여 Godot에서 처음부터 완전" -"한 3D 게임을 만드는 방법을 배울 수 있습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/index.po deleted file mode 100644 index 579f0f2404..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/first_2d_game/index.po +++ /dev/null @@ -1,88 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Your first 2D game" -msgstr "2D 게임 시작하기" - -msgid "" -"In this step-by-step tutorial series, you will create your first complete 2D " -"game with Godot. By the end of the series, you will have a simple yet " -"complete game of your own, like the image below." -msgstr "" -"이 단계별 튜토리얼 시리즈에서는 Godot으로 처음으로 완전한 2D 게임을 만들어봅" -"니다. 시리즈가 끝나면 아래 이미지와 같이 간단하면서도 완성도 있는 나만의 게임" -"을 만들 수 있습니다." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "Create a complete 2D game with the Godot editor." -msgstr "Godot 에디터로 완전한 2D 게임을 만들어 보세요." - -msgid "Spawn random enemies." -msgstr "무작위 적을 생성합니다." - -msgid "Count the score." -msgstr "점수를 계산합니다." - -msgid "And more." -msgstr "그리고 더 많이 있습니다." - -msgid "" -"You'll find another series where you'll create a similar game but in 3D. We " -"recommend you to start with this one, though." -msgstr "" -"비슷한 게임을 만들 수 있는 다른 시리즈도 있지만 3D로 제작할 수 있습니다. 하지" -"만 이 게임부터 시작하는 것을 추천합니다." - -msgid "**Why start with 2D?**" -msgstr "**왜 2D로 시작하나요?**" - -msgid "" -"If you are new to game development or unfamiliar with Godot, we recommend " -"starting with 2D games. This will allow you to become comfortable with both " -"before tackling 3D games, which tend to be more complicated." -msgstr "" -"게임 개발이 처음이거나 Godot에 익숙하지 않다면, 2D 게임부터 시작하는 것이 좋" -"습니다. 이렇게 하면 더 복잡한 3D 게임에 도전하기 전에 두 가지 모두에 익숙해" -"질 수 있습니다." - -msgid "Prerequisites" -msgstr "준비사항" - -msgid "" -"This step-by-step tutorial is intended for beginners who followed the " -"complete :ref:`Getting Started `." -msgstr "" -"이 단계별 튜토리얼은 전체 :ref:`시작하기 `을 따라한 " -"초보자를 위한 것입니다." - -msgid "" -"We prepared some game assets you'll need to download so we can jump straight " -"to the code." -msgstr "코드로 바로 이동할 수 있도록 다운로드해야 할 게임 에셋을 준비했습니다." - -msgid "You can download them by clicking the link below." -msgstr "아래 링크를 클릭하여 다운로드할 수 있습니다." - -msgid "" -"`dodge_the_creeps_2d_assets.zip `_." -msgstr "" -"`dodge_the_creeps_2d_assets.zip `_." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po b/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po deleted file mode 100644 index b2cfadaf31..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po +++ /dev/null @@ -1,176 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"In this first part, we're going to set up the game area. Let's get started " -"by importing the start assets and setting up the game scene." -msgstr "" -"첫 번째 부분에서는 게임 영역을 설정하겠습니다. 시작 에셋을 가져오고 게임 씬" -"을 설정하는 것부터 시작해 보겠습니다." - -msgid "" -"We've prepared a Godot project with the 3D models and sounds we'll use for " -"this tutorial, linked in the index page. If you haven't done so yet, you can " -"download the archive here: `Squash the Creeps assets `__." -msgstr "" -"이 튜토리얼에서 사용할 3D 모델과 사운드가 포함된 Godot 프로젝트를 준비했으" -"며, 이는 index 페이지에 링크되어 있습니다. 아직 다운로드하지 않았다면, 여기에" -"서 아카이브를 다운로드할 수 있습니다: `Squash the Creeps assets `__." - -msgid "" -"In the import popup, enter the full path to the freshly created directory " -"``squash_the_creeps_start/``. You can click the *Browse* button on the right " -"to open a file browser and navigate to the ``project.godot`` file the folder " -"contains." -msgstr "" -"가져오기 팝업에서 새로 생성된 디렉토리 ``squash_the_creeps_start/``의 전체 경" -"로를 입력합니다. 오른쪽에 있는 *Browse *버튼을 클릭하여 파일 브라우저를 열고 " -"폴더에 있는 ``project.godot`` 파일로 이동할 수 있습니다." - -msgid "" -"The start project contains an icon and two folders: ``art/`` and ``fonts/``. " -"There, you will find the art assets and music we'll use in the game." -msgstr "" -"시작 프로젝트에는 아이콘과 두 개의 폴더인 ``art/`와 ``fonts/``가 포함되어 있" -"습니다. 여기에는 게임에서 사용할 아트 에셋과 음악이 들어 있습니다." - -msgid "" -"There are two 3D models, ``player.glb`` and ``mob.glb``, some materials that " -"belong to these models, and a music track." -msgstr "" -"두 개의 3D 모델, ``player.glb``와 ``mob.glb``, 그리고 이 모델들에 속하는 몇 " -"가지 소재와 음악 트랙이 있습니다." - -msgid "" -"We'll start by adding a floor that'll prevent the characters from falling. " -"To create static colliders like the floor, walls, or ceilings, you can use :" -"ref:`StaticBody3D ` nodes. They require :ref:" -"`CollisionShape3D ` child nodes to define the " -"collision area. With the ``Main`` node selected, add a :ref:`StaticBody3D " -"` node, then a :ref:`CollisionShape3D " -"`. Rename the :ref:`StaticBody3D " -"` to ``Ground``." -msgstr "" -"먼저 캐릭터가 떨어지지 않도록 바닥을 추가하겠습니다. 바닥, 벽, 천장과 같은 정" -"적 충돌체(static colliders)를 만들려면, :ref:`StaticBody3D " -"` 노드를 사용할 수 있습니다. 충돌 영역을 정의하기 위해 :" -"ref:`CollisionShape3D ` 자식 노드가 필요합니다. " -"``Main`` 노드를 선택한 상태에서 :ref:`StaticBody3D ` 노드" -"를 추가하고, 그 다음으로 :ref:`CollisionShape3D `를 " -"추가합니다. :ref:`StaticBody3D `의 이름을 ``Ground``로 변" -"경합니다." - -msgid "" -"A warning sign next to the :ref:`CollisionShape3D ` " -"appears because we haven't defined its shape. If you click the icon, a popup " -"appears to give you more information." -msgstr "" -":ref:`CollisionShape3D ` 옆에 경고 표시가 나타나는 이" -"유는 모양을 정의하지 않았기 때문입니다. 아이콘을 클릭하면 더 많은 정보를 제공" -"하는 팝업이 나타납니다." - -msgid "" -"To create a shape, select the :ref:`CollisionShape3D " -"` node, head to the *Inspector* and click the " -"** field next to the *Shape* property. Create a new *BoxShape3D*." -msgstr "" -"모양을 만들려면 :ref:`CollisionShape3D ` 노드를 선택" -"하고 *Inspector*로 이동하여 *Shape* 속성 옆의 ** 필드를 클릭합니다. 새" -"로운 *BoxShape3D*를 생성합니다." - -msgid "" -"The box shape is perfect for flat ground and walls. Its thickness makes it " -"reliable to block even fast-moving objects." -msgstr "" -"박스 모양은 평평한 바닥과 벽에 적합합니다. 두께가 있어 빠르게 움직이는 물체" -"도 안정적으로 막을 수 있습니다." - -msgid "" -"Collision shapes are invisible. We need to add a visual floor that goes " -"along with it. Select the ``Ground`` node and add a :ref:`MeshInstance3D " -"` as its child." -msgstr "" -"충돌 모양은 눈에 보이지 않습니다. 이에 따라 시각적으로 바닥을 표시할 필요가 " -"있습니다. ``Ground`` 노드를 선택하고 자식 노드로 :ref:`MeshInstance3D " -"`를 추가합니다." - -msgid "" -"In the *Inspector*, click on the field next to *Mesh* and create a :ref:" -"`BoxMesh ` resource to create a visible box." -msgstr "" -"*Inspector*에서 *Mesh* 옆의 필드를 클릭하고 :ref:`BoxMesh ` 리" -"소스를 생성하여 보이는 박스를 만듭니다." - -msgid "" -"Once again, it's too small by default. Click the box icon to expand the " -"resource and set its *Size* to ``60``, ``2``, and ``60``." -msgstr "" -"기본값으로는 크기가 너무 작습니다. 상자 아이콘을 클릭하여 리소스를 확장하고 " -"*Size*를 각각 ``60``, ``2``, ``60`` 으로 설정합니다." - -msgid "" -"You should see a wide grey slab that covers the grid and blue and red axes " -"in the viewport." -msgstr "" -"격자와 뷰포트의 파란색 및 빨간색 축을 덮는 넓은 회색 슬래브(slab)가 보일 것입" -"니다." - -msgid "" -"If you can't see the 3D object manipulator like on the image above, ensure " -"the *Select Mode* is active in the toolbar above the view." -msgstr "" -"위 이미지처럼 3D 객체 조작기가 보이지 않는다면, 뷰 위의 툴바에서 *Select " -"Mode*가 활성화되어 있는지 확인하세요." - -msgid "" -"Move the ground down ``1`` meter, in order to have a visible editor grid. A " -"label in the bottom-left corner of the viewport tells you how much you're " -"translating the node." -msgstr "" -"에디터 그리드를 보이게 하기 위해 지면을 아래로 ``1``미터 이동합니다. 뷰포트" -"의 왼쪽 하단에 있는 라벨이 노드를 얼마나 이동시키고 있는지 알려줍니다." - -msgid "" -"Moving the *Ground* node down moves both children along with it. Ensure you " -"move the *Ground* node, **not** the *MeshInstance3D* or the " -"*CollisionShape3D*." -msgstr "" -"*Ground* 노드를 아래로 이동하면 자식 노드들도 함께 이동합니다. *Ground* 노드" -"를 이동하도록 하고, **절대** *MeshInstance3D*나 *CollisionShape3D*를 이동하" -"지 않도록 주의하세요." - -msgid "Ultimately, ``Ground``'s transform.position.y should be -1" -msgstr "결국 ``Ground``의 transform.position.y는 -1이 되어야 합니다" - -msgid "" -"Let's add a directional light so our scene isn't all grey. Select the " -"``Main`` node and add a child node :ref:`DirectionalLight3D " -"`." -msgstr "" -"장면이 모두 회색으로 보이지 않도록 방향 광원을 추가하겠습니다. ``Main`` 노드" -"를 선택하고 자식 노드로 :ref:`DirectionalLight3D `" -"를 추가합니다." - -msgid "" -"In the *Inspector*, turn on *Shadow -> Enabled* by clicking the checkbox." -msgstr "" -"*Inspector*에서 *Shadow -> Enabled* 옵션을 켜려면 체크박스를 클릭합니다." - -msgid "" -"That's our starting point. In the next part, we will work on the player " -"scene and base movement." -msgstr "" -"그것이 우리의 시작점입니다. 다음 부분에서는 플레이어 씬과 기본 이동을 작업할 " -"것입니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po b/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po deleted file mode 100644 index c3f6daaad3..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po +++ /dev/null @@ -1,280 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"In the next two lessons, we will design the player scene, register custom " -"input actions, and code player movement. By the end, you'll have a playable " -"character that moves in eight directions." -msgstr "" -"다음 두 레슨에서는 플레이어 씬을 디자인하고, 커스텀 입력 동작을 등록하고, 플" -"레이어 이동 코드를 작성할 것입니다. 이 과정이 끝나면 여덟 방향으로 움직이는 " -"플레이어 캐릭터가 완성될 것입니다." - -msgid "" -"Create a new scene by going to the Scene menu in the top-left and clicking " -"*New Scene*." -msgstr "" -"상단 왼쪽의 Scene 메뉴로 이동하여 *New Scene*을 클릭하여 새 씬을 만듭니다." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "" -"Create a :ref:`CharacterBody3D ` node as the root" -msgstr "" -"루트 노드로 :ref:`CharacterBody3D ` 노드를 생성합니다" - -msgid "" -"Name the :ref:`CharacterBody3D ` to ``Player``. " -"Character bodies are complementary to the area and rigid bodies used in the " -"2D game tutorial. Like rigid bodies, they can move and collide with the " -"environment, but instead of being controlled by the physics engine, **you** " -"dictate their movement. You will see how we use the node's unique features " -"when we code the jump and squash mechanics." -msgstr "" -":ref:`CharacterBody3D `의 이름을 ``Player``로 지정합니" -"다. 캐릭터 바디는 2D 게임 튜토리얼에서 사용된 영역 및 리지드 바디와 상호 보완" -"적입니다. 리지드 바디처럼 움직이고 환경과 충돌할 수 있지만, 물리 엔진이 아닌 " -"**사용자**가 그 움직임을 제어합니다. 점프와 스쿼시 메커니즘을 코딩할 때 이 노" -"드의 독특한 기능을 어떻게 사용하는지 보게 될 것입니다." - -msgid "" -"For now, we're going to create a basic rig for our character's 3D model. " -"This will allow us to rotate the model later via code while it plays an " -"animation." -msgstr "" -"지금은 캐릭터의 3D 모델을 위한 기본 리그를 만들겠습니다. 이렇게 하면 애니메이" -"션을 재생하는 동안 코드를 통해 모델을 회전시킬 수 있습니다." - -msgid "" -"Add a :ref:`Node3D ` node as a child of ``Player`` and name it " -"``Pivot``" -msgstr "" -"``Player`` 의 자식 노드로 :ref:`Node3D ` 노드를 추가하고 이름" -"을 ``Pivot`` 으로 지정합니다" - -msgid "" -"Then, in the FileSystem dock, expand the ``art/`` folder by double-clicking " -"it and drag and drop ``player.glb`` onto ``Pivot``." -msgstr "" -"그런 다음, FileSystem 도크에서 ``art/`` 폴더를 더블 클릭하여 확장하고 " -"``player.glb`` 파일을 ``Pivot`` 위로 드래그 앤 드롭합니다." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "image1" - -msgid "" -"This should instantiate the model as a child of ``Pivot``. You can rename it " -"to ``Character``." -msgstr "" -"이렇게 하면 모델이 ``Pivot`` 의 자식으로 인스턴스화됩니다. 이름을 " -"``Character`` 로 변경할 수 있습니다." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "image2" - -msgid "" -"As with all kinds of physics nodes, we need a collision shape for our " -"character to collide with the environment. Select the ``Player`` node again " -"and add a child node :ref:`CollisionShape3D `. In " -"the *Inspector*, on the *Shape* property, add a new :ref:`SphereShape3D " -"`." -msgstr "" -"모든 종류의 물리 노드와 마찬가지로, 캐릭터가 환경과 충돌할 수 있도록 충돌 모" -"양이 필요합니다. 다시 ``Player`` 노드를 선택하고 자식 노드로 :ref:" -"`CollisionShape3D `를 추가합니다. *Inspector*에서 " -"*Shape* 속성에 새로운 :ref:`SphereShape3D `를 추가합니" -"다." - -msgid "The sphere's wireframe appears below the character." -msgstr "구의 와이어프레임이 캐릭터 아래에 나타납니다." - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "image3" - -msgid "" -"It will be the shape the physics engine uses to collide with the " -"environment, so we want it to better fit the 3D model. Make it a bit larger " -"by dragging the orange dot in the viewport. My sphere has a radius of about " -"``0.8`` meters." -msgstr "" -"이 구는 물리 엔진이 환경과 충돌하는 데 사용하는 모양이므로, 3D 모델에 더 잘 " -"맞도록 조정할 필요가 있습니다. 뷰포트에서 주황색 점을 드래그하여 조금 더 크" -"게 만듭니다. 제 구는 반경이 약 ``0.8`` 미터입니다." - -msgid "" -"Then, move the collision shape up so its bottom roughly aligns with the " -"grid's plane." -msgstr "" -"그런 다음, 충돌 모양을 위로 이동하여 바닥이 격자 평면과 대략적으로 맞추도록 " -"합니다." - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "image4" - -msgid "" -"To make moving the shape easier, you can toggle the model's visibility by " -"clicking the eye icon next to the ``Character`` or the ``Pivot`` nodes." -msgstr "" -"모양을 이동하기 쉽게 만들기 위해, ``Character`` 또는 ``Pivot`` 노드 옆의 눈 " -"아이콘을 클릭하여 모델의 가시성을 전환할 수 있습니다." - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "image5" - -msgid "" -"With the nodes ready, we can almost get coding. But first, we need to define " -"some input actions." -msgstr "" -"노드가 준비되었으므로 거의 코딩을 시작할 수 있습니다. 하지만 먼저 몇 가지 입" -"력 동작을 정의해야 합니다." - -msgid "" -"To move the character, we will listen to the player's input, like pressing " -"the arrow keys. In Godot, while we could write all the key bindings in code, " -"there's a powerful system that allows you to assign a label to a set of keys " -"and buttons. This simplifies our scripts and makes them more readable." -msgstr "" -"캐릭터를 움직이기 위해 플레이어의 입력, 예를 들어 화살표 키를 누르는 것을 감" -"지할 것입니다. Godot에서는 모든 키 바인딩을 코드로 작성할 수 있지만, 키와 버" -"튼 세트에 레이블을 할당할 수 있는 강력한 시스템이 있습니다. 이는 스크립트를 " -"단순화하고 더 읽기 쉽게 만듭니다." - -msgid "" -"This system is the Input Map. To access its editor, head to the *Project* " -"menu and select *Project Settings*." -msgstr "" -"이 시스템은 입력 맵(Input Map)입니다. 해당 편집기에 접근하려면 *Project* 메뉴" -"로 이동하여 *Project Settings*를 선택합니다." - -msgid "" -"At the top, there are multiple tabs. Click on *Input Map*. This window " -"allows you to add new actions at the top; they are your labels. In the " -"bottom part, you can bind keys to these actions." -msgstr "" -"상단에 여러 탭이 있습니다. *Input Map*을 클릭하세요. 이 창에서는 상단에 새로" -"운 동작을 추가할 수 있습니다. 이들은 레이블입니다. 하단 부분에서는 이 동작에 " -"키를 바인딩할 수 있습니다." - -msgid "|image7|" -msgstr "|image7|" - -msgid "" -"Godot projects come with some predefined actions designed for user interface " -"design (see above screenshot). These will become visible if you enable the " -"*Show Built-in Actions* toggle. We could use these here, but instead we're " -"defining our own to support gamepads. Leave *Show Built-in Actions* disabled." -msgstr "" -"Godot 프로젝트에는 사용자 인터페이스 디자인을 위해 설계된 몇 가지 사전 정의" -"된 동작이 포함되어 있습니다(위의 스크린샷 참조). *Show Built-in Actions* 토글" -"을 활성화하면 이러한 동작이 표시됩니다. 여기서 이것들을 사용할 수도 있지만, " -"대신 게임패드를 지원하기 위해 자체 동작을 정의하겠습니다. *Show Built-in " -"Actions* 는 비활성화된 상태로 두세요." - -msgid "" -"We're going to name our actions ``move_left``, ``move_right``, " -"``move_forward``, ``move_back``, and ``jump``." -msgstr "" -"동작의 이름을 ``move_left``, ``move_right``, ``move_forward``, " -"``move_back``, 그리고 ``jump`` 로 지정하겠습니다." - -msgid "To add an action, write its name in the bar at the top and press Enter." -msgstr "동작을 추가하려면 상단의 입력란에 이름을 작성하고 Enter 키를 누릅니다." - -msgid "|image8|" -msgstr "|image8|" - -msgid "|image9|" -msgstr "|image9|" - -msgid "" -"To bind a key or button to an action, click the \"+\" button to its right. " -"Do this for ``move_left``. Press the left arrow key and click *OK*." -msgstr "" -"동작에 키나 버튼을 바인딩하려면 해당 동작 오른쪽의 \"+\" 버튼을 클릭합니다. " -"``move_left`` 에 대해 이 작업을 수행합니다. 왼쪽 화살표 키를 누르고 *OK* 를 " -"클릭합니다." - -msgid "Bind also the :kbd:`A` key, onto the action ``move_left``." -msgstr ":kbd:`A` 키도 ``move_left`` 동작에 바인딩합니다." - -msgid "|image12|" -msgstr "|image12|" - -msgid "" -"Let's now add support for a gamepad's left joystick. Click the \"+\" button " -"again but this time, select *Manual Selection -> Joypad Axes*." -msgstr "" -"이제 게임패드의 왼쪽 조이스틱을 지원하도록 추가하겠습니다. 다시 \"+\" 버튼을 " -"클릭하고 이번에는 *Manual Selection -> Joypad Axes* 를 선택합니다." - -msgid "Select the negative X axis of the left joystick." -msgstr "왼쪽 조이스틱의 음수 X 축을 선택합니다." - -msgid "Leave the other values as default and press *OK*" -msgstr "다른 값은 기본값으로 두고 *OK* 를 누릅니다" - -msgid "" -"If you want controllers to have different input actions, you should use the " -"Devices option in Additional Options. Device 0 corresponds to the first " -"plugged gamepad, Device 1 corresponds to the second plugged gamepad, and so " -"on." -msgstr "" -"컨트롤러에 서로 다른 입력 동작을 할당하려면 Additional Options에서 Devices 옵" -"션을 사용해야 합니다. Device 0은 첫 번째로 연결된 게임패드에 해당하고, " -"Device 1은 두 번째로 연결된 게임패드에 해당하며, 계속해서 순서대로 할당됩니" -"다." - -msgid "" -"Do the same for the other input actions. For example, bind the right arrow, " -"D, and the left joystick's positive axis to ``move_right``. After binding " -"all keys, your interface should look like this." -msgstr "" -"다른 입력 동작에 대해서도 동일하게 수행합니다. 예를 들어, 오른쪽 화살표, D " -"키, 왼쪽 조이스틱의 양수 축을 ``move_right`` 에 바인딩합니다. 모든 키를 바인" -"딩한 후, 인터페이스는 다음과 같이 보여야 합니다." - -msgid "" -"The final action to set up is the ``jump`` action. Bind the Space key and " -"the gamepad's A button." -msgstr "" -"마지막으로 설정할 동작은 ``jump`` 동작입니다. Space 키와 게임패드의 A 버튼을 " -"바인딩합니다." - -msgid "" -"That's all the actions we need for this game. You can use this menu to label " -"any groups of keys and buttons in your projects." -msgstr "" -"이것이 이 게임에 필요한 모든 동작입니다. 이 메뉴를 사용하여 프로젝트에서 키" -"와 버튼 그룹에 레이블을 지정할 수 있습니다." - -msgid "In the next part, we'll code and test the player's movement." -msgstr "다음 부분에서는 플레이어의 움직임을 코딩하고 테스트하겠습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po b/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po deleted file mode 100644 index fe774f6e0e..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po +++ /dev/null @@ -1,406 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"It's time to code! We're going to use the input actions we created in the " -"last part to move the character." -msgstr "" -"이제 코딩할 시간입니다! 이전 부분에서 만든 입력 동작을 사용하여 캐릭터를 이동" -"시키겠습니다." - -msgid "For this project, we will be following the Godot naming conventions." -msgstr "이 프로젝트에서, 우리는 Godot의 명명 규칙을 따를 것입니다." - -msgid "" -"**GDScript**: Classes (nodes) use PascalCase, variables and functions use " -"snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." -msgstr "" -"**GDScript**: 클래스(노드)는 파스칼 표기법(PascalCase)을 사용하고, 변수와 함" -"수는 스네이크_표기법(snake_case)을 사용하며, 상수는 전부 대문자(ALL_CAPS)를 " -"사용합니다(:ref:`doc_gdscript_styleguide` 참조)." - -msgid "" -"Right-click the ``Player`` node and select *Attach Script* to add a new " -"script to it. In the popup, set the *Template* to *Empty* before pressing " -"the *Create* button. We set it to *Empty* because we want to write our own " -"code for player movement." -msgstr "" -"``Player`` 노드를 마우스 오른쪽 버튼으로 클릭하고 *Attach Script* 를 선택하" -"여 새 스크립트를 추가합니다. 팝업에서 *Template* 을 *Empty* 로 설정한 후 " -"*Create* 버튼을 누릅니다. 이는 플레이어 이동을 위한 코드를 직접 작성하고자 하" -"기 때문입니다." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "" -"Let's start with the class's properties. We're going to define a movement " -"speed, a fall acceleration representing gravity, and a velocity we'll use to " -"move the character." -msgstr "" -"먼저 클래스의 속성부터 시작하겠습니다. 이동 속도, 중력을 나타내는 낙하 가속" -"도, 그리고 캐릭터를 이동시키기 위해 사용할 속도를 정의하겠습니다." - -msgid "" -"These are common properties for a moving body. The ``target_velocity`` is a :" -"ref:`3D vector ` combining a speed with a direction. Here, we " -"define it as a property because we want to update and reuse its value across " -"frames." -msgstr "" -"이것들은 이동하는 객체에 대한 일반적인 속성입니다. ``target_velocity`` 는 속" -"도와 방향을 결합한 :ref:`3D 벡터 `입니다. 여기에서는 프레임마" -"다 값을 업데이트하고 재사용하기 위해 속성으로 정의합니다." - -msgid "" -"The values are quite different from 2D code because distances are in meters. " -"While in 2D, a thousand units (pixels) may only correspond to half of your " -"screen's width, in 3D, it's a kilometer." -msgstr "" -"값은 2D 코드와 상당히 다릅니다. 이는 거리가 미터 단위로 측정되기 때문입니다. " -"2D에서는 천 단위(픽셀)가 화면 너비의 절반에 불과할 수 있지만, 3D에서는 이는 1" -"킬로미터에 해당합니다." - -msgid "" -"Let's code the movement. We start by calculating the input direction vector " -"using the global ``Input`` object, in ``_physics_process()``." -msgstr "" -"이제 이동 코드를 작성해보겠습니다. 먼저 글로벌 ``Input`` 객체를 사용하여 " -"``_physics_process()`` 에서 입력 방향 벡터를 계산합니다." - -msgid "" -"Here, we're going to make all calculations using the ``_physics_process()`` " -"virtual function. Like ``_process()``, it allows you to update the node " -"every frame, but it's designed specifically for physics-related code like " -"moving a kinematic or rigid body." -msgstr "" -"여기서는 모든 계산을 ``_physics_process()`` 가상 함수를 사용하여 수행할 것입" -"니다. 이 함수는 ``_process()`` 와 마찬가지로 매 프레임마다 노드를 업데이트할 " -"수 있게 해주지만, 주로 운동체나 리지드 바디와 같은 물리 관련 코드를 처리하도" -"록 설계되었습니다." - -msgid "" -"To learn more about the difference between ``_process()`` and " -"``_physics_process()``, see :ref:`doc_idle_and_physics_processing`." -msgstr "" -"``_process()`` 와 ``_physics_process()`` 의 차이점에 대해 자세히 알아보려면 :" -"ref:`doc_idle_and_physics_processing`를 참조하세요." - -msgid "" -"We start by initializing a ``direction`` variable to ``Vector3.ZERO``. Then, " -"we check if the player is pressing one or more of the ``move_*`` inputs and " -"update the vector's ``x`` and ``z`` components accordingly. These correspond " -"to the ground plane's axes." -msgstr "" -"먼저 ``Vector3.ZERO`` 로 초기화된 ``direction`` 변수를 설정합니다. 그런 다" -"음, 플레이어가 하나 이상의 ``move_*`` 입력을 누르고 있는지 확인하고 벡터의 " -"``x`` 및 ``z`` 구성 요소를 적절히 업데이트합니다. 이 구성 요소들은 지면 평면" -"의 축에 해당합니다." - -msgid "" -"These four conditions give us eight possibilities and eight possible " -"directions." -msgstr "" -"이 네 가지 조건은 여덟 가지 가능성과 여덟 가지 가능한 방향을 제공합니다." - -msgid "" -"In case the player presses, say, both W and D simultaneously, the vector " -"will have a length of about ``1.4``. But if they press a single key, it will " -"have a length of ``1``. We want the vector's length to be consistent, and " -"not move faster diagonally. To do so, we can call its ``normalized()`` " -"method." -msgstr "" -"플레이어가 W와 D를 동시에 누를 경우, 벡터의 길이는 약 ``1.4`` 가 됩니다. 하지" -"만 단일 키를 누를 경우, 길이는 ``1`` 이 됩니다. 우리는 벡터의 길이가 일관되도" -"록 하여 대각선으로 이동할 때 더 빨리 움직이지 않도록 하고 싶습니다. 이를 위" -"해 ``normalized()`` 메서드를 호출할 수 있습니다." - -msgid "" -"Here, we only normalize the vector if the direction has a length greater " -"than zero, which means the player is pressing a direction key." -msgstr "" -"여기서 우리는 벡터의 길이가 0보다 클 때만 벡터를 정규화합니다. 이는 플레이어" -"가 방향 키를 누르고 있음을 의미합니다." - -msgid "" -"We compute the direction the ``$Pivot`` is looking by creating a :ref:`Basis " -"` that looks in the ``direction`` direction." -msgstr "" -"우리는 ``direction`` 방향을 바라보는 :ref:`Basis `를 생성하여 " -"``$Pivot`` 이 바라보는 방향을 계산합니다." - -msgid "" -"Then, we update the velocity. We have to calculate the ground velocity and " -"the fall speed separately. Be sure to go back one tab so the lines are " -"inside the ``_physics_process()`` function but outside the condition we just " -"wrote above." -msgstr "" -"그런 다음, 속도를 업데이트합니다. 지면 속도와 낙하 속도를 별도로 계산해야 합" -"니다. 방금 작성한 조건문 바깥에 있지만 ``_physics_process()`` 함수 내부에 해" -"당 줄이 있도록 한 탭을 뒤로 이동하는 것을 잊지 마세요." - -msgid "" -"The ``CharacterBody3D.is_on_floor()`` function returns ``true`` if the body " -"collided with the floor in this frame. That's why we apply gravity to the " -"``Player`` only while it is in the air." -msgstr "" -"``CharacterBody3D.is_on_floor()`` 함수는 몸체가 이번 프레임에서 바닥과 충돌했" -"는지 여부를 반환합니다. 그래서 우리는 ``Player`` 가 공중에 있을 때만 중력을 " -"적용합니다." - -msgid "" -"For the vertical velocity, we subtract the fall acceleration multiplied by " -"the delta time every frame. This line of code will cause our character to " -"fall in every frame, as long as it is not on or colliding with the floor." -msgstr "" -"수직 속도의 경우, 매 프레임마다 델타 시간에 낙하 가속도를 곱하여 빼줍니다. " -"이 코드 줄은 캐릭터가 바닥에 있거나 바닥과 충돌하지 않는 한 매 프레임마다 캐" -"릭터가 떨어지게 만듭니다." - -msgid "" -"The physics engine can only detect interactions with walls, the floor, or " -"other bodies during a given frame if movement and collisions happen. We will " -"use this property later to code the jump." -msgstr "" -"물리 엔진은 주어진 프레임 동안 움직임과 충돌이 발생할 때만 벽, 바닥 또는 다" -"른 물체와의 상호 작용을 감지할 수 있습니다. 우리는 이 속성을 나중에 점프를 코" -"딩할 때 사용할 것입니다." - -msgid "" -"On the last line, we call ``CharacterBody3D.move_and_slide()`` which is a " -"powerful method of the ``CharacterBody3D`` class that allows you to move a " -"character smoothly. If it hits a wall midway through a motion, the engine " -"will try to smooth it out for you. It uses the *velocity* value native to " -"the :ref:`CharacterBody3D `" -msgstr "" -"마지막 줄에서 우리는 ``CharacterBody3D.move_and_slide()`` 를 호출합니다. 이 " -"메서드는 ``CharacterBody3D`` 클래스의 강력한 메서드로, 캐릭터를 부드럽게 이동" -"할 수 있게 해줍니다. 움직이는 도중에 벽에 부딪히면, 엔진이 그 충격을 부드럽" -"게 처리하려고 합니다. 이 메서드는 :ref:`CharacterBody3D " -"`의 기본 속성인 *velocity* 값을 사용합니다" - -msgid "And that's all the code you need to move the character on the floor." -msgstr "이것이 캐릭터를 바닥에서 이동시키는 데 필요한 모든 코드입니다." - -msgid "Testing our player's movement" -msgstr "플레이어의 움직임 테스트하기" - -msgid "" -"We're going to put our player in the ``Main`` scene to test it. To do so, we " -"need to instantiate the player and then add a camera. Unlike in 2D, in 3D, " -"you won't see anything if your viewport doesn't have a camera pointing at " -"something." -msgstr "" -"플레이어를 테스트하기 위해 ``Main`` 씬에 배치하겠습니다. 이를 위해 플레이어" -"를 인스턴스화하고 카메라를 추가해야 합니다. 2D와 달리, 3D에서는 뷰포트에 카메" -"라가 어떤 것을 가리키지 않으면 아무것도 보이지 않습니다." - -msgid "" -"Save your ``Player`` scene and open the ``Main`` scene. You can click on the " -"*Main* tab at the top of the editor to do so." -msgstr "" -"``Player`` 씬을 저장하고 ``Main`` 씬을 엽니다. 이를 위해 편집기 상단의 " -"*Main* 탭을 클릭할 수 있습니다." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "image1" - -msgid "" -"If you closed the scene before, head to the *FileSystem* dock and double-" -"click ``main.tscn`` to re-open it." -msgstr "" -"씬을 이전에 닫았다면, *FileSystem* 도크로 이동하여 ``main.tscn``을 더블 클릭" -"하여 다시 엽니다." - -msgid "" -"To instantiate the ``Player``, right-click on the ``Main`` node and select " -"*Instantiate Child Scene*." -msgstr "" -"``Player`` 를 인스턴스화하려면 ``Main`` 노드를 마우스 오른쪽 버튼으로 클릭하" -"고 *Instantiate Child Scene* 을 선택합니다." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "image2" - -msgid "" -"In the popup, double-click ``player.tscn``. The character should appear in " -"the center of the viewport." -msgstr "" -"팝업에서 ``player.tscn`` 을 더블 클릭합니다. 캐릭터가 뷰포트의 중앙에 나타나" -"야 합니다." - -msgid "" -"Let's add the camera next. Like we did with our *Player*\\ 's *Pivot*, we're " -"going to create a basic rig. Right-click on the ``Main`` node again and " -"select *Add Child Node*. Create a new :ref:`Marker3D `, and " -"name it ``CameraPivot``. Select ``CameraPivot`` and add a child node :ref:" -"`Camera3D ` to it. Your scene tree should look similar to " -"this." -msgstr "" -"다음으로 카메라를 추가하겠습니다. *Player*\\의 *Pivot* 을 만들었던 것처럼 기" -"본 리그를 생성할 것입니다. 다시 ``Main`` 노드를 마우스 오른쪽 버튼으로 클릭하" -"고 *Add Child Node* 를 선택합니다. 새로운 :ref:`Marker3D `를 " -"생성하고 이름을 ``CameraPivot`` 으로 지정합니다. ``CameraPivot`` 을 선택하고 " -"자식 노드로 :ref:`Camera3D `를 추가합니다. 씬 트리는 다음과 " -"유사하게 보여야 합니다." - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "image3" - -msgid "" -"Notice the *Preview* checkbox that appears in the top-left of the 3D view " -"when you have the *Camera* selected. You can click it to preview the in-game " -"camera projection." -msgstr "" -"*Camera* 를 선택했을 때 3D 뷰의 왼쪽 상단에 나타나는 *Preview* 체크박스를 확" -"인하세요. 클릭하면 게임 내 카메라 투영을 미리 볼 수 있습니다." - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "image4" - -msgid "" -"We're going to use the *Pivot* to rotate the camera as if it was on a crane. " -"Let's first split the 3D view to be able to freely navigate the scene and " -"see what the camera sees." -msgstr "" -"우리는 *Pivot*을 사용하여 카메라를 마치 크레인에 있는 것처럼 회전시킬 것입니" -"다. 먼저 3D 뷰를 분할하여 장면을 자유롭게 탐색하고 카메라가 보는 것을 볼 수 " -"있도록 하겠습니다." - -msgid "" -"In the toolbar right above the viewport, click on *View*, then *2 " -"Viewports*. You can also press :kbd:`Ctrl + 2` (:kbd:`Cmd + 2` on macOS)." -msgstr "" -"뷰포트 바로 위의 툴바에서 *View* 를 클릭한 다음 *2 Viewports* 를 선택합니다. " -"macOS에서는 :kbd:`Cmd + 2`, Windows 및 Linux에서는 :kbd:`Ctrl + 2`를 누를 수" -"도 있습니다." - -msgid "|image11|" -msgstr "|image11|" - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "image5" - -msgid "" -"On the bottom view, select your :ref:`Camera3D ` and turn on " -"camera Preview by clicking the checkbox." -msgstr "" -"하단 뷰에서 :ref:`Camera3D `를 선택하고 체크박스를 클릭하여 " -"카메라 Preview를 켭니다." - -msgid "" -"In the top view, make sure your *Camera3D* is selected and move the camera " -"about ``19`` units on the Z axis (drag the blue arrow)." -msgstr "" -"상단 뷰에서 *Camera3D* 가 선택되어 있는지 확인하고, Z축을 따라 카메라를 약 " -"``19`` 단위만큼 이동시킵니다(파란색 화살표를 드래그)." - -msgid "|image7|" -msgstr "|image7|" - -msgid "" -"Here's where the magic happens. Select the *CameraPivot* and rotate it " -"``-45`` degrees around the X axis (using the red circle). You'll see the " -"camera move as if it was attached to a crane." -msgstr "" -"이제 마법이 일어나는 순간입니다. *CameraPivot* 을 선택하고 X축을 기준으로 " -"``-45`` 도 회전시킵니다(빨간색 원을 사용). 그러면 카메라가 마치 크레인에 부착" -"된 것처럼 움직이는 것을 볼 수 있습니다." - -msgid "|image8|" -msgstr "|image8|" - -msgid "" -"You can run the scene by pressing :kbd:`F6` and press the arrow keys to move " -"the character." -msgstr "" -"씬을 실행하려면 :kbd:`F6` 키를 누르고, 화살표 키를 눌러 캐릭터를 이동시킬 수 " -"있습니다." - -msgid "|image9|" -msgstr "|image9|" - -msgid "" -"We can see some empty space around the character due to the perspective " -"projection. In this game, we're going to use an orthographic projection " -"instead to better frame the gameplay area and make it easier for the player " -"to read distances." -msgstr "" -"원근 투영으로 인해 캐릭터 주변에 빈 공간이 보입니다. 이 게임에서는 게임 플레" -"이 영역을 더 잘 구성하고 플레이어가 거리를 읽기 쉽게 하기 위해 정사영" -"(Orthographic) 투영을 사용할 것입니다." - -msgid "" -"Select the *Camera* again and in the *Inspector*, set the *Projection* to " -"*Orthogonal* and the *Size* to ``19``. The character should now look flatter " -"and the ground should fill the background." -msgstr "" -"다시 *Camera*를 선택하고 *Inspector*에서 *Projection*을 *Orthogonal*로 설정하" -"고 *Size*를 ``19``로 설정합니다. 이제 캐릭터가 더 평평하게 보이고 지면이 배경" -"을 채우게 됩니다." - -msgid "" -"When using an orthogonal camera in Godot 4, directional shadow quality is " -"dependent on the camera's *Far* value. The higher the *Far* value, the " -"further away the camera will be able to see. However, higher *Far* values " -"also decrease shadow quality as the shadow rendering has to cover a greater " -"distance." -msgstr "" -"Godot 4에서 직교 카메라를 사용할 때 방향성 그림자 품질은 카메라의 *Far* 값에 " -"따라 달라집니다. *Far* 값이 높을수록 카메라가 더 멀리 볼 수 있습니다. 그러나 " -"*Far* 값이 높을수록 섀도 렌더링이 더 먼 거리를 커버해야 하므로 그림자 품질도 " -"떨어집니다." - -msgid "" -"If directional shadows look too blurry after switching to an orthogonal " -"camera, decrease the camera's *Far* property to a lower value such as " -"``100``. Don't decrease this *Far* property too much, or objects in the " -"distance will start disappearing." -msgstr "" -"직교 카메라로 전환한 후 방향 그림자가 너무 흐릿하게 보이면 카메라의 *Far* 속" -"성을 ``100`` 과 같이 낮은 값으로 줄이세요. 이 *Far* 속성을 너무 많이 낮추면 " -"멀리 있는 물체가 사라지기 시작합니다." - -msgid "|image10|" -msgstr "|image10|" - -msgid "" -"Test your scene and you should be able to move in all 8 directions and not " -"glitch through the floor!" -msgstr "" -"씬을 테스트하면 8방향으로 모두 움직일 수 있어야 하며 바닥을 통과할 때 끊김 현" -"상이 없어야 합니다!" - -msgid "" -"Ultimately, we have both player movement and the view in place. Next, we " -"will work on the monsters." -msgstr "" -"궁극적으로 플레이어의 움직임과 시야를 모두 확보했습니다. 다음으로 몬스터에 대" -"한 작업을 진행하겠습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po b/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po deleted file mode 100644 index 116c5fe18e..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po +++ /dev/null @@ -1,292 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"In this part, you're going to code the monsters, which we'll call mobs. In " -"the next lesson, we'll spawn them randomly around the playable area." -msgstr "" -"이 파트에서는 몹이라고 부르는 몬스터를 코딩해 보겠습니다. 다음 단원에서는 몹" -"을 플레이 가능한 영역에 무작위로 생성하겠습니다." - -msgid "" -"Let's design the monsters themselves in a new scene. The node structure is " -"going to be similar to the ``player.tscn`` scene." -msgstr "" -"새 씬에서 몬스터 자체를 디자인해 봅시다. 노드 구조는 ``player.tscn`` 씬과 비" -"슷할 것입니다." - -msgid "" -"Create a scene with, once again, a :ref:`CharacterBody3D " -"` node as its root. Name it ``Mob``. Add a child " -"node :ref:`Node3D `, name it ``Pivot``. And drag and drop the " -"file ``mob.glb`` from the *FileSystem* dock onto the ``Pivot`` to add the " -"monster's 3D model to the scene." -msgstr "" -"다시 한 번 :ref:`CharacterBody3D ` 노드를 루트로 하여 " -"씬을 생성합니다. 이름을 ``Mob`` 으로 지정합니다. 자식 노드인 :ref:`Node3D " -"`를 추가하고 이름을 ``Pivot`` 으로 지정합니다. 그리고 *File " -"System* 도크에서 ``mob.glb`` 파일을 ``Pivot`` 으로 끌어다 놓아 몬스터의 3D 모" -"델을 씬에 추가합니다." - -msgid "You can rename the newly created ``mob`` node into ``Character``." -msgstr "새로 생성한 ``mob`` 노드의 이름을 ``Character`` 로 변경할 수 있습니다." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "" -"We need a collision shape for our body to work. Right-click on the ``Mob`` " -"node, the scene's root, and click *Add Child Node*." -msgstr "" -"신체가 작동하려면 충돌 모양이 필요합니다. 씬의 루트인 ``Mob`` 노드를 마우스 " -"오른쪽 버튼으로 클릭하고 *Add Child Node*를 클릭합니다." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "image1" - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "image2" - -msgid "In the *Inspector*, assign a *BoxShape3D* to the *Shape* property." -msgstr "*Inspector* 에서 *BoxShape3D* 를 *Shape* 프로퍼티에 할당합니다." - -msgid "" -"We should change its size to fit the 3D model better. You can do so " -"interactively by clicking and dragging on the orange dots." -msgstr "" -"3D 모델에 더 잘 맞도록 크기를 변경해야 합니다. 주황색 점을 클릭하고 드래그하" -"여 대화형으로 변경할 수 있습니다." - -msgid "" -"The box should touch the floor and be a little thinner than the model. " -"Physics engines work in such a way that if the player's sphere touches even " -"the box's corner, a collision will occur. If the box is a little too big " -"compared to the 3D model, you may die at a distance from the monster, and " -"the game will feel unfair to the players." -msgstr "" -"상자는 바닥에 닿아야 하며 모델보다 약간 얇아야 합니다. 물리 엔진은 플레이어" -"의 구체가 상자의 모서리에 닿으면 충돌이 발생하는 방식으로 작동합니다. 상자가 " -"3D 모델에 비해 너무 크면 몬스터와 멀리 떨어진 곳에서 죽을 수 있으며 플레이어" -"에게 게임이 불공평하게 느껴질 수 있습니다." - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "image4" - -msgid "" -"Notice that my box is taller than the monster. It is okay in this game " -"because we're looking at the scene from above and using a fixed perspective. " -"Collision shapes don't have to match the model exactly. It's the way the " -"game feels when you test it that should dictate their form and size." -msgstr "" -"내 상자가 괴물보다 더 큰 것을 알 수 있습니다. 이 게임에서는 위에서 고정된 시" -"점을 사용하여 장면을 보고 있기 때문에 괜찮습니다. 콜리전 모양이 모델과 정확" -"히 일치할 필요는 없습니다. 테스트할 때 게임의 느낌에 따라 형태와 크기를 결정" -"해야 합니다." - -msgid "" -"We're going to spawn monsters at regular time intervals in the game level. " -"If we're not careful, their count could increase to infinity, and we don't " -"want that. Each mob instance has both a memory and a processing cost, and we " -"don't want to pay for it when the mob is outside the screen." -msgstr "" -"게임 레벨에서 일정한 시간 간격으로 몬스터를 스폰할 것입니다. 조심하지 않으면 " -"몬스터의 수가 무한대로 늘어날 수 있는데, 이런 상황을 원하지 않습니다. 각 몹 " -"인스턴스에는 메모리와 처리 비용이 모두 있으며, 몹이 화면 밖에 있을 때는 비용" -"을 지불하고 싶지 않습니다." - -msgid "" -"Once a monster leaves the screen, we don't need it anymore, so we should " -"delete it. Godot has a node that detects when objects leave the screen, :ref:" -"`VisibleOnScreenNotifier3D `, and we're " -"going to use it to destroy our mobs." -msgstr "" -"몬스터가 화면을 떠나면 더 이상 필요하지 않으므로 삭제해야 합니다. 고닷에는 오" -"브젝트가 화면을 떠나는 시점을 감지하는 노드인 :ref:" -"`VisibleOnScreenNotifier3D `가 있으며, 이를 " -"사용하여 몹을 파괴할 것입니다." - -msgid "" -"When you keep instancing an object, there's a technique you can use to avoid " -"the cost of creating and destroying instances all the time called pooling. " -"It consists of pre-creating an array of objects and reusing them over and " -"over." -msgstr "" -"객체를 계속 인스턴스화할 때 인스턴스를 항상 생성하고 소멸하는 비용을 피하기 " -"위해 풀링이라는 기술을 사용할 수 있습니다. 풀링은 객체 배열을 미리 생성하고 " -"이를 반복해서 재사용하는 방식으로 구성됩니다." - -msgid "" -"When working with GDScript, you don't need to worry about this. The main " -"reason to use pools is to avoid freezes with garbage-collected languages " -"like C# or Lua. GDScript uses a different technique to manage memory, " -"reference counting, which doesn't have that caveat. You can learn more about " -"that here: :ref:`doc_gdscript_basics_memory_management`." -msgstr "" -"GDScript로 작업할 때는 이에 대해 걱정할 필요가 없습니다. 풀을 사용하는 주된 " -"이유는 C#이나 Lua와 같은 가비지 수집 언어에서 멈추는 현상을 피하기 위해서입니" -"다. GDScript는 메모리 관리, 참조 카운팅에 다른 기술을 사용하므로 이러한 주의 " -"사항이 없습니다. 이에 대한 자세한 내용은 여기에서 확인할 수 있습니다: :ref:" -"`doc_gdscript_basics_memory_management`." - -msgid "" -"Select the ``Mob`` node and add a child node :ref:`VisibleOnScreenNotifier3D " -"`. Another box, pink this time, appears. " -"When this box completely leaves the screen, the node will emit a signal." -msgstr "" -"``Mob`` 노드를 선택하고 자식 노드 :ref:`VisibleOnScreenNotifier3D " -"`를 추가합니다. 이번에는 분홍색의 또 다른 상" -"자가 나타납니다. 이 상자가 화면에서 완전히 사라지면 노드는 신호를 방출합니다." - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "image5" - -msgid "Resize it using the orange dots until it covers the entire 3D model." -msgstr "전체 3D 모델을 덮을 때까지 주황색 점을 사용하여 크기를 조정합니다." - -msgid "Coding the mob's movement" -msgstr "몹의 움직임 코딩하기" - -msgid "" -"Let's implement the monster's motion. We're going to do this in two steps. " -"First, we'll write a script on the ``Mob`` that defines a function to " -"initialize the monster. We'll then code the randomized spawn mechanism in " -"the ``main.tscn`` scene and call the function from there." -msgstr "" -"몬스터의 동작을 구현해 봅시다. 이 작업은 두 단계로 진행하겠습니다. 먼저 몬스" -"터를 초기화하는 함수를 정의하는 스크립트를 ``Mob`` 에 작성합니다. 그런 다음 " -"``main.tscn`` 씬에서 무작위 스폰 메커니즘을 코딩하고 거기에서 함수를 호출합니" -"다." - -msgid "|image7|" -msgstr "|image7|" - -msgid "" -"Here's the movement code to start with. We define two properties, " -"``min_speed`` and ``max_speed``, to define a random speed range, which we " -"will later use to define ``CharacterBody3D.velocity``." -msgstr "" -"먼저 시작할 이동 코드는 다음과 같습니다. ``min_speed`` 와 ``max_speed`` 라는 " -"두 프로퍼티를 정의하여 임의의 속도 범위를 정의하고, 나중에 ``CharacterBody3D." -"velocity`` 를 정의하는 데 사용할 것입니다." - -msgid "" -"Similarly to the player, we move the mob every frame by calling the function " -"``CharacterBody3D.move_and_slide()``. This time, we don't update the " -"``velocity`` every frame; we want the monster to move at a constant speed " -"and leave the screen, even if it were to hit an obstacle." -msgstr "" -"플레이어와 마찬가지로 ``CharacterBody3D.move_and_slide()`` 함수를 호출하여 몹" -"을 매 프레임마다 이동시킵니다. 이번에는 매 프레임마다 ``velocity``를 업데이트" -"하지 않고, 몬스터가 장애물에 부딪히더라도 일정한 속도로 움직이며 화면을 벗어" -"나도록 합니다." - -msgid "" -"We need to define another function to calculate the ``CharacterBody3D." -"velocity``. This function will turn the monster towards the player and " -"randomize both its angle of motion and its velocity." -msgstr "" -"``CharacterBody3D.velocity`` 를 계산하기 위해 다른 함수를 정의해야 합니다. " -"이 함수는 몬스터가 플레이어를 향해 움직이고 그 각도와 속도를 모두 무작위화합" -"니다." - -msgid "" -"The function will take a ``start_position``,the mob's spawn position, and " -"the ``player_position`` as its arguments." -msgstr "" -"이 함수는 몹의 스폰 위치인 ``start_position``과 ``player_position``을 인자로 " -"받습니다." - -msgid "" -"We position the mob at ``start_position`` and turn it towards the player " -"using the ``look_at_from_position()`` method, and randomize the angle by " -"rotating a random amount around the Y axis. Below, ``randf_range()`` outputs " -"a random value between ``-PI / 4`` radians and ``PI / 4`` radians." -msgstr "" -"몹을 ``start_position`` 에 배치하고 ``look_at_from_position()`` 메서드를 사용" -"하여 플레이어를 향해 돌리고, Y축을 중심으로 임의의 양을 회전시켜 각도를 랜덤" -"화합니다. 아래 ``randf_range()`` 는 ``-PI / 4`` 라디안과 ``PI / 4`` 라디안 사" -"이의 임의의 값을 출력합니다." - -msgid "" -"We got a random position, now we need a ``random_speed``. ``randi_range()`` " -"will be useful as it gives random int values, and we will use ``min_speed`` " -"and ``max_speed``. ``random_speed`` is just an integer, and we just use it " -"to multiply our ``CharacterBody3D.velocity``. After ``random_speed`` is " -"applied, we rotate ``CharacterBody3D.velocity`` Vector3 towards the player." -msgstr "" -"임의의 위치를 얻었으니 이제 ``random_speed`` 가 필요합니다. " -"``randi_range()`` 는 임의의 정수 값을 제공하므로 유용하며, ``min_speed`` 와 " -"``max_speed`` 를 사용합니다. ``random_speed`` 는 그냥 정수이며, " -"``CharacterBody3D.velocity`` 를 곱하는 데 사용합니다. ``random_speed`` 가 적" -"용된 후 ``CharacterBody3D.velocity`` Vector3를 플레이어를 향해 회전시킵니다." - -msgid "" -"We still have to destroy the mobs when they leave the screen. To do so, " -"we'll connect our :ref:`VisibleOnScreenNotifier3D " -"` node's ``screen_exited`` signal to the " -"``Mob``." -msgstr "" -"몹이 화면을 떠날 때 파괴해야 합니다. 이를 위해 :ref:" -"`VisibleOnScreenNotifier3D ` 노드의 " -"``screen_exited`` 신호를 ``Mob`` 에 연결합니다." - -msgid "|image8|" -msgstr "|image8|" - -msgid "" -"Select the :ref:`VisibleOnScreenNotifier3D " -"` node and on the right side of the " -"interface, navigate to the *Node* dock. Double-click the ``screen_exited()`` " -"signal." -msgstr "" -":ref:`VisibleOnScreenNotifier3D ` 노드를 선" -"택하고 인터페이스 오른쪽에서 *Node* 도크로 이동합니다. ``screen_exited()`` 신" -"호를 더블클릭합니다." - -msgid "|image9|" -msgstr "|image9|" - -msgid "|image10|" -msgstr "|image10|" - -msgid "" -"This will add a new function for you in your mob script, " -"``_on_visible_on_screen_notifier_3d_screen_exited()``. From it, call the " -"``queue_free()`` method. This function destroys the instance it's called on." -msgstr "" -"이렇게 하면 몹 스크립트에 " -"``_on_visible_on_screen_notifier_3d_screen_exited()`` 라는 새 함수가 추가됩니" -"다. 이 함수에서 ``queue_free()`` 메서드를 호출합니다. 이 함수는 호출된 인스턴" -"스를 파괴합니다." - -msgid "" -"Our monster is ready to enter the game! In the next part, you will spawn " -"monsters in the game level." -msgstr "" -"몬스터가 게임에 참가할 준비가 되었습니다! 다음 부분에서는 게임 레벨에 몬스터" -"를 생성합니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po b/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po deleted file mode 100644 index 75fb6a705d..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po +++ /dev/null @@ -1,402 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"In this part, we're going to spawn monsters along a path randomly. By the " -"end, you will have monsters roaming the game board." -msgstr "" -"이 부분에서는 무작위로 경로를 따라 몬스터를 생성할 것입니다. 마지막에는 게임 " -"보드에 몬스터가 돌아다니게 될 것입니다." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "" -"Double-click on ``main.tscn`` in the *FileSystem* dock to open the ``Main`` " -"scene." -msgstr "" -"*FileSystem* 도크에서 ``main.tscn`` 을 더블 클릭하여 ``Main`` 씬을 엽니다." - -msgid "" -"Before drawing the path, we're going to change the game resolution. Our game " -"has a default window size of ``1152x648``. We're going to set it to " -"``720x540``, a nice little box." -msgstr "" -"경로를 그리기 전에 게임 해상도를 변경하겠습니다. 우리 게임의 기본 창 크기는 " -"``1152x648`` 입니다. 작은 상자 크기인 ``720x540`` 으로 설정하겠습니다." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "image1" - -msgid "If you still have *Input Map* open, switch to the *General* tab." -msgstr "*Input Map*이 여전히 열려 있으면, *General* 탭으로 전환합니다." - -msgid "" -"In the left menu, navigate down to *Display -> Window*. On the right, set " -"the *Width* to ``720`` and the *Height* to ``540``." -msgstr "" -"왼쪽 메뉴에서 *Display-> Window* 로 이동합니다. 오른쪽에서 *Width* 을 " -"``720`` 으로, *Height* 를 ``540`` 으로 설정합니다." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "image2" - -msgid "" -"Like you did in the 2D game tutorial, you're going to design a path and use " -"a :ref:`PathFollow3D ` node to sample random locations " -"on it." -msgstr "" -"2D 게임 튜토리얼에서 했던 것처럼, 경로를 디자인하고 :ref:`PathFollow3D " -"` 노드를 사용하여 경로의 임의 위치를 샘플링할 것입니다." - -msgid "" -"In 3D though, it's a bit more complicated to draw the path. We want it to be " -"around the game view so monsters appear right outside the screen. But if we " -"draw a path, we won't see it from the camera preview." -msgstr "" -"하지만 3D에서는 경로를 그리는 것이 조금 더 복잡합니다. 몬스터가 화면 바로 바" -"깥에 나타나도록 게임 뷰 주변에 경로를 그려야 합니다. 하지만 경로를 그리면 카" -"메라 미리보기에서는 경로가 보이지 않습니다." - -msgid "" -"To find the view's limits, we can use some placeholder meshes. Your viewport " -"should still be split into two parts, with the camera preview at the bottom. " -"If that isn't the case, press :kbd:`Ctrl + 2` (:kbd:`Cmd + 2` on macOS) to " -"split the view into two. Select the :ref:`Camera3D ` node " -"and click the *Preview* checkbox in the bottom viewport." -msgstr "" -"뷰의 한계를 찾기 위해 플레이스홀더 메쉬를 사용할 수 있습니다. 뷰포트는 여전" -"히 카메라 미리보기가 하단에 있는 두 부분으로 분할되어 있어야 합니다. 그렇지 " -"않은 경우 :kbd:`Ctrl + 2`(macOS의 경우:kbd:`Cmd + 2`)를 눌러 뷰를 두 개로 분" -"할합니다. ref:`Camera3D ` 노드를 선택하고 하단 뷰포트에서 " -"*Preview* 체크박스를 클릭합니다." - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "image3" - -msgid "" -"Let's add the placeholder meshes. Add a new :ref:`Node3D ` as " -"a child of the ``Main`` node and name it ``Cylinders``. We'll use it to " -"group the cylinders. Select ``Cylinders`` and add a child node :ref:" -"`MeshInstance3D `" -msgstr "" -"플레이스홀더 메쉬를 추가해 보겠습니다. ``Main`` 노드의 자식으로 새 :ref:" -"`Node3D `를 추가하고 이름을 ``Cylinders`` 로 지정합니다. 이 노" -"드를 사용하여 실린더를 그룹화합니다. ``Cylinders`` 를 선택하고 자식 노드 :" -"ref:`MeshInstance3D `를 추가합니다" - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "image4" - -msgid "In the *Inspector*, assign a *CylinderMesh* to the *Mesh* property." -msgstr "*Inspector*에서 *Mesh* 프로퍼티에 *CylinderMesh*를 할당합니다." - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "image5" - -msgid "" -"Set the top viewport to the top orthogonal view using the menu in the " -"viewport's top-left corner. Alternatively, you can press the keypad's 7 key." -msgstr "" -"뷰포트의 왼쪽 상단에 있는 메뉴를 사용하여 상단 뷰포트를 상단 직교 뷰로 설정합" -"니다. 또는 키패드의 7 키를 눌러도 됩니다." - -msgid "" -"The grid may be distracting. You can toggle it by going to the *View* menu " -"in the toolbar and clicking *View Grid*." -msgstr "" -"격자가 산만할 수 있습니다. 툴바의 *View* 메뉴로 이동하여 *View Grid* 를 클릭" -"하여 전환할 수 있습니다." - -msgid "|image7|" -msgstr "|image7|" - -msgid "" -"You now want to move the cylinder along the ground plane, looking at the " -"camera preview in the bottom viewport. I recommend using grid snap to do so. " -"You can toggle it by clicking the magnet icon in the toolbar or pressing Y." -msgstr "" -"이제 아래쪽 뷰포트에서 카메라 미리보기를 보면서 원통을 평면을 따라 이동하려" -"고 합니다. 격자 스냅을 사용하는 것이 좋습니다. 도구 모음에서 자석 아이콘을 클" -"릭하거나 Y를 눌러 전환할 수 있습니다." - -msgid "|image8|" -msgstr "|image8|" - -msgid "" -"Move the cylinder so it's right outside the camera's view in the top-left " -"corner." -msgstr "" -"원통을 왼쪽 상단 모서리에 있는 카메라 시야 바로 바깥쪽에 위치하도록 이동합니" -"다." - -msgid "|image9|" -msgstr "|image9|" - -msgid "" -"We're going to create copies of the mesh and place them around the game " -"area. Press :kbd:`Ctrl + D` (:kbd:`Cmd + D` on macOS) to duplicate the node. " -"You can also right-click the node in the *Scene* dock and select " -"*Duplicate*. Move the copy down along the blue Z axis until it's right " -"outside the camera's preview." -msgstr "" -"메시의 사본을 만들어 게임 영역 주변에 배치하겠습니다. kbd:`Ctrl + D` (macOS" -"의 경우:kbd:`Cmd + D`)를 눌러 노드를 복제합니다. *Scene* 도크에서 노드를 마우" -"스 오른쪽 버튼으로 클릭하고 *Duplicate*를 선택할 수도 있습니다. 카메라의 미리" -"보기 바로 바깥쪽이 될 때까지 파란색 Z축을 따라 복사본을 아래로 이동합니다." - -msgid "" -"Select both cylinders by pressing the :kbd:`Shift` key and clicking on the " -"unselected one and duplicate them." -msgstr "" -":kbd:`Shift` 키를 누른 상태에서 선택하지 않은 실린더를 클릭하여 두 실린더를 " -"모두 선택하고 복제합니다." - -msgid "|image10|" -msgstr "|image10|" - -msgid "Move them to the right by dragging the red X axis." -msgstr "빨간색 X축을 드래그하여 오른쪽으로 이동합니다." - -msgid "|image11|" -msgstr "|image11|" - -msgid "" -"They're a bit hard to see in white, aren't they? Let's make them stand out " -"by giving them a new material." -msgstr "" -"흰색은 좀 눈에 잘 띄지 않나요? 새로운 소재를 사용하여 눈에 띄게 만들어 봅시" -"다." - -msgid "" -"In 3D, materials define a surface's visual properties like its color, how it " -"reflects light, and more. We can use them to change the color of a mesh." -msgstr "" -"3D에서 머티리얼은 색상, 빛의 반사 방식 등 표면의 시각적 속성을 정의합니다. 머" -"티리얼을 사용하여 메시의 색상을 변경할 수 있습니다." - -msgid "" -"We can update all four cylinders at once. Select all the mesh instances in " -"the *Scene* dock. To do so, you can click on the first one and Shift click " -"on the last one." -msgstr "" -"네 개의 실린더를 한 번에 모두 업데이트할 수 있습니다. *Scene* 독에서 모든 메" -"시 인스턴스를 선택합니다. 이렇게 하려면 첫 번째 인스턴스를 클릭하고 마지막 인" -"스턴스를 Shift 키로 클릭하면 됩니다." - -msgid "|image12|" -msgstr "|image12|" - -msgid "" -"In the *Inspector*, expand the *Material* section and assign a :ref:" -"`StandardMaterial3D ` to slot *0*." -msgstr "" -"*Inspector*에서 *Material* 섹션을 확장하고 슬롯 *0*에 :ref:" -"`StandardMaterial3D `를 할당합니다." - -msgid "|image13|" -msgstr "|image13|" - -msgid "" -"Click the sphere icon to open the material resource. You get a preview of " -"the material and a long list of sections filled with properties. You can use " -"these to create all sorts of surfaces, from metal to rock or water." -msgstr "" -"구 아이콘을 클릭하여 머티리얼 리소스를 엽니다. 머티리얼의 미리보기와 프로퍼티" -"로 채워진 긴 섹션 목록이 표시됩니다. 이를 사용하여 금속부터 바위나 물까지 모" -"든 종류의 표면을 만들 수 있습니다." - -msgid "Expand the *Albedo* section." -msgstr "*Albedo* 섹션을 펼칩니다." - -msgid "" -"Set the color to something that contrasts with the background, like a bright " -"orange." -msgstr "밝은 주황색과 같이 배경과 대비되는 색상으로 설정합니다." - -msgid "|image14|" -msgstr "|image14|" - -msgid "" -"We can now use the cylinders as guides. Fold them in the *Scene* dock by " -"clicking the grey arrow next to them. Moving forward, you can also toggle " -"their visibility by clicking the eye icon next to *Cylinders*." -msgstr "" -"이제 실린더를 가이드로 사용할 수 있습니다. 옆에 있는 회색 화살표를 클릭하여 " -"*Scene* 도크에서 실린더를 접습니다. 앞으로는 *Cylinders* 옆의 눈 아이콘을 클" -"릭하여 표시 여부를 전환할 수도 있습니다." - -msgid "" -"Add a child node :ref:`Path3D ` to ``Main`` node. In the " -"toolbar, four icons appear. Click the *Add Point* tool, the icon with the " -"green \"+\" sign." -msgstr "" -"``Main`` 노드에 하위 노드 :ref:`Path3D `를 추가합니다. 도구 모" -"음에 네 개의 아이콘이 나타납니다. 녹색 \"+\" 기호가 있는 아이콘인 *Add " -"Point* 도구를 클릭합니다." - -msgid "You can hover any icon to see a tooltip describing the tool." -msgstr "아이콘을 마우스로 가리키면 해당 도구에 대한 도구 설명이 표시됩니다." - -msgid "" -"Click in the center of each cylinder to create a point. Then, click the " -"*Close Curve* icon in the toolbar to close the path. If any point is a bit " -"off, you can click and drag on it to reposition it." -msgstr "" -"각 원통의 중앙을 클릭하여 점을 만듭니다. 그런 다음 도구 모음에서 *Close " -"Curve* 아이콘을 클릭하여 경로를 닫습니다. 점이 약간 벗어난 경우 해당 점을 클" -"릭하고 드래그하여 위치를 변경할 수 있습니다." - -msgid "" -"To sample random positions on it, we need a :ref:`PathFollow3D " -"` node. Add a :ref:`PathFollow3D ` " -"as a child of the ``Path3D``. Rename the two nodes to ``SpawnLocation`` and " -"``SpawnPath``, respectively. It's more descriptive of what we'll use them " -"for." -msgstr "" -"그 위에 임의의 위치를 샘플링하려면 :ref:`PathFollow3D ` " -"노드가 필요합니다. ``Path3D`` 의 자식으로 :ref:`PathFollow3D " -"`를 추가합니다.두 노드의 이름을 각각 ``SpawnLocation``와 " -"``SpawnPath``로 바꿉니다. 이렇게 하면 용도를 더 잘 설명할 수 있습니다." - -msgid "With that, we're ready to code the spawn mechanism." -msgstr "이제 스폰 메커니즘을 코딩할 준비가 되었습니다." - -msgid "Spawning monsters randomly" -msgstr "몹을 랜덤으로 스폰하기" - -msgid "" -"We first export a variable to the *Inspector* so that we can assign ``mob." -"tscn`` or any other monster to it." -msgstr "" -"먼저 변수를 *Inspector*로 내보내서 ``mob.tscn`` 또는 다른 몬스터를 할당할 수 " -"있도록 합니다." - -msgid "" -"We want to spawn mobs at regular time intervals. To do this, we need to go " -"back to the scene and add a timer. Before that, though, we need to assign " -"the ``mob.tscn`` file to the ``mob_scene`` property above (otherwise it's " -"null!)" -msgstr "" -"일정한 시간 간격으로 몹을 스폰하고 싶습니다. 이렇게 하려면 씬으로 돌아가 타이" -"머를 추가해야 합니다. 하지만 그 전에 ``mob.tscn`` 파일을 위의 ``mob_scene`` " -"프로퍼티에 할당해야 합니다(그렇지 않으면 null입니다!)" - -msgid "" -"Head back to the 3D screen and select the ``Main`` node. Drag ``mob.tscn`` " -"from the *FileSystem* dock to the *Mob Scene* slot in the *Inspector*." -msgstr "" -"3D 화면으로 돌아가서 ``Main`` 노드를 선택합니다. *FileSystem* 도크에서 " -"*Inspector*의 *Mob Scene* 슬롯으로 ``mob.tscn`` 을 드래그합니다." - -msgid "" -"In the *Inspector*, set its *Wait Time* to ``0.5`` seconds and turn on " -"*Autostart* so it automatically starts when we run the game." -msgstr "" -"*Inspector* 에서 *Wait Time* 을 ``0.5`` 초로 설정하고 게임을 실행할 때 자동으" -"로 시작되도록 *Autostart* 을 켭니다." - -msgid "" -"Timers emit a ``timeout`` signal every time they reach the end of their " -"*Wait Time*. By default, they restart automatically, emitting the signal in " -"a cycle. We can connect to this signal from the *Main* node to spawn " -"monsters every ``0.5`` seconds." -msgstr "" -"타이머는 *Wait Time* 이 끝날 때마다 ``Timeout`` 시그널을 발산합니다. 기본적으" -"로 타이머는 자동으로 재시작되어 주기적으로 신호를 방출합니다. *Main* 노드에" -"서 이 신호에 연결하여 ``0.5`` 초마다 몬스터를 스폰할 수 있습니다." - -msgid "" -"With the *MobTimer* still selected, head to the *Node* dock on the right, " -"and double-click the ``timeout`` signal." -msgstr "" -"*MobTimer*를 계속 선택한 상태에서 오른쪽의 *Node* 도크로 이동하여 " -"``timeout`` 신호를 두 번 클릭합니다." - -msgid "" -"This will take you back to the script, with a new empty " -"``_on_mob_timer_timeout()`` function." -msgstr "" -"그러면 스크립트로 돌아가서 새로운 빈 ``_on_mob_timer_timeout()`` 함수가 생깁" -"니다." - -msgid "Let's code the mob spawning logic. We're going to:" -msgstr "몹 스폰 로직을 코딩해 보겠습니다. 해보겠습니다:" - -msgid "Sample a random position on the spawn path." -msgstr "스폰 경로에서 임의의 위치를 샘플링합니다." - -msgid "Get the player's position." -msgstr "플레이어의 위치를 가져옵니다." - -msgid "" -"Call the mob's ``initialize()`` method, passing it the random position and " -"the player's position." -msgstr "" -"몹의 'initialize()' 메서드를 호출하여 무작위 위치와 플레이어의 위치를 전달합" -"니다." - -msgid "Add the mob as a child of the *Main* node." -msgstr "몹을 메인 노드의 자식으로 추가하세요." - -msgid "" -"Above, ``randf()`` produces a random value between ``0`` and ``1``, which is " -"what the *PathFollow* node's ``progress_ratio`` expects: 0 is the start of " -"the path, 1 is the end of the path. The path we have set is around the " -"camera's viewport, so any random value between 0 and 1 is a random position " -"alongside the edges of the viewport!" -msgstr "" -"위의 ``randf()`` 는 ``0`` 과 ``1`` 사이의 임의의 값을 생성하며, 이는 " -"*PathFollow* 노드의 ``progress_ratio`` 가 예상하는 값입니다: 0은 경로의 시" -"작, 1은 경로의 끝입니다. 우리가 설정한 경로는 카메라의 뷰포트 주변이므로 0과 " -"1 사이의 임의의 값은 뷰포트의 가장자리를 따라 임의의 위치가 됩니다!" - -msgid "" -"Note that if you remove the ``Player`` from the main scene, the following " -"line" -msgstr "메인 장면에서 ``Player`` 를 제거하면 다음 줄이 표시됩니다" - -msgid "gives an error because there is no $Player!" -msgstr "$Player 가 없기 때문에 오류가 발생합니다!" - -msgid "" -"You can test the scene by pressing :kbd:`F6`. You should see the monsters " -"spawn and move in a straight line." -msgstr "" -":kbd:`F6`을 눌러 장면을 테스트할 수 있습니다. 몬스터가 스폰되고 일직선으로 움" -"직이는 것을 볼 수 있을 것입니다." - -msgid "" -"For now, they bump and slide against one another when their paths cross. " -"We'll address this in the next part." -msgstr "" -"지금은 경로가 교차할 때 서로 부딪히고 미끄러집니다. 이 부분은 다음 편에서 다" -"루겠습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po b/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po deleted file mode 100644 index 486adad1d1..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po +++ /dev/null @@ -1,346 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"In this part, we'll add the ability to jump and squash the monsters. In the " -"next lesson, we'll make the player die when a monster hits them on the " -"ground." -msgstr "" -"이번 파트에서는 점프하여 몬스터를 찌르는 기능을 추가하겠습니다. 다음 단원에서" -"는 몬스터가 플레이어를 바닥에 내리치면 플레이어가 죽도록 만들겠습니다." - -msgid "" -"Physics bodies have access to two complementary properties: layers and " -"masks. Layers define on which physics layer(s) an object is." -msgstr "" -"Physics bodies는 레이어와 마스크라는 두 가지 상호 보완적인 프로퍼티에 액세스" -"할 수 있습니다. 레이어는 오브젝트가 어떤 피직스 레이어에 있는지 정의합니다." - -msgid "" -"Masks control the layers that a body will listen to and detect. This affects " -"collision detection. When you want two bodies to interact, you need at least " -"one to have a mask corresponding to the other." -msgstr "" -"마스크(Mask)는 body가 듣고 감지할 레이어를 제어합니다. 이는 충돌 감지에 영향" -"을 줍니다. 두 바디가 상호 작용하려면 적어도 하나는 다른 바디에 해당하는 마스" -"크가 있어야 합니다." - -msgid "If that's confusing, don't worry, we'll see three examples in a second." -msgstr "헷갈리신다면 걱정하지 마세요. 곧 세 가지 예를 보여드리겠습니다." - -msgid "" -"The important point is that you can use layers and masks to filter physics " -"interactions, control performance, and remove the need for extra conditions " -"in your code." -msgstr "" -"중요한 점은 레이어와 마스크를 사용하여 물리 상호작용을 필터링하고 성능을 제어" -"하며 코드에서 추가 조건의 필요성을 제거할 수 있다는 점입니다." - -msgid "" -"By default, all physics bodies and areas are set to both layer and mask " -"``1``. This means they all collide with each other." -msgstr "" -"기본적으로 모든 피직스 바디와 영역은 레이어와 마스크 모두 ``1`` 로 설정됩니" -"다. 이는 모두 서로 충돌한다는 뜻입니다." - -msgid "" -"Physics layers are represented by numbers, but we can give them names to " -"keep track of what's what." -msgstr "" -"물리 레이어는 숫자로 표시되지만, 이름을 지정하여 무엇이 무엇인지 추적할 수 있" -"습니다." - -msgid "" -"Let's give our physics layers a name. Go to *Project -> Project Settings*." -msgstr "" -"물리 레이어에 이름을 지정해 봅시다. *Project-> Project Settings*로 이동합니" -"다." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "" -"In the left menu, navigate down to *Layer Names -> 3D Physics*. You can see " -"a list of layers with a field next to each of them on the right. You can set " -"their names there. Name the first three layers *player*, *enemies*, and " -"*world*, respectively." -msgstr "" -"왼쪽 메뉴에서 *Layer Names -> 3D Physics* 로 이동합니다. 오른쪽에 각 레이어 " -"옆에 필드가 있는 레이어 목록을 볼 수 있습니다. 거기에서 이름을 설정할 수 있습" -"니다. 처음 세 개의 레이어 이름을 각각 *player*, *enemies*, *world* 로 지정합" -"니다." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "image1" - -msgid "Now, we can assign them to our physics nodes." -msgstr "이제 physics 노드에 할당할 수 있습니다." - -msgid "" -"In the *Main* scene, select the ``Ground`` node. In the *Inspector*, expand " -"the *Collision* section. There, you can see the node's layers and masks as a " -"grid of buttons." -msgstr "" -"*Main* 씬에서 ``Ground`` 노드를 선택합니다. *Inspector* 에서 *Collision* 섹션" -"을 펼칩니다. 여기에서 노드의 레이어와 마스크를 버튼 격자로 볼 수 있습니다." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "image2" - -msgid "" -"The ground is part of the world, so we want it to be part of the third " -"layer. Click the lit button to toggle **off** the first *Layer* and toggle " -"**on** the third one. Then, toggle **off** the *Mask* by clicking on it." -msgstr "" -"Ground는 세계의 일부이므로, 세 번째 레이어의 일부가 되기를 원합니다. 불이 켜" -"진 버튼을 클릭하여 첫 번째 *Layer*를 **끄고** 세 번째 레이어를 **켜세요**. 그" -"런 다음 *Mask*를 클릭하여 **끄기**를 선택합니다." - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "image3" - -msgid "" -"Note that you can click the \"...\" button on the right side of the " -"properties to see a list of named checkboxes." -msgstr "" -"노트: 프로퍼티즈 우측의\"...\" 버튼을 클릭해서 이름 붙여진 확인 상자의 리스트" -"를 볼 수 있습니다." - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "image4" - -msgid "" -"Next up are the ``Player`` and the ``Mob``. Open ``player.tscn`` by double-" -"clicking the file in the *FileSystem* dock." -msgstr "" -"다음으로 `` Player``와 ``Mob``입니다. *파일시스템* 독에서 파일을 더블 클릭하" -"여 ``player.tscn``을 엽니다." - -msgid "" -"Select the *Player* node and set its *Collision -> Mask* to both \"enemies\" " -"and \"world\". You can leave the default *Layer* property as it is, because " -"the first layer is the \"player\" layer." -msgstr "" -"*Player* 노드를 선택하고 *Collision-> Mask*를 :enemies\"와 \"world\" 전부로 " -"설정합니다. 첫 번째 레이어는 \"player\" 레이어이기 때문에 기본 *Layer* 프로퍼" -"티는 그대로 놔둬도 됩니다." - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "image5" - -msgid "" -"Then, open the *Mob* scene by double-clicking on ``mob.tscn`` and select the " -"``Mob`` node." -msgstr "" -"그리고, ``mob.tscn`` 을 더블 클릭하고 ``Mob`` 노드를 선택하여 *Mob* 씬을 엽니" -"다." - -msgid "" -"Set its *Collision -> Layer* to \"enemies\" and unset its *Collision -> " -"Mask*, leaving the mask empty." -msgstr "" -"이 *Collision -> Layer*를 \"enemies\"로 설정하고 *Collision -> Mask*를 설정 " -"취소하여 마스크를 비게 합니다." - -msgid "" -"These settings mean the monsters will move through one another. If you want " -"the monsters to collide with and slide against each other, turn **on** the " -"\"enemies\" mask." -msgstr "" -"이 설정들은 몬스터들이 서로를 통과하여 움직임을 의미합니다. 만약 몬스터들이 " -"서로 충돌하고 미끄러지길 원하신다면 \"enemies\" 마스크를 **켜**십시오." - -msgid "" -"The mobs don't need to mask the \"world\" layer because they only move on " -"the XZ plane. We don't apply any gravity to them by design." -msgstr "" -"이 개체들은 XZ 평면에서만 움직이기 때문에 \"world\"레이어에 마스크하지 않아" -"도 됩니다. 우리는 이들에 의도적으로 아무 중력도 적용하지 않습니다." - -msgid "Jumping" -msgstr "점프" - -msgid "" -"The jumping mechanic itself requires only two lines of code. Open the " -"*Player* script. We need a value to control the jump's strength and update " -"``_physics_process()`` to code the jump." -msgstr "" -"점프 기능은 단 두 줄의 코드만 있으면 됩니다. *Player* 스크립트를 엽니다. 우리" -"는 점프를 코딩하기 위해 점프의 강도를 조절할 값과 ``_physics_process()``를 업" -"데이트해줘야 합니다." - -msgid "" -"After the line that defines ``fall_acceleration``, at the top of the script, " -"add the ``jump_impulse``." -msgstr "" -"스크립트 최상단의 ``fall_acceleration``이 정의된 줄 밑에 ``jump_impulse``를 " -"추가합니다." - -msgid "" -"Inside ``_physics_process()``, add the following code before the " -"``move_and_slide()`` codeblock." -msgstr "" -"``_physics_process()``안의 ``move_and_slide()`` 위에 다음 코드를 추가합니다." - -msgid "That's all you need to jump!" -msgstr "점프에는 이것만 있으면 됩니다!" - -msgid "" -"The ``is_on_floor()`` method is a tool from the ``CharacterBody3D`` class. " -"It returns ``true`` if the body collided with the floor in this frame. " -"That's why we apply gravity to the *Player*: so we collide with the floor " -"instead of floating over it like the monsters." -msgstr "" -"``is_on_floor()`` 메서드는 ``CharacterBody3D`` 클래스의 도구입니다. 이것은 현" -"재 프레임에 바디가 바닥과 충돌했다면 ``true``(참)을 반환합니다. 그렇기 때문" -"에 우리는 *Player*에 중력을 적용합니다. 그러면 우리는 몬스터같이 바닥 위에 떠" -"다니는 대신 바닥과 접축할 수 있습니다." - -msgid "" -"If the character is on the floor and the player presses \"jump\", we " -"instantly give them a lot of vertical speed. In games, you really want " -"controls to be responsive and giving instant speed boosts like these, while " -"unrealistic, feels great." -msgstr "" -"만약 캐릭터가 바닥 위에 있고 플레이어가 \"jump\"를 누른다면 우리는 캐릭터에 " -"많은 수직 속도를 부여합니다. 게임 안에서는, 당신은 이렇게 조작이 즉시 반응하" -"고 일시적인 속도 부스트를 받기를 원합니다. 비현실적이지만, 감각은 좋으니까요." - -msgid "" -"Notice that the Y axis is positive upwards. That's unlike 2D, where the Y " -"axis is positive downwards." -msgstr "" -"Y축이 위쪽으로 양수인 것을 알 수 있습니다. 이는 Y축이 아래쪽으로 양수인 2D와 " -"다릅니다." - -msgid "" -"Let's add the squash mechanic next. We're going to make the character bounce " -"over monsters and kill them at the same time." -msgstr "" -"다음으로 스쿼시 메카닉을 추가해 보겠습니다. 캐릭터가 몬스터를 튕기면서 동시" -"에 몬스터를 처치하도록 만들겠습니다." - -msgid "" -"We need to detect collisions with a monster and to differentiate them from " -"collisions with the floor. To do so, we can use Godot's :ref:`group " -"` tagging feature." -msgstr "" -"몬스터와의 충돌을 감지하고 바닥과의 충돌과 구분해야 합니다. 이를 위해 Godot" -"의 :ref:`group ` 태깅 기능을 사용할 수 있습니다." - -msgid "" -"Open the scene ``mob.tscn`` again and select the *Mob* node. Go to the " -"*Node* dock on the right to see a list of signals. The *Node* dock has two " -"tabs: *Signals*, which you've already used, and *Groups*, which allows you " -"to assign tags to nodes." -msgstr "" -"``mob.tscn``씬을 다시 열고 *Mob* 노드를 선택합니다. 오른쪽의 *Node* 도크로 이" -"동하여 신호 목록을 확인합니다. 노드* 도크에는 두 개의 탭이 있습니다: 이미 사" -"용 중인 *Signals*와 노드에 태그를 할당할 수 있는 *Groups*입니다." - -msgid "" -"Click on it to reveal a field where you can write a tag name. Enter \"mob\" " -"in the field and click the *Add* button." -msgstr "" -"클릭하면 태그 이름을 입력할 수 있는 입력란이 나타납니다. 필드에 'mob'을 입력" -"하고 *추가* 버튼을 클릭합니다." - -msgid "|image7|" -msgstr "|image7|" - -msgid "" -"An icon appears in the *Scene* dock to indicate the node is part of at least " -"one group." -msgstr "" -"*씬* 독에 아이콘이 표시되어 노드가 하나 이상의 그룹에 속해 있음을 나타냅니다." - -msgid "|image8|" -msgstr "|image8|" - -msgid "" -"We can now use the group from the code to distinguish collisions with " -"monsters from collisions with the floor." -msgstr "" -"이제 코드의 그룹을 사용하여 몬스터와의 충돌과 바닥과의 충돌을 구분할 수 있습" -"니다." - -msgid "Coding the squash mechanic" -msgstr "스쿼시 메카닉 코딩하기" - -msgid "Head back to the *Player* script to code the squash and bounce." -msgstr "*플레이어* 스크립트로 돌아가서 스쿼시 및 바운스를 코딩하세요." - -msgid "" -"At the top of the script, we need another property, ``bounce_impulse``. When " -"squashing an enemy, we don't necessarily want the character to go as high up " -"as when jumping." -msgstr "" -"스크립트의 맨 위에는 또 다른 프로퍼티인 ``bounce_impulse``가 필요합니다. 적" -"을 격파할 때 캐릭터가 점프할 때처럼 높이 올라가는 것은 원하지 않습니다." - -msgid "" -"Then, after the **Jumping** codeblock we added above in " -"``_physics_process()``, add the following loop. With ``move_and_slide()``, " -"Godot makes the body move sometimes multiple times in a row to smooth out " -"the character's motion. So we have to loop over all collisions that may have " -"happened." -msgstr "" -"그런 다음 위에서 ``_physics_process()``에 추가한 **Jumping** 코드 블록 뒤에 " -"다음 루프를 추가합니다. Godot는 ``move_and_slide()``를 사용하여 캐릭터의 움직" -"임을 부드럽게 하기 위해 몸을 여러 번 연속으로 움직이게 합니다. 따라서 발생했" -"을 수 있는 모든 충돌을 반복해야 합니다." - -msgid "" -"In every iteration of the loop, we check if we landed on a mob. If so, we " -"kill it and bounce." -msgstr "" -"루프를 반복할 때마다 몹에 착지했는지 확인합니다. 그렇다면 몹을 죽이고 바운스" -"합니다." - -msgid "" -"With this code, if no collisions occurred on a given frame, the loop won't " -"run." -msgstr "" -"이 코드를 사용하면 주어진 프레임에서 충돌이 발생하지 않으면 루프가 실행되지 " -"않습니다." - -msgid "That's a lot of new functions. Here's some more information about them." -msgstr "" -"아무 많은 새로운 기능들이 있습니다. 다음은 여기에 관한 추가적인 정보들입니다." - -msgid "" -"The functions ``get_slide_collision_count()`` and ``get_slide_collision()`` " -"both come from the :ref:`CharacterBody3D ` class and " -"are related to ``move_and_slide()``." -msgstr "" -"get_slide_collision_count()``와 ``get_slide_collision()`` 함수는 모두 :ref:" -"`CharacterBody3D ` 클래스에서 제공되며 " -"``move_and_slide()``와 관련되어 있습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po b/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po deleted file mode 100644 index 9e0832b5d6..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po +++ /dev/null @@ -1,54 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Killing the player" -msgstr "플레이어 죽이기" - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "image1" - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "image2" - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "image3" - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "image4" - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "image5" - -msgid "Starting with ``main.gd``." -msgstr "``main.gd`` 부터 시작합니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po b/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po deleted file mode 100644 index 15cdd3c667..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po +++ /dev/null @@ -1,482 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"In the main scene, add a new child node :ref:`Control ` to " -"``Main`` and name it ``UserInterface``. Ensure you are on the 2D screen, " -"where you can edit your User Interface (UI)." -msgstr "" -"메인 씬에서 `Main`의 새로운 자식 노드로 :ref:`Control `을 추가" -"하고, 이름을 `UserInterface`로 지정하세요. UI를 편집할 수 있는 2D 화면에 있는" -"지 확인하세요." - -msgid "Add a :ref:`Label ` node and name it ``ScoreLabel``" -msgstr "" -":ref:`Label ` 노드를 추가하고 노드 이름을 ``ScoreLabel``로 지정" - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "image1" - -msgid "" -"In the *Inspector*, set the *Label*'s *Text* to a placeholder like \"Score: " -"0\"." -msgstr "" -"*인스펙터*에서 *Label*의 *Text*에 \"Score: 0\"과 같은 플레이스홀더를 설정하세" -"요." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "image2" - -msgid "" -"Also, the text is white by default, like our game's background. We need to " -"change its color to see it at runtime." -msgstr "" -"또한, 텍스트는 기본적으로 게임의 배경과 같은 흰색입니다. 게임 실행 시 텍스트" -"가 보이도록 색상을 변경해야 합니다." - -msgid "" -"Scroll down to *Theme Overrides*, and expand *Colors* and enable *Font " -"Color* in order to tint the text to black (which contrasts well with the " -"white 3D scene)" -msgstr "" -"*Theme Overrides*까지 스크롤한 다음, *Colors*를 펼치고 *Font Color* 체크박스" -"를 활성화하여 텍스트를 검정색으로 설정하세요. (이렇게 하면 흰색 3D 씬과 대비" -"가 잘 됩니다)" - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "image3" - -msgid "" -"Finally, click and drag on the text in the viewport to move it away from the " -"top-left corner." -msgstr "" -"마지막으로, 뷰포트에서 텍스트를 클릭하고 드래그하여 왼쪽 상단 모서리에서 떨어" -"지도록 이동하세요." - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "image4" - -msgid "" -"The ``UserInterface`` node allows us to group our UI in a branch of the " -"scene tree and use a theme resource that will propagate to all its children. " -"We'll use it to set our game's font." -msgstr "" -"``UserInterface`` 노드를 사용하면 씬 트리의 한 지점에 UI를 그룹화하고 모든 하" -"위 항목에 전파되는 테마 리소스를 사용할 수 있습니다. 이를 사용하여 게임의 글" -"꼴을 설정할 수 있습니다." - -msgid "" -"Once again, select the ``UserInterface`` node. In the *Inspector*, create a " -"new theme resource in *Theme -> Theme*." -msgstr "" -"다시 한 번 ``UserInterface`` 노드를 선택합니다. *인스펙터*에서 *Theme -> " -"Theme*에 새 테마 리소스를 만드세요." - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "image5" - -msgid "" -"Click on it to open the theme editor In the bottom panel. It gives you a " -"preview of how all the built-in UI widgets will look with your theme " -"resource." -msgstr "" -"*Theme*을 클릭하여 아래 패널에서 테마 편집기를 엽니다. 이 편집기는 테마 리소" -"스를 사용한 기본 UI 위젯들이 어떻게 보일지 미리 볼 수 있게 해줍니다." - -msgid "" -"By default, a theme only has a few properties: *Default Base Scale*, " -"*Default Font* and *Default Font Size*." -msgstr "" -"기본적으로 테마에는 몇 가지 속성만 있습니다: *Default Base Scale*, *Default " -"Font*, *Default Font Size*." - -msgid "" -"You can add more properties to the theme resource to design complex user " -"interfaces, but that is beyond the scope of this series. To learn more about " -"creating and editing themes, see :ref:`doc_gui_skinning`." -msgstr "" -"테마 리소스에 더 많은 속성을 추가하여 복잡한 사용자 인터페이스를 디자인할 수 " -"있지만, 이는 본 문서의 범위를 벗어납니다. 테마의 생성과 편집에 대해 더 알고 " -"싶다면 :ref:`doc_gui_skinning`을 참조하세요." - -msgid "" -"The *Default Font* expects a font file like the ones you have on your " -"computer. Two common font file formats are TrueType Font (TTF) and OpenType " -"Font (OTF)." -msgstr "" -"*Default Font*에는 컴퓨터에 있는 폰트 파일을 사용합니다. 일반적인 폰트 파일 " -"형식으로는 TrueType Font (TTF)와 OpenType Font (OTF)가 있습니다." - -msgid "" -"In the *FileSystem* dock, expand the ``fonts`` directory and click and drag " -"the ``Montserrat-Medium.ttf`` file we included in the project onto the " -"*Default Font*. The text will reappear in the theme preview." -msgstr "" -"*FileSystem* 도크에서 ``fonts`` 디렉터리를 펼치고, 프로젝트에 포함된 " -"``Montserrat-Medium.ttf`` 파일을 *Default Font*로 드래그하세요. 그러면 테마 " -"미리보기에서 텍스트가 다시 나타납니다." - -msgid "" -"The text is a bit small. Set the *Default Font Size* to ``22`` pixels to " -"increase the text's size." -msgstr "" -"텍스트가 조금 작습니다. *Default Font Size*를 ``22`` 픽셀로 설정하여 텍스트 " -"크기를 늘리세요." - -msgid "|image7|" -msgstr "|image7|" - -msgid "Keeping track of the score" -msgstr "점수 추적" - -msgid "" -"Let's work on the score next. Attach a new script to the ``ScoreLabel`` and " -"define the ``score`` variable." -msgstr "" -"다음으로 점수가 동작하게 해봅시다. ``ScoreLabel``에 새로운 스크립트를 추가하" -"고 ``score`` 변수를 정의하세요." - -msgid "" -"The score should increase by ``1`` every time we squash a monster. We can " -"use their ``squashed`` signal to know when that happens. However, because we " -"instantiate monsters from the code, we cannot connect the mob signal to the " -"``ScoreLabel`` via the editor." -msgstr "" -"몬스터를 잡을 때마다 점수가 ``1``씩 올라가도록 해야 합니다. 이를 위해 몬스터" -"가 잡힐 때 발생하는 ``squashed`` 시그널을 사용할 수 있습니다. 다만, 몬스터를 " -"코드에서 생성하기 때문에, 에디터에서 직접 mob 시그널을 ``ScoreLabel``에 연결" -"할 수는 없습니다." - -msgid "" -"Instead, we have to make the connection from the code every time we spawn a " -"monster." -msgstr "그 대신에, 매번 몬스터를 생성할 때마다 코드로 연결해야 합니다." - -msgid "" -"Open the script ``main.gd``. If it's still open, you can click on its name " -"in the script editor's left column." -msgstr "" -"``main.gd`` 스크립트를 엽니다. 열려있는 상태라면, 스크립트 에디터의 왼쪽 열에" -"서 파일명을 클릭하여 열 수 있습니다." - -msgid "|image8|" -msgstr "|image8|" - -msgid "" -"Alternatively, you can double-click the ``main.gd`` file in the *FileSystem* " -"dock." -msgstr "" -"또는 *FileSystem* 도크에서 ``main.gd`` 파일을 더블 클릭하여 열 수도 있습니다." - -msgid "" -"At the bottom of the ``_on_mob_timer_timeout()`` function, add the following " -"line:" -msgstr "``_on_mob_timer_timeout()`` 함수의 하단에 다음 줄을 추가하세요:" - -msgid "" -"This line means that when the mob emits the ``squashed`` signal, the " -"``ScoreLabel`` node will receive it and call the function " -"``_on_mob_squashed()``." -msgstr "" -"이 라인은 mob가 ``squashed`` 시그널을 보낼 때 ``ScoreLabel`` 노드가 이를 받" -"아 ``_on_mob_squashed()`` 함수를 호출하도록 한다는 의미입니다." - -msgid "There, we increment the score and update the displayed text." -msgstr "여기서 점수를 증가시키고 화면에 표시되는 텍스트를 업데이트합니다." - -msgid "" -"The second line uses the value of the ``score`` variable to replace the " -"placeholder ``%s``. When using this feature, Godot automatically converts " -"values to string text, which is convenient when outputting text in labels or " -"when using the ``print()`` function." -msgstr "" -"두 번째 줄에서는 ``score`` 변수의 값을 ``%s``에 대체하여 사용합니다. 이 기능" -"을 사용하면 Godot이 자동으로 값을 문자열로 변환해 주기 때문에, 라벨에 텍스트" -"를 출력하거나 ``print()`` 함수를 사용할 때 편리합니다." - -msgid "" -"You can learn more about string formatting here: :ref:`doc_gdscript_printf`. " -"In C#, consider using `string interpolation with \"$\" `_." -msgstr "" -"문자열 포맷팅에 대해 더 알고 싶다면 :ref:`doc_gdscript_printf`를 참조하세요. " -"C#에서는 `문자열 보간법 (\"$\") `_ 을 확인해 보세요." - -msgid "" -"You can now play the game and squash a few enemies to see the score increase." -msgstr "" -"이제 게임을 실행해 적을 잡아보면 점수가 올라가는 것을 확인할 수 있습니다." - -msgid "|image9|" -msgstr "|image9|" - -msgid "" -"In a complex game, you may want to completely separate your user interface " -"from the game world. In that case, you would not keep track of the score on " -"the label. Instead, you may want to store it in a separate, dedicated " -"object. But when prototyping or when your project is simple, it is fine to " -"keep your code simple. Programming is always a balancing act." -msgstr "" -"복잡한 게임에서는 사용자 인터페이스를 게임 세계와 완전히 분리하고 싶을 수도 " -"있습니다. 그런 경우 라벨에서 점수를 관리하지 않고, 별도의 객체에 저장할 수 있" -"습니다. 그러나 프로토타입 단계나 간단한 프로젝트에서는 코드를 간단하게 유지하" -"는 것이 좋습니다. 프로그래밍은 항상 균형을 맞추는 작업입니다." - -msgid "Retrying the game" -msgstr "게임 재시작" - -msgid "" -"We'll now add the ability to play again after dying. When the player dies, " -"we'll display a message on the screen and wait for input." -msgstr "" -"이제 죽은 후에 다시 플레이할 수 있는 기능을 추가해 보겠습니다. 플레이어가 죽" -"으면 화면에 메시지를 표시하고 입력을 기다리도록 할 것입니다." - -msgid "" -"Head back to the ``main.tscn`` scene, select the ``UserInterface`` node, add " -"a child node :ref:`ColorRect `, and name it ``Retry``. This " -"node fills a rectangle with a uniform color and will serve as an overlay to " -"darken the screen." -msgstr "" -"``main.tscn`` 씬으로 돌아가서 ``UserInterface`` 노드를 선택한 후, 자식 노드" -"로 :ref:`ColorRect `를 추가하고 이름을 ``Retry``로 설정하세" -"요. 이 노드는 화면을 어둡게 하는 오버레이로 사용될 단색 사각형을 채우는 역할" -"을 합니다." - -msgid "" -"To make it span over the whole viewport, you can use the *Anchor Preset* " -"menu in the toolbar." -msgstr "" -"이 노드가 뷰포트 전체를 덮도록 하려면, 툴바의 *Anchor Preset* 메뉴를 사용하세" -"요." - -msgid "|image10|" -msgstr "|image10|" - -msgid "Open it and apply the *Full Rect* command." -msgstr "메뉴를 열고 *Full Rect* 명령을 적용하세요." - -msgid "|image11|" -msgstr "|image11|" - -msgid "" -"Nothing happens. Well, almost nothing; only the four green pins move to the " -"corners of the selection box." -msgstr "" -"아직 아무 일도 일어나지 않았습니다. 정확히는 거의 아무 변화도 없고, 초록색 " -"핀 4개만 선택 상자의 모서리로 이동했습니다." - -msgid "|image12|" -msgstr "|image12|" - -msgid "" -"This is because UI nodes (all the ones with a green icon) work with anchors " -"and margins relative to their parent's bounding box. Here, the " -"``UserInterface`` node has a small size and the ``Retry`` one is limited by " -"it." -msgstr "" -"이는 UI 노드(녹색 아이콘이 표시된 모든 노드)가 부모 노드의 선택 상자를 기준으" -"로 anchor와 margin을 사용하기 때문입니다. 여기서 ``UserInterface`` 노드는 크" -"기가 작으며, ``Retry`` 노드는 그에 의해 제한됩니다." - -msgid "" -"Select the ``UserInterface`` and apply *Anchor Preset -> Full Rect* to it as " -"well. The ``Retry`` node should now span the whole viewport." -msgstr "" -"``UserInterface`` 노드를 선택하고 *앵커 프리셋 -> 사각형 전체(Full Rect)*을 " -"적용합니다. 그러면 ``Retry`` 노드가 이제 전체 뷰포트를 차지하게 됩니다." - -msgid "" -"Let's change its color so it darkens the game area. Select ``Retry`` and in " -"the *Inspector*, set its *Color* to something both dark and transparent. To " -"do so, in the color picker, drag the *A* slider to the left. It controls the " -"color's Alpha channel, that is to say, its opacity/transparency." -msgstr "" -"이제 화면을 어둡게 만들기 위해 색상을 변경해 봅시다. ``Retry`` 노드를 선택하" -"고 *인스펙터*에서 *Color*를 어두우면서도 투명한 색으로 설정합니다. 이를 위해 " -"색상 선택기에서 *A* 슬라이더를 왼쪽으로 드래그하세요. 이 슬라이더는 색상의 알" -"파(Alpha)값, 즉 불투명도/투명도를 제어할 수 있습니다." - -msgid "|image13|" -msgstr "|image13|" - -msgid "|image14|" -msgstr "|image14|" - -msgid "Coding the retry option" -msgstr "재시작 옵션 코딩" - -msgid "" -"We can now head to the code to show and hide the ``Retry`` node when the " -"player dies and plays again." -msgstr "" -"이제 플레이어가 죽었을 때와 다시 플레이할 때 ``Retry`` 노드를 표시하거나 숨기" -"는 코드를 작성할 차례입니다." - -msgid "" -"Open the script ``main.gd``. First, we want to hide the overlay at the start " -"of the game. Add this line to the ``_ready()`` function." -msgstr "" -"``main.gd`` 스크립트를 엽니다. 먼저 게임 시작 시 오버레이를 숨기고자 합니다. " -"이를 위해 ``_ready()`` 함수에 다음 줄을 추가하세요." - -msgid "Then, when the player gets hit, we show the overlay." -msgstr "이제, 플레이어가 타격받았을 때, 오버레이가 표시됩니다." - -msgid "" -"Finally, when the ``Retry`` node is visible, we need to listen to the " -"player's input and restart the game if they press enter. To do this, we use " -"the built-in ``_unhandled_input()`` callback, which is triggered on any " -"input." -msgstr "" -"마지막으로, ``Retry`` 노드가 표시될 때 플레이어의 입력을 감지해, 엔터 키를 누" -"르면 게임을 다시 시작해야 합니다. 이를 위해, 모든 입력에서 호출되는 내장 콜" -"백 함수 ``_unhandled_input()``를 이용할 것입니다." - -msgid "" -"If the player pressed the predefined ``ui_accept`` input action and " -"``Retry`` is visible, we reload the current scene." -msgstr "" -"``Retry`` 노드가 표시된 상태에서 플레이어가 미리 정의된 ``ui_accept``를 입력" -"하면, 이 씬을 다시 불러옵니다." - -msgid "" -"The function ``get_tree()`` gives us access to the global :ref:`SceneTree " -"` object, which allows us to reload and restart the current " -"scene." -msgstr "" -"``get_tree()`` 함수는 :ref:`SceneTree `에 접근할 권한을 부여" -"합니다. 이 권한을 통해 씬을 재시작할 수 있습니다." - -msgid "Adding music" -msgstr "노래 추가하기" - -msgid "" -"To add music that plays continuously in the background, we're going to use " -"another feature in Godot: :ref:`autoloads `." -msgstr "" -"배경에서 계속 재생되는 음악을 추가하기 위해, 우리는 Godot의 또 다른 기능인 :" -"ref:`autoloads `를 사용할 것입니다." - -msgid "" -"To play audio, all you need to do is add an :ref:`AudioStreamPlayer " -"` node to your scene and attach an audio file to " -"it. When you start the scene, it can play automatically. However, when you " -"reload the scene, like we do to play again, the audio nodes are also reset, " -"and the music starts back from the beginning." -msgstr "" -"오디오를 재생하려면, 장면에 :ref:`AudioStreamPlayer " -"`노드를 추가하고 오디오 파일을 연결하기만 하면 됩니" -"다. 장면을 시작하면 자동으로 재생될 수 있습니다. 그러나 장면을 새로고침 할 " -"때, 즉 다시 재생하기 위해서, 오디오 노드도 초기화되어 음악이 처음부터 다시 시" -"작됩니다." - -msgid "" -"You can use the autoload feature to have Godot load a node or a scene " -"automatically at the start of the game, outside the current scene. You can " -"also use it to create globally accessible objects." -msgstr "" -"자동로드 기능을 사용하면 Godot이 게임 시작 시 현재 장면 외부에서 노드나 장면" -"을 자동으로 불러올 수 있습니다. 또한, 전역적으로 접근 가능한 객체를 생성하는 " -"데도 사용할 수 있습니다." - -msgid "" -"Create a new scene by going to the *Scene* menu and clicking *New Scene* or " -"by using the *+* icon next to your currently opened scene." -msgstr "" -"Scene 메뉴로 가서 New Scene을 클릭하거나 현재 열려 있는 장면 옆의 + 아이콘을 " -"사용하여 새 씬을 만드세요." - -msgid "" -"Click the *Other Node* button to create an :ref:`AudioStreamPlayer " -"` and rename it to ``MusicPlayer``." -msgstr "" -"Other Node 버튼을 클릭하여 :ref:`AudioStreamPlayer `" -"를 생성한 후, 이름을 ``MusicPlayer``로 변경하세요." - -msgid "" -"We included a music soundtrack in the ``art/`` directory, ``House In a " -"Forest Loop.ogg``. Click and drag it onto the *Stream* property in the " -"*Inspector*. Also, turn on *Autoplay* so the music plays automatically at " -"the start of the game." -msgstr "" -"``art/`` 디렉토리에 있는 음악 House In a Forest Loop.ogg를 *인스펙터*의 " -"Stream 속성에 클릭하고 드래그하여 추가하세요. 또한, *Autoplay*를 켜서 게임 시" -"작 시 음악이 자동으로 재생되도록 설정하세요." - -msgid "Save the scene as ``music_player.tscn``." -msgstr "``music_player.tscn`` 과 같은 이름으로 씬을 저장합니다." - -msgid "" -"In the *Path* field, you want to enter the path to your scene. Click the " -"folder icon to open the file browser and double-click on ``music_player." -"tscn``. Then, click the *Add* button on the right to register the node." -msgstr "" -"Path 필드에 씬의 경로를 입력해야 합니다. 폴더 아이콘을 클릭하여 파일 브라우저" -"를 열고``music_player.tscn`` 파일을 두 번 클릭하세요. 그런 다음, 오른쪽의 " -"*Add* 버튼을 클릭하여 노드를 등록하세요." - -msgid "" -"``music_player.tscn`` now loads into any scene you open or play. So if you " -"run the game now, the music will play automatically in any scene." -msgstr "" -"이제 ``music_player.tscn``이 여러분이 열거나 실행하는 모든 씬에 로드됩니다. " -"따라서 지금 게임을 실행하면, 모든 씬에서 음악이 자동으로 재생됩니다." - -msgid "" -"Before we wrap up this lesson, here's a quick look at how it works under the " -"hood. When you run the game, your *Scene* dock changes to give you two tabs: " -"*Remote* and *Local*." -msgstr "" -"이 레슨을 마무리하기 전에, 작동 원리를 간단히 살펴보겠습니다. 게임을 실행하" -"면 *씬* 독(Scene Dock)이 *원격*(Remote)과 *로컬*(Local) 두 개의 탭으로 변경됩" -"니다." - -msgid "" -"The *Remote* tab allows you to visualize the node tree of your running game. " -"There, you will see the *Main* node and everything the scene contains and " -"the instantiated mobs at the bottom." -msgstr "" -"*원격* 탭(Remote Tab)을 사용하면 실행 중인 게임의 노드 트리를 볼 수 있습니" -"다. 이 탭에서 *Main* 노드와 씬에 포함된 모든 요소, 그리고 아래에서 인스턴스화" -"된 몹들을 확인할 수 있습니다." - -msgid "" -"At the top are the autoloaded ``MusicPlayer`` and a *root* node, which is " -"your game's viewport." -msgstr "" -"맨 위에는 오토로드된 ``MusicPlayer``와 *root* 노드가 있습니다. *root* 노드는 " -"게임의 뷰포트를 나타냅니다." - -msgid "" -"And that does it for this lesson. In the next part, we'll add an animation " -"to make the game both look and feel much nicer." -msgstr "" -"이것으로 이번 레슨을 마칩니다. 다음 단계에서는 게임에 애니메이션을 추가하여 " -"더 멋지게 만들어 보겠습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po b/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po deleted file mode 100644 index 3d99d9ba42..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po +++ /dev/null @@ -1,128 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Character animation" -msgstr "캐릭터 애니메이션" - -msgid "" -"In this final lesson, we'll use Godot's built-in animation tools to make our " -"characters float and flap. You'll learn to design animations in the editor " -"and use code to make your game feel alive." -msgstr "" -"이번 마지막 레슨에서는 Godot의 내장 애니메이션 도구를 사용해 캐릭터가 떠다니" -"고 날갯짓하는 애니메이션을 만들어 보겠습니다. 여러분은 에디터에서 애니메이션" -"을 설계하고 코드를 활용해 게임에 생동감을 불어넣는 방법을 배우게 될 것입니다." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "" -"The engine comes with tools to author animations in the editor. You can then " -"use the code to play and control them at runtime." -msgstr "" -"GD 엔진은 애니메이션 에디터가 내장되어 있습니다. 여러분은 코드를 이용하여 런" -"타임에서 애니메이션을 제어할 수 있습니다." - -msgid "" -"Open the player scene, select the ``Player`` node, and add an :ref:" -"`AnimationPlayer ` node." -msgstr "" -"player 씬을 열고, ``Player`` 노드를 선택한 다음, :ref:`AnimationPlayer " -"` 노드를 추가하십시오." - -msgid "The *Animation* dock appears in the bottom panel." -msgstr "*Animation* 독은 화면 아래 패널에 표시됩니다." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "image1" - -msgid "" -"It features a toolbar and the animation drop-down menu at the top, a track " -"editor in the middle that's currently empty, and filter, snap, and zoom " -"options at the bottom." -msgstr "" -"AnimationPlayer에는 상단에 툴바와 애니메이션 드롭다운 메뉴, 중앙에 현재 비어 " -"있는 트랙 편집기, 그리고 하단에 필터, 스냅, 줌 옵션이 포함되어 있습니다." - -msgid "Let's create an animation. Click on *Animation -> New*." -msgstr "애니메이션을 만들어 봅시다. *Animation -> New*를 선택하세요." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "image2" - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "image3" - -msgid "" -"Once you've created the animation, the timeline appears with numbers " -"representing time in seconds." -msgstr "" -"애니메이션을 생성하면, 시간을 초 단위로 표시해 주는 타임라인이 표시됩니다." - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "image4" - -msgid "" -"We want the animation to start playback automatically at the start of the " -"game. Also, it should loop." -msgstr "" -"애니메이션이 게임 시작 시 자동으로 재생되도록 설정하고, 반복되게 만들어야 합" -"니다." - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "image5" - -msgid "|image7|" -msgstr "|image7|" - -msgid "|image8|" -msgstr "|image8|" - -msgid "|image9|" -msgstr "|image9|" - -msgid "|image10|" -msgstr "|image10|" - -msgid "|image11|" -msgstr "|image11|" - -msgid "|image12|" -msgstr "|image12|" - -msgid "|image13|" -msgstr "|image13|" - -msgid "|image14|" -msgstr "|image14|" - -msgid "**Congratulations**!" -msgstr "**축하합니다**!" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/going_further.po b/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/going_further.po deleted file mode 100644 index 18de7b6728..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/going_further.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Going further" -msgstr "나아가기" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/index.po deleted file mode 100644 index 91a95632a8..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/first_3d_game/index.po +++ /dev/null @@ -1,101 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Your first 3D game" -msgstr "3D 게임 시작하기" - -msgid "" -"In this step-by-step tutorial series, you will create your first complete 3D " -"game with Godot. By the end of the series, you will have a simple yet " -"finished project of your own like the animated gif below." -msgstr "" -"이 단계별 튜토리얼 시리즈에서는 Godot를 사용하여 당신만의 완전한 첫 3D 게임" -"을 만들 것입니다. 시리즈가 끝나면 아래 애니메이션 gif처럼 간단하면서도 완성" -"된 자신만의 프로젝트를 갖게 될 것입니다." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "" -"The game we'll code here is similar to :ref:`doc_your_first_2d_game`, with a " -"twist: you can now jump and your goal is to squash the creeps. This way, you " -"will both **recognize patterns** you learned in the previous tutorial and " -"**build upon them** with new code and features." -msgstr "" -"우리가 코딩할 게임은 :ref:`doc_your_first_2d_game`와 유사하지만 약간 다른 점" -"이 있습니다. 이제 점프할 수 있으며 크림을 물리치는 목표가 있습니다. 이 방법으" -"로, 이전 튜토리얼에서 배운 **패턴을 인식**하고 새로운 코드와 기능을 기반으로 " -"구축해 나갈 것입니다." - -msgid "Work with 3D coordinates with a jumping mechanic." -msgstr "점프 메커니즘을 포함한 3D 좌표 작업." - -msgid "" -"Use kinematic bodies to move 3D characters and detect when and how they " -"collide." -msgstr "" -"운동체를 사용하여 3D 캐릭터를 이동하고 언제 어떻게 충돌했는지 감지합니다." - -msgid "" -"Use physics layers and a group to detect interactions with specific entities." -msgstr "물리 레이어와 그룹을 사용하여 특정한 개체와의 상호 작용을 감지합니다." - -msgid "" -"Code basic procedural gameplay by instancing monsters at regular time " -"intervals." -msgstr "" -"일정 시간 간격으로 몬스터를 인스턴스화하여 기본적인 절차적 게임플레이를 코딩" -"합니다." - -msgid "Design a movement animation and change its speed at run-time." -msgstr "이동 애니메이션을 디자인하고 런타임에 속도를 변경합니다." - -msgid "Draw a user interface on a 3D game." -msgstr "3D 게임에 UI를 그립니다." - -msgid "And more." -msgstr "그리고 더 많이 있습니다." - -msgid "" -"You can follow this series without having done the 2D one. However, if " -"you're new to game development, we recommend you to start with 2D. 3D game " -"code is always more complex and the 2D series will give you foundations to " -"follow along more comfortably." -msgstr "" -"이 시리즈는 2D 시리즈를 하지 않아도 따라올 수 있습니다. 하지만 게임 개발이 처" -"음이라면 2D부터 시작하는 것을 권장합니다. 3D 게임 코드는 항상 더 복잡하며, " -"2D 시리즈는 보다 편안하게 따라올 수 있는 기초를 제공합니다." - -msgid "" -"We prepared some game assets so we can jump straight to the code. You can " -"download them here: `Squash the Creeps assets `__." -msgstr "" -"코드 작성에 바로 들어갈 수 있도록 게임 에셋을 준비했습니다. 여기에서 다운로드" -"할 수 있습니다: `Squash the Creeps assets `__." - -msgid "" -"We will first work on a basic prototype for the player's movement. We will " -"then add the monsters that we'll spawn randomly around the screen. After " -"that, we'll implement the jump and squashing mechanic before refining the " -"game with some nice animation. We'll wrap up with the score and the retry " -"screen." -msgstr "" -"먼저 플레이어의 기본 이동 프로토타입을 작업하겠습니다. 그런 다음 화면 주위에 " -"무작위로 생성될 몬스터를 추가할 것입니다. 이후 점프와 스쿼싱 메커니즘을 구현" -"한 다음, 멋진 애니메이션으로 게임을 다듬을 것입니다. 마지막으로 점수와 재시" -"도 화면을 추가하여 마무리하겠습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po b/sphinx/po/ko/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po deleted file mode 100644 index cd1a7f7ca4..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po +++ /dev/null @@ -1,109 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"This page will give you a brief overview of Godot's interface. We're going " -"to look at the different main screens and docks to help you situate yourself." -msgstr "" -"이 페이지에서는 Godot의 인터페이스에 대한 간략한 개요를 제공합니다. 우리는 메" -"인 화면과 독(dock)를 살펴봄으로써 여러분이 사용할 수 있도록 도와드리겠습니다." - -msgid "" -"To learn the Project Manager's ins and outs, read :ref:`doc_project_manager`." -msgstr "" -"프로젝트 매니저의 자세한 사용 방법을 배우려면 :ref:`doc_project_manager`를 읽" -"어보세요." - -msgid "First look at Godot's editor" -msgstr "처음 만나는 Godot 에디터" - -msgid "" -"On either side of the viewport sit the **docks**. And at the bottom of the " -"window lies the **bottom panel**." -msgstr "" -"뷰포트의 양쪽에는 **독**이 위치하고 있습니다. 그리고 창의 하단에는 **하단 패" -"널**이 있습니다." - -msgid "The four main screens" -msgstr "네개의 메인 스크린은 다음과 같습니다." - -msgid "" -"You'll use the **2D screen** for all types of games. In addition to 2D " -"games, the 2D screen is where you'll build your interfaces." -msgstr "" -"모든 타입의 게임을 만들 때 **2D screen**을 사용하게 될 것입니다. 또한 2D 게임" -"에서는 인터페이스의 구성을 위해서도 2D screen을 사용하게 될 것입니다." - -msgid "" -"In the **3D screen**, you can work with meshes, lights, and design levels " -"for 3D games." -msgstr "" -"**3D 작업 공간(3D workspace)**\\ 에서는 3D 게임용 메시와 조명, 레벨 설계를 " -"할 수 있습니다. :kbd:`Ctrl + F2` (macOS는 :kbd:`Alt + 2`)를 눌러 접근할 수 있" -"습니다." - -msgid "" -"Read :ref:`doc_introduction_to_3d` for more detail about the **3D main " -"screen**." -msgstr "" -"**3D 작업 공간**\\ 에 대한 자세한 설명은 :ref:`doc_introduction_to_3d`\\ 를 " -"참고하세요." - -msgid "" -"The **Script screen** is a complete code editor with a debugger, rich auto-" -"completion, and built-in code reference." -msgstr "" -"**Script screen**은 완전한 코드 편집기로서 디버거, 풍부한 자동 완성 기능 및 " -"내장된 코드 참조 기능을 제공합니다." - -msgid "" -"You can learn more about the asset library in :ref:`doc_what_is_assetlib`." -msgstr "" -"애셋(asset) 라이브러리에 대해 더 알고 싶다면 :ref:`doc_what_is_assetlib`을 참" -"조하십시오." - -msgid "Integrated class reference" -msgstr "통합 클래스 참조" - -msgid "Godot comes with a built-in class reference." -msgstr "Godot은 기본적으로 클래스 참조를 내장하고 있습니다." - -msgid "" -"You can search for information about a class, method, property, constant, or " -"signal by any one of the following methods:" -msgstr "" -"다음과 같은 방법으로 클래스, 메소드, 속성, 상수, 혹은 시그널의 정보를 찾을 " -"수 있습니다." - -msgid "" -"Clicking the \"Search Help\" button in the top-right of the Script main " -"screen." -msgstr "" -"스크립트 메인 화면의 우측 상단에 있는 \"도움말 검색(Search Help)\" 버튼을 클" -"릭하십시오." - -msgid "Clicking on the Help menu and Search Help." -msgstr "도움말 메뉴를 클릭하고 \"도움말 검색\"을 선택하십시오." - -msgid "" -"When you do any of these, a window pops up. Type to search for any item. You " -"can also use it to browse available objects and methods." -msgstr "" -"이를 수행하면 창이 나타납니다. 원하는 항목을 검색하려면 입력하십시오. 또한 이" -"를 사용하여 사용 가능한 객체와 방법을 탐색할 수도 있습니다." - -msgid "" -"Double-click on an item to open the corresponding page in the script main " -"screen." -msgstr "" -"항목을 더블클릭하여 해당 페이지를 스크립트 메인 스크린에서 열 수 있습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po b/sphinx/po/ko/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po deleted file mode 100644 index 5f05a3bc97..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po +++ /dev/null @@ -1,280 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot's design philosophy" -msgstr "Godot의 디자인 철학" - -msgid "Now that you've gotten your feet wet, let's talk about Godot's design." -msgstr "슬슬 Godot에 익숙해졌으니 Godot이 어떻게 디자인 되었는지 얘기해봅시다." - -msgid "" -"**Every game engine is different and fits different needs.** Not only do " -"they offer a range of features, but the design of each engine is unique. " -"This leads to different workflows and different ways to form your games' " -"structures. This all stems from their respective design philosophies." -msgstr "" -"**모든 게임 엔진은 다르며 서로 다른 요구사항에 알맞습니다.** 다양한 기능을 제" -"공할뿐만 아니라 각 엔진은 디자인도 독특합니다. 이는 게임의 구조를 형성하는 다" -"양한 방법과 다양한 워크플로로 이어집니다. 게임 엔진의 디자인은 모두 각자의 디" -"자인 철학에서 비롯되었습니다." - -msgid "" -"This page is here to help you understand how Godot works, starting with some " -"of its core pillars. It is not a list of available features, nor is it an " -"engine comparison. To know if any engine can be a good fit for your project, " -"you need to try it out for yourself and understand its design and " -"limitations." -msgstr "" -"이 페이지는 Godot의 작동방식을 이해하도록 돕기 위해, 여러 핵심 기둥으로부터 " -"시작합니다. 이 페이지는 사용가능한 기능의 목록이 아닐 뿐더러, 엔진을 비교하" -"는 문서도 아닙니다. 프로젝트에 적합한 엔진이 있는지 확인하려면 여러분 스스로 " -"시도하고 엔진의 디자인과 한계를 이해해야 합니다." - -msgid "Object-oriented design and composition" -msgstr "객체 지향 디자인과 구성" - -msgid "" -"Godot embraces object-oriented design at its core with its flexible scene " -"system and Node hierarchy. It tries to stay away from strict programming " -"patterns to offer an intuitive way to structure your game." -msgstr "" -"Godot는 유연한 씬 시스템과 노드 계층 구조로 이루어진 객체 지향 디자인을 핵심" -"으로 받아들입니다. 이로인해 엄격한 프로그래밍 패턴을 피하고 직관적인 방법으" -"로 게임을 구성하도록 했습니다." - -msgid "" -"For one, Godot lets you **compose or aggregate** scenes. It's like nested " -"prefabs: you can create a BlinkingLight scene and a BrokenLantern scene that " -"uses the BlinkingLight. Then, create a city filled with BrokenLanterns. " -"Change the BlinkingLight's color, save, and all the BrokenLanterns in the " -"city will update instantly." -msgstr "" -"예를 들어 Godot를 사용하면 씬을 **구성하거나 조합**할 수 있습니다. 중첩된 조" -"립식 건물과 같습니다. BrinkingLight 씬과 BrinkingLight를 사용하는 " -"BrokenLantern 씬을 만들 수 있습니다. 그런 다음 BrokenLanterns로 가득 찬 도시" -"를 만드세요. BrinkingLight의 색상을 변경하고 저장하면 도시의 모든 " -"BrokenLanterns가 즉시 업데이트됩니다." - -msgid "On top of that, you can **inherit** from any scene." -msgstr "게다가 어떤 씬에서든지 **상속**\\ 할 수 있습니다." - -msgid "" -"A Godot scene could be a Weapon, a Character, an Item, a Door, a Level, part " -"of a level… anything you'd like. It works like a class in pure code, except " -"you're free to design it by using the editor, using only the code, or mixing " -"and matching the two." -msgstr "" -"Godot 씬은 무기, 캐릭터, 아이템, 문, 레벨, 레벨의 일부… 원하는 모든 것이 될 " -"수 있습니다. 에디터를 사용하거나, 코드만 사용하거나, 둘을 혼합하여 일치시켜 " -"자유롭게 디자인할 수 있다는 점을 제외하고는 순수 코드의 클래스처럼 작동합니" -"다." - -msgid "" -"It's different from prefabs you find in several 3D engines, as you can then " -"inherit from and extend those scenes. You may create a Magician that extends " -"your Character. Modify the Character in the editor and the Magician will " -"update as well. It helps you build your projects so that their structure " -"matches the game's design." -msgstr "" -"씬은 상속하고 확장할 수 있기 때문에 여러 3D 엔진에서 찾을 수 있는 프리팹" -"(prefab)과는 다릅니다. 여러분은 여러분의 캐릭터를 확장해서 마술사(Magician)" -"로 만들 수 있습니다. 에디터에서 캐릭터를 수정하면 Magician도 업데이트됩니다. " -"이는 구조가 게임 디자인과 일치하도록 프로젝트를 빌드하는 데 도움이 됩니다." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "image0" - -msgid "" -"Also note that Godot offers many different types of objects called nodes, " -"each with a specific purpose. Nodes are part of a tree and always inherit " -"from their parents up to the Node class. Although the engine does feature " -"some nodes like collision shapes that a parent physics body will use, most " -"nodes work independently from one another." -msgstr "" -"또한 Godot은 노드라고 불리는 다양한 형태의 오브젝트를 제공한다는 것을 기억하" -"세요. 각각 특정한 목적으로 쓰이는 노드는 트리의 파트이며, 언제나 노드 클래스" -"라고 하는 부모에게 상속되어 있습니다. 그러므로 충돌을 구현할 때 쓰이는 콜리전" -"과 같은 특정 노드라도 다른 노드들과는 분리되어 작동합니다." - -msgid "" -"In other words, Godot's nodes do not work like components in some other game " -"engines." -msgstr "" -"다시말해, Godot에서의 노드는 다른 일부 게임 엔진에서의 요소와는 조금 다르게 " -"작동합니다." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "image1" - -msgid "All-inclusive package" -msgstr "올인원 패키지" - -msgid "" -"Godot tries to provide its own tools to answer most common needs. It has a " -"dedicated scripting workspace, an animation editor, a tilemap editor, a " -"shader editor, a debugger, a profiler, the ability to hot-reload locally and " -"on remote devices, etc." -msgstr "" -"Godot는 가장 일반적인 요구 사항을 위해 자체 툴을 제공하려고 합니다. 전용 스크" -"립팅 작업 공간, 애니메이션 편집기, 타일맵 편집기, 셰이더 편집기, 디버거, 프로" -"파일러, 로컬 및 원격 장치에서 핫 리로드 등의 기능이 있습니다." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "image2" - -msgid "" -"GDScript lets you write code using an indentation-based syntax, yet it " -"detects types and offers a static language's quality of auto-completion. It " -"is also optimized for gameplay code with built-in types like Vectors and " -"Colors." -msgstr "" -"GDScript는 들여쓰기 기반의 문장과 자동 완성, 데이터 타입 감지도 제공합니다. " -"이는 벡터나 색과 같은 빌트인 타입의 코드에도 최적화되어있습니다." - -msgid "" -"Note that the 3D workspace doesn't feature as many tools as the 2D " -"workspace. You'll need external programs or add-ons to edit terrains, " -"animate complex characters, and so on. Godot provides a complete API to " -"extend the editor's functionality using game code. See `The Godot editor is " -"a Godot game`_ below." -msgstr "" -"3D 작업 공간에는 2D 작업 공간만큼 많은 툴이 없습니다. 지형을 편집하고 복잡한 " -"캐릭터에 애니메이션을 적용하는 등의 작업을 수행하려면 외부 프로그램이나 추가 " -"기능이 필요합니다. Godot는 게임 코드를 사용해 에디터의 기능을 확장하는 완전" -"한 API를 제공합니다. 아래의 `Godot 에디터는 Godot 게임입니다`_\\ 를 참조하세" -"요." - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "image4" - -msgid "" -"*A State Machine editor plugin in Godot 2 by kubecz3k. It lets you manage " -"states and transitions visually.*" -msgstr "" -"*Godot 엔진 2에서 kubecz3k님이 제작해주신 State Machine editor 플러그인입니" -"다. 이것으로 여러분은 시각적으로 상태와 변화를 다룰 수 있습니다.*" - -msgid "Open source" -msgstr "오픈 소스" - -msgid "" -"Godot offers a fully open source codebase under the **MIT license**. This " -"means all the technologies that ship with it have to be Free (as in freedom) " -"as well. For the most part, they're developed from the ground up by " -"contributors." -msgstr "" -"Godot는 **MIT 라이선스**\\ 에 따라 완전한 오픈 소스 코드베이스를 제공합니다. " -"이는 함께 제공되는 모든 기술도 (권리로서의 의미로) 무료여야 함을 의미합니다. " -"대부분의 경우 기여자에 의해 처음부터 개발되었습니다." - -msgid "" -"Anyone can plug in proprietary tools for the needs of their projects — they " -"just won't ship with the engine. This may include Google AdMob, or FMOD. Any " -"of these can come as third-party plugins instead." -msgstr "" -"누구나 프로젝트의 요구에 맞게 독점 툴을 연결할 수 있습니다. 여기에는 Google " -"애드모빌 또는 FMOD가 포함될 수 있습니다. 이들 중 어떤 것들은 대신 서드 파티 " -"플러그인으로 연결할 수 있습니다." - -msgid "" -"On the other hand, an open codebase means you can **learn from and extend " -"the engine** to your heart's content. You can also debug games easily, as " -"Godot will print errors with a stack trace, even if they come from the " -"engine itself." -msgstr "" -"반면에 오픈 코드베이스는 **엔진에서 배우고 확장**\\ 할 수 있다는 것을 의미합" -"니다. 또한 Godot는 오류가 엔진 자체에서 발생하더라도 스택 추적으로 오류를 출" -"력하므로 게임을 쉽게 디버그할 수 있습니다." - -msgid "" -"This **does not affect the work you do with Godot** in any way: there's no " -"strings attached to the engine or anything you make with it." -msgstr "" -"이것은 **여러분이 Godot로 하는 작업에 어떤 식으로든 영향을 미치지 않습니다" -"**: 엔진은 여러분이 엔진으로 만드는 어떤 것과도 연결되어 있지 않습니다." - -msgid "Community-driven" -msgstr "커뮤니티 중심" - -msgid "" -"**Godot is made by its community, for the community, and for all game " -"creators out there.** It's the needs of the users and open discussions that " -"drive the core updates. New features from the core developers often focus on " -"what will benefit the most users first." -msgstr "" -"**Godot는 커뮤니티에 의해, 커뮤니티를 위해, 모든 게임 제작자를 위해 만들어졌" -"습니다.** 핵심 업데이트를 주도하는 것은 사용자의 요구와 공개 토론입니다. 핵" -"심 개발자들에 의해 개발되는 새로운 기능은 대부분의 사용자에게 가장 먼저 혜택" -"을 주는 것에 초점을 맞추는 경우가 많습니다." - -msgid "The Godot editor is a Godot game" -msgstr "Godot 에디터는 Godot 게임입니다" - -msgid "" -"The Godot editor runs on the game engine. It uses the engine's own UI " -"system, it can hot-reload code and scenes when you test your projects, or " -"run game code in the editor. This means you can **use the same code** and " -"scenes for your games, or **build plugins and extend the editor.**" -msgstr "" -"Godot 에디터는 게임 엔진에서 실행됩니다. 엔진의 자체 UI 시스템을 사용하므로 " -"프로젝트를 테스트하거나 에디터에서 게임 코드를 실행할 때 코드와 씬을 핫 리로" -"드할 수 있습니다. 즉, 게임에 **동일한 코드와 씬을 사용**\\ 하거나 **플러그인" -"을 빌드하고 에디터를 확장**\\ 할 수 있습니다." - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "image5" - -msgid "" -"*RPG in a Box is a voxel RPG editor made with Godot 2. It uses Godot's UI " -"tools for its node-based programming system and for the rest of the " -"interface.*" -msgstr "" -"*RPG in a Box는 Godot 2로 만든 복셀 RPG 편집기입니다. 노드 기반 프로그래밍 시" -"스템과 나머지 인터페이스에 Godot의 UI 툴을 사용합니다.*" - -msgid "" -"The editor is fully written in C++ and is statically compiled into the " -"binary. This means you can't import it as a typical project that would have " -"a ``project.godot`` file." -msgstr "" -"Godot 편집기는 완전히 C++로 작성되었으며 바이너리 실행 파일에 정적" -"(statically)으로 컴파일됩니다. 이는 일반적인 ``project.godot`` 파일이 있는 프" -"로젝트처럼 가져올 수 없음을 의미합니다." - -msgid "Separate 2D and 3D engines" -msgstr "2D 와 3D 엔진을 분리" - -msgid "" -"Godot offers dedicated 2D and 3D rendering engines. As a result, **the base " -"unit for 2D scenes is pixels.** Even though the engines are separate, you " -"can render 2D in 3D, 3D in 2D, and overlay 2D sprites and interfaces over " -"your 3D world." -msgstr "" -"Godot는 전용 2D 및 3D 렌더링 엔진을 제공합니다. 결과적으로 **2D 씬의 기본 단" -"위는 픽셀입니다.** 엔진이 분리되어 있어도 2D를 3D로, 3D를 2D로 렌더링하고 2D " -"스프라이트와 인터페이스를 3D 세계에 오버레이할 수 있습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/introduction/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/introduction/index.po deleted file mode 100644 index c10dbe3a31..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/introduction/index.po +++ /dev/null @@ -1,31 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "" -"This series will introduce you to Godot and give you an overview of its " -"features." -msgstr "이 시리즈는 Godot와 제공되는 다양한 기능들에 대한 개요를 소개합니다." - -msgid "" -"In the following pages, you will get answers to questions such as \"Is Godot " -"for me?\" or \"What can I do with Godot?\". We will then introduce the " -"engine's most essential concepts, run you through the editor's interface, " -"and give you tips to make the most of your time learning it." -msgstr "" -"다음 페이지에서는 \"Godot이 나에게 적합한가?\" 또는 \"Godot으로 무엇을 할 수 " -"있을까?\"와 같은 질문에 대한 답을 얻게 될 것입니다. 엔진의 가장 필수적인 개념" -"을 소개하고, 편집기의 인터페이스를 안내하며, 학습 시간을 최대한 활용할 수 있" -"는 팁을 제공합니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po b/sphinx/po/ko/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po deleted file mode 100644 index 6e571e8ba3..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po +++ /dev/null @@ -1,159 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to Godot" -msgstr "Godot 소개" - -msgid "" -"This article is here to help you figure out whether Godot might be a good " -"fit for you. We will introduce some broad features of the engine to give you " -"a feel for what you can achieve with it and answer questions such as \"what " -"do I need to know to get started?\"." -msgstr "" -"이 문서는 Godot이 여러분에게 적합한지 판단하는 데 도움을 드리기 위해 제작되었" -"습니다. 엔진의 일반적인 특징을 소개하여 엔진을 통해 어떤 것을 달성할 수 있는" -"지 감을 잡을 수 있도록 하고, \"시작하기 위해 어떤 것을 알아야 할까요?\"와 같" -"은 질문에 답변할 것입니다." - -msgid "" -"This is by no means an exhaustive overview. We will introduce many more " -"features in this getting started series." -msgstr "" -"이는 전체적인 개요를 다룬 것이며, 모든 기능을 상세히 다루지는 않았습니다. 이 " -"시리즈에서는 더 많은 기능을 소개할 예정입니다." - -msgid "What is Godot?" -msgstr "Godot란?" - -msgid "" -"Godot is a general-purpose 2D and 3D game engine designed to support all " -"sorts of projects. You can use it to create games or applications you can " -"then release on desktop or mobile, as well as on the web." -msgstr "" -"Godot는 모든 종류의 프로젝트를 지원하도록 설계된 범용 2D 및 3D 게임 엔진입니" -"다. 이를 사용하여 게임이나 응용 프로그램을 만든 다음 데스크톱이나 모바일, 웹" -"에서 출시할 수 있습니다." - -msgid "" -"You can also create console games with it, although you either need strong " -"programming skills or a developer to port the game for you." -msgstr "" -"강력한 프로그래밍 기술이나 게임을 포팅할 개발자가 필요하지만 콘솔 게임을 만" -"들 수도 있습니다." - -msgid "What can the engine do?" -msgstr "Godot 엔진으로 무엇을 할 수 있습니까?" - -msgid "" -"Some examples of games created with Godot include Ex-Zodiac and Helms of " -"Fury." -msgstr "Godot로 만든 게임의 예로는 Ex-Zodiac 및 Helms of Fury 가 있습니다." - -msgid "You can find many more examples in the `official showcase videos`_." -msgstr "`공식 쇼케이스 비디오`_에서는 더 많은 예시를 찾아볼 수 있습니다." - -msgid "How does it work and look?" -msgstr "어떻게 보이고 작동하나요?" - -msgid "" -"Godot comes with a fully-fledged game editor with integrated tools to answer " -"the most common needs. It includes a code editor, an animation editor, a " -"tilemap editor, a shader editor, a debugger, a profiler, and more." -msgstr "" -"Godot은 본격적인 통합 게임 에디터로써 대부분의 필요에 답할 수 있습니다. 코드 " -"에디터, 애니메이션 에디터, 타일맵 에디터, 셰이더 에디터, 디버거, 프로파일러 " -"등을 포함합니다." - -msgid "" -"The team strives to offer a feature-rich game editor with a consistent user " -"experience. While there is always room for improvement, the user interface " -"keeps getting refined." -msgstr "" -"팀은 기능이 풍부한 게임 에디터와 일관된 사용자 경험을 제공하기 위해 노력하고 " -"있습니다. 항상 개선의 여지가 있지만, 유저 인터페이스는 계속해서 개선되고 있습" -"니다." - -msgid "" -"Of course, if you prefer, you can work with external programs. We officially " -"support importing 3D scenes designed in Blender_ and maintain plugins to " -"code in VSCode_ and Emacs_ for GDScript and C#. We also support Visual " -"Studio for C# on Windows." -msgstr "" -"물론 여러분이 원한다면 외부 프로그램으로 작업할 수도 있습니다. Blender_에서 " -"설계된 3D 장면 가져오기를 공식적으로 지원하고 GDScript 및 C#용 VSCode_ 및 " -"Emacs_의 코드에 대한 플러그인을 유지 관리하고 있습니다. 또한 Windows에서 C#" -"용 Visual Studio를 공식적으로 지원하고 있습니다." - -msgid "Programming languages" -msgstr "프로그래밍 언어" - -msgid "Let's talk about the available programming languages." -msgstr "사용 가능한 프로그래밍 언어에 대해 이야기해 봅시다." - -msgid "" -"You can code your games using :ref:`GDScript `, a Godot-specific and tightly integrated language with a " -"lightweight syntax, or :ref:`C# `, which is popular " -"in the games industry. These are the two main scripting languages we support." -msgstr "" -"게임을 개발할 때는 :ref:`GDScript `를 사용하여 " -"코드를 작성할 수 있습니다. GDScript는 Godot에 특화된 가벼운 문법을 가진 언어" -"로, 엔진과 긴밀하게 통합되어 있습니다. 또한, 게임 산업에서 인기 있는 :ref:" -"`C# `도 지원하는 두 가지 주요 스크립팅 언어입니다." - -msgid "What do I need to know to use Godot?" -msgstr "Godot를 사용하려면 무엇을 알아야 하나요?" - -msgid "" -"Godot is a feature-packed game engine. With its thousands of features, there " -"is a lot to learn. To make the most of it, you need good programming " -"foundations. While we try to make the engine accessible, you will benefit a " -"lot from knowing how to think like a programmer first." -msgstr "" -"Godot은 수천 가지의 다양한 기능을 가진 게임엔진이기 때문에, 배울 것이 많습니" -"다. 엔진을 최대한 활용하기 위해서는 좋은 프로그래밍 기반 지식이 필요합니다. " -"엔진을 접근하기 쉽게 만들려고 노력하지만, 먼저 프로그래머처럼 생각하는 방법" -"을 알면 많은 도움을 받을 수 있을 것입니다." - -msgid "" -"Godot relies on the object-oriented programming paradigm. Being comfortable " -"with concepts such as classes and objects will help you code efficiently in " -"it." -msgstr "" -"Godot는 객체 지향 프로그래밍 패러다임을 기반으로 합니다. 클래스와 객체와 같" -"은 개념에 익숙해지면 효율적으로 코딩하는 데 도움이 됩니다." - -msgid "" -"If you are entirely new to programming, we recommend following the `CS50 " -"open courseware`_ from Harvard University. It's a great free course that " -"will teach you everything you need to know to be off to a good start. It " -"will save you countless hours and hurdles learning any game engine afterward." -msgstr "" -"프로그래밍이 완전히 처음이라면, 하버드 대학의 `CS50 오픈 코스웨어`(CS50 open " -"courseware)_를 따르는 것을 권장합니다. 이 훌륭한 무료 과정은 좋은 시작을 위" -"해 알아야 할 모든 것을 가르쳐 줄 것입니다. 이후 어떤 게임 엔진을 배우더라도 " -"수많은 시간과 장애물을 절약할 수 있습니다." - -msgid "" -"In CS50, you will learn multiple programming languages. Don't be afraid of " -"that: programming languages have many similarities. The skills you learn " -"with one language transfer well to others." -msgstr "" -"CS50에서는 여러 프로그래밍 언어를 배우게 됩니다. 두려워하지 마세요! 프로그래" -"밍 언어는 많은 유사점을 가지고 있으며, 한 언어로 습득한 기술은 다른 언어에도 " -"잘 적용됩니다." - -msgid "" -"In the next part, you will get an overview of the engine's essential " -"concepts." -msgstr "다음 파트에서는 엔진의 필수 개념에 대한 개요를 살펴볼 것입니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po b/sphinx/po/ko/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po deleted file mode 100644 index 372bf4e1eb..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po +++ /dev/null @@ -1,163 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Overview of Godot's key concepts" -msgstr "Godot의 주요 개념 개요" - -msgid "" -"Every game engine revolves around abstractions you use to build your " -"applications. In Godot, a game is a **tree** of **nodes** that you group " -"together into **scenes**. You can then wire these nodes so they can " -"communicate using **signals**." -msgstr "" -"모든 게임 엔진은 어플리케이션을 구축하는 데 사용하는 추상화 개념을 중심으로 " -"동작합니다. Godot에서는 게임이 **노드(nodes)**의 **트리(tree)**로 구성되며, " -"이러한 노드들을 **씬(scenes)**으로 그룹화합니다. 그런 다음 이러한 노드들을 **" -"시그널(signals)**을 사용하여 서로 통신할 수 있도록 연결할 수 있습니다." - -msgid "" -"These are the four concepts you will learn here. We're going to look at them " -"briefly to give you a sense of how the engine works. In the getting started " -"series, you will get to use them in practice." -msgstr "" -"엔진의 작동 방식에 대해 감을 잡기 위해 이 네 가지 개념을 간략히 살펴보겠습니" -"다. 이 시리즈에서는 이러한 개념들을 실제로 활용할 수 있을 것입니다." - -msgid "Scenes" -msgstr "씬" - -msgid "" -"In Godot, you break down your game in reusable scenes. A scene can be a " -"character, a weapon, a menu in the user interface, a single house, an entire " -"level, or anything you can think of. Godot's scenes are flexible; they fill " -"the role of both prefabs and scenes in some other game engines." -msgstr "" -"Godot에서는 게임을 재사용 가능한 씬(scene)으로 구성합니다. 씬(scene)은 캐릭" -"터, 무기, 사용자 인터페이스의 메뉴, 하나의 집, 전체 레벨 또는 상상할 수 있는 " -"모든 것이 될 수 있습니다. Godot의 씬(scene)은 유연하며, 다른 일부 게임 엔진에" -"서의 프리팹(prefab)과 씬(scene)의 역할을 모두 수행합니다." - -msgid "" -"You can also nest scenes. For example, you can put your character in a " -"level, and drag and drop a scene as a child of it." -msgstr "" -"또한 씬(scene)을 중첩할 수도 있습니다. 예를 들어 캐릭터를 레벨에 배치하고, 씬" -"(scene)을 해당 캐릭터의 자식(child)으로 끌어다 놓을 수 있습니다." - -msgid "Nodes" -msgstr "노드" - -msgid "" -"A scene is composed of one or more **nodes**. Nodes are your game's smallest " -"building blocks that you arrange into trees. Here's an example of a " -"character's nodes." -msgstr "" -"씬(scene)은 하나 이상의 **노드**(nodes)로 구성됩니다. 노드는 게임의 가장 작" -"은 구성 요소로, 이를 트리(tree)로 배열합니다. 다음은 캐릭터의 노드 예시입니" -"다." - -msgid "" -"Notice how nodes and scenes look the same in the editor. When you save a " -"tree of nodes as a scene, it then shows as a single node, with its internal " -"structure hidden in the editor." -msgstr "" -"노드와 씬이 에디터에서 동일하게 보인다는 점에 주목하세요. 노드 트리를 씬으로 " -"저장하면, 에디터에서는 내부 구조가 숨겨진 단일 노드(single node)로 표시됩니" -"다." - -msgid "" -"Godot provides an extensive library of base node types you can combine and " -"extend to build more powerful ones. 2D, 3D, or user interface, you will do " -"most things with these nodes." -msgstr "" -"Godot은 결합하고 확장하여 보다 강력한 노드를 구축할 수 있는 광범위한 기본 노" -"드 유형 라이브러리를 제공합니다. 2D, 3D 또는 사용자 인터페이스를 사용하면 대" -"부분의 작업을 이 노드에서 수행할 수 있습니다." - -msgid "The scene tree" -msgstr "씬 트리" - -msgid "" -"All your game's scenes come together in the **scene tree**, literally a tree " -"of scenes. And as scenes are trees of nodes, the scene tree also is a tree " -"of nodes. But it's easier to think of your game in terms of scenes as they " -"can represent characters, weapons, doors, or your user interface." -msgstr "" -"게임의 모든 씬은 씬 트리(scene tree)에서 함께 구성됩니다. 씬은 노드 트리로 구" -"성되기 때문에, 씬 트리도 노드 트리의 형태를 가지게 됩니다. 그러나 캐릭터, 무" -"기, 문 또는 사용자 인터페이스와 같은 요소를 나타낼 수 있는 씬으로 게임을 생각" -"하는 것이 더 쉬울 것입니다." - -msgid "Signals" -msgstr "시그널" - -msgid "" -"Nodes emit signals when some event occurs. This feature allows you to make " -"nodes communicate without hard-wiring them in code. It gives you a lot of " -"flexibility in how you structure your scenes." -msgstr "" -"노드(Nodes)는 어떤 이벤트가 발생할 때 신호(signals)를 발생시킵니다. 이 기능" -"을 통해 노드 간에 코드에서 직접 연결하지 않고도 통신할 수 있습니다. 이는 씬" -"을 구성하는 방식에 대한 유연성을 제공합니다." - -msgid "" -"Signals are Godot's version of the *observer* pattern. You can read more " -"about it here: https://gameprogrammingpatterns.com/observer.html" -msgstr "" -"Signals는 *observer* 패턴의 Godot 버전입니다. 더 많은 정보는 여기에서 볼 수 " -"있습니다: http://gameprogrammingpatterns.com/observer.html" - -msgid "" -"For example, buttons emit a signal when pressed. You can connect to this " -"signal to run code in reaction to this event, like starting the game or " -"opening a menu." -msgstr "" -"예를 들어, 버튼은 눌릴 때 시그널을 발생시킵니다. 이 시그널에 연결하여 게임을 " -"시작하거나 메뉴 열기와 같은 코드를 실행할 수 있습니다." - -msgid "" -"Other built-in signals can tell you when two objects collided, when a " -"character or monster entered a given area, and much more. You can also " -"define new signals tailored to your game." -msgstr "" -"내장된 다른 시그널들은 두 객체가 충돌했을 때, 캐릭터나 몬스터가 특정 영역에 " -"들어왔을 때 등 다양한 상황을 알려줄 수 있습니다. 또한 게임에 맞게 사용자 정" -"의 시그널을 정의할 수도 있습니다." - -msgid "Summary" -msgstr "요약" - -msgid "" -"Nodes, scenes, the scene tree, and signals are four core concepts in Godot " -"that you will manipulate all the time." -msgstr "" -"노드, 씬, 씬 트리, 그리고 시그널은 Godot에서 항상 다루게 되는 네 가지 핵심 개" -"념입니다." - -msgid "" -"Nodes are your game's smallest building blocks. You combine them to create " -"scenes that you then combine and nest into the scene tree. You can then use " -"signals to make nodes react to events in other nodes or different scene tree " -"branches." -msgstr "" -"노드는 게임의 가장 작은 구성 요소입니다. 이러한 노드들을 결합하여 씬을 만들" -"고, 이를 결합하고 중첩하여 씬 트리를 구성합니다. 그런 다음 신호를 사용하여 노" -"드를 다른 노드나 씬 트리의 다른 가지에서 발생하는 이벤트에 반응하도록 할 수 " -"있습니다." - -msgid "" -"After this short breakdown, you probably have many questions. Bear with us " -"as you will get many answers throughout the getting started series." -msgstr "" -"이 간략한 설명 이후에 여러분이 궁금증을 가질 수도 있습니다. 이 시리즈를 통해 " -"많은 질문에 대한 답을 얻게 될 것이니 조금만 참고 계시기 바랍니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po b/sphinx/po/ko/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po deleted file mode 100644 index 3faabdf875..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po +++ /dev/null @@ -1,70 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"In Godot, you can write code using the GDScript and C# programming languages." -msgstr "" -"Godot에서는 GDScript와 C# 프로그래밍 언어를 사용하여 코드를 작성할 수 있습니" -"다." - -msgid "" -"If you are new to programming, we recommend starting with GDScript because " -"we designed it to be simpler than all-purpose languages like C#. It will be " -"both faster and easier to learn." -msgstr "" -"프로그래밍이 처음이라면, GDScript부터 시작하는 것을 권장합니다. GDScript는 C#" -"과 같은 범용 언어보다 더 간단하게 설계되어 있어 더 빠르고 쉽게 배울 수 있습니" -"다." - -msgid "" -"While GDScript is a language specific to Godot, the techniques you will " -"learn with it will apply to other programming languages." -msgstr "" -"GDScript는 Godot에 특화된 언어이지만, 이를 통해 배우게 되는 기술은 다른 프로" -"그래밍 언어에도 적용할 수 있습니다." - -msgid "" -"Note that it is completely normal for a programmer to learn and use multiple " -"languages. Programming languages have more similarities than differences, so " -"once you know one, you can learn another much faster." -msgstr "" -"프로그래머가 여러 언어를 배우고 사용하는 것은 매우 일반적인 일입니다. 프로그" -"래밍 언어는 차이점보다 공통점이 더 많기 때문에, 하나의 언어를 알게 되면 다른 " -"언어를 훨씬 더 빨리 배울 수 있습니다." - -msgid "Learn in your browser with the GDScript app" -msgstr "브라우저에서 GDScript 앱으로 학습하기" - -msgid "" -"To learn GDScript, you can use the app Learn GDScript From Zero. It is a " -"complete beginner course with interactive practices you can do right in your " -"browser." -msgstr "" -"GDScript를 배우기 위해, \"Learn GDScript From Zero\" 앱을 사용할 수 있습니" -"다. 이 앱은 브라우저에서 바로 할 수 있는 상호작용 연습을 포함한 완전한 초급" -"자 코스입니다." - -msgid "Click here to access the app: `Learn GDScript From Zero app`_" -msgstr "앱에 액세스하려면 여기를 클릭하세요: `Learn GDScript From Zero app`_" - -msgid "" -"This app is an open-source project. To report bugs or contribute, head to " -"the app's source code repository: `GitHub repository`_." -msgstr "" -"이 앱은 오픈 소스 프로젝트입니다. 버그를 보고하거나 기여하려면 앱의 소스 코" -"드 저장소로 이동하세요: `GitHub repository`_." - -msgid "" -"In the next part, you will get an overview of the engine's essential " -"concepts." -msgstr "다음 파트에서는 엔진의 필수 개념에 대한 개요를 살펴볼 것입니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/introduction/learning_new_features.po b/sphinx/po/ko/LC_MESSAGES/getting_started/introduction/learning_new_features.po deleted file mode 100644 index b8d8728824..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/introduction/learning_new_features.po +++ /dev/null @@ -1,216 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Learning new features" -msgstr "새로운 기능 학습" - -msgid "" -"Godot is a feature-rich game engine. There is a lot to learn about it. This " -"page explains how you can use the online manual, built-in code reference, " -"and join online communities to learn new features and techniques." -msgstr "" -"Godot는 기능이 풍부한 게임 엔진이기 때문에, 배울 것이 많습니다. 이 페이지에서" -"는 온라인 매뉴얼, 내장된 코드 참조 및 온라인 커뮤니티에 참여하여 새로운 기능" -"과 기술을 배우는 방법에 대해 설명합니다." - -msgid "Making the most of this manual" -msgstr "이 매뉴얼을 최대한 활용하는 방법에 대해 알아보겠습니다." - -msgid "" -"What you are reading now is the user manual. It documents each of the " -"engine's concepts and available features. When learning a new topic, you can " -"start by browsing the corresponding section of this website. The left menu " -"allows you to explore broad topics while the search bar will help you find " -"more specific pages. If a page exists for a given theme, it will often link " -"to more related content." -msgstr "" -"지금 읽고 계신 것은 사용자 매뉴얼입니다. 이 매뉴얼은 엔진의 각 개념과 사용 가" -"능한 기능을 문서화합니다. 새로운 주제를 학습할 때는 해당 웹사이트의 해당 섹션" -"을 찾아보는 것으로 시작할 수 있습니다. 왼쪽 메뉴를 사용하여 일반적인 주제를 " -"탐색하고, 검색 창을 사용하여 더 구체적인 페이지를 찾을 수 있습니다. 특정 주제" -"에 대한 페이지가 있는 경우, 관련된 내용으로 연결됩니다." - -msgid "A class reference's page tells you:" -msgstr "클래스 참조 페이지는 제공합니다:" - -msgid "" -"Where the class exists in the inheritance hierarchy. You can click the top " -"links to jump to parent classes and see the properties and methods a type " -"inherits." -msgstr "" -"클래스가 상속 계층 구조에서 어디에 위치하는지에 대한 정보를 제공합니다. 맨 위" -"의 링크를 클릭하여 상위 클래스로 이동하면 해당 타입이 상속한 속성과 방법을 " -"볼 수 있습니다." - -msgid "A summary of the class's role and use cases." -msgstr "클래스의 역할과 사용 사례에 대한 요약을 제공합니다." - -msgid "" -"An explanation of the class's properties, methods, signals, enums, and " -"constants." -msgstr "클래스의 속성, 방법, 신호, 열거형 및 상수에 대한 설명을 제공합니다." - -msgid "Links to manual pages further detailing the class." -msgstr "해당 클래스를 자세히 설명하는 매뉴얼 페이지로의 링크를 제공합니다." - -msgid "" -"If the manual or class reference is missing or has insufficient information, " -"please open an Issue in the official `godot-docs `_ GitHub repository to report it." -msgstr "" -"만약 매뉴얼이나 클래스 참조에 부족한 정보가 있거나 누락된 경우, 공식 `godot-" -"docs `_ GitHub 저장소에 이" -"를 보고하기 위해 이슈(Issue)를 열어주시기 바랍니다." - -msgid "Learning to think like a programmer" -msgstr "프로그래머처럼 생각하는 법 배우기" - -msgid "" -"Teaching programming foundations and how to think like a game developer is " -"beyond the scope of Godot's documentation. If you're new to programming, we " -"recommend two excellent free resources to get you started:" -msgstr "" -"프로그래밍의 기초와 게임 개발자처럼 사고하는 법을 가르치는 것은 Godot 문서의 " -"범위를 벗어납니다. 프로그래밍이 처음이라면, 시작하는 데 도움이 되는 두 가지 " -"훌륭한 무료 자료를 추천합니다:" - -msgid "" -"Harvard university offers a free courseware to learn to program, `CS50 " -"`_. It will teach you programming fundamentals, " -"how code works, and how to think like a programmer. These skills are " -"essential to become a game developer and learn any game engine efficiently. " -"You can see this course as an investment that will save you time and trouble " -"when you learn to create games." -msgstr "" -"하버드 대학은 프로그래밍을 배우기 위한 무료 코스웨어를 제공합니다: `CS50 " -"`_. 이 과정은 프로그래밍의 기초, 코드의 작동 원" -"리, 그리고 프로그래머처럼 사고하는 방법을 가르쳐 줄 것입니다. 이러한 기술은 " -"게임 개발자가 되고 어떤 게임 엔진을 효율적으로 배우기 위해 필수적입니다. 이 " -"과정을 통해 게임을 만드는 법을 배울 때 시간과 어려움을 줄일 수 있는 투자로 " -"볼 수 있습니다." - -msgid "" -"If you prefer books, check out the free ebook `Automate The Boring Stuff " -"With Python `_ by Al Sweigart." -msgstr "" -"책을 선호한다면, Al Sweigart의 무료 전자책 `Automate The Boring Stuff With " -"Python `_을 확인해 보세요." - -msgid "Learning with the community" -msgstr "커뮤니티와 함께 배우기" - -msgid "" -"Godot has a growing community of users. If you're stuck on a problem or need " -"help to better understand how to achieve something, you can ask other users " -"for help on one of the many `active communities `_." -msgstr "" -"Godot는 점점 성장하는 사용자 커뮤니티를 가지고 있습니다. 문제에 막혀있거나 어" -"떤 것을 어떻게 구현할 수 있는지 더 잘 이해하기 위해 도움이 필요하다면 다른 사" -"용자들에게 도움을 요청할 수 있습니다. 많은 활발한 커뮤니티 중 하나에서 도움" -"을 받을 수 있습니다. 이러한 커뮤니티는 다음 링크에서 확인할 수 있습니다. " -"`active communities `_." - -msgid "" -"Asking questions well and providing details will help others answer you " -"faster and better. When asking questions, we recommend including the " -"following information:" -msgstr "" -"다른 사람들이 답변을 더 빠르고 더 잘 할 수 있도록 질문을 잘하고 세부 정보를 " -"제공하는 것이 좋습니다. 질문을 할 때, 다음과 같은 정보를 포함하는 것이 좋습니" -"다:" - -msgid "" -"**Describe your goal**. You want to explain what you are trying to achieve " -"design-wise. If you are having trouble figuring out how to make a solution " -"work, there may be a different, easier solution that accomplishes the same " -"goal." -msgstr "" -"**목표를 설명**하세요. 디자인 관점에서 어떤 결과를 달성하려고 하는지 설명하세" -"요. 만약 해결 방법을 구현하는 데 문제가 있다면, 동일한 목표를 달성하는 다른, " -"더 간단한 해결책이 있을 수 있습니다." - -msgid "" -"If there is an error involved, **share the exact error message**. You can " -"copy the exact error message in the editor's Debugger bottom panel by " -"clicking the Copy Error icon. Knowing what it says can help community " -"members better identify how you triggered the error." -msgstr "" -"**정확한 오류 메시지를 공유**하세요. 디버거 하단 패널의 오류 메시지를 복사하" -"기 위해 \"오류 복사\" 아이콘을 클릭하여 정확한 오류 메시지를 복사할 수 있습니" -"다. 어떤 오류가 발생했는지 알면 커뮤니티 회원들이 해당 오류가 어떻게 발생했는" -"지 더 잘 파악할 수 있습니다." - -msgid "" -"If there is code involved, **share a code sample**. Other users won't be " -"able to help you fix a problem without seeing your code. Share the code as " -"text directly. To do so, you can copy and paste a short code snippet in a " -"chat box, or use a website like `Pastebin `_ to share " -"long files." -msgstr "" -"**코드 샘플을 공유**하세요. 코드를 보지 않고는 다른 사용자가 문제를 해결하는 " -"데 도움을 줄 수 없습니다. 코드를 텍스트로 직접 공유하세요. 이를 위해 코드 스" -"니펫을 채팅 박스(chat box)에 복사하여 붙여넣거나, `Pastebin `_과 같은 웹사이트를 사용하여 긴 코드를 공유할 수 있습니다." - -msgid "" -"**Share a screenshot** of your *Scene* dock along with your written code. " -"Most of the code you write affects nodes in your scenes. As a result, you " -"should think of those scenes as part of your source code." -msgstr "" -"당신이 쓴 코드와 함께 *Scene* 독의 **스크린샷을 공유**하세요. 작성한 대부분" -"의 코드는 씬 내의 노드에 영향을 미칩니다. 결과적으로, 해당 씬을 소스 코드의 " -"일부로 생각해야 합니다." - -msgid "" -"Sharing a video of your running game can also be really **useful to " -"troubleshoot your game**. You can use programs like `OBS Studio `_ and `Screen to GIF `_ to " -"capture your screen." -msgstr "" -"게임 실행 중인 비디오를 공유하는 것은 문제 해결에 매우 유용할 수 있습니다. " -"`OBS Studio `_ 및 `Screen to GIF `_와 같은 프로그램을 사용하여 화면을 녹화할 수 있습니다." - -msgid "" -"You can then use a service like `streamable `_ or a " -"cloud provider to upload and share your videos for free." -msgstr "" -"그런 다음 `streamable `_과 같은 서비스나 클라우드를 " -"사용하여 비디오를 업로드하고 무료로 공유할 수 있습니다." - -msgid "" -"If you're not using the stable version of Godot, please mention the version " -"you're using. The answer can be different as available features and the " -"interface evolve rapidly." -msgstr "" -"만약 Godot의 stable 버전이 아닌 다른 버전을 사용 중이라면, 사용 중인 버전을 " -"명시해 주세요. 사용 가능한 기능과 인터페이스가 빠르게 변화하기 때문에 답변이 " -"달라질 수 있습니다." - -msgid "Community tutorials" -msgstr "커뮤니티 튜토리얼" - -msgid "" -"This manual aims to provide a comprehensive reference of Godot's features. " -"Aside from the 2D and 3D getting started series, it does not contain " -"tutorials to implement specific game genres. If you're looking for a " -"tutorial about creating a role-playing game, a platformer, or other, please " -"see :ref:`doc_community_tutorials`, which lists content made by the Godot " -"community." -msgstr "" -"이 매뉴얼은 Godot의 기능에 대한 포괄적인 참조를 제공하는 것을 목표로 합니다. " -"2D 및 3D 시리즈 이외에도 특정 게임 장르를 구현하는 튜토리얼은 포함되어 있지 " -"않습니다. 만약 롤플레잉 게임, 플랫포머 또는 기타 게임을 만드는 방법에 대한 튜" -"토리얼을 찾고 있다면, :ref:`doc_community_tutorials`를 참조하세요. 해당 페이" -"지에는 Godot 커뮤니티가 작성한 내용이 나열되어 있습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/index.po deleted file mode 100644 index b6f1353b82..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/index.po +++ /dev/null @@ -1,39 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Step by step" -msgstr "단계별" - -msgid "" -"This series builds upon the :ref:`Introduction to Godot ` and will get you started with the editor and the engine. You " -"will learn more about nodes and scenes, code your first classes with " -"GDScript, use signals to make nodes communicate with one another, and more." -msgstr "" -"이 시리즈는 :ref:`Godot 소개 `를 기반으로 하며, 에디" -"터와 엔진을 시작하는 데 도움이 될 것입니다. 노드와 씬에 대해 더 많이 알게 되" -"고, GDScript로 첫 번째 클래스를 작성하고, 시그널를 사용하여 노드 간에 통신하" -"는 방법 등에 대해 배우게 될 것입니다." - -msgid "" -"The following lessons are here to prepare you for :ref:" -"`doc_your_first_2d_game`, a step-by-step tutorial where you will code a game " -"from scratch. By the end of it, you will have the necessary foundations to " -"explore more features in other sections. We also included links to pages " -"that cover a given topic in-depth where appropriate." -msgstr "" -"다음 레슨은 :ref:`doc_your_first_2d_game`을 준비하는 데 도움을 주기 위해 제공" -"됩니다. 이 단계별 튜토리얼에서는 처음부터 게임을 코딩할 것입니다. 이를 마칠 " -"때까지 다른 섹션에서 더 많은 기능을 탐색할 수 있는 필수적인 기반을 갖추게 될 " -"것입니다. 필요한 경우 해당 주제를 깊이 다루는 페이지로의 링크도 포함되어 있습" -"니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/instancing.po deleted file mode 100644 index 4ce684d15f..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ /dev/null @@ -1,197 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating instances" -msgstr "인스턴스 만들기" - -msgid "" -"In the previous part, we saw that a scene is a collection of nodes organized " -"in a tree structure, with a single node as its root. You can split your " -"project into any number of scenes. This feature helps you break down and " -"organize your game's different components." -msgstr "" -"이전 파트에서는 씬이 하나의 루트 노드를 가진 트리 구조로 구성된 노드 모음임" -"을 알아보았습니다. 프로젝트를 여러 씬으로 분할할 수 있습니다. 이 기능은 게임" -"의 다양한 구성 요소를 분리하고 조직하는 데 도움이 됩니다." - -msgid "" -"As we mentioned in the previous part, instanced scenes behave like a node: " -"the editor hides their content by default. When you instance the Ball, you " -"only see the Ball node. Notice also how each duplicate has a unique name." -msgstr "" -"이전 파트에서 언급한 바와 같이, 인스턴스화된 씬은 노드처럼 동작합니다: 기본적" -"으로 에디터는 그 내용을 숨깁니다. Ball을 인스턴스화하면 Ball 노드만 표시됩니" -"다. 또한 각 복제본은 고유한 이름을 가지고 있음을 주목하세요." - -msgid "In practice" -msgstr "연습해보기" - -msgid "" -"Extract the archive on your computer. To import it, you need the Project " -"Manager. The Project Manager is accessed by opening Godot, or if you already " -"have Godot opened, click on *Project -> Quit to Project List* (:kbd:`Ctrl + " -"Shift + Q`, :kbd:`Ctrl + Option + Cmd + Q` on macOS)" -msgstr "" -"압축 파일을 컴퓨터에 추출합니다. 이를 가져오려면 프로젝트 매니저가 필요합니" -"다. 프로젝트 매니저는 Godot을 열거나, 이미 Godot이 열려 있는 경우 *프로젝트 -" -"> 프로젝트 목록으로 돌아가기* (:kbd:`Ctrl + Shift + Q`, macOS에서는 :kbd:" -"`Ctrl + Option + Cmd + Q`)를 클릭하여 접근할 수 있습니다." - -msgid "Finally, click the Import & Edit button." -msgstr "마지막으로 \"가져오기 & 편집\" 버튼을 클릭하세요." - -msgid "" -"Let's add a ball as a child of the Main node. In the Scene dock, select the " -"Main node. Then, click the link icon at the top of the scene dock. This " -"button allows you to add an instance of a scene as a child of the currently " -"selected node." -msgstr "" -"Main 노드의 하위 항목으로 볼을 추가해 보겠습니다. Scene 독에서 Main 노드를 선" -"택한 다음, Scene 독 상단에 있는 링크 아이콘을 클릭하세요. 이 버튼을 사용하면 " -"현재 선택된 노드의 하위로 씬의 인스턴스를 추가할 수 있습니다." - -msgid "Double-click the ball scene to instance it." -msgstr "볼 씬을 두 번 클릭하여 인스턴스화하세요." - -msgid "The ball appears in the top-left corner of the viewport." -msgstr "ball이 좌상단 구석의 뷰 포트에 나옵니다." - -msgid "Click on it and drag it towards the center of the view." -msgstr "클릭한 후에 화면의 중앙으로 드래그하세요." - -msgid "You can repeat this process until you have several in the scene." -msgstr "씬에 몇 개를 가지더라도 반복할 수 있습니다." - -msgid "" -"Play the game again. You should now see every ball fall independently from " -"one another. This is what instances do. Each is an independent reproduction " -"of a template scene." -msgstr "" -"게임을 다시 실행하세요. 이제 각각의 볼이 서로 독립적으로 떨어지는 것을 볼 수 " -"있을 것입니다. 이것이 인스턴스의 동작 방식입니다. 각 인스턴스는 템플릿 씬의 " -"독립적인 복제품입니다." - -msgid "Editing scenes and instances" -msgstr "씬과 인스턴스 편집하기" - -msgid "There is more to instances. With this feature, you can:" -msgstr "" -"인스턴스에는 더 많은 기능이 있습니다. 이 기능을 사용하면 다음과 같은 작업을 " -"수행할 수 있습니다:" - -msgid "" -"Change the properties of one ball without affecting the others using the " -"Inspector." -msgstr "" -"다른 것들에 영향을 주지 않고서도 인스펙터를 이용해 ball 하나의 속성을 바꿀 " -"수 있습니다." - -msgid "" -"Changing a property on an instance always overrides values from the " -"corresponding packed scene." -msgstr "인스턴스의 속성을 변경하면 해당 패킹된 씬의 값이 항상 덮어씁니다." - -msgid "" -"Let's now adjust an individual instance. Head back to the Main scene by " -"clicking on the corresponding tab above the viewport." -msgstr "" -"개별 인스턴스를 조절해봅시다. 뷰 포트 위쪽에서 해당하는 탭을 클릭하면 메인 씬" -"으로 돌아올 수 있습니다." - -msgid "" -"Select one of the instanced Ball nodes and, in the Inspector, set its " -"Gravity Scale value to ``10``." -msgstr "" -"인스턴스화된 Ball 노드를 하나 선택하고, 인스펙터에서 중력 배수 값을 ``10``으" -"로 설정합니다." - -msgid "A grey \"revert\" button appears next to the adjusted property." -msgstr "속성을 조절하고 나서, 회색 복구 버튼이 나타납니다." - -msgid "" -"This icon indicates you are overriding a value from the source packed scene. " -"Even if you modify the property in the original scene, the value override " -"will be preserved in the instance. Clicking the revert icon will restore the " -"property to the value in the saved scene." -msgstr "" -"이 아이콘은 씬에서 팩된 소스의 값을 덮어썼다는 것을 알려줍니다. 원본 씬의 속" -"성을 수정하더라도 인스턴스에 덮어씌워진 값이 보존됩니다. 복구 아이콘을 누르" -"면 저장된 씬에서 속성 값을 불러옵니다." - -msgid "" -"Rerun the game and notice how this ball now falls much faster than the " -"others." -msgstr "" -"게임을 다시 실행하여 이 Ball이 다른 것보다 훨씬 빠르게 떨어지는지 봅시다." - -msgid "" -"Resources are another essential building block of Godot games we will cover " -"in a later lesson." -msgstr "" -"리소스는 우리가 이후 강의에서 다룰 Godot 게임의 또 다른 필수 구성 요소입니다." - -msgid "Scene instances as a design language" -msgstr "디자인 언어로서의 씬 인스턴스" - -msgid "" -"Instances and scenes in Godot offer an excellent design language, setting " -"the engine apart from others out there. We designed Godot around this " -"concept from the ground up." -msgstr "" -"Godot의 인스턴스와 씬은 뛰어난 디자인 언어를 제공하여 다른 엔진과 차별화됩니" -"다. 우리는 처음부터 이 개념을 중심으로 Godot를 디자인했습니다." - -msgid "" -"We recommend dismissing architectural code patterns when making games with " -"Godot, such as Model-View-Controller (MVC) or Entity-Relationship diagrams. " -"Instead, you can start by imagining the elements players will see in your " -"game and structure your code around them." -msgstr "" -"Godot로 게임을 만들 때는 모델-뷰-컨트롤러(MVC)이나 엔터티-관계 다이어그램과 " -"같은 아키텍처 코드 패턴은 잊어버리세요. 대신, 플레이어가 게임에서 보게 될 요" -"소를 상상하고 이를 중심으로 코드를 구성하면 됩니다." - -msgid "For example, you could break down a shooter game like so:" -msgstr "예를 들어 슈팅 게임을 다음과 같이 분류할 수 있습니다:" - -msgid "" -"You can come up with a diagram like this for almost any type of game. Each " -"rectangle represents an entity that's visible in the game from the player's " -"perspective. The arrows tell you which scene owns which." -msgstr "" -"거의 모든 유형의 게임에 대해 이와 같은 다이어그램을 만들 수 있습니다. 각 사각" -"형은 플레이어의 관점에서 게임에서 볼 수 있는 엔티티를 나타냅니다. 화살표는 어" -"떤 씬이 어떤 씬을 소유하고 있는지 알려줍니다." - -msgid "" -"Imagine we started by creating the room. We could make a couple of different " -"room scenes, with unique arrangements of furniture in them. Later, we could " -"make a house scene that uses multiple room instances for the interior. We " -"would create a citadel out of many instanced houses and a large terrain on " -"which we would place the citadel. Each of these would be a scene instancing " -"one or more sub-scenes." -msgstr "" -"방을 만드는 것부터 시작했다고 상상해 보세요. 가구 배치 방법에 따라 여러 개의 " -"방 씬을 만들 수 있습니다. 이후 방 인스턴스를 여러 개 사용해 집 씬을 만들 수 " -"있습니다. 인스턴스화된 여러 집과 성채를 배치할 넓은 지형을 사용하면 성채도 만" -"들 수 있습니다. 이들 각각은 하나 이상의 하위 씬을 인스턴스화하는 씬입니다." - -msgid "Summary" -msgstr "요약" - -msgid "A tool to structure and encapsulate complex systems." -msgstr "복잡한 시스템을 구조화하고 캡슐화하는 도구." - -msgid "" -"A language to think about your game project's structure in a natural way." -msgstr "게임 프로젝트의 구조를 자연스러운 방법으로 생각하기 위한 언어." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po deleted file mode 100644 index 5585264c31..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po +++ /dev/null @@ -1,215 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Nodes and Scenes" -msgstr "노드와 씬" - -msgid "" -"In :ref:`doc_key_concepts_overview`, we saw that a Godot game is a tree of " -"scenes and that each scene is a tree of nodes. In this lesson, we explain a " -"bit more about them. You will also create your first scene." -msgstr "" -":ref:`doc_key_concepts_overview`에서 우리는 Godot 게임이 씬의 트리이며 각 씬" -"은 노드의 트리라는 것을 알아보았습니다. 이 레슨에서는 이들에 대해 좀 더 자세" -"히 설명합니다. 또한 첫 번째 씬을 생성할 것입니다." - -msgid "Nodes" -msgstr "노드" - -msgid "" -"**Nodes are the fundamental building blocks of your game**. They are like " -"the ingredients in a recipe. There are dozens of kinds that can display an " -"image, play a sound, represent a camera, and much more." -msgstr "" -"**노드(Node)는 게임의 기본 구성 요소입니다**. 이들은 요리 레시피의 재료와 같" -"습니다. 이미지를 표시하거나 사운드를 재생하거나 카메라를 표현하는 등 수십 가" -"지 종류가 있습니다." - -msgid "A name." -msgstr "이름." - -msgid "Editable properties." -msgstr "수정할 수 있는 속성." - -msgid "They receive callbacks to update every frame." -msgstr "매 프레임마다 업데이트를 위한 콜백을 받습니다." - -msgid "You can extend them with new properties and functions." -msgstr "새 속성과 기능으로 그것들을 확장시킬 수 있습니다." - -msgid "You can add them to another node as a child." -msgstr "다른 노드의 자식으로 그것들을 추가할 수 있습니다." - -msgid "Scenes" -msgstr "씬" - -msgid "" -"When you organize nodes in a tree, like our character, we call this " -"construct a scene. Once saved, scenes work like new node types in the " -"editor, where you can add them as a child of an existing node. In that case, " -"the instance of the scene appears as a single node with its internals hidden." -msgstr "" -"노드를 캐릭터와 같이 트리로 구성할 때, 이 구조를 \"씬(Scene)\"이라고 부릅니" -"다. 씬을 저장한 후에는, 에디터에서 새로운 노드 유형처럼 작동하여 기존 노드의 " -"자식으로 추가할 수 있습니다. 이 경우 씬의 인스턴스는 내부를 숨긴 단일 노드로 " -"표시됩니다." - -msgid "" -"Scenes allow you to structure your game's code however you want. You can " -"**compose nodes** to create custom and complex node types, like a game " -"character that runs and jumps, a life bar, a chest with which you can " -"interact, and more." -msgstr "" -"씬을 사용하면 게임의 코드를 원하는 대로 구성할 수 있습니다. **노드를 조합**하" -"여 게임 캐릭터의 달리기와 점프, 체력 바, 상호작용할 수 있는 상자 등과 같이 사" -"용자 정의 및 복잡한 노드 유형을 만들 수 있습니다." - -msgid "" -"The Godot editor essentially is a **scene editor**. It has plenty of tools " -"for editing 2D and 3D scenes, as well as user interfaces. A Godot project " -"can contain as many of these scenes as you need. The engine only requires " -"one as your application's **main scene**. This is the scene Godot will first " -"load when you or a player runs the game." -msgstr "" -"기본적으로 Godot 에디터는 **씬 에디터**\\ 입니다. UI로 되어있는 2D와 3D 씬을 " -"수정하는 툴은 많이 있지만, Godot 프로젝트는 당신이 필요로 하는 그 많은 씬을 " -"포함합니다. 게임 엔진은 그저 **메인 씬** 만을 필요로 하며, 게임을 만들거나 플" -"레이할 때 Godot이 제일 먼저 불러옵니다." - -msgid "" -"You can create as many instances of a scene as you'd like. You could have " -"five or ten characters in your game, created from your Character scene." -msgstr "" -"씬의 인스턴스를 원하는 만큼 생성할 수 있습니다. 예를 들어, \"Character\" 씬에" -"서 게임 내에 다섯 개 또는 열 개의 캐릭터를 생성할 수 있습니다." - -msgid "Creating your first scene" -msgstr "첫 번째 씬 만들기" - -msgid "" -"Press the \"Add Child Node\" button or \"Other Node\" to create a root node." -msgstr "" -"\"자식 노드 추가(Add Child Node)\" 버튼 또는 \"다른 노드(Other Node)\"를 눌" -"러 루트 노드를 생성합니다." - -msgid "The Create Node dialog opens, showing the long list of available nodes." -msgstr "대화 상자 제작 노드는 가능한 노드의 나열을 보여줍니다." - -msgid "Select the Label node. You can type its name to filter down the list." -msgstr "" -"Label 노드를 선택합니다. 목록을 필터링하기 위해 이름을 입력할 수 있습니다." - -msgid "" -"Click on the Label node to select it and click the Create button at the " -"bottom of the window." -msgstr "" -"그것을 선택하기 위해서 라벨 노드를 클릭하고 창 하단의 만들기 버튼을 누릅니다." - -msgid "" -"A lot happens when you add a scene's first node. The scene changes to the 2D " -"workspace because Label is a 2D node type. The Label appears, selected, in " -"the top-left corner of the viewport. The node appears in the Scene dock on " -"the left, and the node's properties appear in the Inspector dock on the " -"right." -msgstr "" -"씬의 첫 번째 노드를 추가하면 많은 일이 발생합니다. Label은 2D 노드 유형이므" -"로 씬이 2D 작업 영역으로 변경됩니다. Label이 선택된 채로 뷰포트의 좌상단에 나" -"타납니다. 노드는 왼쪽의 씬(Scene) 독에 나타나며, 노드의 속성은 오른쪽의 인스" -"펙터(Inspector) 독에 나타납니다." - -msgid "Changing a node's properties" -msgstr "노드 속성 변경" - -msgid "" -"The next step is to change the Label's \"Text\" property. Let's change it to " -"\"Hello World\"." -msgstr "다음 단계는 라벨의 \"Text\"를 바꿉니다. \"Hello, World\"로 바꿔보세요." - -msgid "" -"Head to the Inspector dock on the right of the viewport. Click inside the " -"field below the Text property and type \"Hello World\"." -msgstr "" -"뷰포트의 오른쪽에 있는 인스펙터 독으로 이동하세요. Text 속성 아래의 필드를 클" -"릭하고 \"Hello World\"라고 입력하세요." - -msgid "You will see the text draw in the viewport as you type." -msgstr "입력하는 동안 뷰포트에 텍스트가 그려지는 것을 볼 수 있을 것입니다." - -msgid "" -"You can edit any property listed in the Inspector as we did with the Text. " -"For a complete reference of the Inspector dock, see :ref:" -"`doc_editor_inspector_dock`." -msgstr "" -"텍스트에서 했던 것처럼 Inspector에 나열된 모든 속성을 편집할 수 있습니다. " -"Inspector 도크에 대한 전체 참조는 :ref:`doc_editor_inspector_dock`을 참조하세" -"요." - -msgid "" -"You can move your Label node in the viewport by selecting the move tool in " -"the toolbar." -msgstr "" -"툴바에서 이동 도구(move tool)를 선택하여 Label 노드를 뷰포트에서 이동할 수 있" -"습니다." - -msgid "" -"With the Label selected, click and drag anywhere in the viewport to move it " -"to the center of the view delimited by the rectangle." -msgstr "" -"Label을 선택한 상태에서 뷰포트에서 어느 곳이든 클릭한 채로 드래그하여 사각형" -"으로 지정된 뷰의 중앙으로 이동시킵니다." - -msgid "Running the scene" -msgstr "씬 실행" - -msgid "" -"Everything's ready to run the scene! Press the Play Scene button in the top-" -"right of the screen or press :kbd:`F6` (:kbd:`Cmd + R` on macOS)." -msgstr "" -"씬을 실행할 준비가 되었습니다! 화면 오른쪽 상단의 씬 재생 버튼을 누르거나 :" -"kbd:`F6`(macOS의 경우 :kbd:`Cmd + R`)을 누릅니다." - -msgid "" -"The Save Scene As dialog, like other file dialogs in the editor, only allows " -"you to save files inside the project. The ``res://`` path at the top of the " -"window represents the project's root directory and stands for \"resource " -"path\". For more information about file paths in Godot, see :ref:" -"`doc_filesystem`." -msgstr "" -"씬을 저장하는 것은 에디터의 다른 파일 대화 상자와 마찬가지로, 프로젝트 내에서" -"만 파일을 저장할 수 있습니다. 창 상단의 ``res://`` 경로는 프로젝트의 루트 디" -"렉토리를 나타내며 \"리소스 경로\"를 의미합니다. Godot에서 파일 경로에 대한 자" -"세한 내용은 :ref:`doc_filesystem`을 참조하십시오." - -msgid "" -"The application should open in a new window and display the text \"Hello " -"World\"." -msgstr "" -"새 창에서 애플리케이션이 열리고 \"Hello World\"라는 텍스트가 표시되어야 합니" -"다." - -msgid "A popup window appears and invites you to select the main scene." -msgstr "팝업 창이 나타나고 메인 씬을 선택하라는 메시지가 표시됩니다." - -msgid "" -"The demo should run again. Moving forward, every time you run the project, " -"Godot will use this scene as a starting point." -msgstr "" -"데모가 다시 실행되어야 합니다. 앞으로 프로젝트를 실행할 때마다 Godot은 이 씬" -"을 시작점으로 사용할 것입니다." - -msgid "" -"In the next part, we will discuss another key concept in games and in Godot: " -"creating instances of a scene." -msgstr "" -"다음 파트에서는 게임 및 Godot에서 또 다른 중요한 개념인 씬의 인스턴스" -"(instances)를 생성하는 것에 대해 논의하겠습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po deleted file mode 100644 index d084fe4b40..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po +++ /dev/null @@ -1,203 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"In this lesson, you will code your first script to make the Godot icon turn " -"in circles using GDScript. As we mentioned :ref:`in the introduction `, we assume you have programming foundations. The " -"equivalent C# code has been included in another tab for convenience." -msgstr "" -"이번 레슨에서는 GDScript를 사용하여 Godot 아이콘이 원을 그리며 회전하는 첫 번" -"째 스크립트를 코딩해 보겠습니다. 소개 `에서 :ref:`를 " -"언급했듯이, 당신이 프로그래밍 기초 지식이 있는 상태라고 가정합니다. 편의를 위" -"해, 동일한 동작을 하는 C# 코드가 다른 탭에 있습니다." - -msgid "" -"To learn more about GDScript, its keywords, and its syntax, head to the :ref:" -"`GDScript reference`." -msgstr "" -"GDScript의 키워드와 문법에 대해 좀 더 알아보려면 :ref:`GDScript 참조" -"`를 참조하세요." - -msgid "Project setup" -msgstr "프로젝트 설정하기" - -msgid "" -"Then, click and drag the icon in the viewport to center it in the game view." -msgstr "" -"그런 다음 뷰포트에서 아이콘을 클릭하고 드래그하여 게임 뷰 중앙에 배치합니다." - -msgid "" -"C# script names need to match their class name. In this case, you should " -"name the file ``MySprite2D.cs``." -msgstr "" -"C# 스크립트 이름은 클래스 이름과 일치해야 합니다. 이 경우, 파일 이름을 " -"MySprite2D.cs로 지정해야 합니다." - -msgid "" -"Inherited properties include the ones you can see in the Inspector dock, " -"like our node's ``texture``." -msgstr "" -"상속된 속성에는 노드의 ``텍스처``와 같이 인스펙터 독에서 볼 수 있는 속성이 포" -"함됩니다." - -msgid "" -"By default, the Inspector displays a node's properties in \"Title Case\", " -"with capitalized words separated by a space. In GDScript code, these " -"properties are in \"snake_case\", which is lowercase with words separated by " -"an underscore." -msgstr "" -"기본적으로 인스펙터는 노드의 속성을 \"Title Case\"(공백으로 구분되며 대문자" -"로 시작하는 단어 형태)로 표시합니다. GDScript 코드에서 이러한 속성은 " -"\"snake_case\"(밑줄로 구분되며 소문자로 이루어진 단어 형태)로 표기됩니다." - -msgid "" -"Our script currently doesn't do anything. Let's make it print the text " -"\"Hello, world!\" to the Output bottom panel to get started." -msgstr "" -"우리 스크립트는 현재 아무것도 하지 않습니다. 시작으로 하단의 Output 패널에 " -"\"Hello, world!\"라는 텍스트를 출력해 보겠습니다." - -msgid "Add the following code to your script:" -msgstr "다음 코드를 스크립트에 추가하세요:" - -msgid "" -"Let's break it down. The ``func`` keyword defines a new function named " -"``_init``. This is a special name for our class's constructor. The engine " -"calls ``_init()`` on every object or node upon creating it in memory, if you " -"define this function." -msgstr "" -"내용을 분석해 봅시다. ``func`` 키워드는 ``_init``이라는 이름의 새로운 함수를 " -"정의합니다. 이는 우리 클래스 생성자에서 사용하는 특별한 이름입니다. 이 함수" -"를 정의하면 엔진은 메모리에 생성된 모든 개체나 노드에 대해 ``_init()``를 호출" -"합니다." - -msgid "" -"GDScript is an indent-based language. The tab at the start of the line that " -"says ``print()`` is necessary for the code to work. If you omit it or don't " -"indent a line correctly, the editor will highlight it in red and display the " -"following error message: \"Indented block expected\"." -msgstr "" -"GDScript는 들여쓰기 기반의 언어입니다. ``print()``가 작성된 라인의 시작 부분" -"의 탭은 코드가 동작하기 위해 반드시 필요합니다. 이를 생략하거나 줄을 알맞게 " -"들여쓰지 않으면 편집기에서 해당 항목을 빨간색으로 강조 표시하고 다음과 같은 " -"오류 메시지를 표시합니다:\"들여쓰기 된 블록이 필요합니다\"." - -msgid "Turning around" -msgstr "되돌아보기" - -msgid "" -"Member variables sit near the top of the script, after any \"extends\" " -"lines, but before functions. Every node instance with this script attached " -"to it will have its own copy of the ``speed`` and ``angular_speed`` " -"properties." -msgstr "" -"멤버 변수는 스크립트 상단 부근의 \"extends\" 줄 보다는 뒤에, 함수 보다는 앞" -"에 위치합니다. 이 스크립트가 첨부된 모든 노드 인스턴스는 ``speed`` 및 " -"``angular_speed`` 속성의 복사본을 갖게 됩니다." - -msgid "" -"Angles in Godot work in radians by default, but you have built-in functions " -"and properties available if you prefer to calculate angles in degrees " -"instead." -msgstr "" -"Godot에서 각도는 기본적으로 라디안으로 동작하지만, 각도를 도 단위로 계산하는 " -"것을 선호하는 경우 사용할 수 있는 내장 함수와 속성도 있습니다." - -msgid "" -"Games work by rendering many images per second, each called a frame, and " -"they do so in a loop. We measure the rate at which a game produces images in " -"Frames Per Second (FPS). Most games aim for 60 FPS, although you might find " -"figures like 30 FPS on slower mobile devices or 90 to 240 for virtual " -"reality games." -msgstr "" -"게임은 초당 많은 이미지(각각을 프레임이라 부름)를 렌더링하는 방식으로 작동하" -"며, 반복해서 동작합니다. 우리는 초당 프레임 수(FPS)로 게임이 이미지를 생성하" -"는 속도를 측정합니다. 대부분의 게임은 60FPS를 목표로 하지만 느린 모바일 장치" -"에서는 30FPS, 가상 현실 게임에서는 90~240FPS와 정도의 수치를 볼 수 있습니다." - -msgid "" -"The engine and game developers do their best to update the game world and " -"render images at a constant time interval, but there are always small " -"variations in frame render times. That's why the engine provides us with " -"this delta time value, making our motion independent of our framerate." -msgstr "" -"엔진과 게임 개발자는 일정한 시간 간격으로 게임 세계를 업데이트하고 이미지를 " -"렌더링하기 위해 최선을 다하지만, 프레임 렌더링 시간에는 항상 작은 차이가 있습" -"니다. 이것이 바로 엔진이 우리에게 델타 시간 값을 제공하여 움직임을 프레임 속" -"도와 독립적으로 만드는 이유입니다." - -msgid "At the bottom of the script, define the function:" -msgstr "스크립트 하단에, 아래와 같은 함수를 정의합니다:" - -msgid "" -"The ``func`` keyword defines a new function. After it, we have to write the " -"function's name and arguments it takes in parentheses. A colon ends the " -"definition, and the indented blocks that follow are the function's content " -"or instructions." -msgstr "" -"``func`` 키워드는 새로운 함수를 정의합니다. 이 키워드 뒤에는 함수의 이름과 인" -"수를 괄호 안에 적어야 합니다. 콜론으로 정의를 끝내고, 이후의 들여쓰기 된 블록" -"은 함수의 내용이나 명령입니다." - -msgid "" -"Notice how ``_process()``, like ``_init()``, starts with a leading " -"underscore. By convention, Godot's virtual functions, that is to say, built-" -"in functions you can override to communicate with the engine, start with an " -"underscore." -msgstr "" -"``_init()``과 마찬가지로 ``_process()``가 밑줄로 시작한다는 걸 주목하세요. 관" -"례적으로, Godot의 가상 함수, 즉 엔진과 통신하기 위해 오버라이딩 할 수 있는 내" -"장 함수는 밑줄로 시작합니다." - -msgid "Run the scene to see the Godot icon turn in-place." -msgstr "씬을 실행하여 Godot 아이콘이 제자리에서 돌아가는 것을 확인하세요." - -msgid "" -"In C#, notice how the ``delta`` argument taken by ``_Process()`` is a " -"``double``. We therefore need to convert it to ``float`` when we apply it to " -"the rotation." -msgstr "" -"C#에서 ``_Process()``가 받는 ``delta`` 인수가 ``double`` 형식인 것에 주목하세" -"요. 따라서 회전에 적용할 때 이를 ``float``로 변환해야 합니다." - -msgid "" -"As we already saw, the ``var`` keyword defines a new variable. If you put it " -"at the top of the script, it defines a property of the class. Inside a " -"function, it defines a local variable: it only exists within the function's " -"scope." -msgstr "" -"이미 살펴보았듯이 ``var`` 키워드는 새로운 변수를 정의합니다. 이를 스크립트 상" -"단에 넣으면, 클래스의 속성을 정의합니다. 함수 내부에서는 지역 변수(함수 범위 " -"내에서만 존재)를 정의합니다." - -msgid "" -"We add ``velocity * delta`` to the node's ``position`` to move it. The " -"position itself is of type :ref:`Vector2 `, a built-in type " -"in Godot representing a 2D vector." -msgstr "" -"노드의 ``position``에 ``velocity * delta``를 더하여 이동합니다. position 자체" -"는 2D 벡터를 나타내는 Godot에 내장된 타입인 :ref:`Vector2 ` 타" -"입입니다." - -msgid "Run the scene to see the Godot head run in circles." -msgstr "씬을 실행하여 Godot 머리가 원을 그리며 움직이는 것을 확인하세요." - -msgid "" -"Moving a node like that does not take into account colliding with walls or " -"the floor. In :ref:`doc_your_first_2d_game`, you will learn another approach " -"to moving objects while detecting collisions." -msgstr "" -"지금의 노드 이동은 벽이나 바닥과의 충돌을 고려하지 않고 있습니다. :ref:" -"`doc_your_first_2d_game`에서는 충돌을 감지하면서 물체를 움직이는 또 다른 접" -"근 방식을 배워볼 것입니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po deleted file mode 100644 index e713e215bc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po +++ /dev/null @@ -1,187 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"This lesson will give you an overview of the available scripting languages " -"in Godot. You will learn the pros and cons of each option. In the next part, " -"you will write your first script using GDScript." -msgstr "" -"이 강의에서는 Godot에서 사용할 수 있는 스크립트 언어들을 살펴볼 것입니다. 옵" -"션 별로 어떤 장점과 단점이 있는지 배워봅시다. 그 다음, GDScript를 사용하여 " -"첫 번째 스크립트를 작성해 보겠습니다." - -msgid "" -"**Scripts attach to a node and extend its behavior**. This means that " -"scripts inherit all functions and properties of the node they attach to." -msgstr "" -"**스크립트는 노드에 연결되어 노드의 동작을 확장합니다**. 이는 스크립트가 연결" -"된 노드의 모든 기능과 속성을 상속한다는 의미입니다." - -msgid "" -"For example, take a game where a Camera2D node follows a ship. The Camera2D " -"node follows its parent by default. Imagine you want the camera to shake " -"when the player takes damage. As this feature is not built into Godot, you " -"would attach a script to the Camera2D node and code the shake." -msgstr "" -"Camera2D 노드가 배를 따라가는 게임을 예로 들어봅시다. Camera2D 노드는 기본적" -"으로 상위 노드를 따릅니다. 플레이어가 피해를 입을 때 카메라가 흔들리기를 원한" -"다고 상상해 봅시다. 이 기능은 Godot에 내장되어 있지 않으므로, Camera2D 노드" -"에 스크립트를 연결하고 흔들림을 코딩하면 됩니다." - -msgid "" -"We provide this flexibility to answer the needs of different game projects " -"and developers." -msgstr "" -"우리는 다양한 게임 프로젝트와 개발자의 요구에 부응하기 위해 다양한 선택지를 " -"제공합니다." - -msgid "" -"If you're a beginner, we recommend to **start with GDScript**. We made this " -"language specifically for Godot and the needs of game developers. It has a " -"lightweight and straightforward syntax and provides the tightest integration " -"with Godot." -msgstr "" -"초보자라면 **GDScript로 시작하기**를 권장합니다. GDScript는 Godot와 게임 개발" -"자의 요구를 위해 특별히 만들어진 언어입니다. GDScript는 가볍고, 문법이 직관적" -"이며 Godot와 가장 긴밀하게 통합되어 있습니다." - -msgid "" -"For C#, you will need an external code editor like `VSCode `_ or Visual Studio. While C# support is now mature, you " -"will find fewer learning resources for it compared to GDScript. That's why " -"we recommend C# mainly to users who already have experience with the " -"language." -msgstr "" -"C#의 경우 `VSCode `_ 또는 Visual Studio 등의 " -"외부 코드 편집기가 필요합니다. C# 지원은 이제 성숙해졌지만 GDScript에 비해 학" -"습 리소스가 더 적습니다. 그렇기 때문에 우리는 이미 언어 경험이 있는 사용자에" -"게 주로 C#을 권장합니다." - -msgid "Let's look at each language's features, as well as its pros and cons." -msgstr "각 언어의 특징과 장단점을 살펴보겠습니다." - -msgid "GDScript" -msgstr "GDScript" - -msgid "" -":ref:`GDScript` is an `object-oriented `_ and `imperative `_ programming language built for " -"Godot. It's made by and for game developers to save you time coding games. " -"Its features include:" -msgstr "" -":ref:`GDScript`는 Godot용으로 만들어진`객체 지향 `_이자 `명령형 `_ 프로그래밍 언어입니다. GDScript" -"는 게임 코딩 시간을 단축하기 위해 게임 개발자에 의해, 게임 개발자를 위해 만들" -"어졌습니다. 그 기능은 다음과 같습니다:" - -msgid "A simple syntax that leads to short files." -msgstr "파일을 짧게 만드는 간단한 구문." - -msgid "Blazing fast compilation and loading times." -msgstr "엄청나게 빠른 컴파일 및 로딩 시간." - -msgid "" -"No `garbage collection `_, as this feature eventually gets in " -"the way when creating games. The engine counts references and manages the " -"memory for you in most cases by default, but you can also control memory if " -"you need to." -msgstr "" -"게임을 만들 때 방해가 되는 `가비지 컬렉션`_없음. 엔진은 대부분의 경우 기본적으" -"로 참조를 계산하고 메모리를 관리하지만 필요한 경우 메모리를 제어할 수도 있음." - -msgid "" -"`Gradual typing `_. Variables " -"have dynamic types by default, but you also can use type hints for strong " -"type checks." -msgstr "" -"`점진적 타이핑 `_. 변수에는 기" -"본적으로 동적 유형이 있지만 강력한 유형 검사를 위해 유형 힌트 사용 가능." - -msgid "" -"GDScript looks like Python as you structure your code blocks using " -"indentations, but it doesn't work the same way in practice. It's inspired by " -"multiple languages, including Squirrel, Lua, and Python." -msgstr "" -"GDScript의 코드 블록은 들여쓰기를 사용해 Python처럼 보이지만, 동일한 방식으" -"로 동작하는 건 아닙니다. GDScript는 Squirrel, Lua, Python을 포함한 여러 언어" -"에서 영감을 받았습니다." - -msgid "Why don't we use Python or Lua directly?" -msgstr "그냥 Python이나 Lua를 사용하면 안될까요?" - -msgid "" -"Years ago, Godot used Python, then Lua. Both languages' integration took a " -"lot of work and had severe limitations. For example, threading support was a " -"big challenge with Python." -msgstr "" -"몇 년 전, Godot는 Python을 사용했고 이후 Lua를 사용했습니다. 두 언어의 통합에" -"는 많은 작업이 필요했고 심각한 제한이 있었습니다. 예를 들어, 스레딩 지원은 " -"Python의 큰 과제였습니다." - -msgid "" -"Developing a dedicated language doesn't take us more work and we can tailor " -"it to game developers' needs. We're now working on performance optimizations " -"and features that would've been difficult to offer with third-party " -"languages." -msgstr "" -"전용 언어를 개발하는 것은 이보다 더 많은 작업이 필요하지 않으며 게임 개발자" -"의 요구에 맞게 조정도 할 수 있습니다. 이제 우리는 서드파티 언어로는 제공하기 " -"어려웠던 성능 최적화 및 기능을 개발 중입니다." - -msgid ".NET / C#" -msgstr ".NET / C#" - -msgid "" -"GDScript code itself doesn't execute as fast as compiled C# or C++. However, " -"most script code calls functions written with fast algorithms in C++ code " -"inside the engine. In many cases, writing gameplay logic in GDScript, C#, or " -"C++ won't have a significant impact on performance." -msgstr "" -"GDScript 코드 자체는 컴파일 된 C# 또는 C++만큼 빠르게 실행되지 않습니다. 그러" -"나 대부분의 스크립트 코드는 엔진 내부에서 C++ 코드로 빠른 알고리즘으로 작성" -"된 함수를 호출합니다. 대부분의 경우 GDScript, C# 또는 C++로 게임플레이 로직" -"을 작성해도 성능에 큰 영향을 미치지 않습니다." - -msgid "" -"Projects written in C# using Godot 4 currently cannot be exported to the web " -"platform. To use C# on that platform, consider Godot 3 instead. Android and " -"iOS platform support is available as of Godot 4.2, but is experimental and :" -"ref:`some limitations apply `." -msgstr "" -"Godot 4에서 C#으로 작성된 프로젝트는 현재 웹으로 내보낼 수 없습니다. 해당 플" -"랫폼에서 C#을 사용하시려면 Godot 3를 사용하는 것을 추천드립니다. Android와 " -"iOS 플랫폼은 Godot 4.2에서 내보낼 수 있지만, 이는 실험적인 기능이며 :ref:`일" -"부 제한사항 `이 있을 수 있습니다." - -msgid "C++ via GDExtension" -msgstr "GDExtension을 통한 C++" - -msgid "Summary" -msgstr "요약" - -msgid "" -"Scripts are files containing code that you attach to a node to extend its " -"functionality." -msgstr "" -"스크립트는 노드의 기능을 확장하기 위해 연결하는 코드가 포함된 파일입니다." - -msgid "" -"You can mix languages, for instance, to implement demanding algorithms with " -"C or C++ and write most of the game logic with GDScript or C#." -msgstr "" -"예를 들어, C 또는 C++로 까다로운 알고리즘을 구현하고 그 외 대부분의 게임 로직" -"을 GDScript 또는 C#으로 작성하는 식으로 여러 언어를 사용할 수 있습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po deleted file mode 100644 index f7cc4c90f2..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po +++ /dev/null @@ -1,181 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "You have two main tools to process the player's input in Godot:" -msgstr "Godot에서 플레이어의 입력을 처리하는 두 가지 주요 도구가 있습니다:" - -msgid "" -"The built-in input callbacks, mainly ``_unhandled_input()``. Like " -"``_process()``, it's a built-in virtual function that Godot calls every time " -"the player presses a key. It's the tool you want to use to react to events " -"that don't happen every frame, like pressing :kbd:`Space` to jump. To learn " -"more about input callbacks, see :ref:`doc_inputevent`." -msgstr "" -"내장 입력 콜백, 주로 ``_unhandled_input()``. ``_process()``와 마찬가지로, 플" -"레이어가 키를 누를 때마다 Godot가 호출하는 내장 가상 함수입니다. :kbd:`Space`" -"를 눌러 점프하는 것과 같이, 매 프레임마다 발생하는 것은 아닌 이벤트에 반응하" -"는 데 사용할 수 있는 도구입니다. 입력 콜백에 대해 자세히 알아보려면 :ref:" -"`doc_inputevent`를 참조하세요." - -msgid "" -"The ``Input`` singleton. A singleton is a globally accessible object. Godot " -"provides access to several in scripts. It's the right tool to check for " -"input every frame." -msgstr "" -"``Input`` 싱글톤. 싱글톤은 전역적으로 액세스 가능한 객체입니다. Godot는 스크" -"립트의 여러 항목에 대한 액세스를 제공합니다. 매 프레임마다 입력을 확인할 때 " -"적합한 도구입니다." - -msgid "" -"We're going to use the ``Input`` singleton here as we need to know if the " -"player wants to turn or move every frame." -msgstr "" -"매 프레임마다 플레이어가 회전이나 이동을 원하는지 알아야 하므로 여기서는 " -"``Input`` 싱글턴을 사용할 것입니다." - -msgid "" -"For turning, we should use a new variable: ``direction``. In our " -"``_process()`` function, replace the ``rotation += angular_speed * delta`` " -"line with the code below." -msgstr "" -"회전을 위해서는 새 변수 ``direction``를 사용해야 합니다. ``_process()`` 함수" -"에서, ``rotation += angle_speed * delta`` 줄을 아래 코드로 바꾸세요." - -msgid "" -"Our ``direction`` local variable is a multiplier representing the direction " -"in which the player wants to turn. A value of ``0`` means the player isn't " -"pressing the left or the right arrow key. A value of ``1`` means the player " -"wants to turn right, and ``-1`` means they want to turn left." -msgstr "" -"우리의 ``direction`` 지역 변수는 플레이어가 회전하려는 방향을 나타내는 곱하" -"는 수입니다. '0' 값은 플레이어가 왼쪽 또는 오른쪽 화살표 키를 누르고 있지 않" -"음을 의미합니다. '1'은 플레이어가 오른쪽, '-1'은 왼쪽으로 돌기를 원한다는 의" -"미입니다." - -msgid "" -"To produce these values, we introduce conditions and the use of ``Input``. A " -"condition starts with the ``if`` keyword in GDScript and ends with a colon. " -"The condition is the expression between the keyword and the end of the line." -msgstr "" -"이러한 값을 생성하기 위해, 조건문과 ``Input`` 사용을 소개합니다. 조건문은 " -"GDScript에서 ``if`` 키워드로 시작하고 콜론으로 끝납니다. 조건은 키워드와 줄 " -"끝 사이의 표현식입니다." - -msgid "" -"To check if a key was pressed this frame, we call ``Input." -"is_action_pressed()``. The method takes a text string representing an input " -"action and returns ``true`` if the action is pressed, ``false`` otherwise." -msgstr "" -"현재 프레임에서 키가 눌렸는지 확인하기 위해 ``Input.is_action_pressed()``를 " -"호출합니다. 이 메서드는 입력 동작을 나타내는 텍스트 문자열을 가져와 해당 동작" -"이 눌려지면 'true'를 반환하고, 그렇지 않으면 'false'를 반환합니다." - -msgid "" -"The two actions we use above, \"ui_left\" and \"ui_right\", are predefined " -"in every Godot project. They respectively trigger when the player presses " -"the left and right arrows on the keyboard or left and right on a gamepad's D-" -"pad." -msgstr "" -"위에서 사용한 \"ui_left\"와 \"ui_right\"는 모든 Godot 프로젝트에 미리 정의되" -"어 있습니다. 플레이어가 키보드의 왼쪽 및 오른쪽 화살표를 누르거나 게임 패드" -"의 D 패드에서 왼쪽 및 오른쪽 화살표를 누를 때 각각 트리거됩니다." - -msgid "" -"You can see and edit input actions in your project by going to Project -> " -"Project Settings and clicking on the Input Map tab." -msgstr "" -"프로젝트 -> 프로젝트 설정으로 이동하여 입력 맵 탭을 클릭하면 프로젝트의 입력 " -"작업을 보고 편집할 수 있습니다." - -msgid "" -"Finally, we use the ``direction`` as a multiplier when we update the node's " -"``rotation``: ``rotation += angular_speed * direction * delta``." -msgstr "" -"마지막으로 ``direction``을 곱해서 노드의 ``roatation``을 갱신합니다: " -"``rotation += angular_speed * direction * delta``." - -msgid "" -"Comment out the lines ``var velocity = Vector2.UP.rotated(rotation) * " -"speed`` and ``position += velocity * delta`` like this:" -msgstr "" -"다음과 같이 ``var velocity = Vector2.UP.rotated(rotation) * speed`` 및 " -"``position += velocity * delta`` 줄을 주석 처리하세요:" - -msgid "" -"This will ignore the code that moved the icon's position in a circle without " -"user input from the previous exercise." -msgstr "" -"이렇게 하면 이전 연습에서 사용자 입력 없이 아이콘의 위치를 원형으로 이동시키" -"는 코드를 무시하게 됩니다." - -msgid "" -"If you run the scene with this code, the icon should rotate when you press :" -"kbd:`Left` and :kbd:`Right`." -msgstr "" -"이 코드로 씬을 실행하면 :kbd:`Left` 및 :kbd:`Right`를 누를 때 아이콘이 회전해" -"야 합니다." - -msgid "Moving when pressing \"up\"" -msgstr "\"up\"을 눌러 이동하기" - -msgid "" -"We initialize the ``velocity`` with a value of ``Vector2.ZERO``, another " -"constant of the built-in ``Vector`` type representing a 2D vector of length " -"0." -msgstr "" -"``velocity``은 ``Vector2.ZERO``로 초기화 한다. 여기서 ``Vector`` 타입의 내장 " -"상수 ``Vector2.ZERO``은 길이가 0인 벡터를 의미한다." - -msgid "" -"If the player presses the \"ui_up\" action, we then update the velocity's " -"value, causing the sprite to move forward." -msgstr "" -"플레이어가 \"ui_up\" 액션을 누르면, 속도값을 변경해 스프라이트가 앞으로 이동" -"하게 한다." - -msgid "" -"If you run the scene, you should now be able to rotate with the left and " -"right arrow keys and move forward by pressing :kbd:`Up`." -msgstr "" -"이제 씬을 실행하면 왼쪽 및 오른쪽 화살표 키로 회전하고 :kbd:`Up`을 눌러 앞으" -"로 이동할 수 있어야 합니다." - -msgid "Summary" -msgstr "요약" - -msgid "" -"In GDScript, the variables you put at the top of the file are your class's " -"properties, also called member variables. Besides variables, you can define " -"functions, which, for the most part, will be your classes' methods." -msgstr "" -"GDScript에서 파일 맨 위에 넣는 변수는 클래스의 프로퍼티이며 멤버 변수라고도 " -"합니다. 변수 외에도 함수를 정의할 수 있는데, 대부분의 경우 클래스의 메서드가 " -"될 것입니다." - -msgid "" -"Godot provides several virtual functions you can define to connect your " -"class with the engine. These include ``_process()``, to apply changes to the " -"node every frame, and ``_unhandled_input()``, to receive input events like " -"key and button presses from the users. There are quite a few more." -msgstr "" -"Godot은 클래스와 엔진을 연결하기 위해 여러분이 정의할 수 있는 몇 가지 가상 함" -"수를 제공합니다. 여기에는 매 프레임마다 노드에 변경 사항을 적용하는 " -"``_process()`` 와 사용자로부터 키 및 버튼 누름과 같은 입력 이벤트를 수신하는 " -"``_unhandled_input()`` 이 포함됩니다. 이 외에도 꽤 많은 함수가 있습니다." - -msgid "" -"The ``Input`` singleton allows you to react to the players' input anywhere " -"in your code. In particular, you'll get to use it in the ``_process()`` loop." -msgstr "" -"``Input`` 싱글톤을 사용하면 코드의 어느 곳에서나 플레이어의 입력에 반응할 수 " -"있습니다. 특히 ``_process()`` 루프에서 이것을 사용하게 될 것입니다." diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/signals.po deleted file mode 100644 index 4d86896db2..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/signals.po +++ /dev/null @@ -1,413 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Signal" -msgstr "시그널" - -msgid "" -"In this lesson, we will look at signals. They are messages that nodes emit " -"when something specific happens to them, like a button being pressed. Other " -"nodes can connect to that signal and call a function when the event occurs." -msgstr "" -"이번 단원에서는 시그널에 대해 살펴보겠습니다. 시그널은 버튼이 눌리는 것과 같" -"은 특정 상황이 발생했을 때 노드가 보내는 메시지입니다. 기타 노드는 이벤트가 " -"발생하면 해당 시그널에 연결하여 함수를 호출할 수 있습니다." - -msgid "" -"Signals are a delegation mechanism built into Godot that allows one game " -"object to react to a change in another without them referencing one another. " -"Using signals limits `coupling `_ and keeps your code flexible." -msgstr "" -"시그널은 Godot에 내장된 델리게이트 메커니즘으로, 어느 한 게임 오브젝트가 다" -"른 게임 오브젝트를 직접 참조하지 않고도 해당 오브젝트의 변경사항에 반응할 수 " -"있게 해줍니다. 시그널을 사용하면 `커플링 `_ 을 제한하고 코드를 유연하게 유지할 수 있습니" -"다." - -msgid "" -"For example, you might have a life bar on the screen that represents the " -"player's health. When the player takes damage or uses a healing potion, you " -"want the bar to reflect the change. To do so, in Godot, you would use " -"signals." -msgstr "" -"예를 들어 화면에 플레이어의 생명력을 나타내는 생명력 바가 있을 수 있습니다. " -"플레이어가 피해를 입거나 회복 물약을 사용하면 생명력 바에 변화가 반영되도록 " -"할 수 있습니다. 이를 위해 Godot에서는 시그널을 사용합니다." - -msgid "" -"Like methods (:ref:`class_callable`), signals are a first-class type since " -"Godot 4.0. This means you can pass them around as method arguments directly " -"without having to pass them as strings, which allows for better " -"autocompletion and is less error-prone. See the :ref:`class_signal` class " -"reference for a list of what you can do with the Signal type directly." -msgstr "" -"Godot 4.0 이후로 시그널은 메서드(:ref:`class_callable`)와 같이 일급함수입니" -"다. 이는 시그널을 문자열이 아닌 메서드 인자로 직접 전달 할 수 있음을 뜻하며, " -"더 나은 자동완성을 허용하고 오류가 덜 발생합니다. 시그널 타입으로 직접 수행" -"할 수 있는 작업 목록은 :ref:`class_signal` 클래스 참조를 확인하세요." - -msgid "" -"We will now use a signal to make our Godot icon from the previous lesson (:" -"ref:`doc_scripting_player_input`) move and stop by pressing a button." -msgstr "" -"이제 우리는 신호(signal)를 사용하여 이전 레슨 (:ref:" -"`doc_scripting_player_input`)에서 다룬 Godot 아이콘이 버튼을 눌러서 움직이고 " -"멈출 수 있도록 만들 것입니다." - -msgid "For this project, we will be following the Godot naming conventions." -msgstr "이 프로젝트에서, 우리는 Godot의 명명 규칙을 따를 것입니다." - -msgid "" -"**GDScript**: Classes (nodes) use PascalCase, variables and functions use " -"snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." -msgstr "" -"**GDScript**: 클래스(노드)는 파스칼 표기법(PascalCase)을 사용하고, 변수와 함" -"수는 스네이크_표기법(snake_case)을 사용하며, 상수는 전부 대문자(ALL_CAPS)를 " -"사용합니다(:ref:`doc_gdscript_styleguide` 참조)." - -msgid "Scene setup" -msgstr "씬 설정" - -msgid "" -"To add a button to our game, we will create a new scene which will include " -"both a :ref:`Button ` and the ``sprite_2d.tscn`` scene we " -"created in the :ref:`doc_scripting_first_script` lesson." -msgstr "" -"우리의 게임에 버튼을 추가하기 위해, 새로운 씬을 만들 것입니다. 이 씬에는 :" -"ref:`Button `과 우리가 :ref:`doc_scripting_first_script` 레슨에" -"서 만든 ``sprite_2d.tscn`` 씬이 모두 포함될 것입니다." - -msgid "Create a new scene by going to the menu Scene -> New Scene." -msgstr "새로운 씬을 만들기 위해 메뉴 씬 -> 새 씬으로 갑니다." - -msgid "" -"In the Scene dock, click the 2D Scene button. This will add a :ref:`Node2D " -"` as our root." -msgstr "" -"Scene 도크에서 2D Scene 버튼을 클릭하세요. 이렇게 하면 :ref:`Node2D " -"`가 루트로 추가됩니다." - -msgid "" -"In the FileSystem dock, click and drag the ``sprite_2d.tscn`` file you saved " -"previously onto the Node2D to instantiate it." -msgstr "" -"FileSystem 도크에서 이전에 저장한 ``sprite_2d.tscn`` 파일을 클릭하고 Node2D " -"위로 끌어서 인스턴스화하세요." - -msgid "" -"We want to add another node as a sibling of the Sprite2D. To do so, right-" -"click on Node2D and select Add Child Node." -msgstr "" -"Sprite2D와 동등한 위치에 다른 노드를 추가하려면, Node2D를 마우스 오른쪽 버튼" -"으로 클릭하고 \"Add Child Node\"를 선택하세요." - -msgid "" -"The node is small by default. Click and drag on the bottom-right handle of " -"the Button in the viewport to resize it." -msgstr "" -"노드는 기본적으로 작습니다. 버튼의 하단 오른쪽 핸들을 클릭하고 드래그하십시" -"오." - -msgid "" -"If you don't see the handles, ensure the select tool is active in the " -"toolbar." -msgstr "" -"만약 핸들(handles)이 안보인다면, 툴바에서 선택 도구가 활성화되어 있는지 확인" -"하세요." - -msgid "Click and drag on the button itself to move it closer to the sprite." -msgstr "버튼을 클릭하고 드래그하여 스프라이트에 더 가까이 이동하십시오." - -msgid "" -"You can also write a label on the Button by editing its Text property in the " -"Inspector. Enter ``Toggle motion``." -msgstr "" -"인스펙터에서 Text 속성을 편집하면, 버튼에 라벨을 작성할 수 있습니다. " -"``Toggle motion``을 입력하세요." - -msgid "" -"Save your newly created scene as ``node_2d.tscn``, if you haven't already. " -"You can then run it with :kbd:`F6` (:kbd:`Cmd + R` on macOS). At the moment, " -"the button will be visible, but nothing will happen if you press it." -msgstr "" -"새로 생성한 씬을 ``node_2d.tscn``으로 저장합니다(아직 저장하지 않았다면). 그" -"런 다음 :kbd:`F6`(macOS의 경우:kbd:`Cmd + R`)으로 실행할 수 있습니다. 지금은 " -"버튼이 표시되지만 버튼을 눌러도 아무 일도 일어나지 않습니다." - -msgid "" -"Here, we want to connect the Button's \"pressed\" signal to our Sprite2D, " -"and we want to call a new function that will toggle its motion on and off. " -"We need to have a script attached to the Sprite2D node, which we do from the " -"previous lesson." -msgstr "" -"여기서는 버튼의 \"눌림\" 시그널을 Sprite2D에 연결하고, 모션을 켜고 끄는 새 함" -"수를 호출하고 싶습니다. 이를 위해서는 이전 단원에서 배운 대로 Sprite2D 노드" -"에 스크립트를 첨부해야 합니다." - -msgid "The dock displays a list of signals available on the selected node." -msgstr "Dock은 선택한 노드에서 사용할 수 있는 시그널을 표시합니다." - -msgid "Double-click the \"pressed\" signal to open the node connection window." -msgstr "\"pressed\" 신호를 더블클릭하여 노드 연결 창을 엽니다." - -msgid "" -"There, you can connect the signal to the Sprite2D node. The node needs a " -"receiver method, a function that Godot will call when the Button emits the " -"signal. The editor generates one for you. By convention, we name these " -"callback methods \"_on_node_name_signal_name\". Here, it'll be " -"\"_on_button_pressed\"." -msgstr "" -"여기에서 신호를 Sprite2D 노드에 연결할 수 있습니다. 노드에는 버튼이 신호를 방" -"출할 때 고닷이 호출할 함수인 리시버 메서드가 필요합니다. 에디터에서 자동으로 " -"생성해 줍니다. 관례에 따라 이러한 콜백 메서드의 이름을 " -"\"_on_node_name_signal_name\"이라고 합니다. 여기서는 " -"\"_on_button_pressed\"이 될 것입니다." - -msgid "" -"When connecting signals via the editor's Node dock, you can use two modes. " -"The simple one only allows you to connect to nodes that have a script " -"attached to them and creates a new callback function on them." -msgstr "" -"에디터의 Node 독을 통해 signal을 연결할 때는 두 가지 모드를 사용할 수 있습니" -"다. 단순 모드에서는 스크립트가 첨부된 노드에만 연결할 수 있으며 노드에 새 콜" -"백 함수를 생성합니다." - -msgid "" -"The advanced view lets you connect to any node and any built-in function, " -"add arguments to the callback, and set options. You can toggle the mode in " -"the window's bottom-right by clicking the Advanced button." -msgstr "" -"고급 보기에서는 모든 노드와 내장 함수에 연결하고, 콜백에 인수를 추가하고, 옵" -"션을 설정할 수 있습니다. 창 오른쪽 하단에서 고급 버튼을 클릭하여 모드를 전환" -"할 수 있습니다." - -msgid "" -"Click the Connect button to complete the signal connection and jump to the " -"Script workspace. You should see the new method with a connection icon in " -"the left margin." -msgstr "" -"연결 버튼을 클릭하여 시그널 연결을 완료하고 스크립트 작업 영역으로 이동합니" -"다. 왼쪽 여백에 연결 아이콘이 있는 새 메서드가 표시됩니다." - -msgid "" -"Let's replace the line with the ``pass`` keyword with code that'll toggle " -"the node's motion." -msgstr "" -"``pass`` 키워드가 있는 줄을 노드의 동작을 토글하는 코드로 바꿔보겠습니다." - -msgid "" -"Our Sprite2D moves thanks to code in the ``_process()`` function. Godot " -"provides a method to toggle processing on and off: :ref:`Node.set_process() " -"`. Another method of the Node class, " -"``is_processing()``, returns ``true`` if idle processing is active. We can " -"use the ``not`` keyword to invert the value." -msgstr "" -"Sprite2D는 ``_process()`` 함수의 코드 덕분에 움직입니다. Godot은 처리를 켜고 " -"끄는 메서드를 제공합니다: :ref:`Node.set_process() " -"`. Node 클래스의 또 다른 메서드인 " -"``is_processing()``은 유휴 처리가 활성화되어 있으면 ``true``를 반환합니다. " -"``not`` 키워드를 사용하여 값을 반전시킬 수 있습니다." - -msgid "" -"This function will toggle processing and, in turn, the icon's motion on and " -"off upon pressing the button." -msgstr "이 함수는 버튼을 누르면 처리를 토글하고, 아이콘의 동작을 켜고 끕니다." - -msgid "" -"Before trying the game, we need to simplify our ``_process()`` function to " -"move the node automatically and not wait for user input. Replace it with the " -"following code, which we saw two lessons ago:" -msgstr "" -"게임을 시도해보기 전에, 사용자 입력을 기다리지 않고 노드를 자동으로 이동하도" -"록 ``_process()`` 함수를 단순화해야 합니다. 이 함수를 지난 두 수업 전에 보았" -"던 다음 코드로 대체합니다:" - -msgid "" -"Let's use a different node here. Godot has a :ref:`Timer ` node " -"that's useful to implement skill cooldown times, weapon reloading, and more." -msgstr "" -"여기서는 다른 노드를 사용하겠습니다. Godot에는 스킬 재사용 대기 시간, 무기 재" -"장전 등을 구현하는 데 유용한 :ref:`Timer ` 노드가 있습니다." - -msgid "" -"In the Scene dock, right-click on the Sprite2D node and add a new child " -"node. Search for Timer and add the corresponding node. Your scene should now " -"look like this." -msgstr "" -"씬 도크에서 Sprite2D 노드를 마우스 오른쪽 버튼으로 클릭하고 새 자식 노드를 추" -"가합니다. Timer를 검색하고 해당 노드를 추가합니다. 이제 씬이 다음과 같이 보" -"일 것입니다." - -msgid "" -"With the Timer node selected, go to the Inspector and enable the " -"**Autostart** property." -msgstr "" -"Timer 노드를 선택한 상태에서 인스펙터로 이동하여 **자동 시작** 속성을 활성화" -"합니다." - -msgid "" -"Click the script icon next to Sprite2D to jump back to the scripting " -"workspace." -msgstr "" -"스크립트 작업 공간으로 돌아가려면 Sprite2D 옆의 스크립트 아이콘을 클릭합니다." - -msgid "We need to do two operations to connect the nodes via code:" -msgstr "우리는 노드를 코드로써 연결하는 두 작업을 수행해야 합니다:" - -msgid "Call the ``connect()`` method on the Timer's \"timeout\" signal." -msgstr "타이머의 \"timeout\" 시그널에서 ``connect()`` 메서드를 호출합니다." - -msgid "" -"To connect to a signal via code, you need to call the ``connect()`` method " -"of the signal you want to listen to. In this case, we want to listen to the " -"Timer's \"timeout\" signal." -msgstr "" -"코드를 통해 시그널에 연결하려면 수신하려는 시그널의 ``connect()`` 메서드를 호" -"출해야 합니다. 이 경우 타이머의 \"timeout\" 시그널을 수신하려고 합니다." - -msgid "" -"We want to connect the signal when the scene is instantiated, and we can do " -"that using the :ref:`Node._ready() ` built-" -"in function, which is called automatically by the engine when a node is " -"fully instantiated." -msgstr "" -"씬이 인스턴스화될 때 시그널을 연결하고 싶다면, 노드가 완전히 인스턴스화될 때 " -"엔진에 의해 자동으로 호출되는 :ref:`Node._ready() " -"` 내장 함수를 사용할 수 있습니다." - -msgid "" -"To get a reference to a node relative to the current one, we use the method :" -"ref:`Node.get_node() `. We can store the " -"reference in a variable." -msgstr "" -"현재 노드에 대한 참조를 얻기 위해, 우리는 메서드를 사용합니다 :ref :`Node." -"get_node() `. 우리는 변수의 참조를 저장할 수 있습" -"니다." - -msgid "" -"The function ``get_node()`` looks at the Sprite2D's children and gets nodes " -"by their name. For example, if you renamed the Timer node to " -"\"BlinkingTimer\" in the editor, you would have to change the call to " -"``get_node(\"BlinkingTimer\")``." -msgstr "" -"함수 ``get_node()``는 Sprite2D의 자식을 살펴보고 이름으로 노드를 가져옵니다. " -"예를 들어, 에디터에서 Timer 노드의 이름을 \"BlinkingTimer\"로 변경했다면, " -"``get_node(\"BlinkingTimer\")``로 호출을 변경해야 합니다." - -msgid "" -"We can now connect the Timer to the Sprite2D in the ``_ready()`` function." -msgstr "이제 ``_ready()`` 함수에서 Timer를 Sprite2D에 연결할 수 있습니다." - -msgid "" -"The line reads like so: we connect the Timer's \"timeout\" signal to the " -"node to which the script is attached. When the Timer emits ``timeout``, we " -"want to call the function ``_on_timer_timeout()``, that we need to define. " -"Let's add it at the bottom of our script and use it to toggle our sprite's " -"visibility." -msgstr "" -"Timer의 \"timeout\" 시그널을 스크립트가 연결된 노드에 연결합니다. 이때, 우리" -"는 Timer가 ``timeout``을 방출하면 정의해야 할 함수 ``_on_timer_timeout()``을 " -"호출하고 싶습니다. 스크립트 하단에 이 함수를 추가하고 스프라이트의 표시 여부" -"를 토글하는 데 사용해 보겠습니다." - -msgid "" -"By convention, we name these callback methods in GDScript as " -"\"_on_node_name_signal_name\" and in C# as \"OnNodeNameSignalName\". Here, " -"it'll be \"_on_timer_timeout\" for GDScript and OnTimerTimeout() for C#." -msgstr "" -"관례에 따라 이러한 콜백 메서드의 이름은 GDScript에서는 " -"\"_on_node_name_signal_name\"으로, C#에서는 \"OnNodeNameSignalName\"으로 지정" -"합니다. 여기서는 GDScript의 경우 \"_on_timer_timeout\", C#의 경우 " -"OnTimerTimeout()이 됩니다." - -msgid "" -"The ``visible`` property is a boolean that controls the visibility of our " -"node. The line ``visible = not visible`` toggles the value. If ``visible`` " -"is ``true``, it becomes ``false``, and vice-versa." -msgstr "" -"``visible`` 속성은 노드의 표시 여부를 제어하는 부울입니다. ``visible= not " -"visible``이라는 줄은 값을 토글합니다. ``visible``이 ``true``이면, ``false``" -"가 되고, 그 반대의 경우 ``true``가 됩니다." - -msgid "" -"If you run the Node2D scene now, you will see that the sprite blinks on and " -"off, at one second intervals." -msgstr "" -"지금 Node2D 씬을 실행하면, 스프라이트가 1초 간격으로 켜졌다 꺼지는 것을 볼 " -"수 있습니다." - -msgid "Custom signals" -msgstr "커스텀 시그널" - -msgid "" -"This section is a reference on how to define and use your own signals, and " -"does not build upon the project created in previous lessons." -msgstr "" -"이 섹션은 자신만의 시그널을 정의하고 사용하는 방법에 대한 참조용이며, 이전 레" -"슨에서 만든 프로젝트를 기반으로 하지 않습니다." - -msgid "" -"You can define custom signals in a script. Say, for example, that you want " -"to show a game over screen when the player's health reaches zero. To do so, " -"you could define a signal named \"died\" or \"health_depleted\" when their " -"health reaches 0." -msgstr "" -"스크립트에서 사용자 지정 시그널을 정의할 수 있습니다. 예를 들어 플레이어의 체" -"력이 0에 도달하면 게임 오버 화면을 표시하고 싶다고 가정해 보겠습니다. 이를 위" -"해 플레이어의 체력이 0에 도달하면 \"died\" 또는 \"health_depleted\"라는 시그" -"널을 정의할 수 있습니다." - -msgid "" -"As signals represent events that just occurred, we generally use an action " -"verb in the past tense in their names." -msgstr "" -"시그널은 방금 발생한 이벤트를 나타내므로, 일반적으로 시그널의 이름에 과거 시" -"제의 동작 동사를 사용합니다." - -msgid "" -"Your signals work the same way as built-in ones: they appear in the Node tab " -"and you can connect to them like any other." -msgstr "" -"시그널은 내장된 것과 동일한 방식으로 작동합니다. 노드 탭에 나타나며 다른 것" -"과 같이 연결할 수 있습니다." - -msgid "" -"The signal arguments show up in the editor's node dock, and Godot can use " -"them to generate callback functions for you. However, you can still emit any " -"number of arguments when you emit signals. So it's up to you to emit the " -"correct values." -msgstr "" -"시그널 인수는 편집기의 노드(Node) 독에 표시되며 Godot는 이 인수로 콜백 함수" -"를 생성할 수 있습니다. 하지만 시그널을 방출할 때 여전히 많은 수의 인수를 방출" -"할 수 있습니다. 다시 말해 올바른 값을 방출하는 일은 여러분에게 달려 있습니다." - -msgid "Summary" -msgstr "요약" - -msgid "" -"Any node in Godot emits signals when something specific happens to them, " -"like a button being pressed. Other nodes can connect to individual signals " -"and react to selected events." -msgstr "" -"Godot의 모든 노드는 버튼이 눌리는 등 특정 상황이 발생하면 시그널을 발산합니" -"다. 다른 노드는 개별 시그널에 연결하여 선택한 이벤트에 반응할 수 있습니다." - -msgid "" -"Signals have many uses. With them, you can react to a node entering or " -"exiting the game world, to a collision, to a character entering or leaving " -"an area, to an element of the interface changing size, and much more." -msgstr "" -"시그널은 다양한 용도로 사용됩니다. 시그널을 사용하면 노드가 게임 월드에 들어" -"오거나 나가는 것, 콜리전(collision), 캐릭터가 영역에 들어오거나 나가는 것, 인" -"터페이스 요소의 크기가 변경되는 것 등에 반응할 수 있습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/index.po b/sphinx/po/ko/LC_MESSAGES/index.po deleted file mode 100644 index 141570f4d2..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/index.po +++ /dev/null @@ -1,160 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "About" -msgstr "정보" - -msgid "Getting started" -msgstr "시작하기" - -msgid "Manual" -msgstr "설명서" - -msgid "Contributing" -msgstr "기여하기" - -msgid "Community" -msgstr "커뮤니티" - -msgid "Class reference" -msgstr "클래스 레퍼런스" - -msgid "" -"Godot's documentation is available in various languages and versions. Expand " -"the \"Read the Docs\" panel at the bottom of the sidebar to see the list." -msgstr "" -"Godot의 문서는 다양한 언어와 버전으로 제공됩니다.사이드바의 아래 \"문서 읽기" -"\" 패널을 확장해서 목록을 확인하세요." - -msgid "" -"This documentation is translated from the `original English one `_ by community members on `Weblate `_." -msgstr "" -"이 문서는 `Weblate `_\\ 커뮤니티 회원들이 `원본 영어 문서 `_\\ 를 번역한 것입니다." - -msgid "" -"Depending on the translation effort's completion level, you may find " -"paragraphs or whole pages which are still in English. You can help the " -"community by providing new translations or reviewing existing ones on " -"Weblate." -msgstr "" -"번역의 진행 정도에 따라 아직 영어로 된 페이지나 단락이 나올 수도 있습니다. 본" -"인이 영어에 자신 있다면 Weblate에서 문서를 새로 번역하거나 기존의 번역을 검토" -"하여 커뮤니티에 기여해주세요." - -msgid "" -"For the time being, localized translations are only available for the " -"\"stable\" branch. You can still view the English documentation for other " -"engine versions using the \"Read the Docs\" panel at the bottom of the " -"sidebar." -msgstr "" -"당분간 현지화된 번역은 \"stable\" 브랜치에서만 이용할 수 있습니다. 당신은 여" -"전히 사이드바 하단의 \"문서 읽기\" 패널을 통해 다른 엔진버전의 영문 문서를 " -"볼 수 있습니다." - -msgid "" -"Welcome to the official documentation of `Godot Engine `__, the free and open source community-driven 2D and 3D game engine! If " -"you are new to this documentation, we recommend that you read the :ref:" -"`introduction page ` to get an overview of what this " -"documentation has to offer." -msgstr "" -"커뮤니티가 개발하는 자유 오픈소스 2D & 3D 게임 엔진 `Godot 엔진 `__\\ 의 공식 문서에 오신 것을 환영합니다! 이 문서를 처음 보" -"신다면 :ref:`소개 페이지 `\\ 에서 문서의 개요를 읽어보세요." - -msgid "" -"The table of contents in the sidebar should let you easily access the " -"documentation for your topic of interest. You can also use the search " -"function in the top-left corner." -msgstr "" -"사이드바의 목차를 통해 관심 있는 주제에 대한 문서에 쉽게 액세스할 수 있습니" -"다. 왼쪽 상단 모서리에 있는 검색 기능을 사용할 수도 있습니다." - -msgid "Get involved" -msgstr "참여하기" - -msgid "" -"Godot Engine is an open source project developed by a community of " -"volunteers. The documentation team can always use your feedback and help to " -"improve the tutorials and class reference. If you don't understand " -"something, or cannot find what you are looking for in the docs, help us make " -"the documentation better by letting us know!" -msgstr "" -"Godot 엔진은 커뮤니티의 봉사로 개발되는 오픈 소스 프로젝트입니다. 문서화 팀" -"은 튜토리얼과 클래스 참조 등을 개선하기 위해 여러분의 의견을 받고 있습니다. " -"문서 안에서 이해가 가지 않는 부분, 설명이 애매하거나 부족한 부분이 있다면 저" -"희에게 알려주셔서 더 나은 문서를 만들 수 있게 도와주세요!" - -msgid "" -"Submit an issue or pull request on the `GitHub repository `_, help us `translate the documentation " -"`_ into your language, or " -"talk to us on the ``#documentation`` channel on the `Godot Contributors Chat " -"`_!" -msgstr "" -"`GitHub 저장소 `_\\ 에 " -"Issue 제출, Pull Request를 하고 `문서 현지화 `_\\ 를 돕거나 `Godot Contributors Chat `_\\ 의 ``#documentation``\\ 채널에서 저희에게 이야기할 수 " -"있습니다!" - -msgid "weblate_widget" -msgstr "weblate_widget" - -msgid "Translation status" -msgstr "번역 상태" - -msgid "Offline documentation" -msgstr "오프라인 문서" - -msgid "" -"To browse the documentation offline, you can download an HTML copy (updated " -"every Monday): `stable `__, `latest " -"`__, `3.6 `__. Extract the ZIP archive then open the top-level ``index." -"html`` in a web browser." -msgstr "" -"오프라인으로 읽을 수 있는 HTML 복사본을 다운로드받을 수도 있습니다(매주 월요" -"일 업데이트): `안정 버전 ` __, `최신 버" -"전 ` __, `3.6 버전 ` __.\\ ZIP 파일의 압축을 풀고 웹브라우저에서 ``index.html``\\ " -"을 여세요." - -msgid "" -"For mobile devices or e-readers, you can also download an ePub copy (updated " -"every Monday): `stable `__, `latest " -"`__, `3.6 `__. Extract the ZIP archive then open the ``GodotEngine.epub`` " -"file in an e-book reader application." -msgstr "" -"모바일 장치나 e-리더용으로는 ePub 복사본을 다운로드 `stable `__, `latest `__, `3.6 " -"`__. 해서 오프라인에서 읽을 수도 있습니다(매 " -"월요일마다 갱신됩니다). ZIP 압축을 푼 뒤 ``GodotEngine.epub`` 파일을 e-북 리" -"더 앱에서 열어 보세요." diff --git a/sphinx/po/ko/LC_MESSAGES/sphinx.po b/sphinx/po/ko/LC_MESSAGES/sphinx.po deleted file mode 100644 index 42746d23f4..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/sphinx.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Languages" -msgstr "언어" - -msgid "Versions" -msgstr "버전" - -msgid "On Read the Docs" -msgstr "문서를 읽는 데 관해" - -msgid "Project Home" -msgstr "프로젝트 홈" - -msgid "Builds" -msgstr "빌드" - -msgid "Downloads" -msgstr "다운로드" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_antialiasing.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_antialiasing.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_antialiasing.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po deleted file mode 100644 index 15874e47c3..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D lights and shadows" -msgstr "2D 빛(lights)과 그림자(shadows)" - -msgid "Introduction" -msgstr "소개" - -msgid "Nodes" -msgstr "노드" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_meshes.po deleted file mode 100644 index 22ac069191..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ /dev/null @@ -1,31 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D meshes" -msgstr "2D 메시" - -msgid "Introduction" -msgstr "소개" - -msgid "" -"If you are interested in displaying 3D meshes on a 2D viewport, see the :ref:" -"`doc_viewport_as_texture` tutorial." -msgstr "" -"만약 3D 메시를 2D 뷰포트에 보여주고 싶은 경우 :ref:`doc_viewport_as_texture` " -"튜토리얼을 참고하세요." - -msgid "" -"A dialog will appear, showing a preview of how the 2D mesh will be created:" -msgstr "" -"2D 메시가 어떻게 생성될 지에 대한 미리보기를 보여주는 대화 상자가 나타날 겁니" -"다:" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_movement.po deleted file mode 100644 index ba3270a53b..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_movement.po +++ /dev/null @@ -1,98 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D movement overview" -msgstr "2D 이동 개요" - -msgid "Introduction" -msgstr "소개" - -msgid "Setup" -msgstr "설정" - -msgid "" -"Open ``Project -> Project Settings`` and select the \"Input Map\" tab. Add " -"the following input actions (see :ref:`InputEvent ` for " -"details):" -msgstr "" -"``프로젝트 -> 프로젝트 설정`` 을 열고 \"입력 설정\" 탭을 선택합니다. 다음의 " -"입력 액션들을 추가하세요 (see :ref:`InputEvent ` for " -"details):" - -msgid "8-way movement" -msgstr "8 방향 이동" - -msgid "" -"In this scenario, you want the user to press the four directional keys (up/" -"left/down/right or W/A/S/D) and move in the selected direction. The name \"8-" -"way movement\" comes from the fact that the player can move diagonally by " -"pressing two keys at the same time." -msgstr "" -"이 시나리오에서는 사용자가 4 방향의 키들(위/왼쪽/아래/오른쪽 또는 W/A/S/D)을 " -"누르고 선택된 방향으로 움직였으면 합니다. \"8 방향 이동\" 명칭은 동시에 두 키" -"를 눌러서 플레이어가 대각선으로 움직이게 되는 것에서 유래합니다." - -msgid "" -"If you've never used vector math before, or need a refresher, you can see an " -"explanation of vector usage in Godot at :ref:`doc_vector_math`." -msgstr "" -"벡터 수학을 사용해 본 적이 없거나 재교육이 필요한 경우 :ref:" -"`doc_vector_math` 에서 Godot 내 벡터 사용에 대한 설명을 볼 수 있습니다." - -msgid "Rotation + movement" -msgstr "회전 + 이동" - -msgid "" -"This type of movement is sometimes called \"Asteroids-style\" because it " -"resembles how that classic arcade game worked. Pressing left/right rotates " -"the character, while up/down moves it forward or backward in whatever " -"direction it's facing." -msgstr "" -"이러한 이동의 유형은 때때로 \"Asteroids-style\"이라 불립니다. 왜냐하면 고전 " -"아케이드 게임 Asteroids 작동 방식과 닮았기 때문입니다. 왼쪽 또는 오른쪽을 누" -"르면 캐릭터가 회전합니다. 반면에 위 또는 아래를 누르면 보고 있는 방향에 대햐" -"여 전진 하거나 후진합니다." - -msgid "Rotation + movement (mouse)" -msgstr "회전 + 이동 (마우스)" - -msgid "" -"This style of movement is a variation of the previous one. This time, the " -"direction is set by the mouse position instead of the keyboard. The " -"character will always \"look at\" the mouse pointer. The forward/back inputs " -"remain the same, however." -msgstr "" -"이번 동작 방식은 이전 동작의 변형입니다. 이번에는 키보드 대신 마우스 위치에 " -"의해 방향이 정해집니다. 캐릭터는 항상 마우스 포인터를 봅니다(\"look at\"). 그" -"러나 전방/후진 입력은 동일하게 유지됩니다." - -msgid "Click-and-move" -msgstr "클릭과 이동" - -msgid "" -"This last example uses only the mouse to control the character. Clicking on " -"the screen will cause the player to move to the target location." -msgstr "" -"이번 마지막 예제는 마우스만 사용하여 캐릭터를 제어합니다. 화면을 클릭하면 플" -"레이어는 지정 위치로 움직입니다." - -msgid "Summary" -msgstr "요약" - -msgid "" -"You may find these code samples useful as starting points for your own " -"projects. Feel free to use them and experiment with them to see what you can " -"make." -msgstr "" -"당신은 이 코드 샘플들이 자신의 프로젝트 시작점으로서 유용하다는 것을 알게 될 " -"것입니다. 자유롭게 그것들을 사용해서 무엇을 만들 수 있을 지 실험해보세요." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_parallax.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_parallax.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_parallax.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po deleted file mode 100644 index 6d19393773..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ /dev/null @@ -1,96 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "" -"Unzip the images and place them in your project folder. Set up your scene " -"tree with the following nodes:" -msgstr "" -"이미지 압축을 풀고 당신의 프로젝트 폴더에 넣으세요. 다음과 같은 노드를 씬 트" -"리에 설정하세요:" - -msgid "" -"Click on the new SpriteFrames resource and you'll see a new panel appear at " -"the bottom of the editor window:" -msgstr "" -"새 SpriteFrames 리소스를 클릭하면 편집기 창 하단에 새로운 패널이 나타날 것입" -"니다:" - -msgid "" -"From the FileSystem dock on the left side, drag the 8 individual images into " -"the center part of the SpriteFrames panel. On the left side, change the name " -"of the animation from \"default\" to \"run\"." -msgstr "" -"왼쪽의 파일 시스템 독에서 8개의 개별 이미지를 SpriteFrames 패널의 중앙 부분으" -"로 끌어다 놓으세요. 왼쪽에서 애니메이션의 이름을 \"default\"에서 \"run\"으로 " -"변경하세요." - -msgid "Controlling the animation" -msgstr "애니메이션 제어하기" - -msgid "" -"Once the animation is complete, you can control the animation via code using " -"the ``play()`` and ``stop()`` methods. Here is a brief example to play the " -"animation while the right arrow key is held, and stop it when the key is " -"released." -msgstr "" -"애니메이션을 완성하면 ``play()`` 와 ``stop()`` 메서드를 사용하여 코드로 애니" -"메이션을 제어할 수 있습니다. 여기 오른쪽 화살표 키를 누르고 있으면 애니메이션" -"을 재생하고 떼면 중지하는 간단한 예제가 있습니다." - -msgid "Consider this sprite sheet, which contains 6 frames of animation:" -msgstr "6개의 애니메이션 프레임이 포함된 스프라이트 시트를 고려하세요:" - -msgid "" -"Right-click the image and choose \"Save Image As\" to download, then copy " -"the image into your project folder." -msgstr "" -"오른쪽 마우스 버튼으로 이미지를 클릭하고 \"다른 이름으로 저장\" 선택해서 다운" -"로드 하세요. 그 다음 당신의 프로젝트 폴더에 이미지를 복사하세요." - -msgid "" -"Our goal is to display these images one after another in a loop. Start by " -"setting up your scene tree:" -msgstr "" -"우리의 목표는 이 이미지들을 차례로 반복해서 보여주는 것입니다. 다음과 같이 " -"씬 트리를 설정하여 시작하세요:" - -msgid "" -"Drag the spritesheet into the Sprite's *Texture* property, and you'll see " -"the whole sheet displayed on the screen. To slice it up into individual " -"frames, expand the *Animation* section in the Inspector and set the " -"*Hframes* to ``6``. *Hframes* and *Vframes* are the number of horizontal and " -"vertical frames in your sprite sheet." -msgstr "" -"스프라이트 시트를 스프라이트의 *Texture* 속성에 끌어 놓으면 전체 시트가 화면" -"에 보여집니다. 개별 프레임으로 자르려면 인스펙터(Inspecter)에서 *Animation* " -"부분을 확장하고 *Hframes* 을 ``6`` 으로 설정하세요. *Hframes* 와 *Vframes* " -"는 스프라이트 시트에서 수평 및 수직 프레임의 수입니다." - -msgid "" -"Select the ``AnimationPlayer`` and click the \"Animation\" button followed " -"by \"New\". Name the new animation \"walk\". Set the animation length to " -"``0.6`` and click the \"Loop\" button so that our animation will repeat." -msgstr "" -"``AnimationPlayer`` 를 선택하고 \"애니메이션\" 버튼을 클릭한 다음 \"새 파일" -"\"을 클릭하세요. 새 애니메이션을 \"walk\"로 이름을 지으세요. 애니메이션 길이" -"를 ``0.6`` 로 설정하고 \"Loop\" 버튼을 클릭해서 애니메이션이 반복되도록 하세" -"요." - -msgid "Press \"Play\" on the animation to see how it looks." -msgstr "애니메이션에서 \"Play\" 를 누르고 어떻게 작동하는지 보세요." - -msgid "Summary" -msgstr "요약" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_transforms.po deleted file mode 100644 index f5d94225ae..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ /dev/null @@ -1,50 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Viewport and canvas transforms" -msgstr "뷰포트와 캔버스 변형" - -msgid "Introduction" -msgstr "소개" - -msgid "Canvas transform" -msgstr "캔버스 변형" - -msgid "Global canvas transform" -msgstr "전역 캔버스 변형(Global canvas transform)" - -msgid "Stretch transform" -msgstr "늘이기 변형(Stretch transform)" - -msgid "Transform order" -msgstr "변형 순서" - -msgid "Transform functions" -msgstr "변형 기능들" - -msgid "" -"Finally, then, to convert a CanvasItem local coordinates to screen " -"coordinates, just multiply in the following order:" -msgstr "" -"마지막으로 CanvasItem 지역 좌표를 화면 좌표로 변환하려면 다음 순서로 곱하세" -"요:" - -msgid "" -"Keep in mind, however, that it is generally not desired to work with screen " -"coordinates. The recommended approach is to simply work in Canvas " -"coordinates (``CanvasItem.get_global_transform()``), to allow automatic " -"screen resolution resizing to work properly." -msgstr "" -"그러나 화면 좌표를 사용하여 작업하는 것은 일반적으로 바람직하지 않음을 명심하" -"세요. 권장되는 접근방식은 Canvas 좌표(``CanvasItem.get_global_transform()``)" -"로 자동으로 화면 해상도를 제대로 크기 조정할 수 있게 간단히 작동해야 합니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/canvas_layers.po deleted file mode 100644 index 7b3aac1bd7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ /dev/null @@ -1,17 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"**Parallax Backgrounds**: Backgrounds that move slower than the rest of the " -"stage." -msgstr "**패럴랙스 배경**: 무대 나머지 부분보다 느리게 움직이는 배경." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po deleted file mode 100644 index c0abb5c8ec..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Drawing" -msgstr "그리기" - -msgid "Tools" -msgstr "툴" - -msgid "Animation" -msgstr "애니메이션" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/index.po deleted file mode 100644 index 9c98b34b3d..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/index.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D" -msgstr "2D" - -msgid "Rendering" -msgstr "렌더링" - -msgid "Tools" -msgstr "툴" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/introduction_to_2d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/introduction_to_2d.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/introduction_to_2d.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/particle_systems_2d.po deleted file mode 100644 index d60a1783c0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ /dev/null @@ -1,188 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Intro" -msgstr "소개" - -msgid "Texture" -msgstr "텍스처" - -msgid "Lifetime" -msgstr "수명" - -msgid "" -"The time in seconds that every particle will stay alive. When lifetime ends, " -"a new particle is created to replace it." -msgstr "" -"입자가 머무는 시간(초). 수명(lifetime)이 끝나면 새로운 입자가 대체됩니다." - -msgid "One Shot" -msgstr "원샷" - -msgid "Preprocess" -msgstr "전처리" - -msgid "Speed Scale" -msgstr "속도 배수" - -msgid "Explosiveness" -msgstr "폭발성" - -msgid "0: Emit particles at regular intervals (default value)." -msgstr "0: 입자들을 일정한 간격으로 방출합니다(기본 값)." - -msgid "1: Emit all particles simultaneously." -msgstr "1: 동시에 모든 입자를 방출합니다." - -msgid "Randomness" -msgstr "무작위성" - -msgid "Fixed FPS" -msgstr "고정 FPS" - -msgid "Fract Delta" -msgstr "분수 델타" - -msgid "Visibility Rect" -msgstr "가시성 직사각형" - -msgid "Local Coords" -msgstr "로컬 좌표" - -msgid "Draw Order" -msgstr "그리기 순서" - -msgid "Direction" -msgstr "방향" - -msgid "Spread" -msgstr "스프레드" - -msgid "Flatness" -msgstr "평면성" - -msgid "Gravity" -msgstr "중력" - -msgid "Initial Velocity" -msgstr "초기 속도" - -msgid "Angular Velocity" -msgstr "각속도" - -msgid "Spin Velocity" -msgstr "회전 속도(Spin Velocity)" - -msgid "Orbit Velocity" -msgstr "공전 속도" - -msgid "Orbit velocity is used to make particles turn around their center." -msgstr "공전 속도는 입자들이 중심을 돌게 만드는 데 사용됩니다." - -msgid "Linear Acceleration" -msgstr "선형 가속도(Linear Acceleration)" - -msgid "The linear acceleration applied to each particle." -msgstr "각 입자에 적용되는 선형 가속도." - -msgid "Radial Acceleration" -msgstr "지름 가속도(Radial Acceleration)" - -msgid "Tangential Acceleration" -msgstr "접선가속도(Tangential Acceleration)" - -msgid "Damping" -msgstr "댐핑" - -msgid "" -"Damping applies friction to the particles, forcing them to stop. It is " -"especially useful for sparks or explosions, which usually begin with a high " -"linear velocity and then stop as they fade." -msgstr "" -"Damping은 입자에 마찰을 일으켜 멈추게 합니다. 특히 불꽃이나 폭발에 유용하며 " -"보통 높은 선형 속도로 시작하다가 점차 사라지면서 멈춘다." - -msgid "Angle" -msgstr "각도" - -msgid "Scale" -msgstr "크기" - -msgid "Color" -msgstr "색상" - -msgid "Used to change the color of the particles being emitted." -msgstr "방출되는 입자 색깔을 바꾸는 데 사용됩니다." - -msgid "Animation" -msgstr "애니메이션" - -msgid "Emission Shapes" -msgstr "방출 모양(Emission Shapes)" - -msgid "Open it and select \"Load Emission Mask\":" -msgstr "메뉴를 열고 \"에미션 마스크 불러오기\"를 선택하세요:" - -msgid "Then select which texture you want to use as your mask:" -msgstr "그런 다음 마스크로 쓸 텍스처를 선택합니다:" - -msgid "A dialog box with several settings will appear." -msgstr "몇 가지 설정이 있는 대화 상자가 나타납니다." - -msgid "Emission Mask" -msgstr "방출 마스크" - -msgid "Three types of emission masks can be generated from a texture:" -msgstr "텍스처로 생성될 수 있는 에미션 마스크는 세 가지 유형이 있습니다:" - -msgid "" -"Solid Pixels: Particles will spawn from any area of the texture, excluding " -"transparent areas." -msgstr "" -"Solid Pixels: 텍스처의 투명한 부분을 제외한 모든 영역에서 입자가 생겨납니다." - -msgid "" -"Border Pixels: Particles will spawn from the outer edges of the texture." -msgstr "Border Pixels: 텍스처의 바깥쪽 가장자리에 입자가 생겨납니다." - -msgid "" -"Directed Border Pixels: Similar to Border Pixels, but adds extra information " -"to the mask to give particles the ability to emit away from the borders. " -"Note that an ``Initial Velocity`` will need to be set in order to utilize " -"this." -msgstr "" -"Directed Border Pixels: Border Pixels와 유사하지만 마스크에 추가 정보를 추가" -"하여 입자들이 경계에서 멀리 방출할 수 있는 능력을 부여한다. 이를 활용하려면 " -"``초기 속도``를 설정해야 합니다." - -msgid "Emission Colors" -msgstr "방출 색상" - -msgid "" -"``Capture from Pixel`` will cause the particles to inherit the color of the " -"mask at their spawn points." -msgstr "``픽셀로부터 캡쳐``는 입자가 생겨난 지점의 마스크 색깔을 물려받습니다." - -msgid "" -"All of the values within this section have been automatically generated by " -"the \"Load Emission Mask\" menu, so they should generally be left alone." -msgstr "" -"이 부분의 모든 값은 \"에미션 마스크 불러오기\" 메뉴에 의해서 자동적으로 생성" -"됩니다. 그래서 이 설정은 일반적으로 그대로 두어야 합니다." - -msgid "" -"An image should not be added to ``Point Texture`` or ``Color Texture`` " -"directly. The \"Load Emission Mask\" menu should always be used instead." -msgstr "" -"``Point Texture`` 또는 ``Color Texture``에 직접 이미지를 추가해서는 안됩니" -"다. 그 대신에 \"에미션 마스크 불러오기\" 메뉴를 통해서 사용되어야 합니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/using_tilemaps.po deleted file mode 100644 index 3def9e44f9..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Rendering" -msgstr "렌더링" - -msgid "Physics" -msgstr "물리" - -msgid "Navigation" -msgstr "네비게이션" - -msgid "Bucket Fill" -msgstr "버킷 채우기" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/using_tilesets.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/using_tilesets.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/using_tilesets.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/3d_antialiasing.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/3d_antialiasing.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/3d_antialiasing.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/3d_text.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/3d_text.po deleted file mode 100644 index 18f0ef8f8b..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/3d_text.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Limitations" -msgstr "제한사항" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/csg_tools.po deleted file mode 100644 index 653199d543..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/csg_tools.po +++ /dev/null @@ -1,26 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to CSG nodes" -msgstr "CGS 노드 소개" - -msgid "CSG tools features" -msgstr "CSG 툴 기능" - -msgid "Custom meshes" -msgstr "맞춤 메시" - -msgid "" -"Position your furniture in your room as you like and your scene should look " -"this:" -msgstr "방에 가구를 원하는 장소에 배치하고 씬은 다음과 같이 보여야 합니다:" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po deleted file mode 100644 index d3b4d8b577..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Environment" -msgstr "환경" - -msgid "Environment options" -msgstr "환경 옵션" - -msgid "Background" -msgstr "배경(Background)" - -msgid "Fog" -msgstr "포그" - -msgid "Tonemap" -msgstr "톤맵" - -msgid "Glow" -msgstr "빛번짐" - -msgid "Adjustments" -msgstr "조정" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/global_illumination/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/global_illumination/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/global_illumination/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po deleted file mode 100644 index b7e5c19172..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Performance" -msgstr "성능" - -msgid "Summary" -msgstr "요약" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po deleted file mode 100644 index e3039d4438..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual comparison" -msgstr "시각적 비교" - -msgid "Limitations" -msgstr "제한사항" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po deleted file mode 100644 index 38506b693b..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po +++ /dev/null @@ -1,39 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual comparison" -msgstr "시각적 비교" - -msgid "Setting up" -msgstr "설정하기" - -msgid "Setting up the scene" -msgstr "씬 설정하기" - -msgid "Setting up meshes" -msgstr "메시(mesh) 설정하기" - -msgid "Setting up lights" -msgstr "빛 설정하기" - -msgid "The modes are:" -msgstr "이 모드는:" - -msgid "Disabled" -msgstr "비활성화됨" - -msgid "Baking" -msgstr "굽기" - -msgid "Tweaks" -msgstr "트윅" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po deleted file mode 100644 index 394a35cdd4..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual comparison" -msgstr "시각적 비교" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po deleted file mode 100644 index 394a35cdd4..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual comparison" -msgstr "시각적 비교" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/high_dynamic_range.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/index.po deleted file mode 100644 index f1014d0195..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/index.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "3D" -msgstr "3D" - -msgid "Rendering" -msgstr "렌더링" - -msgid "Optimization" -msgstr "최적화(Optimization)" - -msgid "Tools" -msgstr "툴" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/introduction_to_3d.po deleted file mode 100644 index 9497ee5281..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to 3D" -msgstr "3D 소개" - -msgid "" -"In any case, this method is meant for generating static geometry (models " -"that will not be updated often), as creating vertex arrays and submitting " -"them to the 3D API has a significant performance cost." -msgstr "" -"어쨌든, 이 메서드는 정적 기하(자주 업데이트되지 않는 모델)를 생성하기 위한 것" -"입니다. 정점 배열을 만들고 3D API에 배열을 제출하는 것은 상당한 성능 비용이 " -"있습니다" - -msgid "Immediate geometry" -msgstr "즉각적인 지오메트리(Immediate geometry)" - -msgid "Environment" -msgstr "환경" - -msgid "Cameras" -msgstr "카메라" - -msgid "Lights" -msgstr "빛" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/lights_and_shadows.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/mesh_lod.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/mesh_lod.po deleted file mode 100644 index fbb8debeaa..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/mesh_lod.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Visual comparison" -msgstr "시각적 비교" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/occlusion_culling.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/occlusion_culling.po deleted file mode 100644 index 554eff0fc6..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/occlusion_culling.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "문제 해결" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/attractors.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/attractors.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/attractors.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/collision.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/collision.po deleted file mode 100644 index 554eff0fc6..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/collision.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "문제 해결" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/index.po deleted file mode 100644 index 87eb49b091..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/index.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Particles" -msgstr "파티클" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po deleted file mode 100644 index 74150975bb..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Angle" -msgstr "각도" - -msgid "Direction" -msgstr "방향" - -msgid "Gravity" -msgstr "중력" - -msgid "Damping" -msgstr "댐핑" - -msgid "Scale" -msgstr "크기" - -msgid "Color" -msgstr "색상" - -msgid "Animation" -msgstr "애니메이션" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/properties.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/properties.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/properties.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/subemitters.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/subemitters.po deleted file mode 100644 index 7ee8dfb9e2..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/subemitters.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Limitations" -msgstr "제한사항" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/trails.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/trails.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/trails.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/turbulence.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/turbulence.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/turbulence.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po deleted file mode 100644 index 94768d3445..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Index" -msgstr "인덱스" - -msgid "1" -msgstr "1" - -msgid "2" -msgstr "2" - -msgid "3" -msgstr "3" - -msgid "4" -msgstr "4" - -msgid "5" -msgstr "5" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po deleted file mode 100644 index c718ce8f37..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Procedural geometry" -msgstr "절차적 기하" - -msgid "What is a Mesh?" -msgstr "메시란?" - -msgid "Tools" -msgstr "툴" - -msgid "ArrayMesh" -msgstr "ArrayMesh" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/resolution_scaling.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/resolution_scaling.po deleted file mode 100644 index 554eff0fc6..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/resolution_scaling.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "문제 해결" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/spring_arm.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/spring_arm.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/spring_arm.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/standard_material_3d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/standard_material_3d.po deleted file mode 100644 index e0fdb7d9cd..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/standard_material_3d.po +++ /dev/null @@ -1,131 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Blend Mode" -msgstr "혼합 모드" - -msgid "Cull Mode" -msgstr "컬 모드" - -msgid "" -"By default, Blender has backface culling disabled on materials and will " -"export materials to match how they render in Blender. This means that " -"materials in Godot will have their cull mode set to **Disabled**. This can " -"decrease performance since backfaces will be rendered, even when they are " -"being culled by other faces. To resolve this, enable **Backface Culling** in " -"Blender's Materials tab, then export the scene to glTF again." -msgstr "" -"Blender는 기본적으로 재질의 backface culling이 비활성화 되어 있으며 Blender에" -"서 렌더링되는 것과 같이 재질을 내보내려고 할 것입니다. 따라서 Godot에서도 재" -"질의 cull mode 옵션을 **Disabled** 로 설정해야 합니다. 이 경우 다른 면에 가려" -"질 때에도 backface가 렌더링 되므로 성능을 떨어뜨릴 수 있습니다. 이를 해결하려" -"면 Blender의 재질 탭에서 **Backface culling** 옵션을 활성화하십시오." - -msgid "Depth Draw Mode" -msgstr "깊이 그리기 모드" - -msgid "No Depth Test" -msgstr "깊이 테스트 없음" - -msgid "Shading" -msgstr "셰이딩" - -msgid "Diffuse Mode" -msgstr "디퓨즈 모드" - -msgid "Specular Mode" -msgstr "스펙큘러 모드" - -msgid "Disable Ambient Light" -msgstr "환경광 비활성화" - -msgid "Vertex Color" -msgstr "꼭짓점 색" - -msgid "Use as Albedo" -msgstr "알베도로 사용" - -msgid "Is sRGB" -msgstr "sRGB 여부" - -msgid "Albedo" -msgstr "알베도" - -msgid "Metallic" -msgstr "금속성" - -msgid "Roughness" -msgstr "굵기" - -msgid "Emission" -msgstr "방출" - -msgid "" -"More information about normal maps (including a coordinate order table for " -"popular engines) can be found `here `__." -msgstr "" -"노멀맵에 관한 추가적인 정보(유명 엔진 등의 좌표 순서가 정리된 테이블 등)는 `" -"이 곳 `__ 에서 " -"찾을 수 있습니다." - -msgid "Rim" -msgstr "림" - -msgid "Clearcoat" -msgstr "클리어코트" - -msgid "Anisotropy" -msgstr "비등방성" - -msgid "Ambient Occlusion" -msgstr "앰비언트 오클루전" - -msgid "Subsurface Scattering" -msgstr "서브서피스 산란" - -msgid "Refraction" -msgstr "굴절률" - -msgid "Detail" -msgstr "디테일" - -msgid "World Triplanar" -msgstr "월드 트라이플래너" - -msgid "Filter" -msgstr "필터" - -msgid "Repeat" -msgstr "반복" - -msgid "Shadows" -msgstr "그림자" - -msgid "Grow" -msgstr "자라기" - -msgid "Transform" -msgstr "변형" - -msgid "Fixed Size" -msgstr "고정 크기" - -msgid "Use Point Size" -msgstr "점 크기 사용" - -msgid "Point Size" -msgstr "점 크기" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_decals.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_decals.po deleted file mode 100644 index c9f3b84d1e..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_decals.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Use cases" -msgstr "사용 사례" - -msgid "Parameters" -msgstr "매개변수" - -msgid "Cull Mask" -msgstr "컬 마스크" - -msgid "Limitations" -msgstr "제한사항" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_gridmaps.po deleted file mode 100644 index f3b9ce2fb8..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ /dev/null @@ -1,123 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "" -":ref:`Gridmaps ` are a tool for creating 3D game levels, " -"similar to the way :ref:`TileMap ` works in 2D. You " -"start with a predefined collection of 3D meshes (a :ref:`class_MeshLibrary`) " -"that can be placed on a grid, as if you were building a level with an " -"unlimited amount of Lego blocks." -msgstr "" -":ref:`GridMap `\\ 은 2D 게임의 :ref:`TileMap " -"`\\ 과 유사한 방식으로 3D 게임 레벨을 만드는 툴입니다. 격" -"자 위에 메시를 배치하려면, 미리 정의해 놓은 3D 메시 모음 (:ref:" -"`class_MeshLibrary`)이 필요합니다. 메시 모음은 마치 무한한 레고 블록처럼 사용" -"됩니다." - -msgid "" -"Collisions and navigation can also be added to the meshes, just like you " -"would do with the tiles of a tilemap." -msgstr "" -"콜리전과 내비게이션도 메시에 추가될 수 있습니다. TileMap의 타일과 똑같죠." - -msgid "Example project" -msgstr "예제 프로젝트" - -msgid "" -"Unzip this project and add it to the Project Manager using the \"Import\" " -"button." -msgstr "" -"프로젝트 압축을 풀고 \"가져오기(Import)\" 버튼으로 프로젝트 매니저(Project " -"Manager)에 추가하세요." - -msgid "Creating a MeshLibrary" -msgstr "MeshLibrary 만들기" - -msgid "" -"If you don't need any physics in your scene, then you're done. However, in " -"most cases you'll want to assign collision bodies to the meshes." -msgstr "" -"씬에서 물리 엔진이 필요 없다면, 이게 끝입니다. 하지만 대부분의 경우, 메시에 " -"콜리전 바디가 필요할 것입니다." - -msgid "Collisions" -msgstr "콜리전(Collision)" - -msgid "" -"Note that a \"Convex\" collision body will work better for simple meshes. " -"For more complex shapes, select \"Create Trimesh Static Body\". Once each " -"mesh has a physics body and collision shape assigned, your mesh library is " -"ready to be used." -msgstr "" -"\"컨벡스\" 콜리전 바디는 단순한 메시에 더 잘 작동합니다. 복잡한 모양이라면 " -"\"Trimesh Static Body 만들기(Create Trimesh Static Body)\"를 선택하세요. 각 " -"메시마다 PhysicsBody와 ColliisionShape를 가졌다면, MeshLibrary를 사용할 준비" -"가 되었습니다." - -msgid "Materials" -msgstr "머티리얼" - -msgid "" -"Only the materials from within the meshes are used when generating the mesh " -"library. Materials set on the node will be ignored." -msgstr "" -"MeshLibrary를 생성할 때는 메시 안에 있는 머티리얼만 사용됩니다. 노드에 설정" -"된 머티리얼은 무시됩니다." - -msgid "Exporting the MeshLibrary" -msgstr "MeshLibrary 내보내기" - -msgid "" -"You can find an already exported MeshLibrary in the project named " -"\"MeshLibrary.tres\"." -msgstr "" -"프로젝트에서 내보낸 MeshLibrary를 \"MeshLibrary.tres\"라는 이름으로 볼 수 있" -"습니다." - -msgid "Using GridMap" -msgstr "GridMap 사용하기" - -msgid "" -"Create a new scene and add a GridMap node. Add the mesh library by dragging " -"the resource file from the FileSystem dock and dropping it in the \"Theme\" " -"property in the Inspector." -msgstr "" -"새 씬을 만들고 GridMap 노드를 추가하세요. 파일 시스템(FileSystem) 독에서 리소" -"스 파일을 드래그한 다음, 인스펙터(Inspector)의 \"Mesh Library\" 속성에 드롭해" -"서 MeshLibrary를 추가하세요." - -msgid "" -"The \"Cell/Size\" property should be set to the size of your meshes. You can " -"leave it at the default value for the demo. Set the \"Center Y\" property to " -"\"Off\"." -msgstr "" -"\"Cell/Size\" 속성은 메시의 크기를 설정합니다. 데모에서는 기본 값으로 두어도 " -"됩니다. \"Center Y\" 속성을 끄세요." - -msgid "" -"In the menu, you can also change the axis you're drawing on, as well as " -"shift the drawing plane higher or lower on its axis." -msgstr "메뉴에서 타일이 배치되는 격자의 높이와 축도 바꿀 수 있습니다." - -msgid "Using GridMap in code" -msgstr "코드로 GridMap 사용하기" - -msgid "" -"See :ref:`class_GridMap` for details on the node's methods and member " -"variables." -msgstr "" -"노드의 메서드와 멤버 변수에 대한 자세한 설명은 :ref:`class_GridMap`\\ 을 참고" -"하세요." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po deleted file mode 100644 index 50d4c5896a..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "MultiMesh settings" -msgstr "MultiMesh 설정" - -msgid "Scale" -msgstr "크기" - -msgid "Amount" -msgstr "양" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_transforms.po deleted file mode 100644 index c9c6a57dc8..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_transforms.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using 3D transforms" -msgstr "3D 변형(transform) 사용하기" - -msgid "Introduction" -msgstr "소개" - -msgid "Interpolation" -msgstr "보간" - -msgid "Setting information" -msgstr "정보 설정" - -msgid "Interpolating with quaternions" -msgstr "쿼터니언(quaternions) 으로 보간하기" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/variable_rate_shading.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/variable_rate_shading.po deleted file mode 100644 index afa0158a17..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/variable_rate_shading.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Color" -msgstr "색상" - -msgid "Comment" -msgstr "주석" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/visibility_ranges.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/visibility_ranges.po deleted file mode 100644 index 2031b559c1..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/visibility_ranges.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Rim" -msgstr "림" - -msgid "Clearcoat" -msgstr "클리어코트" - -msgid "Anisotropy" -msgstr "비등방성" - -msgid "Subsurface Scattering" -msgstr "서브서피스 산란" - -msgid "Refraction" -msgstr "굴절률" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/volumetric_fog.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/volumetric_fog.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/volumetric_fog.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/2d_skeletons.po deleted file mode 100644 index 1a90351da5..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Setup" -msgstr "설정" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/animation_track_types.po b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/animation_track_types.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/animation_track_types.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/animation_tree.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/animation_tree.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/creating_movies.po b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/creating_movies.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/creating_movies.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/cutout_animation.po deleted file mode 100644 index 1ebe4fb7e7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ /dev/null @@ -1,61 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Cutout animation" -msgstr "컷 아웃(Cutout) 애니메이션" - -msgid "And much more!" -msgstr "그리고 더 많이 있습니다!" - -msgid "Making of GBot" -msgstr "GBot 만들기" - -msgid "" -"For this tutorial, we will use as demo content the pieces of the `GBot " -"`__ character, created by " -"Andreas Esau." -msgstr "" -"이번 튜토리얼을 위해서 우리는 `GBot `__ 캐릭터의 조각들을 데모 컨텐츠" -"로 사용할 것입니다. created by Andreas Esau." - -msgid "Create an empty Node2D as root of the scene, we will work under it:" -msgstr "씬의 루트로 빈 Node2D를 만듭니다. 우리는 아래와 같이 작업할 것입니다:" - -msgid "Adjusting the pivot" -msgstr "중심점 조정하기" - -msgid "RemoteTransform2D node" -msgstr "RemoteTransform2D 노드" - -msgid "Completing the skeleton" -msgstr "뼈대 완성하기" - -msgid "" -"Complete the skeleton by following the same steps for the rest of the parts. " -"The resulting scene should look similar to this:" -msgstr "" -"나머지 부분도 같은 과정을 거쳐서 뼈대를 완성합니다. 씬 결과는 다음과 같이 비" -"슷하게 보여야 합니다:" - -msgid "Skeletons" -msgstr "스켈레톤" - -msgid "Then, click on the Skeleton menu and select ``Make Bones``." -msgstr "" -"그 다음 스켈레톤 설정 메뉴를 클릭하고 ``노드에서 맞춤 본 만들기`` 를 선택하세" -"요." - -msgid "IK chains" -msgstr "IK 체인" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/index.po deleted file mode 100644 index bd9df9a008..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "애니메이션" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/introduction.po deleted file mode 100644 index a044460b48..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/introduction.po +++ /dev/null @@ -1,53 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"The :ref:`class_AnimationPlayer` node allows you to create anything from " -"simple to complex animations." -msgstr "" -":ref:`class_AnimationPlayer` 노드는 간단한 애니메이션부터 복잡한 애니메이션까" -"지 만들 수 있습니다." - -msgid "Create a simple animation" -msgstr "간단한 애니메이션 만들기" - -msgid "Create an AnimationPlayer node" -msgstr "AnimationPlayer 노드 만들기" - -msgid "" -"To use the animation tools we first have to create an :ref:" -"`class_AnimationPlayer` node." -msgstr "" -"애니메이션 툴을 사용하기 위해서는 먼저 :ref:`class_AnimationPlayer` 노드를 만" -"들어야 합니다." - -msgid "The AnimationPlayer node" -msgstr "AnimationPlayer 노드" - -msgid "The animation panel position" -msgstr "애니메이션 패널 위치" - -msgid "The animation panel" -msgstr "애니메이션 패널" - -msgid "Keyframes in Godot" -msgstr "Godot에서의 키프레임" - -msgid "Two keyframes are all it takes to obtain a smooth motion" -msgstr "두 개의 키프레임만 있으면 부드러운 움직임을 얻을 수 있습니다" - -msgid "The timeline in the animation panel" -msgstr "애니메이션 패널에서의 타임라인" - -msgid "Scene setup" -msgstr "씬 설정" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/playing_videos.po b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/playing_videos.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/playing_videos.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po deleted file mode 100644 index e71c3b6505..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po +++ /dev/null @@ -1,126 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "애니메이션" - -msgid "Animation supported:" -msgstr "애니메이션 지원됨:" - -msgid "transform animation of all types of objects" -msgstr "모든 타입 오브젝트의 변형 애니메이션" - -msgid "transform animation of pose bones" -msgstr "포즈 본의 변형 애니메이션" - -msgid "shape key animation" -msgstr "셰이프 키 애니메이션" - -msgid "light animation" -msgstr "빛 애니메이션" - -msgid "camera animation" -msgstr "카메라 애니메이션" - -msgid "Multiple Actions For Single Object" -msgstr "한 오브젝트에 대한 여러 동작" - -msgid "" -"In most games, one object would have several animations to switch between. " -"This add-on has support for exporting multiple actions all at once into a " -"single AnimationPlayer and makes it easy to switch actions." -msgstr "" -"대부분의 게임은, 하나의 오브젝트가 여러 애니메이션을 가져 번갈아가며 씁니다. " -"이 애드온은 여러 동작 모두를 하나의 AnimationPlayer로 내보내서 쉽게 동작을 바" -"꿀 수 있도록 합니다." - -msgid "" -"This workflow makes use of blender nla_tracks. Here is a brief guide on how " -"to use this feature:" -msgstr "" -"이 워크플로는 블렌더 nla_tracks를 사용합니다. 다음은 이 기능을 사용하는 간단" -"한 가이드입니다:" - -msgid "**1. Stash active action**" -msgstr "**1. 활성화 동작 숨기기(Stash)**" - -msgid "Or it can be done stashing the action in ``Dope Sheet``" -msgstr "혹은 ``Dope Sheet``\\ 에서 액션을 숨길 수 있습니다" - -msgid "**2. Check mute status of NLA tracks**" -msgstr "**2. NLA 트랙의 mute 상태 확인하기**" - -msgid "**3. Export the scene**" -msgstr "**3. 씬 내보내기**" - -msgid "Make sure the ``Export Stashed Actions`` option has been turned on." -msgstr "``Export Stashed Actions`` 설정이 켜져 있어야 합니다." - -msgid "" -"Then all the stashed actions, as well as the active action, are exported to " -"an AnimationPlayer." -msgstr "그러면 모든 숨겨진 동작, 활성화 동작을 AnimationPlayer로 내보냅니다." - -msgid "Constraints" -msgstr "제한(Constraints)" - -msgid "" -"Sometimes complicated animation is built with object constraint; a usual " -"example is inverse kinematics. The add-on would automatically check if an " -"object has some constraint; if it does, all the constraints are baked into " -"actions and then exported along with the object." -msgstr "" -"때로 복잡한 애니메이션은 오브젝트 제한으로 만들어집니다; 보통 예시로는 역운동" -"학(inverse kinematics)이 있습니다. 애드온은 오브젝트가 제한이 있는지 자동으" -"로 확인할 것입니다; 제한이 있다면 모든 제한은 액션에 구워져 오브젝트와 함께 " -"내보냅니다." - -msgid "Animation Mode" -msgstr "애니메이션 모드" - -msgid "**Mode 'Animation as Actions'**" -msgstr "**'Animation as Actions' 모드**" - -msgid "" -"Treat all the animations as object actions, so in the exported scene, every " -"object would have its own AnimationPlayer and hold its actions." -msgstr "" -"모든 애니메이션을 오브젝트의 동작으로 취급합니다, 따라서 내보낸 씬에서 모든 " -"오브젝트는 고유의 AnimationPlayer를 가지며 동작을 갖고 있습니다." - -msgid "**Mode 'Scene Animation'**" -msgstr "**'Scene Animation' 모드**" - -msgid "" -"If you want your animation to generate the same result as playing at " -"Blender's timeline, this is what you want. In this mode, all the animations " -"in the scene are placed in just one AnimationPlayer in the scene root." -msgstr "" -"블렌더의 타임라인에서 재생한 것과 같은 결과를 만들고 싶다면, 이것을 써야 합니" -"다. 이 모드에서, 씬의 모든 애니메이션은 씬 루트의 한 AnimationPlayer에 배치됩" -"니다." - -msgid "**Mode 'Animation as Action with Squash'**" -msgstr "**'Animation as Action with Squash' 모드**" - -msgid "" -"This mode has very similar behavior of mode 'Animation as Action', but it " -"can generate fewer AnimationPlayers; objects in parent-children relationship " -"would share their AnimationPlayer. It is useful when you have several rigs, " -"and each Skeleton and Mesh has actions; then one rig would have just one " -"AnimationPlayer." -msgstr "" -"이 모드는 'Animation as Action' 모드와 비슷한 작업을 하지만, 오브젝트는 부모 " -"자손 관계에서 AnimationPlayer를 공유하므로 더 적은 AnimationPlayers를 만듭니" -"다. 여러 리깅을 해야 할 때나, 각 Skeleton과 Mesh가 동작을 가질 때 유용합니다 " -"이렇게 하면 하나의 리깅은 하나의 AnimationPlayer만 있으면 됩니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po deleted file mode 100644 index cb9a0cd395..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po +++ /dev/null @@ -1,57 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Blender ESCN exporter" -msgstr "블렌더 ESCN 내보내기(Exporter)" - -msgid "" -"This chapter relates to the Blender plugin called \"Godot Blender " -"Exporter\", which can be downloaded here: https://github.com/godotengine/" -"godot-blender-exporter" -msgstr "" -"이 챕터는 블렌더 플러그인 \"Godot Blender Exporter\"와 관련이 있습니다, 여기" -"서 다운로드 할 수 있습니다: https://github.com/godotengine/godot-blender-" -"exporter" - -msgid "" -"This plugin can be used to export Blender scenes in a Godot-specific scene " -"format called ESCN, which is similar to TSCN (text format) but will be " -"imported as binary SCN for performance." -msgstr "" -"이 플러그인은 블렌더 씬을 Godot 특화된 씬 형식인 ESCN으로 내보내는 데 사용할 " -"수 있습니다, ESCN은 TSCN (텍스트 형식)과 유사하지만 퍼포먼스를 위해 바이너리 " -"SCN으로 가져와집니다." - -msgid "Details on exporting" -msgstr "내보내기에 대한 세부 정보" - -msgid "Disabling specific objects" -msgstr "특정 오브젝트를 비활성화하기" - -msgid "" -"Sometimes you don't want some objects exported (e.g. high-res models used " -"for baking). An object will not be exported if it is not rendered in the " -"scene. This can be set in the outliner:" -msgstr "" -"때때로 일부 오브젝트는 내보내지 않도록 하고 싶습니다 (예: 베이크에 사용되는 " -"높은 리소스의 모델). 씬에 렌더가 되지 않으면 오브젝트는 내보내지지 않을 것입" -"니다. 이는 아웃라이너에서 설정할 수 있습니다:" - -msgid "" -"Objects hidden in the viewport will be exported, but will be hidden in the " -"Godot scene." -msgstr "" -"오브젝트를 뷰포드에서 숨기면, 내보내지지만 Godot 씬에서는 숨겨질 것입니다." - -msgid "Build pipeline integration" -msgstr "파이프라인 통합 빌드" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po deleted file mode 100644 index 5127770293..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po +++ /dev/null @@ -1,69 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Lights" -msgstr "빛" - -msgid "" -"By default, lamps in Blender have shadows enabled. This can cause " -"performance issues in Godot." -msgstr "" -"기본적으로, 블렌더의 램프는 그림자를 활성화합니다. 이는 Godot에서 퍼포먼스 문" -"제를 발생할 수 있습니다." - -msgid "" -"Lamps are exported using their \"Blender Render\" settings. When Blender 2.8 " -"is released, this will be removed and this part of the exporter will change." -msgstr "" -"램프는 \"Blender Render\" 설정에서 내보냅니다. 블렌더 2.8이 출시될 때, 이것" -"은 제거되고 내보내기의 일부분이 바뀔 것입니다." - -msgid "" -"Sun, point and spot lamps are all exported from Blender along with many of " -"their properties:" -msgstr "" -"해(Sun), 포인트(Point), 그리고 스폿(Spot) 램프는 많은 속성과 함께 모두 블렌더" -"에서 내보내집니다:" - -msgid "There are some things to note:" -msgstr "적어 놓을 만한 사항들이 있습니다:" - -msgid "" -"In Blender, a light casts light all the way to infinity. In Godot, it is " -"clamped by the attenuation distance. To most closely match between the " -"viewport and Godot, enable the \"Sphere\" checkbox. (Highlighted green)" -msgstr "" -"블렌더에서, 빛은 무한대로 빛을 캐스트합니다. Godot에서는, 이것이 감쇠 거리" -"(attenuation distance)에 의해 고정됩니다.뷰포트와 Godot를 더 밀접하게 맞춰보" -"기 위해선, \"Sphere\" 체크 박스를 활성화하세요 (녹색으로 강조됨)" - -msgid "" -"Light attenuation models differ between Godot and Blender. The exporter " -"attempts to make them match, but it isn't always very good." -msgstr "" -"빛 감쇠 모델은 Godot와 블렌더가 서로 다릅니다. 내보내기는 이들을 맞춰야 하지" -"만, 항상 좋게 되진 않습니다." - -msgid "" -"Spotlight angular attenuation models also differ between Godot and Blender. " -"The exporter attempts to make them similar, but it doesn't always look the " -"same." -msgstr "" -"스포트라이트 각도 감쇠 모델 또한 Godot과 블렌더가 서로 다릅니다. 내보내기는 " -"이들을 비슷하게 만들려고 하지만, 항상 같게 보이지는 않습니다." - -msgid "" -"There is no difference between buffer shadow and ray shadow in the export." -msgstr "" -"내보내기에서 버퍼 섀도우(buffer shadow)와 레이 섀도우(ray shadow)간의 차이는 " -"없습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po deleted file mode 100644 index 0059f1f043..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po +++ /dev/null @@ -1,112 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Materials" -msgstr "머티리얼" - -msgid "Using existing Godot materials" -msgstr "존재하는 Godot 머티리얼 사용하기" - -msgid "" -"One way in which the exporter can handle materials is to attempt to match " -"the Blender material with an existing Godot material. This has the advantage " -"of being able to use all of the features of Godot's material system, but it " -"means that you cannot see your model with the material applied inside " -"Blender." -msgstr "" -"내보내기가 머티리얼을 다룰 수 있는 하나의 방법으로 블렌더 머티리얼과 존재하" -"는 Godot 머티리얼을 맞춰보는 것입니다. Godot의 모든 머티리얼 시스템을 사용할 " -"수 있는 이점이 있지만, 블렌더 내부에 적용된 머티리얼로 모델을 볼 수 없다는 것" -"이기도 합니다." - -msgid "" -"Where the exporter searches for the ``.tres`` file is determined by the " -"\"Material Search Paths\" option:" -msgstr "" -"내보내기가 ``.tres`` 파일을 찾는 위치는 \"Material Search Paths\" 설정에서 결" -"정합니다:" - -msgid "This can take the value of:" -msgstr "다음 값을 사용할 수 있습니다:" - -msgid "" -"Project Directory - Attempts to find the ``project.Godot`` and recursively " -"searches through subdirectories. If ``project.Godot`` cannot be found it " -"will throw an error. This is useful for most projects where naming conflicts " -"are unlikely." -msgstr "" -"Project Directory - ``project.Godot``\\ 을 찾고 재귀적으로 하위 디렉토리로 검" -"색합니다. ``project.Godot``\\ 을 찾을 수 없다면 오류를 발생합니다. 이름 충돌" -"이 거의 없는 대부분의 프로젝트에서 유용합니다." - -msgid "" -"Export Directory - Look for materials in subdirectories of the export " -"location. This is useful for projects where you may have duplicate material " -"names and need more control over what material gets assigned." -msgstr "" -"Export Directory - 내보내기 위치의 하위 디렉토리에서 머티리얼을 봅니다. 머티" -"리얼 이름을 복사해서 어떤 머티리얼이 지정되었는지 좀 더 제어가 필요한 프로젝" -"트에서 유용합니다." - -msgid "None - Do not search for materials. Export them from the Blender file." -msgstr "" -"None - 머티리얼을 찾지 않습니다. 머티리얼을 블렌더 파일에서 내보냅니다." - -msgid "Export of Cycles/EEVEE materials" -msgstr "Cycles/EEVEE 머티리얼 내보내기" - -msgid "" -"The exporter has a primitive support for converting Cycles/EEVEE material " -"node tree to Godot Shader Material. Note that some of the Shader Node are " -"not supported yet due to difficulties in implementation, which are:" -msgstr "" -"이 내보내기는 Cycles/EEVEE 머티리얼 노드 트리를 Godot 셰이더 머티리얼로 변환" -"하기 위한 원시적인 지원을 갖고 있습니다. 일부 셰이더 노드는 구현의 어려움으" -"로 아직 지원하지 않습니다, 다음과 같습니다:" - -msgid "all the ``noisy textures``" -msgstr "모든 ``노이즈 텍스처``" - -msgid "``generated texture coordinates``" -msgstr "``생성된 텍스처 좌표``" - -msgid "``group node``" -msgstr "``그룹 노드``" - -msgid "" -"shader nodes except ``PrincipledBSDF``, ``Diffuse``, ``Glossy``, ``Glass``, " -"``add shader`` and ``mix shader``" -msgstr "" -"``PrincipledBSDF``, ``Diffuse``, ``Glossy``, ``Glass``, ``add shader`` 그리" -"고 ``mix shader``\\ 를 제외한 셰이더 노드들" - -msgid "" -"If possible, try to use PrincipledBSDF node with GGX distribution as the " -"output shader node, it is the only one guaranteed to be exactly correct. " -"Others are just based on approximation." -msgstr "" -"가능하다면 쉐이더 노드의 출력으로 GGX 분포를 사용한 PrincipledBSDF 노드를 사" -"용하십시오. 완전히 일치하는 값을 보장하는 유일한 방법입니다. 다른 방법들은 근" -"사치에 기반합니다." - -msgid "Generate external materials" -msgstr "외부 머티리얼 생성하기" - -msgid "" -"The default configuration of material exporting would keep all the materials " -"internal to the ``escn`` file. There is an option which could enable " -"generating external ``.material`` file when the ``escn`` file opens in Godot." -msgstr "" -"머티리얼 내보내기의 기본 구성은 모든 머티리얼을 ``escn`` 파일에 내부적으로 유" -"지하는 것입니다. 설정을 통해 Godot에서 ``escn`` 파일을 열 때 외부 ``." -"material`` 파일을 생성하도록 할 수 있습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po deleted file mode 100644 index 45433c00ff..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po +++ /dev/null @@ -1,52 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Mesh" -msgstr "메시" - -msgid "Modifiers" -msgstr "모디파이어(Modifiers)" - -msgid "" -"There is an exporting option :code:`Apply Modifiers` to control whether mesh " -"modifiers are applied to the exported mesh." -msgstr "" -"내보내는 설정 :code:`Apply Modifiers`\\ 로 어떤 메시 모디파이어를 내보낸 메시" -"에 적용할 지 제어할 수 있습니다." - -msgid "Shape Key" -msgstr "셰이프 키(Shape Key)" - -msgid "" -"Exporting mesh shape key is supported, however exporting each shape key is " -"almost like exporting the mesh again, so don't be surprised it takes a " -"relatively long time." -msgstr "" -"메시 셰이프 키 내보내기도 지원하지만, 각 셰이프 키를 내보내는 것은 메시를 다" -"시 내보내는 것과 거의 같기 때문에, 상대적으로 오랜 시간이 걸리는 것에 놀라지 " -"마세요." - -msgid "" -"A lot of modifiers are not compatible with shape keys (e.g. subsurface " -"modifier), so if you found you have incorrect shape keys exported, try to " -"disable :code:`Apply Modifiers` and do the exporting again. Besides, it is " -"worthwhile to report the incompatible modifier to the `issue list `__, which helps to " -"develop the exporter to have a more precise check of modifiers." -msgstr "" -"많은 모디파이어가 셰이프 키와 호환하지 않습니다 (예: 서브서페이스 모디파이" -"어), 그래서 맞지 않은 셰이프 키가 내보내진 것을 발견했다면, :code:`Apply " -"Modifiers`\\ 를 비활성화하고 다시 내보내보세요. 그 밖에, 호환하지 않은 모디파" -"이어를 `issue list `__\\ 에 보고하여 모디파이어를 더 정확하게 확인하는 내보내기를 개발하" -"도록 도울 수 있습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po deleted file mode 100644 index 3f447dd7ab..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po +++ /dev/null @@ -1,100 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Physics properties" -msgstr "물리 속성" - -msgid "" -"Exporting physics properties is done by enabling \"Rigid Body\" in Blender's " -"physics tab:" -msgstr "" -"물리 속성 내보내기는 블렌더의 물리 탭에서 \"Rigid Body\"를 활성화하여 가능합" -"니다:" - -msgid "Body type" -msgstr "바디 타입" - -msgid "" -"Blender only has the concept of \"Active\" and \"Passive\" rigid bodies. " -"These turn into Static and RigidBody nodes. To create a kinematic body, " -"enable the \"animated\" checkbox on an \"Active\" body:" -msgstr "" -"블렌더는 \"Active\"와 \"Passive\" 리지드 바티의 개념만을 갖습니다. 이들은 각" -"각 StaticBody와 RigidBody 노드가 됩니다. KinematicBody를 만들기 위해선, " -"\"Active\" 바디에서 \"animated\" 체크 박스를 활성화해야 합니다:" - -msgid "Collision shapes" -msgstr "콜리전 모양" - -msgid "" -"Many of the parameters for collision shapes are missing from Blender, and " -"many of the collision shapes are also not present. However, almost all of " -"the options in Blender's rigid body collision and rigid body dynamics " -"interfaces are supported:" -msgstr "" -"콜리전 모양을 위한 대부분의 매개변수는 블렌더에 없습니다, 그리고 많은 콜리전 " -"모양 역시 존재하지 않습니다. 하지만 블렌더의 리지드 바디 콜리전과 리지드 바" -"디 역학 인터페이스의 거의 모든 설정이 지원됩니다:" - -msgid "There are the following caveats:" -msgstr "다음과 같은 주의 사항이 있습니다:" - -msgid "" -"Not all of the collision shapes are supported. Only ``Mesh``, ``Convex " -"Hull``, ``Capsule``, ``Sphere`` and ``Box`` are supported in both Blender " -"and Godot" -msgstr "" -"모든 콜리전 모양이 지원되는 것은 아닙니다. 오직 ``Mesh``, ``Convex Hull``, " -"``Capsule``, ``Sphere`` 그리고 ``Box``\\ 만이 블렌더와 Godot 둘 다 지원되는 " -"것입니다" - -msgid "" -"In Godot, you can have different collision groups and collision masks. In " -"Blender you only have collision groups. As a result, the exported object's " -"collision mask is equal to its collision group. Most of the time, this is " -"what you want." -msgstr "" -"Godot에서, 다른 콜리전 그룹과 콜리전 마스크를 가질 수 있습니다. 블렌더에서는 " -"오직 콜리전 그룹만 가질 수 있습니다. 그 결과, 내보낸 오브젝트의 콜리전 마스크" -"는 콜리전 그룹과 동일합니다. 대부분의 경우, 그것이 원하는 것이겠죠." - -msgid "" -"To build compound physics shapes, parent together multiple objects with " -"rigid body enabled. The physics properties are taken from the parent-most " -"rigid body, and the rest are used as collision shapes." -msgstr "" -"복합 물리 모양을 만들기 위해, 리지드 바디가 활성화된 여러 오브젝트들을 모으세" -"요. 물리 속성은 부모 제일의 리지드 바디에서 가져옵니다, 그리고 나머지는 콜리" -"전 모양으로 사용됩니다." - -msgid "Collision geometry only" -msgstr "콜리전 지형만" - -msgid "" -"Frequently you want different geometry for your collision meshes and your " -"graphical meshes, but by default, the exporter will export a mesh along with " -"the collision shape. To only export the collision shape, set the object's " -"maximum draw type to Wire:" -msgstr "" -"콜리전 메시와 시각적 메시에 다른 도형을 사용해야 할 때가 종종 있습니다. 하지" -"만 내보내기는 기본적으로 콜리전 형상과 같이 메시를 내보냅니다. 콜리전 형상만" -"을 내보내려면 오브젝트의 maximum draw type을 Wire로 설정하십시오:" - -msgid "" -"This will also influence how the object is shown in Blender's viewport. Most " -"of the time, you want your collision geometry to be shown see-through when " -"working on the models, so this works out fairly nicely." -msgstr "" -"이는 오브젝트가 블렌더의 뷰포트에서 보이는 방식에도 영향을 줍니다. 대부분의 " -"경우, 모델을 작업할 때 콜리전 지형이 투명하게 보이게 하고 싶을 겁니다, 그래" -"서 이것은 꽤 잘 작동합니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po deleted file mode 100644 index 596cda3ae2..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po +++ /dev/null @@ -1,67 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Skeleton" -msgstr "스켈레톤" - -msgid "Rest Bone" -msgstr "휴식 본" - -msgid "" -"Armature object in Blender is exported as a Skeleton node along with rest " -"position (transform in Godot) of bones." -msgstr "" -"블렌더에서 뼈대 오브젝트는 본의 휴식 위치 (Godot에서 변형)와 함께 Skeleton 노" -"드로 내보내집니다." - -msgid "" -"The three check boxes :code:`Inherit Rotation`, :code:`Inherit Scale`, :code:" -"`Local Location` (colored in red) must be ticked when building armature in " -"Blender, so that the exported bone transform be consistent between Blender " -"and Godot" -msgstr "" -"세 개의 체크 박스, :code:`Inherit Rotation`, :code:`Inherit Scale`, :code:" -"`Local Location` (붉게 색칠됨)은 블렌더에서 뼈대를 만들 때 반드시 체크해야 하" -"고, 이를 통해 내보낸 본은 Godot와 블렌더 간 일정하게 변형됩니다" - -msgid "" -"It is important that the mesh is not deformed by bones when exporting in " -"Blender. Make sure that the skeleton is reset to its T-pose or default rest " -"pose." -msgstr "" -"블렌더에서 메시를 내보낼 때, 메시가 본에 의해 형태가 변하지 않는 것이 중요합" -"니다. 스켈레톤이 기존의 T 포즈나 기본 휴식 포즈로 되어있는지 확인하세요." - -msgid "Bone Weights" -msgstr "본 무게값" - -msgid "Non-Deform Bone" -msgstr "비 변형 본" - -msgid "" -"Note that the non-deform bone can be configured as not exported by enabling " -"the :code:`Exclude Control Bones`; the deform bone checkbox is shown in the " -"picture." -msgstr "" -":code:`Exclude Control Bones`\\ 를 활성화해서 비 변형 본을 내보내지 않은 것으" -"로 설정할 수 있습니다; 변형 본 체크 박스는 사진에 보입니다." - -msgid "Bone Attachment" -msgstr "본 부착(Bone Attachment)" - -msgid "" -"A bone can be the parent of an object in Blender; this relation is exported " -"as a BoneAttachment node in the Godot scene." -msgstr "" -"본은 블렌더에서 오브젝트의 부모가 될 수 있습니다; 이 관계는 Godot 씬에서 " -"BoneAttachment 노드로 내보내집니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po deleted file mode 100644 index 5a6e622752..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po +++ /dev/null @@ -1,40 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting 3D scenes" -msgstr "3D 씬 내보내기" - -msgid "Overview" -msgstr "개요" - -msgid "Only Blender 2.83 and newer can import glTF files exported by Godot." -msgstr "" -"Blender 2.83 이상의 버전에서만 Godot에서 내보낸 glTF 파일을 가져올 수 있습니" -"다." - -msgid "Limitations" -msgstr "제한사항" - -msgid "There are several limitations with glTF export." -msgstr "glTF 내보내기에는 몇 가지 제약이 있습니다." - -msgid "" -"No support for exporting particles since their implementation varies across " -"engines." -msgstr "파티클의 구현 방식이 엔진마다 판이하므로 파티클은 내보낼 수 없습니다." - -msgid "ShaderMaterials cannot be exported." -msgstr "Shadermaterials는 내보낼 수 없습니다." - -msgid "No support for exporting 2D scenes." -msgstr "2D 씬의 내보내기는 지원하지 않습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/import_process.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/import_process.po deleted file mode 100644 index edf01904f4..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/import_process.po +++ /dev/null @@ -1,97 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Import process" -msgstr "가져오기 과정" - -msgid "Changing import parameters" -msgstr "가져오기의 매개변수 변경하기" - -msgid "" -"Changing the import parameters of several assets at the same time is also " -"possible. Simply select all of them together in the resources dock and the " -"exposed parameters will apply to all of them when reimporting." -msgstr "" -"여러 애셋 가져오기 매개변수를 동시에 바꾸는 것도 가능합니다. 간단히 리소스 독" -"에서 모두를 선택하고 다시 가져올 때 가져온 매개변수를 적용합니다." - -msgid "Reimporting multiple assets" -msgstr "여러 애셋들을 다시 가져오기" - -msgid "" -"While working on a project you may find that several assets need to have the " -"same parameters changed, such as enabling mipmaps, but you only want those " -"specific parameters changed. To do this, select every asset you want to " -"reimport in the file system. In the import tab there will now be a checkbox " -"to the left of every import parameter." -msgstr "" -"프로젝트에서 작업할 때 밉맵을 활성화 하는 등 여러 애셋이 같은 매개변수를 변경" -"해야 하는 경우를 볼 수 있을 겁니다. 하지만 특정 매개변수만을 변경하고 싶은 경" -"우, 파일시스템에서 다시 가져오고 싶은 파일을 모두 선택하십시오. 그러면 가져오" -"기 탭의 모든 가져온 매개변수 좌측에 체크박스가 보일겁니다." - -msgid "" -"Select the checkbox of the parameters you want to change on your imported " -"assets, then change the parameters normally. Finally, click the reimport " -"button and every selected asset will be reimported with only those " -"parameters changed." -msgstr "" -"가져온 애셋에서 바꾸고 싶은 매개변수의 체크박스에 체크한 후 평상시처럼 매개변" -"수를 변경하십시오. 이후 다시 가져오기 버튼을 누르면 선택된 애셋들이 체크된 매" -"개변수의 값만 변경된 채 다시 가져와집니다." - -msgid "Automatic reimport" -msgstr "자동으로 다시 가져오기" - -msgid "" -"When the MD5 checksum of the source asset changes, Godot will perform an " -"automatic reimport of it, applying the preset configured for that specific " -"asset." -msgstr "" -"원본 애셋의 MD5 체크섬이 바꿀 때, Godot는 튿정 애셋을 위해 구성된 프리셋을 적" -"용하면서, 그것에 자동 다시 내보내기를 실행할 것입니다." - -msgid "Files generated" -msgstr "생성된 파일" - -msgid "" -"Importing will add an extra ``.import`` file next to the source file, " -"containing the import configuration." -msgstr "" -"가져오기는 추가로 ``.import`` 파일을 생성하는데, 가져오기 구성이 거기" -"에 들어있습니다. 이것을 버전 제어 시스템에 커밋하도록 하세요." - -msgid "" -"If any of the files present in this folder is erased (or the whole folder), " -"the asset or assets will be reimported automatically. As such, committing " -"the ``.godot/`` folder to the version control system is not recommended. " -"While committing this folder can shorten reimporting time when checking out " -"on another computer, it requires considerably more space and bandwidth." -msgstr "" -"이 폴더에 있는 파일이 (혹은 폴더 전체가) 지워진다면, 애셋은 자동으로 다시 가" -"져올 것입니다. 따라서, 이 폴더를 버전 제어 시스템에 커밋하는 것은 선택적입니" -"다. 다른 컴퓨터에서 확인할 때 다시 가져오는 시간이 짧을 수 있지만, 상당히 많" -"은 시간과 공간을 잡아먹습니다. 오십보백보입니다." - -msgid "Changing import resource type" -msgstr "가져오기 리소스 타입 변경하기" - -msgid "Changing default import parameters" -msgstr "디폴트 가져오기 매개변수 변경하기" - -msgid "" -"There are many types of assets available for import. Continue reading to " -"understand how to work with all of them:" -msgstr "" -"많은 타입의 애셋을 가져오기로 이용할 수 있습니다, 따라서 이 모든 것들을 가지" -"고 작업하는 방법을 이해하기 위해 계속 읽어주세요:" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po deleted file mode 100644 index d723173808..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po +++ /dev/null @@ -1,38 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"When dealing with 3D assets, Godot has a flexible and configurable importer." -msgstr "" -"3D 애셋을 다룰 때, Godot는 유연하면서 설정할 수 있는 임포터를 가지고 있습니" -"다." - -msgid "Godot supports the following 3D *scene file formats*:" -msgstr "Godot는 아래와 같은 3D *씬 파일 형식* 을 지원합니다:" - -msgid "" -"By default, Blender has backface culling disabled on materials and will " -"export materials to match how they render in Blender. This means that " -"materials in Godot will have their cull mode set to **Disabled**. This can " -"decrease performance since backfaces will be rendered, even when they are " -"being culled by other faces. To resolve this, enable **Backface Culling** in " -"Blender's Materials tab, then export the scene to glTF again." -msgstr "" -"Blender는 기본적으로 재질의 backface culling이 비활성화 되어 있으며 Blender에" -"서 렌더링되는 것과 같이 재질을 내보내려고 할 것입니다. 따라서 Godot에서도 재" -"질의 cull mode 옵션을 **Disabled** 로 설정해야 합니다. 이 경우 다른 면에 가려" -"질 때에도 backface가 렌더링 되므로 성능을 떨어뜨릴 수 있습니다. 이를 해결하려" -"면 Blender의 재질 탭에서 **Backface culling** 옵션을 활성화하십시오." - -msgid "Exporting DAE files from Blender" -msgstr "블렌더에서 DAE 파일 내보내기" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po deleted file mode 100644 index 2401c96e0f..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po +++ /dev/null @@ -1,128 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Import workflows" -msgstr "워크플로 가져오기" - -msgid "" -"It is possible to specify a filter script in a special syntax to decide " -"which tracks from which animations should be kept." -msgstr "" -"어떤 애니메이션의 어떤 트랙을 골라낼 지 결정하기 위해 필터 스크립트를 특수한 " -"문법으로 정의할 수 있습니다." - -msgid "" -"The script must start with an animation filter statement (as denoted by the " -"line beginning with an ``@``). For example, if we would like to apply " -"filters to all imported animations which have a name ending in " -"``\"_Loop\"``::" -msgstr "" -"스크립트는 항상 애니메이션 필터 문항으로 시작해야 합니다(``@`` 로 라인이 시작" -"이 표시된 바로 뒤에). 예를 들어 ``\"_Loop\"`` 로 끝나는 모든 애니메이션에 필" -"터를 적용하려면 다음과 같이 해야 합니다::" - -msgid "" -"Similarly, additional patterns can be added to the same line, separated by " -"commas. Here is a modified example to additionally *include* all animations " -"with names that begin with ``\"Arm_Left\"``, but also *exclude* all " -"animations which have names ending in ``\"Attack\"``::" -msgstr "" -"비슷한 맥락에서 같은 줄에 쉼표로 구분되도록 패턴을 추가할 수도 있습니다. " -"``\"Arm_Left\"``로 시작하는 애니메이션을 모두 *포함* 시키고 ``\"Attack\"`` 으" -"로 끝나는 애니메이션은 모두 *제외* 시키는 예제는 다음과 같습니다::" - -msgid "" -"Following the animation selection filter statement, we add track filtering " -"patterns to indicate which animation tracks should be kept or discarded. If " -"no track filter patterns are specified, then all tracks within the matched " -"animations will be discarded!" -msgstr "" -"애니메이션 필터 문항 다음에는 어떤 애니메이션의 트랙을 골라낼 지 결정하는 트" -"랙 필터 패턴을 추가해야 합니다. 만약 필터 패턴을 정하지 않으면 골라낸 애니메" -"이션의 모든 트랙이 그냥 버려집니다!" - -msgid "" -"It's important to note that track filter statements are applied in order for " -"each track within the animation, this means that one line may include a " -"track, a later rule can still discard it. Similarly, a track excluded by an " -"early rule may then be re-included once again by a filter rule further down " -"in the filter script." -msgstr "" -"트랙 필터문이 애니메이션의 모든 개별 트랙에 적용된다는 사실을 이해하는 것이 " -"중요합니다. 이는 한 문항에 의해 트랙이 포함되었더라도 이후에 나오는 문항에 의" -"해 다시 제외될 수 있다는 뜻이니까요. 같은 맥락으로 앞의 문항에 의해 제외된 트" -"랙 역시 나중에 나오는 문항에 의해 다시 포함될 수 있습니다." - -msgid "" -"For example: include all tracks in animations with names ending in " -"``\"_Loop\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end " -"in ``\"Control\"``, unless they have ``\"Arm\"`` in their name::" -msgstr "" -"예를 들어서 ``\"_Loop\"`` 으로 끝나는 애니메이션의 모든 트랙을 추가한 뒤 " -"``\"Skeleton\"`` 으로 시작하는 트랙 중 ``\"Control\"`` 로 끝나는 트랙은 " -"``\"Arm\"`` 이 포함되지 않으면 제외하는 필터문은 다음과 같습니다::" - -msgid "" -"In the above example, tracks like ``\"Skeleton:Leg_Control\"`` would be " -"discarded, while tracks such as ``\"Skeleton:Head\"`` or ``\"Skeleton:" -"Arm_Left_Control\"`` would be retained." -msgstr "" -"위 예제에서 ``\"Skeleton:Leg_Control\"`` 은 제외되지만 ``\"Skeleton:Head\"`` " -"나 ``\"Skeleton:Arm_Left_Control\"`` 는 포함될 것입니다." - -msgid "" -"Any track filter lines that do not begin with a ``+`` or ``-`` are ignored." -msgstr "트랙 필터 중 ``+`` 또는 ``-`` 로 시작하지 않는 줄은 모두 제외됩니다." - -msgid "Storage" -msgstr "보관소" - -msgid "" -"By default, animations are saved as built-in. It is possible to save them to " -"a file instead. This allows adding custom tracks to the animations and " -"keeping them after a reimport." -msgstr "" -"기본적으로, 애니메이션은 내장되어 저장됩니다. 대신 파일로 애니메이션을 저장" -"할 수도 있습니다. 이렇게 하면 맞춤 트랙을 애니메이션에 추가할 수 있고, 다시 " -"가져온 후에도 이를 유지할 수 있습니다." - -msgid "Optimizer" -msgstr "최적화 도구" - -msgid "" -"When animations are imported, an optimizer is run, which reduces the size of " -"the animation considerably. In general, this should always be turned on " -"unless you suspect that an animation might be broken due to it being enabled." -msgstr "" -"애니메이션을 가져올 때 옵티마이저(optimizer)가 실행되어 애니메이션의 크기는 " -"상당히 줄어듭니다. 일반적으로, 옵티마이저가 활성화되어 있기 때문에 애니메이션" -"이 손상되었다고 의심되는 상황이 아니라면 항상 활성화되어 있어야 합니다." - -msgid "Clips" -msgstr "클립" - -msgid "" -"It is possible to specify multiple animations from a single timeline as " -"clips. For this to work, the model must have only one animation that is " -"named ``default``. To create clips, change the clip amount to something " -"greater than zero. You can then name a clip, specify which frames it starts " -"and stops on, and choose whether the animation loops or not." -msgstr "" -"클립의 형태로 하나의 타임라인에 여러 개의 애니메이션을 지정하는 것 역시 가능" -"합니다. 이를 위해서는 모델에 ``default`` 로 작명된 애니메이션은 단 하나만 존" -"재해야 합니다. 클립을 생성하려면 클립 개수를 0보다 큰 값으로 변경하면 됩니" -"다. 이후 클립의 이름, 시작 프레임과 끝 프레임 및 애니메이션의 반복 여부를 정" -"할 수 있습니다." - -msgid "Scene inheritance" -msgstr "씬 상속" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po deleted file mode 100644 index 8c9d1ffb04..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing 3D scenes" -msgstr "3D 씬 가져오기" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po deleted file mode 100644 index 390b00a068..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting textures separately" -msgstr "텍스처를 각각 내보내기" - -msgid "Exporting considerations" -msgstr "내보내기 고려 사항" - -msgid "" -"Since GPUs can only render triangles, meshes that contain quads or N-gons " -"have to be *triangulated* before they can be rendered. Godot can triangulate " -"meshes on import, but results may be unpredictable or incorrect, especially " -"with N-gons. Regardless of the target application, triangulating *before* " -"exporting the scene will lead to more consistent results and should be done " -"whenever possible." -msgstr "" -"GPU가 삼각형만을 렌더링 할 수 있기 때문에 사각형 혹은 초과의 n각형을 포함하" -"는 메시는 렌더링 이전에 *triangulate* 되어야 합니다. Godot은 가져오기 과정에" -"서 메시를 triangulate 할 수 있지만, 특히 n각형의 경우는 예측 불가능하거나 잘" -"못된 결과가 나올 수 있습니다. 목표 애플리케이션에 관계 없이 씬을 내보내기 이" -"전에 triangulate하는 편이 더 안정적인 결과물을 만들기 때문에 가능하면 내보내" -"기 이전에 수행해야 합니다." - -msgid "" -"It is important that the mesh is not deformed by bones when exporting. Make " -"sure that the skeleton is reset to its T-pose or default rest pose before " -"exporting with your favorite 3D editor." -msgstr "" -"메시를 내보낼 때, 메시가 본에 의해 형태가 변하지 않는 것이 중요합니다. 좋아하" -"는 3D 편집기에서 메시를 내보낼 때, 스켈레톤이 기존의 T 포즈나 기본 휴식 포즈" -"로 되어있는지 확인하세요." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po deleted file mode 100644 index 836a8d40e1..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po +++ /dev/null @@ -1,85 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Many times, when editing a scene, there are common tasks that need to be " -"done after exporting:" -msgstr "여러번 씬을 편집할 때, 내보낸 후 해야 하는 일반적인 작업이 있습니다:" - -msgid "Adding collision detection to objects." -msgstr "오브젝트에 콜리전 감지를 추가하기." - -msgid "Setting objects as navigation meshes." -msgstr "오브젝트를 내비게이션 메시로 설정하기." - -msgid "Remove nodes (-noimp)" -msgstr "노드 삭제 (-noimp)" - -msgid "" -"Objects that have the ``-noimp`` suffix will be removed at import-time no " -"matter what their type is. They will not appear in the imported scene." -msgstr "" -"``-noimp`` 접미사를 갖고 있는 오브젝트가 어떤 타입이든지 가져올 때 제거될 것" -"입니다. 가져온 씬에서 나타나지 않습니다." - -msgid "Create collisions (-col, -convcol, -colonly, -convcolonly)" -msgstr "콜리전 생성 (-col, -convcol, -colonly, -convcolonly)" - -msgid "" -"The option ``-col`` will work only for Mesh objects. If it is detected, a " -"child static collision node will be added, using the same geometry as the " -"mesh. This will create a triangle mesh collision shape, which is a slow, but " -"accurate option for collision detection. This option is usually what you " -"want for level geometry (but see also ``-colonly`` below)." -msgstr "" -"``-col`` 옵션은 메시 오브젝트에만 적용됩니다. 만약 접미사가 감지되면 동일한 " -"도형을 메시로 사용해 자식 정적 콜리전 노드가 추가됩니다. 이 옵션에서는 느리지" -"만 충돌 감지가 정확한 삼각형 메시 콜리전 모양이 생성됩니다. 레벨 지형을 만드" -"는데 적합한 옵션입니다 (하지만 하단의 ``-colony`` 또한 확인해보십시오)." - -msgid "" -"When possible, **try to use a few primitive collision shapes** instead of " -"triangle mesh or convex shapes. Primitive shapes often have the best " -"performance and reliability." -msgstr "" -"가능하다면 삼각형이나 볼록 다면체 대신 **primitive 충돌 감지 형상을 사용해보" -"십시오**. Primitive 형상이 많은 경우 성능 및 안전성 면에서 더 뛰어납니다." - -msgid "" -"See :ref:`doc_collision_shapes_3d` for a comprehensive overview of collision " -"shapes." -msgstr "" -"모든 콜리전 형상을 확인하고 싶다면 :ref:`doc_collision_shapes_3d`을 참고하십" -"시오." - -msgid "Create navigation (-navmesh)" -msgstr "내비게이션 생성 (-navmesh)" - -msgid "" -"A mesh node with the ``-navmesh`` suffix will be converted to a navigation " -"mesh. The original Mesh object will be removed at import-time." -msgstr "" -"``-navmesh`` 접미사를 가진 메시 노드는 내비게이션 메시로 변환되고 기존 메시 " -"오브젝트는 import-time 때 삭제될 것입니다." - -msgid "Create a VehicleBody (-vehicle)" -msgstr "VehicleBody 만들기 (-vehicle)" - -msgid "Create a VehicleWheel (-wheel)" -msgstr "VehicleWheel 만들기 (-wheel)" - -msgid "Rigid Body (-rigid)" -msgstr "리지드 바디 (-rigid)" - -msgid "Animation loop (-loop, -cycle)" -msgstr "애니메이션 루프 (-loop, -cycle)" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po deleted file mode 100644 index 5a23d5cf0c..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po +++ /dev/null @@ -1,47 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing audio samples" -msgstr "오디오 샘플 가져오기" - -msgid "" -"Ogg Vorbis files use a stronger compression that results in much smaller " -"file size, but require significantly more processing power to play back." -msgstr "" -"Ogg Vorbis 파일은 높은 압축률로 압축해 사용해 파일의 용량이 작습니다. 하지만 " -"재생에 CPU를 상당히 많이 사용합니다." - -msgid "" -"If you've compiled the Godot editor from source with specific modules " -"disabled, some formats may not be available." -msgstr "" -"만약 특정 모듈을 비활성화 한 채로 Godot 에디터를 직접 컴파일했다면, 몇몇 포맷" -"을 사용할 수 없을 수 있습니다." - -msgid "Format" -msgstr "형식" - -msgid "WAV 24-bit, 96 kHz, stereo" -msgstr "WAV 24-bit, 96 kHz, 스테레오" - -msgid "WAV 16-bit, 44 kHz, mono" -msgstr "WAV 16-bit, 44 kHz, 모노" - -msgid "MP3 192 Kb/s, stereo" -msgstr "MP3 192 Kb/s, 스테레오" - -msgid "Ogg Vorbis 128 Kb/s, stereo" -msgstr "Ogg Vorbis 128 Kb/s, 스테레오" - -msgid "Best practices" -msgstr "모범 사례" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po deleted file mode 100644 index 34bf91e572..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po +++ /dev/null @@ -1,135 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing images" -msgstr "이미지 가져오기" - -msgid "Supported image formats" -msgstr "지원되는 이미지 포맷" - -msgid "Godot can import the following image formats:" -msgstr "Godot는 다음의 이미지 포맷을 지원합니다:" - -msgid "" -"BMP (``.bmp``) - No support for 16-bit per pixel images. Only 1-bit, 4-bit, " -"8-bit, 24-bit, and 32-bit per pixel images are supported." -msgstr "" -"BMP (``.bmp``) - 16-bit per pixel 이미지는 지원되지 않습니다. 1-bit, 4-bit, " -"8-bit, 24-bit, and 32-bit per pixel 이미지만이 지원됩니다." - -msgid "" -"DirectDraw Surface (``.dds``) - If mipmaps are present in the texture, they " -"will be loaded directly. This can be used to achieve effects using custom " -"mipmaps." -msgstr "" -"DirectDraw Surface (``.dds``) - 만약 텍스처에 밉맵이 있다면 곧바로 로딩됩니" -"다. 커스텀 밉맵을 사용하는 것과 같은 효과를 구현하는데 쓸 수 있습니다." - -msgid "" -"JPEG (``.jpg``, ``.jpeg``) - Doesn't support transparency per the format's " -"limitations." -msgstr "" -"JPEG (``.jpg``, ``.jpeg``) - 포맷의 한계로 투명한 이미지를 지원하지 않습니다." - -msgid "" -"PNG (``.png``) - Precision is limited to 8 bits per channel upon importing " -"(no HDR images)." -msgstr "" -"PNG (``.png``) - 정확도가 채널당 8 bit로 제한됩니다(따라서 HDR 이미지는 지원" -"하지 않습니다)." - -msgid "Truevision Targa (``.tga``)" -msgstr "Truevision Targa (``.tga``)" - -msgid "" -"WebP (``.webp``) - WebP files support transparency and can be compressed " -"lossily or losslessly. The precision is limited to 8 bits per channel." -msgstr "" -"WebP (``.webp``) - WebP 파일은 투명도를 지원하고 손실 압축과 무손실 압축을 모" -"두 지원합니다. 정확도는 채널당 8 bit로 제한됩니다." - -msgid "" -"If you've compiled the Godot editor from source with specific modules " -"disabled, some formats may not be available." -msgstr "" -"만약 특정 모듈을 비활성화 한 채로 Godot 에디터를 직접 컴파일했다면, 몇몇 포맷" -"을 사용할 수 없을 수 있습니다." - -msgid "Importing textures" -msgstr "텍스처 가져오기" - -msgid "Detect 3D" -msgstr "3D 감지" - -msgid "Import options" -msgstr "옵션 가져오기" - -msgid "" -"Images are one of the largest assets in a game. To handle them efficiently, " -"they need to be compressed. Godot offers several compression methods, " -"depending on the use case." -msgstr "" -"이미지는 게임의 거대한 애셋들 중 하나 입니다. 이를 효율적으로 다루기 위해, 압" -"축이 필요합니다. Godot는 여러 압축 방식을 제공하며, 사용 사례에 따라 다릅니" -"다." - -msgid "**Description**" -msgstr "**설명**" - -msgid "Stored as Lossless WebP / PNG" -msgstr "무손실 WebP / PNG로 저장됨" - -msgid "Stored as Lossy WebP" -msgstr "손실 압축된 WebP로 저장됨" - -msgid "Stored as raw pixels" -msgstr "압축되지 않은 픽셀로 저장됨" - -msgid "|regular| Small" -msgstr "|regular| 작음" - -msgid "|bad| Large" -msgstr "|bad| 거대함" - -msgid "|good| Small" -msgstr "|good| 작음" - -msgid "|regular| Normal" -msgstr "|regular| 보통" - -msgid "|good| Fast" -msgstr "|good| 빠름" - -msgid "|good| None" -msgstr "|good| 없음" - -msgid "|regular| Slight" -msgstr "|regular| 약간 있음" - -msgid "|bad| Moderate" -msgstr "|bad| 보통" - -msgid "|bad| Slow" -msgstr "|bad| 느림" - -msgid "" -"More information about normal maps (including a coordinate order table for " -"popular engines) can be found `here `__." -msgstr "" -"노멀맵에 관한 추가적인 정보(유명 엔진 등의 좌표 순서가 정리된 테이블 등)는 `" -"이 곳 `__ 에서 " -"찾을 수 있습니다." - -msgid "Best practices" -msgstr "모범 사례" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po deleted file mode 100644 index 0d4e129bc0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po +++ /dev/null @@ -1,197 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing translations" -msgstr "번역 가져오기" - -msgid "Games and internationalization" -msgstr "게임과 현지화" - -msgid "" -"In regular desktop or mobile applications, internationalized text is usually " -"located in resource files (or .po files for GNU stuff). Games, however, can " -"use several orders of magnitude more text than applications, so they must " -"support efficient methods for dealing with loads of multilingual text." -msgstr "" -"표준 데스크톱이나 모바일 애플리케이션에서, 현지화된 문자는 보통 리소스 파일" -"에 위치합니다 (혹은 GNU 물건을 위한 .po 파일). 하지만, 게임은 응용 프로그램보" -"다 몇 배나 더 많은 문자를 사용할 수 있습니다, 따라서 다국어 문자를 불러오는" -"데 효율적인 방법을 지원해야 합니다." - -msgid "" -"There are two approaches to generate multilingual language games and " -"applications. Both are based on a key:value system. The first is to use one " -"of the languages as the key (usually English), the second is to use a " -"specific identifier. The first approach is probably easier for development " -"if a game is released first in English, later in other languages, but a " -"complete nightmare if working with many languages at the same time." -msgstr "" -"다국어 언어 게임과 응용 프로그램을 만들기 위한 두 가지 접근법이 있습니다. 두 " -"가지 모두 키:값 시스템을 기반으로 이루어집니다. 첫 번째는 하나의 언어를 키로 " -"사용하는 것이고 (보통은 영어), 두 번째는 특정 식별자를 사용하는 것입니다. 첫 " -"번째 접근은 게임을 영어로 먼저 출시하고, 이후 다른 언어로 출시한다면 더 쉬울 " -"수도 있습니다, 하지만 동시에 다른 언어를 작업한다면, 이는 완벽한 악몽이 될 것" -"입니다." - -msgid "" -"In general, games use the second approach and a unique ID is used for each " -"string. This allows you to revise the text while it is being translated to " -"other languages. The unique ID can be a number, a string, or a string with a " -"number (it's just a unique string anyway)." -msgstr "" -"일반적으로, 게임은 두 번째 접근법을 사용하고 고유 ID는 각 문자열에 사용됩니" -"다. 이를 통해 다른 언어로 번역되는 동안 문자를 개정할 수 있습니다. 고유 ID는 " -"숫자, 문자열, 혹은 숫자가 있는 문자열이 될 수 있습니다 (아무튼 고유한 문자열" -"이라는 것입니다)." - -msgid "" -"If you need a more powerful file format, Godot also supports loading " -"translations written in the gettext ``.po`` format. See :ref:" -"`doc_localization_using_gettext` for details." -msgstr "" -"더 강력한 파일 포맷이 필요하다면, Godot은 gettext의 ``.po`` 포맷으로 작성된 " -"번역 역시 로드할 수 있습니다. 자세한 내용은 :ref:" -"`doc_localization_using_gettext`를 확인하십시오." - -msgid "Translation format" -msgstr "번역 형식" - -msgid "" -"To complete the picture and allow efficient support for translations, Godot " -"has a special importer that can read CSV files. Most spreadsheet editors can " -"export to this format, so the only requirement is that the files have a " -"special arrangement. The CSV files **must** be saved with UTF-8 encoding " -"without a `byte order mark `__." -msgstr "" -"작품을 완성하고 효율적으로 번역을 지원하기 위해 Godot는 CSV 파일을 읽을 수 있" -"는 특수 임포터를 갖고 있습니다. 대부분의 스프레드시트 편집기는 이 형식으로 파" -"일을 내보낼 수 있으므로 파일이 특정하게 배열되어야 있기만 하면 됩니다. CSV 파" -"일은 **항상** `바이트 순서 표식 `__ 이 없는 UTF-8 인코딩으로 저장되어야 합니다." - -msgid "CSV files must be formatted as follows:" -msgstr "CSV 파일은 반드시 다음과 같은 형식을 따라야 합니다:" - -msgid "" -msgstr "" - -msgid "" -msgstr "" - -msgid "" -msgstr "" - -msgid "KEY1" -msgstr "KEY1" - -msgid "string" -msgstr "문자열" - -msgid "KEY2" -msgstr "KEY2" - -msgid "KEYN" -msgstr "KEYN" - -msgid "en" -msgstr "en" - -msgid "es" -msgstr "es" - -msgid "ja" -msgstr "ja" - -msgid "GREET" -msgstr "GREET" - -msgid "Hello, friend!" -msgstr "Hello, friend!" - -msgid "Hola, amigo!" -msgstr "Hola, amigo!" - -msgid "こんにちは" -msgstr "こんにちは" - -msgid "ASK" -msgstr "ASK" - -msgid "How are you?" -msgstr "How are you?" - -msgid "Cómo está?" -msgstr "Cómo está?" - -msgid "元気ですか" -msgstr "元気ですか" - -msgid "BYE" -msgstr "BYE" - -msgid "Goodbye" -msgstr "GoodBye" - -msgid "Adiós" -msgstr "Adiós" - -msgid "さようなら" -msgstr "さようなら" - -msgid "" -"The same example is shown below as a comma-separated plain text file, which " -"should be the result of editing the above in a spreadsheet. When editing the " -"plain text version, be sure to enclose with double quotes any message that " -"contains commas, line breaks or double quotes, so that commas are not parsed " -"as delimiters, line breaks don't create new entries and double quotes are " -"not parsed as enclosing characters. Be sure to escape any double quotes a " -"message may contain by preceding them with another double quote. " -"Alternatively, you can select another delimiter than comma in the import " -"options." -msgstr "" -"아래 예제는 같은 예제를 일반 텍스트 파일에서 쉼표로 구분한 것으로, 상기 스프" -"레드시트의 문서의 결과물은 이와 같은 형식이 되어야 합니다. 일반 텍스트로 쓰여" -"진 파일을 수정할 때는 쉼표, 줄 바꿈, 쌍따옴표가 포함된 파일을 쌍따옴표로 감" -"싸 문장 내의 쉼표가 구분자로 인식되지 않도록 해야 함을 명심하세요. 쉼표가 아" -"닌 다른 구분자를 가져오기 옵션에서 선택하는 방법도 있습니다." - -msgid "CSV importer" -msgstr "CSV 임포터" - -msgid "" -"Godot will treat CSV files as translations by default. It will import them " -"and generate one or more compressed translation resource files next to it." -msgstr "" -"Godot는 기본적으로 CSV 파일들을 번역 파일로 취급합니다. 그것들을 가져오면 옆" -"에 하나 이상의 압축된 번역 리소스 파일을 생성합니다." - -msgid "" -"Importing will also add the translation to the list of translations to load " -"when the game runs, specified in project.godot (or the project settings). " -"Godot allows loading and removing translations at runtime as well." -msgstr "" -"가져오기는 또한 게임을 실행할 때 project.godot (혹은 프로젝트 설정)에 명시된 " -"로드할 번역 목록에 번역을 추가할 것입니다. Godot는 런타임에 번역을 로딩하거" -"나 제거할 수 있도록 합니다." - -msgid "" -"Select the ``.csv`` file and access the **Import** dock to define import " -"options. You can toggle the compression of the imported translations, and " -"select the delimiter to use when parsing the CSV file." -msgstr "" -"가져오기 옵션을 정의하려면 ``.csv`` 파일을 선택하고 **Import** 독에 액세스하" -"십시오. 가져올 파일의 압축 여부와 구분자의 종류를 선택할 수 있습니다." - -msgid "Be sure to click **Reimport** after any change to these options." -msgstr "옵션을 변경한 후에는 **Reimport** 를 눌러야 하는 점을 명심하십시오." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/index.po deleted file mode 100644 index 325f02942e..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Assets pipeline" -msgstr "에셋 파이프라인" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_buses.po deleted file mode 100644 index d188ea802d..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_buses.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Audio buses" -msgstr "오디오 버스(Audio buses)" - -msgid "Introduction" -msgstr "소개" - -msgid "Adding effects" -msgstr "효과 추가하기" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_effects.po b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_effects.po deleted file mode 100644 index 495f0c3ccb..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_effects.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Capture" -msgstr "캡처" - -msgid "Delay" -msgstr "지연" - -msgid "Filter" -msgstr "필터" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_streams.po deleted file mode 100644 index a863c23755..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_streams.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Doppler" -msgstr "도플러 효과" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/index.po deleted file mode 100644 index 9b65f08bed..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Audio" -msgstr "오디오" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/recording_with_microphone.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/sync_with_audio.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/text_to_speech.po b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/text_to_speech.po deleted file mode 100644 index 2bb2951180..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/text_to_speech.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "문제 해결" - -msgid "Best practices" -msgstr "모범 사례" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po deleted file mode 100644 index c841035c23..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po +++ /dev/null @@ -1,221 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Autoloads versus regular nodes" -msgstr "자동 로드 vs 일반 노드" - -msgid "" -"Godot offers a feature to automatically load nodes at the root of your " -"project, allowing you to access them globally, that can fulfill the role of " -"a Singleton: :ref:`doc_singletons_autoload`. These autoloaded nodes are not " -"freed when you change the scene from code with :ref:`SceneTree." -"change_scene_to_file `." -msgstr "" -"Godot은 프로젝트의 루트에 자동으로 노드를 로드하는 기능을 지원해 전역적으로 " -"액세스가 가능하도록 합니다. 따라서 싱글턴 :ref:`doc_singletons_autoload`의 목" -"적에 부합합니다. 자동 로드된 노드들은 코드에서 :ref:`SceneTree.change_scene " -"`로 씬을 변경할 때 할당이 해제되지 않습" -"니다." - -msgid "" -"In this guide, you will learn when to use the Autoload feature, and " -"techniques you can use to avoid it." -msgstr "" -"이 가이드에서는 자동 로드 기능을 사용해야 하는 때가 언제인지와 사용하지 않기 " -"위해서는 어떻게 해야 하는지를 배우게 됩니다." - -msgid "The cutting audio issue" -msgstr "오디오 잘림 문제" - -msgid "" -"Other engines can encourage the use of creating manager classes, singletons " -"that organize a lot of functionality into a globally accessible object. " -"Godot offers many ways to avoid global state thanks to the node tree and " -"signals." -msgstr "" -"다른 엔진에서는 전역으로 접근 가능할 오브젝트에 다양한 기능을 구현한 \"관리자" -"\" 싱글턴 클래스를 만들어 쓰는 것을 권장할 지도 모릅니다. Godot는 노드 트리" -"와 시그널 덕분에 이러한 전역 상태의 선언을 회피할 수 있는 다양한 방법을 제공" -"합니다." - -msgid "" -"For example, let's say we are building a platformer and want to collect " -"coins that play a sound effect. There's a node for that: the :ref:" -"`AudioStreamPlayer `. But if we call the " -"``AudioStreamPlayer`` while it is already playing a sound, the new sound " -"interrupts the first." -msgstr "" -"예를 들어, 플랫포머 게임을 제작하면서 동전을 먹을 때 음향 효과가 나게 하고 싶" -"다고 해 봅시다. 이를 위한 노드가 있습니다: :ref:`AudioStreamPlayer " -"`. 하지만 소리가 재생되고 있는 도중 " -"``AudioStreamPlayer``를 호출하면, 새로운 소리가 첫 번째 소리가 끝나기 전에 재" -"생됩니다." - -msgid "" -"A solution is to code a global, autoloaded sound manager class. It generates " -"a pool of ``AudioStreamPlayer`` nodes that cycle through as each new request " -"for sound effects comes in. Say we call that class ``Sound``, you can use it " -"from anywhere in your project by calling ``Sound.play(\"coin_pickup." -"ogg\")``. This solves the problem in the short term but causes more problems:" -msgstr "" -"해결 방법은 전역 자동 로드 사운드 매니저 클래스를 만드는 것입니다. 여기에서 " -"``AudioStreamPlayer`` 노드의 풀을 만들어서 새로운 사운드 효과가 요청될때마다 " -"하나씩 순회하도록 하는 것입니다. 이 클래스를 ``Sound`` 라고 한다면 프로젝트 " -"어디에서든 ``Sound.play(\"coin_pickup.ogg\")`` 를 호출하여 사용할 수 있습니" -"다. 이렇게 하면 일시적으로 문제가 해결되지만 더 많은 문제가 발생하게 됩니다:" - -msgid "" -"**Global state**: one object is now responsible for all objects' data. If " -"the ``Sound`` class has errors or doesn't have an AudioStreamPlayer " -"available, all the nodes calling it can break." -msgstr "" -"**전역 상태**: 한 오브젝트가 이제 모든 오브젝트의 데이터를 담당합니다. " -"``Sound`` 클래스에 오류가 있거나 AudioStreamPlayer를 사용할 수 없다면, 이를 " -"호출하는 노드들 모두가 제대로 동작하지 않을 것입니다." - -msgid "" -"**Global access**: now that any object can call ``Sound.play(sound_path)`` " -"from anywhere, there's no longer an easy way to find the source of a bug." -msgstr "" -"**전역 접근**: 이제 모든 오브젝트가 어디서든 ``Sound.play(sound_path)`` 를 호" -"출할 수 있으므로, 버그의 출처를 찾기가 어려워집니다." - -msgid "" -"**Global resource allocation**: with a pool of ``AudioStreamPlayer`` nodes " -"stored from the start, you can either have too few and face bugs, or too " -"many and use more memory than you need." -msgstr "" -"**전역 리소스 할당**: ``AudioStreamPlayer`` 노드 풀을 처음에 생성하기 때문에 " -"너무 적게 생성하면 버그가 발생하고 너무 많이 생성하면 메모리를 비효율적으로 " -"사용하게 됩니다." - -msgid "" -"About global access, the problem is that any code anywhere could pass wrong " -"data to the ``Sound`` autoload in our example. As a result, the domain to " -"explore to fix the bug spans the entire project." -msgstr "" -"전역 접근의 문제점은 어딘가의 어떤 코드든지 예제의 ``Sound`` 자동 로드에 잘못" -"된 데이터를 전달할 수 있다는 점 입니다. 결과적으로 버그를 찾기 위해 프로젝트 " -"전체를 탐색해야 합니다." - -msgid "" -"When you keep code inside a scene, only one or two scripts may be involved " -"in audio." -msgstr "" -"코드를 씬 내에 국한시킬 경우, 오디오와 관련된 스크립트는 한 두개 뿐일 것입니" -"다." - -msgid "" -"Contrast this with each scene keeping as many ``AudioStreamPlayer`` nodes as " -"it needs within itself and all these problems go away:" -msgstr "" -"이것과 반대로 각 씬이 필요한 만큼의 ``AudioStreamPlayer`` 노드를 유지하면 이 " -"문제는 사라집니다:" - -msgid "" -"Each scene manages its own state information. If there is a problem with the " -"data, it will only cause issues in that one scene." -msgstr "" -"각 씬은 자체적인 상태 정보를 관리합니다. 데이터에 문제가 생기면, 해당 데이터" -"가 있는 씬 내에서만 문제를 일으킵니다." - -msgid "" -"Each scene accesses only its own nodes. Now, if there is a bug, it's easy to " -"find which node is at fault." -msgstr "" -"각 씬은 자기 자신의 노드들에만 액세스합니다. 따라서 버그가 일어난다면 어느 노" -"드가 문제인지 특정하기가 쉽습니다." - -msgid "Each scene allocates exactly the amount of resources it needs." -msgstr "각 씬은 자신에게 정확히 필요한 양의 리소스만을 할당합니다." - -msgid "Managing shared functionality or data" -msgstr "공유 기능 및 데이터 관리" - -msgid "" -"Another reason to use an Autoload can be that you want to reuse the same " -"method or data across many scenes." -msgstr "" -"자동 로드를 써야 하는 또 다른 이유는 동일한 메소드나 데이터를 여러 씬에서 재" -"사용 하고 싶기 때문입니다." - -msgid "" -"In the case of functions, you can create a new type of ``Node`` that " -"provides that feature for an individual scene using the :ref:`class_name " -"` keyword in GDScript." -msgstr "" -"함수의 경우 GDScript의 :ref:`class_name `" -"키워드를 사용해 개별 씬에 기능을 지원하도록 새로운 타입의 ``Node`` 를 만들 " -"수 있습니다." - -msgid "When it comes to data, you can either:" -msgstr "데이터의 경우 다음이 가능합니다:" - -msgid "" -"Create a new type of :ref:`Resource ` to share the data." -msgstr "" -"새로운 타입의 :ref:`Resource `을 만들어서 데이터를 공유하는 " -"것." - -msgid "" -"Store the data in an object to which each node has access, for example using " -"the ``owner`` property to access the scene's root node." -msgstr "" -"예를 들어 ``owner`` 속성(property)으로 액세스 할 수 있는 씬의 루트 노드와 같" -"이, 각 노드가 액세스 할 수 있는 오브젝트에 데이터를 저장하는 것." - -msgid "When you should use an Autoload" -msgstr "자동 로드를 사용해야 하는 경우" - -msgid "" -"GDScript supports the creation of ``static`` functions using ``static " -"func``. When combined with ``class_name``, this makes it possible to create " -"libraries of helper functions without having to create an instance to call " -"them. The limitation of static functions is that they can't reference member " -"variables, non-static functions or ``self``." -msgstr "" -"GDScript는 ``static func`` 을 통해 ``static`` 함수를 만들 수 있습니다. " -"``class_name`` 과 같이 활용하면 인스턴스화 하지 않고도 헬퍼 함수들의 라이브러" -"리를 만들 수 있습니다. 정적 함수의 한계점은 멤버 변수와 비정적 함수, 또는 " -"``self`` 를 참조할 수 없다는 점입니다." - -msgid "" -"Still, autoloaded nodes can simplify your code for systems with a wide " -"scope. If the autoload is managing its own information and not invading the " -"data of other objects, then it's a great way to create systems that handle " -"broad-scoped tasks. For example, a quest or a dialogue system." -msgstr "" -"그래도 여전히 자동 로드된 노드를 사용하면 넓은 범위에서 시스템을 위해 사용되" -"는 코드를 간결하게 유지할 수 있습니다. 자동 로드가 스스로의 정보를 관리하고 " -"다른 오브젝트의 데이터를 침범하지 않는 한, 넓은 범위의 작업을 관리하기에는 좋" -"은 방법입니다. 예를 들자면 퀘스트나 대화 상자 시스템의 경우가 있겠습니다." - -msgid "" -"An autoload is *not* necessarily a singleton. Nothing prevents you from " -"instantiating copies of an autoloaded node. An autoload is only a tool that " -"makes a node load automatically as a child of the root of your scene tree, " -"regardless of your game's node structure or which scene you run, e.g. by " -"pressing the :kbd:`F6` key." -msgstr "" -"자동 로드드가 싱글턴일 필요는 *없습니다*. 자동 로드된 노드의 복사본을 인스턴" -"스화 하는데 아무런 제약이 없기 때문입니다. 자동 로드는 그저 씬 트리의 루트 노" -"드의 자손으로 노드를 자동으로 로드해주는 기능일 뿐입니다. 게임의 노드 구조가 " -"어떤지, 현재 어떤 씬이 실행되고 있는지(예를 들어 :kbd:`F6` 를 눌렀을 경우처" -"럼)와 관계없이 말입니다." - -msgid "" -"As a result, you can get the autoloaded node, for example an autoload called " -"``Sound``, by calling ``get_node(\"/root/Sound\")``." -msgstr "" -"결과적으로 만약 자동 로드의 이름이 ``Sound`` 라면 ``get_node(\"/root/" -"Sound\")`` 를 호출해서 자동 로드된 노드를 얻을 수 있습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/data_preferences.po b/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/data_preferences.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/data_preferences.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po b/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po deleted file mode 100644 index 8ba47188e9..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po +++ /dev/null @@ -1,145 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot interfaces" -msgstr "Godot 인터페이스" - -msgid "" -"Often one needs scripts that rely on other objects for features. There are 2 " -"parts to this process:" -msgstr "" -"기능을 위해 다른 오브젝트에 의존하는 스크립트가 필요한 경우가 종종 있습니다. " -"이 과정에는 2부분이 있습니다:" - -msgid "Acquiring a reference to the object that presumably has the features." -msgstr "아마도 기능을 갖는 오브젝트에 대한 참조를 얻기." - -msgid "Accessing the data or logic from the object." -msgstr "오브젝트에서 데이터 또는 논리에 접근하기." - -msgid "The rest of this tutorial outlines the various ways of doing all this." -msgstr "" -"이 튜토리얼의 나머지 부분에서는 이 모든 작업을 하는 다양한 방법을 간략하게 설" -"명합니다." - -msgid "Acquiring object references" -msgstr "오브젝트 참조 얻기" - -msgid "" -"For all :ref:`Object `\\s, the most basic way of referencing " -"them is to get a reference to an existing object from another acquired " -"instance." -msgstr "" -"모든 :ref:`Object ` 에 있어, 오브젝트를 참조하는 가장 기본이 되" -"는 방식은 획득한 다른 인스턴스로부터 존재하는 오브젝트로 참조를 가져오는 것이" -"다." - -msgid "" -"The same principle applies for :ref:`RefCounted ` objects. " -"While users often access :ref:`Node ` and :ref:`Resource " -"` this way, alternative measures are available." -msgstr "" -":ref:`Reference ` 오브젝트에게도 같은 원리가 적용됩니다. 사" -"용자들은 종종 :ref:`Node ` 와 :ref:`Resource ` " -"를 이런 방식으로 연결하지만, 대체 조치가 가능합니다." - -msgid "" -"Instead of property or method access, one can get Resources by load access." -msgstr "" -"속성(property)이나 메서드 액세스 대신 로드 액세스로 리소스에 접근할 수 있습니" -"다." - -msgid "Note the following:" -msgstr "다음을 명심하십시오:" - -msgid "There are many ways in which a language can load such resources." -msgstr "언어가 리소스를 로드 할 수 있는 방법은 여러가지가 존재합니다." - -msgid "" -"When designing how objects will access data, don't forget that one can pass " -"resources around as references as well." -msgstr "" -"오브젝트가 데이터에 액세스하는 방법을 설계할 때 리소스를 레퍼런스 형식으로 전" -"달하는 것이 가능함을 염두에 두십시오." - -msgid "" -"Keep in mind that loading a resource fetches the cached resource instance " -"maintained by the engine. To get a new object, one must :ref:`duplicate " -"` an existing reference or instantiate one " -"from scratch with ``new()``." -msgstr "" -"리소스를 로딩할 때 내부적으로 엔진이 관리하는 캐싱된 리소스 인스턴스를 가져온" -"다는 사실을 기억해두십시오. 새 오브젝트를 생성하려면 이미 존재하면 레퍼런스" -"를 :ref:`duplicate ` 하거나 ``new()`` 를 사" -"용해 처음부터 인스턴스화 시켜야 합니다." - -msgid "Nodes likewise have an alternative access point: the SceneTree." -msgstr "" -"노드도 마찬가지로 다른 방법으로 액세스가 가능한데, 씬트리를 이용하는 방법입니" -"다." - -msgid "Accessing data or logic from an object" -msgstr "오브젝트에서 데이터나 로직에 액세스하기" - -msgid "" -"Godot's scripting API is duck-typed. This means that if a script executes an " -"operation, Godot doesn't validate that it supports the operation by " -"**type**. It instead checks that the object **implements** the individual " -"method." -msgstr "" -"Godot의 스크립팅 API는 덕 타이핑 되어 있습니다. 따라서 스크립트가 동작을 수행" -"할 때 Godot은 동작의 지원을 **타입** 을 통해 확인하는 것이 아닌 오브젝트가 개" -"별 메소드를 **구현** 하는지를 확인합니다." - -msgid "" -"For example, the :ref:`CanvasItem ` class has a " -"``visible`` property. All properties exposed to the scripting API are in " -"fact a setter and getter pair bound to a name. If one tried to access :ref:" -"`CanvasItem.visible `, then Godot would " -"do the following checks, in order:" -msgstr "" -"예를 들어서, :ref:`CanvasItem `는 ``visible`` 속성" -"(property)를 갖고 있습니다. 스크립팅 API에게 노출된 모든 속성(property)들은 " -"이름으로 바인딩 된 setter와 getter 쌍과 같습니다. :ref:`CanvasItem.visible " -"`에 액세스가 발생하면 Godot은 다음과 같은 " -"동작을 수행합니다:" - -msgid "" -"If the object has a script attached, it will attempt to set the property " -"through the script. This leaves open the opportunity for scripts to override " -"a property defined on a base object by overriding the setter method for the " -"property." -msgstr "" -"오브젝트에 스크립트가 붙어있다면 스크립트를 통해 속성(property)의 값을 지정하" -"려 시도합니다. 따라서 스크립트가 속성(property)의 setter 메소드를 오버라이드 " -"해서 부모 오브젝트의 속성(property)를 오버라이드 할 수 있도록 합니다." - -msgid "" -"If the script does not have the property, it performs a HashMap lookup in " -"the ClassDB for the \"visible\" property against the CanvasItem class and " -"all of its inherited types. If found, it will call the bound setter or " -"getter. For more information about HashMaps, see the :ref:`data preferences " -"` docs." -msgstr "" -"만약 스크립트에게 그 속성(property)가 없다면 스크립트는 ClassDB에 HashMap " -"lookup을 수행해 CanvasItem 클래스와 이를 상속하는 모든 타입에서 \"visible\" " -"속성(property)을 찾고 만약 발견한다면 연결된 setter나 getter를 호출합니다. " -"HashMap에 관한 자세한 정보는 :ref:`data preferences ` " -"문서를 참고하십시오." - -msgid "" -"If not found, it does an explicit check to see if the user wants to access " -"the \"script\" or \"meta\" properties." -msgstr "" -"만약 찾지 못한다면 유저가\"script\" 또는 \"meta\" 속성(property)에 액세스하" -"는 것을 원하는지 명시적으로 묻습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/godot_notifications.po b/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/godot_notifications.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/godot_notifications.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/index.po deleted file mode 100644 index 49594ef3fd..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Best practices" -msgstr "모범 사례" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po b/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po deleted file mode 100644 index ea19a98baa..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po +++ /dev/null @@ -1,69 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "" -"This series is a collection of best practices to help you work efficiently " -"with Godot." -msgstr "" -"이 모음집은 Godot의 효율적인 사용을 도울 수 있도록 모범 사례를 모아놓은 것입" -"니다." - -msgid "" -"Godot allows for a great amount of flexibility in how you structure a " -"project's codebase and break it down into scenes. Each approach has its pros " -"and cons, and they can be hard to weigh until you've worked with the engine " -"for long enough." -msgstr "" -"Godot은 프로젝트의 코드베이스 구성과 씬으로 나누는 방법에 따라 높은 유연성을 " -"가질 수 있습니다. 각각의 접근법들은 장단점이 있고 엔진을 오래 다뤄보지 않았다" -"면 이를 재단하는 것이 어려울 수 있습니다." - -msgid "" -"There are always many ways to structure your code and solve specific " -"programming problems. It would be impossible to cover them all here." -msgstr "" -"코드의 구조 구성과 프로그래밍 문제 해결은 언제나 여러가지 방법으로 이루어 질 " -"수 있습니다. 모든 방법을 여기에 소개하는 것은 불가능할 겁니다." - -msgid "" -"That is why each article starts from a real-world problem. We will break " -"down each problem in fundamental questions, suggest solutions, analyze the " -"pros and cons of each option, and highlight the best course of action for " -"the problem at hand." -msgstr "" -"그렇기 때문에 이 글들이 실제로 마주칠만한 문제에서 시작하는 것입니다. 여기서" -"는 각 문제들의 근본적인 문제에 접근하고, 해결책을 제안한 뒤, 각 해결책의 장단" -"점을 비교하고 지금의 문제를 해결할 수 있는 모범 답안을 소개 할 겁니다." - -msgid "" -"You should start by reading :ref:`doc_what_are_godot_classes`. It explains " -"how Godot's nodes and scenes relate to classes and objects in other Object-" -"Oriented programming languages. It will help you make sense of the rest of " -"the series." -msgstr "" -"우선 :ref:`doc_what_are_godot_classes`를 먼저 읽어보십시오. Godot의 노드와 씬" -"이 어떻게 다른 객체 지향 언어의 클래스와 객체와 연결되는지 설명되어있습니다. " -"이후의 글들을 이해하는데 도움을 줄 것입니다." - -msgid "" -"The best practices in Godot rely on Object-Oriented design principles. We " -"use tools like the `single responsibility `_ principle and `encapsulation `_." -msgstr "" -"Godot에서의 모범 사례들은 객체 지향 설계에 기반하고 있습니다. `단일 책임 원" -"칙 `_ 이나 `캡슐화 `_ 같은 방법론을 사용해 접근합니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/logic_preferences.po b/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/logic_preferences.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/logic_preferences.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/node_alternatives.po b/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/node_alternatives.po deleted file mode 100644 index 0c0362816a..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/node_alternatives.po +++ /dev/null @@ -1,68 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "When and how to avoid using nodes for everything" -msgstr "노드를 모든 곳에서 사용하지 말아야 할 때와 이를 위한 방법" - -msgid "" -"Nodes are cheap to produce, but even they have their limits. A project may " -"have tens of thousands of nodes all doing things. The more complex their " -"behavior though, the larger the strain each one adds to a project's " -"performance." -msgstr "" -"노드는 만들기 쉽지만 한계가 있습니다. 한 프로젝트에서 모든 작업을 위해 수 만 " -"개의 노드를 만들 수도 있습니다. 하지만 각각의 동작이 더 복잡해진다면, 프로젝" -"트의 성능에 부하가 더 크게 더해질 수 있습니다." - -msgid "" -"Godot provides more lightweight objects for creating APIs which nodes use. " -"Be sure to keep these in mind as options when designing how you wish to " -"build your project's features." -msgstr "" -"Godot는 노드가 사용하는 API를 만들기 위한 더 가벼운 오브젝트를 제공합니다. 프" -"로젝트의 기능을 만들 때 아래와 같은 대안들을 기억해 두십시오." - -msgid "" -":ref:`Object `: The ultimate lightweight object, the original " -"Object must use manual memory management. With that said, it isn't too " -"difficult to create one's own custom data structures, even node structures, " -"that are also lighter than the :ref:`Node ` class." -msgstr "" -":ref:`오브젝트 `: 가장 가벼운 오브젝트로, 오리지널 오브젝트는 " -"수동으로 메모리 관리를 하는데 사용해야 합니다. 또한 자체 데이터 구조를 만드" -"는 것이 그리 어렵지 않으며 :ref:`노드 ` 클래스보다 가벼운 노드 구" -"조도 만들 수 있습니다." - -msgid "" -"**Example:** See the :ref:`Tree ` node. It supports a high level " -"of customization for a table of content with an arbitrary number of rows and " -"columns. The data that it uses to generate its visualization though is " -"actually a tree of :ref:`TreeItem ` Objects." -msgstr "" -"**예시:** :ref:`트리 ` 노드를 참고하세요. 이 노드는 임의 개수의 " -"행과 열이 있는 테이블을 위한 고수준 커스터마이제이션을 제공합니다. 화면에 보" -"여지는 데이터는 실제로는 :ref:`TreeItem ` 오브젝트들입니다." - -msgid "" -"One should be careful when handling them. One can store an Object into a " -"variable, but these references can become invalid without warning. For " -"example, if the object's creator decides to delete it out of nowhere, this " -"would trigger an error state when one next accesses it." -msgstr "" -"오브젝트들을 다룰 때는 조심해야 합니다. 오브젝트를 변수 안에 저장할 수 있지" -"만, 오브젝트의 참조는 경고 없이 올바르지 않게 될 수 있습니다. 예를 들어 오브" -"젝트의 생성자가 오브젝트를 아무 곳에도 삭제하지 않기로 결정하면, 다음에 오브" -"젝트에 접근하려 하면 오류 상태가 발동합니다." - -msgid "**Advantages:** same as the Object." -msgstr "**이점:** 오브젝트와 같음." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/project_organization.po b/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/project_organization.po deleted file mode 100644 index 44f163b810..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/project_organization.po +++ /dev/null @@ -1,205 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Project organization" -msgstr "프로젝트 조직" - -msgid "Introduction" -msgstr "소개" - -msgid "" -"Since Godot has no restrictions on project structure or filesystem usage, " -"organizing files when learning the engine can seem challenging. This " -"tutorial suggests a workflow which should be a good starting point. We will " -"also cover using version control with Godot." -msgstr "" -"Godot는 프로젝트 구조나 파일 시스템 사용에 있어 제한을 두지 않기 때문에 엔진" -"을 배울 때, 파일을 조직하는 것은 도전적인 것처럼 보일 수 있습니다. 이 튜토리" -"얼에서는 좋은 출발점이 될만한 워크플로를 제안합니다. 그리고 Godot로 버전 제어" -"를 사용하는 것도 다룰 것입니다." - -msgid "Organization" -msgstr "구성" - -msgid "" -"Godot is scene-based in nature, and uses the filesystem as-is, without " -"metadata or an asset database." -msgstr "" -"Godot는 본질적으로 씬 기반이고, 파일 시스템을 메타데이터나 애셋 데이터베이스" -"가 아닌, 있는 그대로 사용합니다." - -msgid "" -"Unlike other engines, many resources are contained within the scene itself, " -"so the amount of files in the filesystem is considerably lower." -msgstr "" -"다른 엔진과 달리, 많은 리소스가 씬 자체에 내장되어 있기에, 파일 시스템에 있" -"는 파일의 양은 상당히 적습니다." - -msgid "" -"Considering that, the most common approach is to group assets as close to " -"scenes as possible; when a project grows, it makes it more maintainable." -msgstr "" -"그것을 고려해보면, 가장 일반적인 접근법은 애셋들을 씬과 가능한 밀접하게 묶어" -"내는 것입니다; 프로젝트가 커지다 보면, 프로젝트를 더 유지할 수 있게 만듭니다." - -msgid "" -"As an example, one can usually place into a single folder their basic " -"assets, such as sprite images, 3D model meshes, materials, and music, etc. " -"They can then use a separate folder to store built levels that use them." -msgstr "" -"예를 들어, 보통은 하나의 폴더에 기본 애셋을 넣습니다, 스프라이트 이미지나, " -"3D 모델 메시, 머티리얼, 그리고 음악 등이죠. 그런 다음 별도의 폴더를 만들어 그" -"것들을 사용하는 레벨을 저장할 수 있습니다." - -msgid "Style guide" -msgstr "스타일 가이드" - -msgid "" -"For consistency across projects, we recommend following these guidelines:" -msgstr "프로젝트 간의 일관성을 위해 아래의 가이드라인을 지켜주십시오:" - -msgid "" -"Use **snake_case** for folder and file names (with the exception of C# " -"scripts). This sidesteps case sensitivity issues that can crop up after " -"exporting a project on Windows. C# scripts are an exception to this rule, as " -"the convention is to name them after the class name which should be in " -"PascalCase." -msgstr "" -"프로젝트를 Windows에서 내보낼 때 이름이 잘리는 문제를 피하기 위해 C# 스크립트" -"를 제외한 폴더와 파일 이름에는 **snake_case** 를 사용해주십시오. 예외적으로 " -"C# 스크립트는 PascalCase로 작성된 클래스와 동일한 파일 이름을 가져야 하므로 " -"PascalCase로 작성되어야 합니다." - -msgid "" -"Use **PascalCase** for node names, as this matches built-in node casing." -msgstr "" -"노드의 이름으로 **PascalCase** 를 사용하여, 내장(built-in)된 노드의 문자 명" -"명 규칙(casing)에 맞도록 하십시오." - -msgid "" -"In general, keep third-party resources in a top-level ``addons/`` folder, " -"even if they aren't editor plugins. This makes it easier to track which " -"files are third-party. There are some exceptions to this rule; for instance, " -"if you use third-party game assets for a character, it makes more sense to " -"include them within the same folder as the character scenes and scripts." -msgstr "" -"일반적인 경우, 서드파티 리소스는 에디터 플러그인이 아니더라도 최상위의 " -"``addons/`` 폴더에 저장하십시오. 이렇게 하면 서드파티 파일을 찾아내는 것이 쉬" -"워집니다. 몇 가지 예외로 서드파티 캐릭터 애셋 같은 경우가 있는데, 이 경우는 " -"캐릭터 씬과 스크립트가 위치한 폴더에 저장하는 것이 더 직관적입니다." - -msgid "Importing" -msgstr "가져오기" - -msgid "" -"Godot versions prior to 3.0 did the import process from files outside the " -"project. While this can be useful in large projects, it resulted in an " -"organization hassle for most developers." -msgstr "" -"3.0 버전 이전의 Godot에서는 프로젝트 밖에서 파일을 접근하는 것으로 가져오기" -"를 실행했습니다. 이것이 큰 규모의 프로젝트에는 유용하지만, 대부분의 개발자들" -"에게는 조직의 번거로움을 초래했습니다." - -msgid "" -"Because of this, assets are now transparently imported from within the " -"project folder." -msgstr "이 때문에, 애셋은 이제 프로젝트 폴더 내에서 투명하게 가져옵니다." - -msgid "Ignoring specific folders" -msgstr "특정 폴더를 무시하기" - -msgid "" -"To prevent Godot from importing files contained in a specific folder, create " -"an empty file called ``.gdignore`` in the folder (the leading ``.`` is " -"required). This can be useful to speed up the initial project importing." -msgstr "" -"Godot이 특정 폴더의 파일을 가져오는 것을 막으려면 ``.gdignore`` 라는 이름의 " -"빈 파일을 폴더에 생성하면 됩니다(위와 같이 이름 앞에 ``.`` 이 들어가야 합니" -"다). 이렇게 하면 프로젝트를 빠르게 가져올 수 있습니다." - -msgid "" -"To create a file whose name starts with a dot on Windows, place a dot at " -"both the beginning and end of the filename (\".gdignore.\"). Windows will " -"automatically remove the trailing dot when you confirm the name." -msgstr "" -"Window에서 . 으로 시작하는 파일을 만들기 위해, .을 파일 이름의 시작과 끝에 두" -"세요(예 : \".gdignore\"). 이름을 확정지으면, Windows가 뒤따라오는 점을 자동으" -"로 지워줍니다." - -msgid "" -"Alternatively, you can use a text editor such as Notepad++ or use the " -"following command in a command prompt: ``type nul > .gdignore``" -msgstr "" -"Windows에서 이름이 .으로 시작하는 파일을 만들려면 Notepad++같은 텍스트 에디터" -"를 사용하거나 명령 프롬프트에서 다음의 명령을 사용하십시오:``type nul > ." -"gdignore``" - -msgid "" -"Once the folder is ignored, resources in that folder can't be loaded anymore " -"using the ``load()`` and ``preload()`` methods. Ignoring a folder will also " -"automatically hide it from the FileSystem dock, which can be useful to " -"reduce clutter." -msgstr "" -"폴더가 무시된 상태라면 ``load()`` 혹은 ``preload()`` 메서드를 사용해서 리소스" -"를 로딩하는 것이 불가능하며, 파일시스템 독에서 표시되지 않습니다. 불필요한 데" -"이터를 줄이는데 유용합니다." - -msgid "" -"Note that the ``.gdignore`` file's contents are ignored, which is why the " -"file should be empty. It does not support patterns like ``.gitignore`` files " -"do." -msgstr "" -"``.gdignore`` 파일은 ``.gitignore`` 처럼 패턴을 지원하지 않고 그냥 내용이 무" -"시되므로 파일의 내용은 비워두는게 좋습니다." - -msgid "Case sensitivity" -msgstr "대소문자 구분" - -msgid "" -"Windows and recent macOS versions use case-insensitive filesystems by " -"default, whereas Linux distributions use a case-sensitive filesystem by " -"default. This can cause issues after exporting a project, since Godot's PCK " -"virtual filesystem is case-sensitive. To avoid this, it's recommended to " -"stick to ``snake_case`` naming for all files in the project (and lowercase " -"characters in general)." -msgstr "" -"Windows와 최근 macOS 버전들은 Linux 배포판들과 반대로 대소문자 구분이 없는 파" -"일시스템을 기본적으로 사용합니다. Godot의 PCK 파일시스템은 대소문자를 구분하" -"므로 프로젝트를 내보낸 후 문제가 발생할 수 있는데, 프로젝트의 모든 파일 " -"``snake_case`` (와 소문자들)를 사용해 이런 문제를 예방하는 것을 권장합니다." - -msgid "" -"You can break this rule when style guides say otherwise (such as the C# " -"style guide). Still, be consistent to avoid mistakes." -msgstr "" -"C# 스타일 가이드라인처럼 스타일 가이드라인에 예외가 있다면 이 규칙을 깨도 됩" -"니다. 하지만 실수하지 않도록 일관성을 유지하십시오." - -msgid "" -"On Windows 10, to further avoid mistakes related to case sensitivity, you " -"can also make the project folder case-sensitive. After enabling the Windows " -"Subsystem for Linux feature, run the following command in a PowerShell " -"window::" -msgstr "" -"Windows 10의 경우, 대소문자 구분과 관련된 실수를 방지하기 위해 프로젝트 폴더" -"가 대소문자를 구분하도록 만들 수도 있습니다. Linux용 Windows 하위 시스템 기능" -"을 활성화 한 후, PowerShell 창에 다음 명령을 입력하십시오::" - -msgid "" -"If you haven't enabled the Windows Subsystem for Linux, you can enter the " -"following line in a PowerShell window *running as Administrator* then reboot " -"when asked::" -msgstr "" -"Linux용 Windows 하위 시스템을 활성화하지 않았다면, Powershell에서 아래의 명령" -"을 *관리자 권한으로 실행* 한 후 재부팅 알림이 나올 때 재부팅하는 방법도 있습" -"니다::" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/scene_organization.po b/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/scene_organization.po deleted file mode 100644 index 20fb316c2b..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/scene_organization.po +++ /dev/null @@ -1,186 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Scene organization" -msgstr "씬 구성" - -msgid "How to build relationships effectively" -msgstr "효과적인 관계(relationship) 구축 방법" - -msgid "" -"When Godot users begin crafting their own scenes, they often run into the " -"following problem:" -msgstr "" -"Godot 사용자들은 씬을 만들 때, 종종 다음과 같은 문제점을 마주치게 됩니다:" - -msgid "" -"They create their first scene and fill it with content only to eventually " -"end up saving branches of their scene into separate scenes as the nagging " -"feeling that they should split things up starts to accumulate. However, they " -"then notice that the hard references they were able to rely on before are no " -"longer possible. Re-using the scene in multiple places creates issues " -"because the node paths do not find their targets and signal connections " -"established in the editor break." -msgstr "" -"사용자들은 먼저 첫 씬을 만들고 거기에 내용물을 넣다가 왠지 씬을 좀 나눠야 할 " -"것 같은 불길한 기분을 느낄 쯤 씬의 가지를 개별의 씬으로 저장합니다. 그리고는 " -"더 이상 이전처럼 직접적인 참조를 할 수가 없다는 것을 깨닫는거죠. 노드 경로가 " -"목표를 찾을 수 없고 에디터의 시그널 연결이 무너지기 때문에 씬을 여러 곳에서 " -"재사용하는 것이 문제를 일으킵니다." - -msgid "" -"One of the biggest things to consider in OOP is maintaining focused, " -"singular-purpose classes with `loose coupling `_ to other parts of the codebase. This keeps the size of " -"objects small (for maintainability) and improves their reusability." -msgstr "" -"객체 지향 프로그래밍에서 고려해야할 가장 큰 점은 집중된 단일 목적의 클래스를 " -"코드베이스의 다른 부분과의 `느슨한 연결(loose coupling) `_ 을 유지하는 것입니다. 이것으로 오브젝트" -"의 크기를 (유지 보수성을 위해) 작게 유지하며 재사용성을 높여줍니다." - -msgid "" -"If a scene must interact with an external context, experienced developers " -"recommend the use of `Dependency Injection `_. This technique involves having a high-level API " -"provide the dependencies of the low-level API. Why do this? Because classes " -"which rely on their external environment can inadvertently trigger bugs and " -"unexpected behavior." -msgstr "" -"씬이 외부 컨텍스트와 상호작용해야 한다면, 경험있는 개발자들은 `의존성 주입 " -"`_\\ 사용을 권장합니다. 이 기술은 " -"하이 레벨 API를 사용해 로우 레벨 API의 의존성을 제공하는 것과 관련이 있습니" -"다. 왜 이럴까요? 외부 환경에 의존하는 클래스에서는 버그나 예측하지 못한 동작" -"이 발생하기 쉽기 때문입니다." - -msgid "" -"Connect to a signal. Extremely safe, but should be used only to \"respond\" " -"to behavior, not start it. By convention, signal names are usually past-" -"tense verbs like \"entered\", \"skill_activated\", or \"item_collected\"." -msgstr "" -"시그널에 연결합니다. 매우 안전하지만 동작에 \"응답\"하기 위해 사용해야하고, " -"동작을 시작하기 위해 사용하면 안됩니다. 시그널 이름은 보통 과거 시제 동사를 " -"사용합니다, \"entered\", \"skill_activated\", 혹은 \"item_collected\"처럼 말" -"이죠." - -msgid "Call a method. Used to start behavior." -msgstr "메서드를 호출합니다. 동작을 시작하기 위해 사용됩니다." - -msgid "" -"Initialize a :ref:`Callable ` property. Safer than a method " -"as ownership of the method is unnecessary. Used to start behavior." -msgstr "" -":ref:`Callable ` 속성을 초기화합니다. 메서드의 소유권이 불필" -"요하므로 메서드 호출보다 안전합니다. 동작을 시작하는 데 사용됩니다." - -msgid "Initialize a Node or other Object reference." -msgstr "노드나 다른 오브젝트 참조를 초기화합니다." - -msgid "Initialize a NodePath." -msgstr "노드 경로를 초기화합니다." - -msgid "" -"A GUI like this can better inform project users of critical information " -"about a Node. Does it have external dependencies? Have those dependencies " -"been satisfied? Other programmers, and especially designers and writers, " -"will need clear instructions in the messages telling them what to do to " -"configure it." -msgstr "" -"이런 GUI는 프로젝트 사용자에게 노드에 대한 중요한 정보를 더 잘 전달할 수 있습" -"니다. 외부 종속성을 갖고 있나요? 그러한 종속성을 만족시켰나요? 다른 프로그래" -"머들, 특히 디자이너와 작가들에게 노드를 구성하기 위해 어떻게 해야하는지를 메" -"시지로 명확하게 설명해야 합니다." - -msgid "`SOLID `_" -msgstr "" -"`SOLID (객체 지향 설계) `_" - -msgid "`DRY `_" -msgstr "`DRY `_" - -msgid "`KISS `_" -msgstr "`KISS 원칙 `_" - -msgid "`YAGNI `_" -msgstr "`YAGNI `_" - -msgid "Choosing a node tree structure" -msgstr "노드 트리 구조 선택" - -msgid "Node \"Main\" (main.gd)" -msgstr "노드 \"Main\" (main.gd)" - -msgid "Node2D/Node3D \"World\" (game_world.gd)" -msgstr "Node2D/Node3D \"World\" (game_world.gd)" - -msgid "Control \"GUI\" (gui.gd)" -msgstr "Control \"GUI\" (gui.gd)" - -msgid "tracks all of its data internally" -msgstr "모든 데이터를 내부적으로 추적하고" - -msgid "should be globally accessible" -msgstr "전역으로 접근해야 하고" - -msgid "should exist in isolation" -msgstr "독립적으로 존재해야 하는 것" - -msgid "" -"A reliable third party, likely a parent node, to mediate the assignment." -msgstr "지정하는 것을 조정하기 위한, 부모 노드와 같은, 신뢰할 수 있는 제 3자." - -msgid "Add a \"player\" node to a \"room\"." -msgstr "\"플레이어\" 노드를 \"방\"에 추가합니다." - -msgid "Move the player somewhere else in the tree." -msgstr "플레이어를 트리 어딘가로 이동시킵니다." - -msgid "Delete the room." -msgstr "방을 삭제합니다." - -msgid "Instantiate and add the new room." -msgstr "새로운 방을 인스턴스화하고 추가합니다." - -msgid "More consistency." -msgstr "더 일관성 있음." - -msgid "No \"special cases\" that must be documented and maintained somewhere." -msgstr "문서화하거나 어딘가에 남겨둬야 하는 \"특수한 상황\"이 없음." - -msgid "" -"No opportunity for errors to occur because these details are not accounted " -"for." -msgstr "이러한 세부 사항이 고려되지 않았기 때문에 오류가 발생하지 않음." - -msgid "" -"The **imperative** solution: Use the ``top_level`` property for the :ref:" -"`CanvasItem ` or :ref:`Node3D " -"` node. This will make the node ignore its " -"inherited transform." -msgstr "" -"**명령형** 해결: :ref:`CanvasItem `" -"또는 :ref:`Node3D ` 노드의 ``top_level`` 속" -"성을 사용합니다. 이렇게 하면 노드는 상속된 트랜스폼을 무시합니다." - -msgid "" -"The key to scene organization is to consider the SceneTree in relational " -"terms rather than spatial terms. Are the nodes dependent on their parent's " -"existence? If not, then they can thrive all by themselves somewhere else. If " -"they are dependent, then it stands to reason that they should be children of " -"that parent (and likely part of that parent's scene if they aren't already)." -msgstr "" -"씬 조직의 핵심은 SceneTree를 공간적 용어보다는 관계적 용어로 생각하는 것입니" -"다. 노드가 부모의 존재에 의존적인가요? 그렇지 않다면, 그들은 다른 어딘가에서 " -"스스로 잘 있을 수 있을 겁니다. 의존적이라면, 그들은 부모의 자손으로 (그리고 " -"부모의 씬의 일부로) 존재해야 할 것입니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po b/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po deleted file mode 100644 index 791fc1e2c0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po +++ /dev/null @@ -1,272 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "When to use scenes versus scripts" -msgstr "씬과 스크립트 중 하나를 사용해야 하는 경우" - -msgid "" -"We've already covered how scenes and scripts are different. Scripts define " -"an engine class extension with imperative code, scenes with declarative code." -msgstr "" -"우리는 이미 씬과 스크립트가 어떻게 다른지 알아 보았습니다. 스크립트는 명령형 " -"코드로 엔진 클래스 확장을 정의하고, 씬은 선언형 코드로 정의합니다." - -msgid "" -"Each system's capabilities are different as a result. Scenes can define how " -"an extended class initializes, but not what its behavior actually is. Scenes " -"are often used in conjunction with a script, the scene declaring a " -"composition of nodes, and the script adding behaviour with imperative code." -msgstr "" -"결과적으로 각 시스템의 능력은 다릅니다. 씬은 어떻게 확장된 클래스를 초기화하" -"는 지 정의할 수 있지만, 실제 동작은 정의할 수 없습니다. 씬은 종종 스크립트와 " -"함께 사용되며, 씬을 통해 노드의 구성이 정의되고 스크립트를 통해 선언형 코드" -"로 기술된 동작이 추가됩니다." - -msgid "Anonymous types" -msgstr "익명 타입" - -msgid "" -"It *is* possible to completely define a scenes' contents using a script " -"alone. This is, in essence, what the Godot Editor does, only in the C++ " -"constructor of its objects." -msgstr "" -"스크립트 하나 만으로 씬의 내용을 완전히 정의하는 것도 *가능합니다*. 이것이 본" -"질적으로 Godot 편집기가 하는 일이고, 오브젝트의 C++ 생성자에서 이루어집니다." - -msgid "" -"But, choosing which one to use can be a dilemma. Creating script instances " -"is identical to creating in-engine classes whereas handling scenes requires " -"a change in API:" -msgstr "" -"하지만 어떤 것을 사용해야 하는지 결정하는 것은 딜레마가 됩니다. 스크립트 인스" -"턴스를 만드는 것은 인 게임 클래스를 만드는 것과 동일하지만 씬을 다루려면 API" -"를 변경해야 합니다:" - -msgid "" -"Also, scripts will operate a little slower than scenes due to the speed " -"differences between engine and script code. The larger and more complex the " -"node, the more reason there is to build it as a scene." -msgstr "" -"또한 엔진과 스크립트 코드 간의 속도 차 때문에 스크립트가 씬에 비해 조금 더 느" -"리게 작동합니다. 노드가 크고 복잡할수록, 씬으로 작업하는 것이 더 좋습니다." - -msgid "Named types" -msgstr "명명된 타입" - -msgid "" -"Scripts can be registered as a new type within the editor itself. This " -"displays it as a new type in the node or resource creation dialog with an " -"optional icon. This way, the user's ability to use the script is much more " -"streamlined. Rather than having to..." -msgstr "" -"에디터 자체에서 스크립트를 새로운 타입으로 등록할 수 있습니다. 노드 생성 또" -"는 리소스 생성 대화 상자에서 새로운 타입으로 추가적인 아이콘과 함께 표시됩니" -"다. 이런 경우, 사용자가 스크립트를 사용하는 것이 훨씬 더 간소화됩니다. 아래" -"와 같이 하지 않아도 됩니다..." - -msgid "Know the base type of the script they would like to use." -msgstr "사용하고 싶은 스크립트의 기본 타입을 알기." - -msgid "Create an instance of that base type." -msgstr "기본 타입의 인스턴스를 생성하기." - -msgid "Add the script to the node." -msgstr "노드에 스크립트를 추가하기." - -msgid "" -"With a registered script, the scripted type instead becomes a creation " -"option like the other nodes and resources in the system. The creation dialog " -"even has a search bar to look up the type by name." -msgstr "" -"등록된 스크립트에 대해서 다른 시스템 내 노드와 리소스와 같이 스크립트로 만들" -"어진 타입의 생성 옵션이 나타납니다. 생성 대화 상자에는 타입을 이름으로 찾아" -"볼 수 있는 검색 상자도 있습니다." - -msgid "There are two systems for registering types:" -msgstr "타입을 등록하는 데는 두 가지 시스템이 있습니다:" - -msgid ":ref:`Custom Types `" -msgstr ":ref:`커스텀 타입 `" - -msgid "Editor-only. Typenames are not accessible at runtime." -msgstr "에디터에서만 사용 가능. 런타임에는 타입 이름에 접근할 수 없습니다." - -msgid "Does not support inherited custom types." -msgstr "상속된 커스텀 타입을 지원하지 않습니다." - -msgid "An initializer tool. Creates the node with the script. Nothing more." -msgstr "" -"초기화 툴입니다. 스크립트를 사용해 노드를 만듭니다. 다른 기능은 없습니다." - -msgid "" -"Editor has no type-awareness of the script or its relationship to other " -"engine types or scripts." -msgstr "" -"에디터는 스크립트에 대한 타입 인식, 다른 엔진 타입이나 스크립트와의 관계를 인" -"식할 수 없습니다." - -msgid "Allows users to define an icon." -msgstr "사용자가 아이콘을 정의할 수 있습니다." - -msgid "" -"Works for all scripting languages because it deals with Script resources in " -"abstract." -msgstr "스크립트 리소스를 추상화하기 때문에 모든 스크립트 언어에서 작동합니다." - -msgid "" -"Set up using :ref:`EditorPlugin.add_custom_type " -"`." -msgstr "" -":ref:`EditorPlugin.add_custom_type " -"` 을 사용해 설정합니다." - -msgid "Editor and runtime accessible." -msgstr "에디터와 런타임에서 모두 접근할 수 있습니다." - -msgid "Displays inheritance relationships in full." -msgstr "상속 관계 전체를 표시합니다." - -msgid "" -"Creates the node with the script, but can also change types or extend the " -"type from the editor." -msgstr "" -"스크립트가 부착되어 있는 노드를 만들지만, 에디터에서 타입을 바꾸거나 확장할 " -"수도 있습니다." - -msgid "" -"Editor is aware of inheritance relationships between scripts, script " -"classes, and engine C++ classes." -msgstr "" -"에디터는 스크립트, 스크립트 클래스, 엔진 C++ 클래스 간의 상속 관계를 인식합니" -"다." - -msgid "" -"Engine developers must add support for languages manually (both name " -"exposure and runtime accessibility)." -msgstr "" -"엔진 개발자는 수동으로 언어 지원을 추가해야 합니다 (이름 표시와 런타임 접근 " -"가능성 모두)." - -msgid "" -"The Editor scans project folders and registers any exposed names for all " -"scripting languages. Each scripting language must implement its own support " -"for exposing this information." -msgstr "" -"에디터는 프로젝트 폴더를 탐색하여 모든 스크립팅 언어의 노출된 이름을 등록합니" -"다. 각 스크립팅 언어에 대해 이러한 정보의 노출에 대한 지원을 각각 구현해야 합" -"니다." - -msgid "" -"Both methodologies add names to the creation dialog, but script classes, in " -"particular, also allow for users to access the typename without loading the " -"script resource. Creating instances and accessing constants or static " -"methods is viable from anywhere." -msgstr "" -"두 방법론 모두 생성 대화 상자에 이름을 추가할 수 있습니다. 하지만 스크립트 클" -"래스는 사용자가 스크립트 리소스를 불러오지 않고도 타입이름에 접근할 수 있습니" -"다. 인스턴스를 만들고 상수나 정적 메서드에 접근하는 것은 어디서나 가능합니다." - -msgid "" -"With features like these, one may wish their type to be a script without a " -"scene due to the ease of use it grants users. Those developing plugins or " -"creating in-house tools for designers to use will find an easier time of " -"things this way." -msgstr "" -"이러한 기능을 사용하는 경우 씬 없이도 스크립트로 만든 타입을 통해 사용 편의성" -"을 제공할 수 있습니다. 플러그인을 개발하거나 디자이너를 위한 사내 툴을 만드" -"는 사람들에게 이러한 방식의 구현이 더 편리할 것입니다." - -msgid "" -"On the downside, it also means having to use largely imperative programming." -msgstr "단점은 명령형 프로그래밍을 주로 사용해야 한다는 것입니다." - -msgid "Performance of Script vs PackedScene" -msgstr "스크립트와 PackedScene의 성능" - -msgid "" -"One last aspect to consider when choosing scenes and scripts is execution " -"speed." -msgstr "마지막으로 씬과 스크립트를 선택할 때 고려할 사항은 실행 속도입니다." - -msgid "" -"As the size of objects increases, the scripts' necessary size to create and " -"initialize them grows much larger. Creating node hierarchies demonstrates " -"this. Each Node's logic could be several hundred lines of code in length." -msgstr "" -"오브젝트의 규모가 커질수록, 오브젝트를 만들고 초기화 하는 데 필요한 스크립트" -"의 크기는 더욱 더 커집니다. 노드 계층 구조를 만드는 것이 그러한 경우입니다. " -"각 노드의 로직은 수 백줄의 코드가 될 수 있습니다." - -msgid "" -"The code example below creates a new ``Node``, changes its name, assigns a " -"script to it, sets its future parent as its owner so it gets saved to disk " -"along with it, and finally adds it as a child of the ``Main`` node:" -msgstr "" -"아래의 코드 예제는 새로운 ``Node`` 를 생성하고, 이름을 변경하고, 스크립트를 " -"할당하고, 부모가 될 노드를 소유자로 지정하여 디스크에 같이 저장되도록 한 뒤 " -"``Main`` 노드의 자식으로 등록하는 코드입니다:" - -msgid "" -"Script code like this is much slower than engine-side C++ code. Each " -"instruction makes a call to the scripting API which leads to many " -"\"lookups\" on the back-end to find the logic to execute." -msgstr "" -"이와 같은 스크립트 코드는 엔진쪽의 C++ 코드보다 훨씬 느립니다. 매 명령은 스크" -"립트 API를 호출하기 때문에 실행할 로직을 찾기 위해 백엔드에서 많은 " -"\"lookup\"이 일어나게 됩니다." - -msgid "" -"Scenes help to avoid this performance issue. :ref:`PackedScene " -"`, the base type that scenes inherit from, defines " -"resources that use serialized data to create objects. The engine can process " -"scenes in batches on the back-end and provide much better performance than " -"scripts." -msgstr "" -"씬은 이런 문제를 피할 수 있도록 해줍니다. 씬이 상속하는 기본 타입인 :ref:" -"`PackedScene `은 오브젝트를 생성에 필요한, 직렬화된 데이터" -"를 사용하는 리소스를 정의합니다. 엔진은 백엔드에서 씬을 배치(batch)로 처리할 " -"수 있게 되고 스크립트보다 훨씬 나은 성능을 보입니다." - -msgid "Conclusion" -msgstr "결론" - -msgid "In the end, the best approach is to consider the following:" -msgstr "결론적으로, 최선의 접근법은 아래 사항들을 고려하는 것입니다:" - -msgid "" -"If one wishes to create a basic tool that is going to be re-used in several " -"different projects and which people of all skill levels will likely use " -"(including those who don't label themselves as \"programmers\"), then " -"chances are that it should probably be a script, likely one with a custom " -"name/icon." -msgstr "" -"여러 다른 프로젝트에서 재사용될 예정이며, (\"프로그래머\"라는 이름표가 없는 " -"사람들을 포함한) 모든 실력 수준의 사람들이 사용할 수 있는 기본 툴을 만들고 싶" -"다면, 아마 커스텀한 이름과 아이콘을 가지고 있는 스크립트로 만들어야 할 것입니" -"다." - -msgid "" -"If one wishes to create a concept that is particular to their game, then it " -"should always be a scene. Scenes are easier to track/edit and provide more " -"security than scripts." -msgstr "" -"게임에 필요한 어떤 개념이라면, 거의 대부분의 경우 씬으로 만들어야 합니다. 씬" -"이 스크립트보다 더 쉽게 추적/편집이 가능하고 보안성이 높습니다." - -msgid "" -"If one would like to give a name to a scene, then they can still sort of do " -"this by declaring a script class and giving it a scene as a constant. The " -"script becomes, in effect, a namespace:" -msgstr "" -"씬에 이름을 부여하고 싶다면, 스크립트 클래스를 선언하고 상수로 씬을 지정하여 " -"원하는 바를 달성할 수 있습니다. 스크립트는 사실상 네임스페이스가 됩니다:" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/version_control_systems.po b/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/version_control_systems.po deleted file mode 100644 index 59ced9e9e4..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/version_control_systems.po +++ /dev/null @@ -1,38 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "" -"Godot aims to be VCS-friendly and generate mostly readable and mergeable " -"files." -msgstr "" -"Godot은 VCS 친화적이 되기를 지향합니다. 그리고 최대한 읽기 쉽고 병합 가능한" -"(mergeable) 파일들을 생성합니다." - -msgid "" -"As of July 2023, there is only a Git plugin available, but the community may " -"create additional VCS plugins." -msgstr "" -"2023 7월을 기준으로, Git 플러그인만이 사용가능합니다. 하지만, 커뮤니티가 추가" -"적인 VCS 플러그인들을 제작했을 수 있습니다." - -msgid "Official Git plugin" -msgstr "공식 Git 플러그인" - -msgid "Files to exclude from VCS" -msgstr "버전 관리 시스템에서 제외 해야 하는 파일들" - -msgid "Working with Git on Windows" -msgstr "Windows에서 Git 사용하기" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po b/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po deleted file mode 100644 index 2713747419..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po +++ /dev/null @@ -1,157 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Applying object-oriented principles in Godot" -msgstr "Godot에 객체 지향 원리 적용하기" - -msgid "" -"The engine offers two main ways to create reusable objects: scripts and " -"scenes. Neither of these technically define classes under the hood." -msgstr "" -"엔진에서는 재사용 가능한 코드를 작성하기 위해 스크립트와 씬 두 가지를 사용할 " -"수 있습니다. 둘 모두 클래스의 기술적인 개념을 내부적으로 정의하는 것은 아닙니" -"다." - -msgid "" -"Still, many best practices using Godot involve applying object-oriented " -"programming principles to the scripts and scenes that compose your game. " -"That is why it's useful to understand how we can think of them as classes." -msgstr "" -"하지만 많은 Godot의 모범 사례들이 게임을 제작할 때 스크립트와 씬에 객체 지향 " -"프로그래밍 원리를 적용합니다. 때문에 이 둘을 클래스처럼 생각하는 것이 도움이 " -"됩니다." - -msgid "" -"This guide briefly explains how scripts and scenes work in the engine's core " -"to help you understand how they work under the hood." -msgstr "" -"이 가이드에서는 여러분이 스크립트와 씬의 내부적인 동작을 이해할 수 있도록 이" -"들어 어떻게 엔진 내부에서 동작하는지 간단히 설명합니다." - -msgid "How scripts work in the engine" -msgstr "스크립트가 엔진에서 동작하는 방식" - -msgid "" -"The engine provides built-in classes like :ref:`Node `. You can " -"extend those to create derived types using a script." -msgstr "" -"엔진은 :ref:`Node `같은 내장 클래스를 제공합니다. 스크립트를 이용" -"하면 이를 상속해 파생 타입들을 만들 수 있도록 해줍니다." - -msgid "" -"These scripts are not technically classes. Instead, they are resources that " -"tell the engine a sequence of initializations to perform on one of the " -"engine's built-in classes." -msgstr "" -"스크립트들은 기술적으로는 클래스에 해당하지 않습니다. 대신 스크립트는 엔진의 " -"내장 클래스에 어떤 초기화 절차를 진행해야 하는지 엔진에게 알려주는 리소스입니" -"다." - -msgid "" -"Godot's internal classes have methods that register a class's data with a :" -"ref:`ClassDB `. This database provides runtime access to " -"class information. ``ClassDB`` contains information about classes like:" -msgstr "" -"Godot의 내장 클래스는 :ref:`ClassDB `에 클래스의 데이터를 등록" -"하는 메서드를 갖습니다. 이 데이터베이스는 런타임에 클래스 정보에 액세스 할 " -"수 있도록 해줍니다. ``ClassDB``는 다음과 같은 클래스들의 정보를 포함합니다:" - -msgid "Properties." -msgstr "속성(property)" - -msgid "" -"This ``ClassDB`` is what objects check against when performing an operation " -"like accessing a property or calling a method. It checks the database's " -"records and the object's base types' records to see if the object supports " -"the operation." -msgstr "" -"오브젝트들은 속성(property)에 액세스하거나 메서드를 호출할 때 ``ClassDB`` 를 " -"확인합니다. 데이터베이스의 기록 및 오브젝트의 부모 타입의 기록을 확인해 오브" -"젝트가 하고자 하는 연산을 지원하는지 확인합니다." - -msgid "" -"Attaching a :ref:`Script ` to your object extends the methods, " -"properties, and signals available from the ``ClassDB``." -msgstr "" -":ref:`Script `를 오브젝트에 붙이면 ``ClassDB`` 에 있는 메서드, " -"속성(property) 및 시그널을 상속합니다." - -msgid "" -"Even scripts that don't use the ``extends`` keyword implicitly inherit from " -"the engine's base :ref:`RefCounted ` class. As a result, " -"you can instantiate scripts without the ``extends`` keyword from code. Since " -"they extend ``RefCounted`` though, you cannot attach them to a :ref:`Node " -"`." -msgstr "" -"``extends`` 키워드를 사용하지 않는 스크립트도 묵시적으로 엔진의 기본 :ref:" -"`RefCounted ` 클래스를 상속합니다. 결과적으로 ``extends`` " -"키워드를 사용하지 않고 스크립트를 인스턴스화 할 수 있습니다. 스크립트가 " -"``RefCounted`` 를 상속하기 때문에 :ref:`Node `에는 붙일 수 없습니" -"다." - -msgid "Scenes" -msgstr "씬" - -msgid "" -"The behavior of scenes has many similarities to classes, so it can make " -"sense to think of a scene as a class. Scenes are reusable, instantiable, and " -"inheritable groups of nodes. Creating a scene is similar to having a script " -"that creates nodes and adds them as children using ``add_child()``." -msgstr "" -"씬의 동작도 클래스와 여러 유사점을 갖고 있으므로 씬을 클래스처럼 여기는 것도 " -"타당합니다. 씬은 재사용이 가능하고, 인스턴스화 할 수 있고, 상속이 가능한 노드" -"들의 집합입니다. 씬을 생성하는 것은 스크립트가 노드를 생성한 후 이를 " -"``add_child()`` 를 사용해 자식으로 추가하는 것과 유사합니다." - -msgid "" -"We often pair a scene with a scripted root node that makes use of the " -"scene's nodes. As such, the script extends the scene by adding behavior " -"through imperative code." -msgstr "" -"종종 씬과 씬의 노드들을 사용하는 (루트 노드에 연결된)스크립트를 짝지어 생각합" -"니다. 이렇게 보면 스크립트는 씬에 필요한 동작을 추가함으로써 씬을 상속하는 것" -"이기도 합니다." - -msgid "The content of a scene helps to define:" -msgstr "씬의 구성물은 다음을 정의하는데 도움이 됩니다:" - -msgid "What nodes are available to the script." -msgstr "어떤 노드를 스크립트에서 사용할 수 있는지" - -msgid "How they are organized." -msgstr "노드들이 어떻게 조직화 되어있는지" - -msgid "How they are initialized." -msgstr "노드들이 어떻게 초기화되는지" - -msgid "" -"Why is any of this important to scene organization? Because instances of " -"scenes *are* objects. As a result, many object-oriented principles that " -"apply to written code also apply to scenes: single responsibility, " -"encapsulation, and others." -msgstr "" -"왜 씬의 구성에 이런 사항들이 중요할까요? 이는 씬의 인스턴스가 *곧* 오브젝트이" -"기 때문입니다. 결과적으로 단일 책임 원칙, 캡슐화 등 코드에 적용할 수 있는 객" -"체 지향 기법이 씬에도 적용될 수 있습니다." - -msgid "" -"The scene is *always an extension of the script attached to its root node*, " -"so you can interpret it as part of a class." -msgstr "" -"씬은 *항상 자신의 루트 노트에 붙은 스크립트를 상속합니다*. 따라서 이를 클래스" -"의 일종으로 생각할 수 있습니다." - -msgid "" -"Most of the techniques explained in this best practices series build on this " -"point." -msgstr "모범 사례에서 설명하는 여러 기법들은 이런 점에 기반하고 있습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/editor/command_line_tutorial.po b/sphinx/po/ko/LC_MESSAGES/tutorials/editor/command_line_tutorial.po deleted file mode 100644 index ef8c11ac2b..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/editor/command_line_tutorial.po +++ /dev/null @@ -1,264 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Command line tutorial" -msgstr "명령줄(Command line) 튜토리얼" - -msgid "" -"Some developers like using the command line extensively. Godot is designed " -"to be friendly to them, so here are the steps for working entirely from the " -"command line. Given the engine relies on almost no external libraries, " -"initialization times are pretty fast, making it suitable for this workflow." -msgstr "" -"일부 개발자들은 명령줄을 광범위하게 사용하는 것을 좋아합니다. Godot는 이들에" -"게 친숙하도록 설계되었고, 여기에는 완전히 명령줄으로만 작업하는 단계가 설명되" -"어 있습니다. 엔진은 외부 라이브러리에 거의 의존하지 않으므로 초기화 시간이 매" -"우 빨라서 이 워크플로에 적합합니다." - -msgid "" -"On Windows and Linux, you can run a Godot binary in a terminal by specifying " -"its relative or absolute path." -msgstr "" -"Windows와 Linux의 터미널에서 상대 또는 절대 경로로 Godot 바이너리를 실행할 " -"수 있습니다." - -msgid "" -"On macOS, the process is different due to Godot being contained within an ``." -"app`` bundle (which is a *folder*, not a file). To run a Godot binary from a " -"terminal on macOS, you have to ``cd`` to the folder where the Godot " -"application bundle is located, then run ``Godot.app/Contents/MacOS/Godot`` " -"followed by any command line arguments. If you've renamed the application " -"bundle from ``Godot`` to another name, make sure to edit this command line " -"accordingly." -msgstr "" -"macOS에서는 Godot가 ``.app`` 번들(파일이 아닌 *폴더*)에 포함되어 있기 때문에 " -"프로세스가 다릅니다. macOS의 터미널에서 Godot 바이너리를 실행하려면 Godot 애" -"플리케이션 번들이 있는 폴더로 ``cd``\\ 한 다음 ``Godot.app/Contents/MacOS/" -"Godot`` 뒤에 인수를 넣어 명령줄을 실행해야 합니다. 애플리케이션 번들의 이름" -"을 ``Godot``\\ 에서 다른 이름으로 변경했다면 이 명령줄을 적절하게 편집해야 합" -"니다." - -msgid "Command line reference" -msgstr "명령줄 참조" - -msgid "**General options**" -msgstr "**일반 옵션**" - -msgid "Command" -msgstr "명령" - -msgid "Description" -msgstr "설명" - -msgid "``--version``" -msgstr "``--version``" - -msgid "``-v``, ``--verbose``" -msgstr "``-v``, ``--verbose``" - -msgid "**Run options**" -msgstr "**실행 설정**" - -msgid "``-e``, ``--editor``" -msgstr "``-e``, ``--editor``" - -msgid "``-p``, ``--project-manager``" -msgstr "``-p``, ``--project-manager``" - -msgid "``--path ``" -msgstr "``--path ``" - -msgid "``-u``, ``--upwards``" -msgstr "``-u``, ``--upwards``" - -msgid "``--main-pack ``" -msgstr "``--main-pack ``" - -msgid "``--render-thread ``" -msgstr "``--render-thread ``" - -msgid "``--remote-fs
``" -msgstr "``--remote-fs
``" - -msgid "``--audio-driver ``" -msgstr "``--audio-driver ``" - -msgid "**Display options**" -msgstr "**디스플레이 설정**" - -msgid "``-f``, ``--fullscreen``" -msgstr "``-f``, ``--fullscreen``" - -msgid "``-m``, ``--maximized``" -msgstr "``-m``, ``--maximized``" - -msgid "``-w``, ``--windowed``" -msgstr "``-w``, ``--windowed``" - -msgid "``-t``, ``--always-on-top``" -msgstr "``-t``, ``--always-on-top``" - -msgid "``--resolution x``" -msgstr "``--resolution x``" - -msgid "``--position ,``" -msgstr "``--position ,``" - -msgid "**Debug options**" -msgstr "**디버그 설정**" - -msgid "``-d``, ``--debug``" -msgstr "``-d``, ``--debug``" - -msgid "``-b``, ``--breakpoints``" -msgstr "``-b``, ``--breakpoints``" - -msgid "``--profiling``" -msgstr "``--profiling``" - -msgid "``--debug-collisions``" -msgstr "``--debug-collisions``" - -msgid "``--debug-navigation``" -msgstr "``--debug-navigation``" - -msgid "``--frame-delay ``" -msgstr "``--frame-delay ``" - -msgid "``--time-scale ``" -msgstr "``--time-scale ``" - -msgid "``--disable-render-loop``" -msgstr "``--disable-render-loop``" - -msgid "``--disable-crash-handler``" -msgstr "``--disable-crash-handler``" - -msgid "``--fixed-fps ``" -msgstr "``--fixed-fps ``" - -msgid "``--print-fps``" -msgstr "``--print-fps``" - -msgid "**Standalone tools**" -msgstr "**독립형 툴**" - -msgid "``--check-only``" -msgstr "``--check-only``" - -msgid "``--export-pack ``" -msgstr "``--export-pack ``" - -msgid "``--no-docbase``" -msgstr "``--no-docbase``" - -msgid "``--build-solutions``" -msgstr "``--build-solutions``" - -msgid "Path" -msgstr "경로" - -msgid "Setting the project path" -msgstr "프로젝트 경로 설정하기" - -msgid "" -"Depending on where your Godot binary is located and what your current " -"working directory is, you may need to set the path to your project for any " -"of the following commands to work correctly." -msgstr "" -"Godot 바이너리의 위치와 현재 작업 디렉토리의 위치에 따라, 다음 명령이 올바르" -"게 작동하려면 프로젝트의 경로를 설정해야 합니다." - -msgid "" -"For example, the full command for exporting your game (as explained below) " -"might look like this:" -msgstr "" -"예를 들어, (아래에서 설명할) 게임을 내보내는 전체 명령은 다음과 같을 것입니" -"다:" - -msgid "Creating a project" -msgstr "프로젝트 생성하기" - -msgid "The project can now be opened with Godot." -msgstr "프로젝트는 이제 Godot로 열 수 있습니다." - -msgid "Running the editor" -msgstr "에디터 실행하기" - -msgid "" -"If a scene has been created and saved, it can be edited later by running the " -"same code with that scene as argument." -msgstr "" -"씬을 만들고 저장하면 나중에 해당 씬을 인수로 사용해 동일한 코드를 실행해서 편" -"집할 수 있습니다." - -msgid "Erasing a scene" -msgstr "씬 지우기" - -msgid "Running the game" -msgstr "게임 실행하기" - -msgid "" -"When a specific scene needs to be tested, pass that scene to the command " -"line." -msgstr "특정 씬을 테스트해야 하는 경우 씬을 명령줄로 전달하세요." - -msgid "Debugging" -msgstr "디버깅" - -msgid "Exporting" -msgstr "내보내기(Exporting)" - -msgid "" -"The preset name must match the name of an export preset defined in the " -"project's ``export_presets.cfg`` file. If the preset name contains spaces or " -"special characters (such as \"Windows Desktop\"), it must be surrounded with " -"quotes." -msgstr "" -"프리셋 이름은 프로젝트의 ``export_presets.cfg`` 파일에 정의된 내보내기 프리셋" -"의 이름과 일치해야 합니다. 프리셋 이름에 공백이나 특수 문자(예: \"Windows 바" -"탕화면\")가 포함된 경우 따옴표로 묶어야 합니다." - -msgid "Running a script" -msgstr "스크립트 실행하기" - -msgid "The script must inherit from ``SceneTree`` or ``MainLoop``." -msgstr "스크립트는 ``SceneTree`` 또는 ``MainLoop``\\ 를 상속받아야 합니다." - -msgid "And how to run it:" -msgstr "그리고 어떻게 실행하는 지에 대한 예제입니다:" - -msgid "" -"If no ``project.godot`` exists at the path, current path is assumed to be " -"the current working directory (unless ``--path`` is specified)." -msgstr "" -"``project.godot``\\ 가 경로에 존재하지 않으면, 현재 경로는 (``-path``\\ 가 지" -"정되지 않는 한) 현재 작업 디렉토리로 가정합니다." - -msgid "" -"The first line of ``sayhello.gd`` above is commonly referred to as a " -"*shebang*. If the Godot binary is in your ``PATH`` as ``godot``, it allows " -"you to run the script as follows in modern Linux distributions, as well as " -"macOS:" -msgstr "" -"위 ``sayhello.gd``\\ 의 첫 번째 줄은 일반적으로 *shebang*\\ 이라고 합니다. " -"Godot 바이너리가 ``PATH``\\ 에 ``godot``\\ 로 존재한다면, 최신 Linux 배포판" -"과 macOS에서 다음과 같이 스크립트를 실행할 수 있습니다:" - -msgid "" -"If the above doesn't work in your current version of Linux or macOS, you can " -"always have the shebang run Godot straight from where it is located as " -"follows:" -msgstr "" -"위의 내용이 현재 버전의 Linux 또는 macOS에서 작동하지 않으면 다음과 같이 " -"Shebang이 있는 위치에서 바로 Godot를 실행하도록 할 수 있습니다:" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/editor/customizing_editor.po b/sphinx/po/ko/LC_MESSAGES/tutorials/editor/customizing_editor.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/editor/customizing_editor.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/editor/default_key_mapping.po b/sphinx/po/ko/LC_MESSAGES/tutorials/editor/default_key_mapping.po deleted file mode 100644 index 3d243a2e0b..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/editor/default_key_mapping.po +++ /dev/null @@ -1,697 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "cheatsheet, cheat sheet, shortcut" -msgstr "치트시트, 치트 시트, 쇼트컷" - -msgid "Default editor shortcuts" -msgstr "기본 에디터 단축키" - -msgid "" -"While some actions are universal, a lot of shortcuts are specific to " -"individual tools. For this reason it is possible for some key combinations " -"to be assigned to more than one function. The correct action will be " -"performed depending on the context." -msgstr "" -"일부 작업은 보편적이지만 많은 바로 가기는 개별 툴에만 적용됩니다. 이러한 이유" -"로 일부 키 조합은 둘 이상의 기능에 할당될 수 있습니다. 컨텍스트에 따라 올바" -"른 작업이 수행됩니다." - -msgid "" -"While Windows and Linux builds of the editor share most of the default " -"settings, some shortcuts may differ for macOS version. This is done for " -"better integration of the editor into macOS ecosystem. Users fluent with " -"standard shortcuts on that OS should find Godot Editor's default key mapping " -"intuitive." -msgstr "" -"에디터의 Windows 및 Linux 빌드는 대부분의 기본 설정을 공유하지만 일부 단축키" -"는 macOS 버전에 따라 다를 수 있습니다. 이는 에디터를 macOS 에코시스템에 더 " -"잘 통합하기 위해 수행됩니다. macOS의 표준 단축키에 숙련된 사용자는 Godot 에디" -"터의 기본 키 매핑이 직관적임을 깨달을 수 있습니다." - -msgid "Action name" -msgstr "작업 이름" - -msgid "Windows, Linux" -msgstr "Windows, Linux" - -msgid "macOS" -msgstr "macOS" - -msgid "Editor setting" -msgstr "에디터 설정" - -msgid "Open 2D Editor" -msgstr "2D 에디터 열기" - -msgid ":kbd:`Ctrl + F1`" -msgstr ":kbd:`Ctrl + F1`" - -msgid "``editor/editor_2d``" -msgstr "``editor/editor_2d``" - -msgid "Open 3D Editor" -msgstr "3D 에디터 열기" - -msgid ":kbd:`Ctrl + F2`" -msgstr ":kbd:`Ctrl + F2`" - -msgid "``editor/editor_3d``" -msgstr "``editor/editor_3d``" - -msgid "Open Script Editor" -msgstr "스크립트 에디터 열기" - -msgid ":kbd:`Ctrl + F3`" -msgstr ":kbd:`Ctrl + F3`" - -msgid "``editor/editor_script``" -msgstr "``editor/editor_script``" - -msgid "Search Help" -msgstr "도움말 검색" - -msgid ":kbd:`F1`" -msgstr ":kbd:`F1`" - -msgid "``editor/editor_help``" -msgstr "``editor/editor_help``" - -msgid "Distraction Free Mode" -msgstr "집중 모드" - -msgid ":kbd:`Ctrl + Shift + F11`" -msgstr ":kbd:`Ctrl + Shift + F11`" - -msgid ":kbd:`Cmd + Ctrl + D`" -msgstr ":kbd:`Cmd + Ctrl + D`" - -msgid "``editor/distraction_free_mode``" -msgstr "``editor/distraction_free_mode``" - -msgid "Next tab" -msgstr "다음 탭" - -msgid ":kbd:`Ctrl + Tab`" -msgstr ":kbd:`Ctrl + Tab`" - -msgid ":kbd:`Cmd + Tab`" -msgstr ":kbd:`Cmd + Tab`" - -msgid "``editor/next_tab``" -msgstr "``editor/next_tab``" - -msgid "Previous tab" -msgstr "이전 탭" - -msgid ":kbd:`Ctrl + Shift + Tab`" -msgstr ":kbd:`Ctrl + Shift + Tab`" - -msgid ":kbd:`Cmd + Shift + Tab`" -msgstr ":kbd:`Cmd + Shift + Tab`" - -msgid "``editor/prev_tab``" -msgstr "``editor/prev_tab``" - -msgid "Filter Files" -msgstr "파일 필터" - -msgid ":kbd:`Ctrl + Alt + P`" -msgstr ":kbd:`Ctrl + Alt + P`" - -msgid "``editor/filter_files``" -msgstr "``editor/filter_files``" - -msgid "Open Scene" -msgstr "씬 열기" - -msgid ":kbd:`Ctrl + O`" -msgstr ":kbd:`Ctrl + O`" - -msgid ":kbd:`Cmd + O`" -msgstr ":kbd:`Cmd + O`" - -msgid "``editor/open_scene``" -msgstr "``editor/open_scene``" - -msgid "Close Scene" -msgstr "씬 닫기" - -msgid ":kbd:`Ctrl + Shift + W`" -msgstr ":kbd:`Ctrl + Shift + W`" - -msgid ":kbd:`Cmd + Shift + W`" -msgstr ":kbd:`Cmd + Shift + W`" - -msgid "``editor/close_scene``" -msgstr "``editor/close_scene``" - -msgid "Reopen Closed Scene" -msgstr "닫은 씬 다시 열기" - -msgid ":kbd:`Ctrl + Shift + T`" -msgstr ":kbd:`Ctrl + Shift + T`" - -msgid ":kbd:`Cmd + Shift + T`" -msgstr ":kbd:`Cmd + Shift + T`" - -msgid "``editor/reopen_closed_scene``" -msgstr "``editor/reopen_closed_scene``" - -msgid "Save Scene" -msgstr "씬 저장" - -msgid ":kbd:`Ctrl + S`" -msgstr ":kbd:`Ctrl + S`" - -msgid ":kbd:`Cmd + S`" -msgstr ":kbd:`Cmd + S`" - -msgid "Save Scene As" -msgstr "다른이름으로 씬 저장하기" - -msgid ":kbd:`Ctrl + Shift + S`" -msgstr ":kbd:`Ctrl + Shift + S`" - -msgid ":kbd:`Cmd + Shift + S`" -msgstr ":kbd:`Cmd + Shift + S`" - -msgid "``editor/save_scene_as``" -msgstr "``editor/save_scene_as``" - -msgid "Save All Scenes" -msgstr "모든 씬 저장" - -msgid ":kbd:`Ctrl + Shift + Alt + S`" -msgstr ":kbd:`Ctrl + Shift + Alt + S`" - -msgid "``editor/save_all_scenes``" -msgstr "``editor/save_all_scenes``" - -msgid ":kbd:`Shift + Alt + O`" -msgstr ":kbd:`Shift + Alt + O`" - -msgid "``editor/quick_open``" -msgstr "``editor/quick_open``" - -msgid ":kbd:`Ctrl + Shift + O`" -msgstr ":kbd:`Ctrl + Shift + O`" - -msgid ":kbd:`Cmd + Shift + O`" -msgstr ":kbd:`Cmd + Shift + O`" - -msgid "``editor/quick_open_scene``" -msgstr "``editor/quick_open_scene``" - -msgid ":kbd:`Ctrl + Alt + O`" -msgstr ":kbd:`Ctrl + Alt + O`" - -msgid "``editor/quick_open_script``" -msgstr "``editor/quick_open_script``" - -msgid "Undo" -msgstr "실행 취소" - -msgid ":kbd:`Ctrl + Z`" -msgstr ":kbd:`Ctrl + Z`" - -msgid ":kbd:`Cmd + Z`" -msgstr ":kbd:`Cmd + Z`" - -msgid "``editor/undo``" -msgstr "``editor/undo``" - -msgid "Redo" -msgstr "다시 실행" - -msgid ":kbd:`Ctrl + Shift + Z`" -msgstr ":kbd:`Ctrl + Shift + Z`" - -msgid ":kbd:`Cmd + Shift + Z`" -msgstr ":kbd:`Cmd + Shift + Z`" - -msgid "Quit" -msgstr "종료" - -msgid "Quit to Project List" -msgstr "종료 후 프로젝트 목록으로 이동" - -msgid "Take Screenshot" -msgstr "스크린샷 찍기" - -msgid "Toggle Fullscreen" -msgstr "전체 화면 토글" - -msgid "Play" -msgstr "실행" - -msgid "Pause Scene" -msgstr "씬 일시정지" - -msgid "Stop" -msgstr "정지" - -msgid "Play Scene" -msgstr "씬 실행" - -msgid "Play Custom Scene" -msgstr "커스텀 씬 실행" - -msgid "Expand Bottom Panel" -msgstr "아래쪽 패널 확장" - -msgid "Zoom In" -msgstr "줌 인" - -msgid "Zoom Out" -msgstr "줌 아웃" - -msgid "Zoom Reset" -msgstr "줌 재설정" - -msgid "Pan View" -msgstr "팬 보기" - -msgid "Select Mode" -msgstr "선택 모드" - -msgid "Move Mode" -msgstr "이동 모드" - -msgid "Rotate Mode" -msgstr "회전 모드" - -msgid "Scale Mode" -msgstr "스케일 모드" - -msgid "Ruler Mode" -msgstr "자 모드" - -msgid "Use Smart Snap" -msgstr "스마트 스냅 사용" - -msgid "Use Grid Snap" -msgstr "격자 스냅 사용" - -msgid "Multiply grid step by 2" -msgstr "격자 단계를 2배 증가" - -msgid "Divide grid step by 2" -msgstr "격자 단계를 반으로 감소" - -msgid "Always Show Grid" -msgstr "항상 격자 보이기" - -msgid "Show Helpers" -msgstr "도우미 보이기" - -msgid "Show Guides" -msgstr "가이드 보이기" - -msgid "Center Selection" -msgstr "선택 항목 중앙으로" - -msgid "Frame Selection" -msgstr "프레임 선택" - -msgid "Preview Canvas Scale" -msgstr "캔버스 스케일 미리보기" - -msgid "Insert Key" -msgstr "키 삽입" - -msgid "Insert Key (Existing Tracks)" -msgstr "키 삽입 (기존 트랙)" - -msgid "Make Custom Bones from Nodes" -msgstr "노드에 커스텀 본 만들기" - -msgid "Clear Pose" -msgstr "포즈 지우기" - -msgid "Toggle Freelook" -msgstr "자유 시점 토글" - -msgid "Freelook Left" -msgstr "자유 시점 왼쪽으로" - -msgid "Freelook Right" -msgstr "자유 시점 오른쪽으로" - -msgid "Freelook Forward" -msgstr "자유 시점 앞으로" - -msgid "Freelook Backwards" -msgstr "자유 시점 뒤로" - -msgid "Freelook Up" -msgstr "자유 시점 위로" - -msgid "Freelook Down" -msgstr "자유 시점 아래로" - -msgid "Freelook Speed Modifier" -msgstr "자유 시점 가속 수정자" - -msgid "Freelook Slow Modifier" -msgstr "자유 시점 감속 수정자" - -msgid "Use Local Space" -msgstr "로컬 공간 사용" - -msgid "Use Snap" -msgstr "스냅 사용" - -msgid "Snap Object to Floor" -msgstr "오브젝트를 바닥에 스냅" - -msgid "Top View" -msgstr "상단 뷰" - -msgid "Bottom View" -msgstr "하단 뷰" - -msgid "Front View" -msgstr "정면 뷰" - -msgid "Rear View" -msgstr "후면 뷰" - -msgid "Right View" -msgstr "우측 뷰" - -msgid "Left View" -msgstr "좌측 뷰" - -msgid "Switch Perspective/Orthogonal View" -msgstr "원근/직교 뷰 전환" - -msgid "Insert Animation Key" -msgstr "애니메이션 키 삽입" - -msgid "Focus Origin" -msgstr "원점 포커스" - -msgid "Focus Selection" -msgstr "선택 항목 포커스" - -msgid "Align Transform with View" -msgstr "변형을 뷰에 정렬" - -msgid "Align Rotation with View" -msgstr "회전을 뷰에 정렬" - -msgid "1 Viewport" -msgstr "뷰포트 1개" - -msgid "2 Viewports" -msgstr "뷰포트 2개" - -msgid "2 Viewports (Alt)" -msgstr "뷰포트 2개 (다른 방식)" - -msgid "3 Viewports" -msgstr "뷰포트 3개" - -msgid "3 Viewports (Alt)" -msgstr "뷰포트 3개 (다른 방식)" - -msgid "4 Viewports" -msgstr "뷰포트 4개" - -msgid "Cut" -msgstr "잘라내기" - -msgid "Copy" -msgstr "복사" - -msgid "Paste" -msgstr "붙여넣기" - -msgid "Select All" -msgstr "모두 선택" - -msgid "Find Next" -msgstr "다음 찾기" - -msgid "Find Previous" -msgstr "이전 찾기" - -msgid "Find in Files" -msgstr "파일에서 찾기" - -msgid "Replace" -msgstr "바꾸기" - -msgid "Replace in Files" -msgstr "파일에서 바꾸기" - -msgid "Move Up" -msgstr "위로 이동" - -msgid "Move Down" -msgstr "아래로 이동" - -msgid "Delete Line" -msgstr "행 삭제" - -msgid "Toggle Comment" -msgstr "주석 토글" - -msgid "Fold/Unfold Line" -msgstr "행 접기/펼치기" - -msgid "Duplicate Selection" -msgstr "선택 항목 복제" - -msgid "Complete Symbol" -msgstr "상징 자동 완성" - -msgid "Evaluate Selection" -msgstr "선택 항목 평가" - -msgid "Trim Trailing Whitespace" -msgstr "후행 공백 문자 제거" - -msgid "Uppercase" -msgstr "대문자로" - -msgid "Lowercase" -msgstr "소문자로" - -msgid "Capitalize" -msgstr "대문자로 시작" - -msgid "Convert Indent to Spaces" -msgstr "공백으로 들여쓰도록 변환" - -msgid "Convert Indent to Tabs" -msgstr "탭으로 들여쓰도록 변환" - -msgid "Auto Indent" -msgstr "자동 들여쓰기" - -msgid "Toggle Bookmark" -msgstr "북마크 토글" - -msgid "Go to Next Bookmark" -msgstr "다음 북마크로 이동" - -msgid "Go to Previous Bookmark" -msgstr "이전 북마크로 이동" - -msgid "Go to Function" -msgstr "함수로 이동" - -msgid "Go to Line" -msgstr "행으로 이동" - -msgid "Toggle Breakpoint" -msgstr "중단점 토글" - -msgid "Remove All Breakpoints" -msgstr "모든 중단점 제거" - -msgid "Go to Next Breakpoint" -msgstr "다음 중단점으로 이동" - -msgid "Go to Previous Breakpoint" -msgstr "이전 중단점으로 이동" - -msgid "Contextual Help" -msgstr "상황에 맞는 도움말" - -msgid "Next Script" -msgstr "다음 스크립트" - -msgid "Previous Script" -msgstr "이전 스크립트" - -msgid "Reopen Closed Script" -msgstr "닫은 스크립트 다시 열기" - -msgid "Save" -msgstr "저장" - -msgid "Save All" -msgstr "모두 저장" - -msgid "Soft Reload Script" -msgstr "스크립트 일반 새로고침" - -msgid "History Previous" -msgstr "이전 기록" - -msgid "History Next" -msgstr "다음 기록" - -msgid "Close" -msgstr "닫기" - -msgid "Run" -msgstr "실행" - -msgid "Toggle Scripts Panel" -msgstr "스크립트 패널 토글" - -msgid "Reset Zoom" -msgstr "줌 재설정" - -msgid "Copy Selection" -msgstr "선택 항목 복사" - -msgid "Clear Output" -msgstr "출력 지우기" - -msgid "Debugger" -msgstr "디버거" - -msgid "Step Into" -msgstr "프로시저 단위 실행" - -msgid "Step Over" -msgstr "한 단계씩 코드 실행" - -msgid "Continue" -msgstr "계속" - -msgid "Go Back" -msgstr "뒤로" - -msgid "Go Forward" -msgstr "앞으로" - -msgid "Go Up" -msgstr "상위로" - -msgid "Refresh" -msgstr "새로고침" - -msgid "Toggle Hidden Files" -msgstr "숨김 파일 토글" - -msgid "Toggle Favorite" -msgstr "즐겨찾기 토글" - -msgid "Toggle Mode" -msgstr "모드 토글" - -msgid "Create Folder" -msgstr "폴더 만들기" - -msgid "Delete" -msgstr "삭제" - -msgid "Focus Path" -msgstr "경로 포커스" - -msgid "Move Favorite Up" -msgstr "즐겨찾기 위로 이동" - -msgid "Move Favorite Down" -msgstr "즐겨찾기 아래로 이동" - -msgid "Copy Path" -msgstr "경로 복사" - -msgid "Duplicate" -msgstr "복제" - -msgid "Add Child Node" -msgstr "자식 노드 추가" - -msgid "Batch Rename" -msgstr "일괄 이름 바꾸기" - -msgid "Copy Node Path" -msgstr "노드 경로 복사" - -msgid "Duplicate Transposed" -msgstr "선택된 트랙에 복제" - -msgid "Delete Selection" -msgstr "선택 항목 삭제" - -msgid "Go to Next Step" -msgstr "다음 단계로 이동" - -msgid "Go to Previous Step" -msgstr "이전 단계로 이동" - -msgid "Select" -msgstr "선택" - -msgid "Cut Selection" -msgstr "선택 항목 잘라내기" - -msgid "Flip Horizontally" -msgstr "수평으로 뒤집기" - -msgid "Flip Vertically" -msgstr "수직으로 뒤집기" - -msgid "Rotate Left" -msgstr "왼쪽으로 회전" - -msgid "Rotate Right" -msgstr "오른쪽으로 회전" - -msgid "Next Coordinate" -msgstr "다음 좌표" - -msgid "Previous Coordinate" -msgstr "이전 좌표" - -msgid "Region Mode" -msgstr "영역 모드" - -msgid "Collision Mode" -msgstr "콜리전 모드" - -msgid "Occlusion Mode" -msgstr "어클루전 모드" - -msgid "Navigation Mode" -msgstr "내비게이션 모드" - -msgid "Bitmask Mode" -msgstr "비트 마스크 모드" - -msgid "Priority Mode" -msgstr "우선 순위 모드" - -msgid "Icon Mode" -msgstr "아이콘 모드" - -msgid "Z Index Mode" -msgstr "Z 인덱스 모드" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/editor/external_editor.po b/sphinx/po/ko/LC_MESSAGES/tutorials/editor/external_editor.po deleted file mode 100644 index 4662b46e27..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/editor/external_editor.po +++ /dev/null @@ -1,75 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using an external text editor" -msgstr "외부 텍스트 에디터 사용하기" - -msgid "Field in Exec Flags" -msgstr "Exec Flags 필드" - -msgid "Is replaced with" -msgstr "대체되는 문자열" - -msgid "``{project}``" -msgstr "``{project}``" - -msgid "The absolute path to the project directory" -msgstr "프로젝트 디렉토리의 절대 경로" - -msgid "``{file}``" -msgstr "``{file}``" - -msgid "The absolute path to the file" -msgstr "파일의 절대 경로" - -msgid "``{col}``" -msgstr "``{col}``" - -msgid "The column number of the error" -msgstr "오류의 열 번호" - -msgid "``{line}``" -msgstr "``{line}``" - -msgid "The line number of the error" -msgstr "오류의 행 번호" - -msgid "Editor" -msgstr "에디터" - -msgid "Exec Flags" -msgstr "실행 플래그" - -msgid "Geany/Kate" -msgstr "Geany/Kate" - -msgid "``{file} --line {line} --column {col}``" -msgstr "``{file} --line {line} --column {col}``" - -msgid "``{file}:{line}``" -msgstr "``{file}:{line}``" - -msgid "JetBrains Rider" -msgstr "JetBrains Rider" - -msgid "Visual Studio Code" -msgstr "Visual Studio Code" - -msgid "``{project} --goto {file}:{line}:{col}``" -msgstr "``{project} --goto {file}:{line}:{col}``" - -msgid "Vim (gVim)" -msgstr "Vim (gVim)" - -msgid "``\"+call cursor({line}, {col})\" {file}``" -msgstr "``\"+call cursor({line}, {col})\" {file}``" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/editor/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/editor/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/editor/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/editor/inspector_dock.po b/sphinx/po/ko/LC_MESSAGES/tutorials/editor/inspector_dock.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/editor/inspector_dock.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/editor/managing_editor_features.po b/sphinx/po/ko/LC_MESSAGES/tutorials/editor/managing_editor_features.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/editor/managing_editor_features.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/editor/project_manager.po b/sphinx/po/ko/LC_MESSAGES/tutorials/editor/project_manager.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/editor/project_manager.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/editor/project_settings.po b/sphinx/po/ko/LC_MESSAGES/tutorials/editor/project_settings.po deleted file mode 100644 index e3550b3d79..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/editor/project_settings.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Project Settings" -msgstr "프로젝트 설정" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/editor/using_the_android_editor.po b/sphinx/po/ko/LC_MESSAGES/tutorials/editor/using_the_android_editor.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/editor/using_the_android_editor.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/editor/using_the_web_editor.po b/sphinx/po/ko/LC_MESSAGES/tutorials/editor/using_the_web_editor.po deleted file mode 100644 index afa46f9c3a..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/editor/using_the_web_editor.po +++ /dev/null @@ -1,219 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the Web editor" -msgstr "웹 에디터 사용하기" - -msgid "" -"The web editor is in a preliminary stage. While its feature set may be " -"sufficient for educational purposes, it is currently **not recommended for " -"production work**. See :ref:`doc_using_the_web_editor_limitations` below." -msgstr "" -"웹 에디터는 초기 단계에 있습니다. 기능이 교육 목적으로 충분할 수 있지만 현재" -"로서는 **출시할 게임을 작업하는 것은 권장되지 않습니다**. 아래 :ref:" -"`doc_using_the_web_editor_limitations`\\ 를 참조하세요." - -msgid "Browser support" -msgstr "브라우저 지원" - -msgid "" -"The Web editor requires support for WebAssembly's SharedArrayBuffer. This is " -"in turn required to support threading in the browser. The following desktop " -"browsers support WebAssembly threading and can therefore run the web editor:" -msgstr "" -"웹 에디터는 웹어셈블리(WebAssembly)의 SharedArrayBuffer에 대한 지원이 필요합" -"니다. 이는 브라우저에서 스레딩을 지원하는 데 필요합니다. 다음 데스크탑 브라우" -"저들은 웹어셈블리 스레딩을 지원하므로 웹 에디터를 실행할 수 있습니다:" - -msgid "Chrome 68 or later" -msgstr "Chrome 68 또는 이후 버전" - -msgid "Firefox 79 or later" -msgstr "Firefox 79 또는 이후 버전" - -msgid "Edge 79 or later" -msgstr "Edge 79 또는 이후 버전" - -msgid "" -"Opera and Safari are not supported yet. Safari may work in the future once " -"proper threading support is added." -msgstr "" -"Opera 및 Safari는 아직 지원되지 않습니다. 적절한 스레딩 지원이 추가되면 나중" -"에 Safari에서도 작동할 수 있습니다." - -msgid "**Mobile browsers are currently not supported.**" -msgstr "**모바일 브라우저는 현재 지원되지 않습니다.**" - -msgid "" -"If you use Linux, due to `poor Firefox WebGL performance `__, it's recommended to use a Chromium-" -"based browser instead of Firefox." -msgstr "" -"Linux를 사용할 경우 `Firefox WebGL 성능 저하 `__\\ 로 인해 Firefox 대신 Chromium 기반 브라우저 사" -"용을 권장합니다." - -msgid "Limitations" -msgstr "제한사항" - -msgid "" -"Due to limitations on the Godot or Web platform side, the following features " -"are currently missing:" -msgstr "" -"Godot 또는 웹 플랫폼 측의 제한으로 인해 현재 다음 기능이 누락되었습니다:" - -msgid "No C#/Mono support." -msgstr "C#/Mono 미지원." - -msgid "" -"No debugging support. This means GDScript debugging/profiling, live scene " -"editing, the Remote Scene tree dock and other features that rely on the " -"debugger protocol will not work." -msgstr "" -"디버깅 미지원. GDScript 디버깅/프로파일링, 라이브 장면 편집, 원격 씬 트리 독 " -"및 디버거 프로토콜에 의존하는 기타 기능이 작동하지 않습니다." - -msgid "" -"No project exporting. As a workaround, you can download the project source " -"using **Project > Tools > Download Project Source** and export it using a " -"`native version of the Godot editor `__." -msgstr "" -"프로젝트 내보내기 미지원. 해결 방법으로 **프로젝트(Project) > 도구(Tools) > " -"프로젝트 소스 다운로드(Download Project Source)**\\ 로 프로젝트 소스를 다운로" -"드하고 `네이티브 버전 Godot 에디터 `__\\ " -"을 사용해 내보낼 수 있습니다." - -msgid "The editor won't warn you when closing the tab with unsaved changes." -msgstr "" -"에디터에서 변경 내용이 저장되지 않아도 탭을 닫을 때 여러분에게 경고하지 않습" -"니다." - -msgid "" -"No lightmap baking support. You can still use existing lightmaps if they " -"were baked with a native version of the Godot editor (e.g. by importing an " -"existing project)." -msgstr "" -"라이트맵 베이킹 미지원. 기존 라이트맵이 네이티브 버전 Godot 에디터로 베이크" -"된 경우(예: 기존 프로젝트 가져오기로 가져온 프로젝트) 계속 사용할 수 있습니" -"다." - -msgid "" -"The following features are unlikely to be supported due to inherent " -"limitations of the Web platform:" -msgstr "" -"다음 기능들은 웹 플랫폼의 고유한 제한으로 인해 지원되지 않을 수 있습니다:" - -msgid "No support for external script editors." -msgstr "외부 스크립트 에디터 미지원." - -msgid "No support for Android one-click deploy." -msgstr "Android 원클릭 배포 미지원." - -msgid "Importing a project" -msgstr "프로젝트 가져오기" - -msgid "To import an existing project, the current process is as follows:" -msgstr "기존 프로젝트를 가져오려면 다음과 같이 합니다:" - -msgid "" -"Specify a ZIP file to preload on the HTML5 filesystem using the **Preload " -"project ZIP** input." -msgstr "" -"**Preload project ZIP** 입력을 사용해 HTML5 파일 시스템에 미리 가져올 ZIP 파" -"일을 지정하세요." - -msgid "" -"In the dialog that appears at the middle of the window, specify a name for " -"the folder to create then click the **Create Folder** button (it doesn't " -"have to match the ZIP archive's name)." -msgstr "" -"창 중앙에 나타나는 대화 상자에서 만들 폴더의 이름을 지은 다음 **Create " -"Folder** 버튼을 클릭하세요(ZIP 압축 파일 이름과 일치하지 않아도 됨)." - -msgid "Click **Install & Edit** and the project will open in the editor." -msgstr "**Install & Edit**\\ 을 클릭하면 에디터에서 프로젝트가 열립니다." - -msgid "" -"It's important to place the project folder somewhere in ``/home/web_user/``. " -"If your project folder is placed outside ``/home/web_user/``, you will lose " -"your project when closing the editor!" -msgstr "" -"프로젝트 폴더를 ``/home/web_user/``\\ 에 위치시키는 것이 중요합니다. 프로젝" -"트 폴더가 ``/home/web_user/`` 외부에 있는 경우 에디터를 닫을 때 프로젝트를 잃" -"게 됩니다!" - -msgid "" -"When you follow the steps described above, the project folder will always be " -"located in ``/home/web_user/projects``, keeping it safe." -msgstr "" -"위에서 설명한 단계를 따라가면 프로젝트 폴더는 항상 ``/home/web_user/" -"projects``\\ 에 위치하므로 안전합니다." - -msgid "Editing and running a project" -msgstr "프로젝트 편집 및 실행" - -msgid "" -"Unlike the native version of Godot, the web editor is constrained to a " -"single window. Therefore, it cannot open a new window when running the " -"project. Instead, when you run the project by clicking the Run button or " -"pressing :kbd:`F5`, it will appear to \"replace\" the editor window." -msgstr "" -"Godot의 네이티브 버전과 달리 웹 에디터는 단일 창으로 제한됩니다. 따라서 프로" -"젝트 실행 시 새 창을 열 수 없습니다. 대신에 실행 버튼을 클릭하거나 :kbd:" -"`F5`\\ 를 눌러 프로젝트를 실행하면 에디터 창을 \"대체\"합니다." - -msgid "" -"The web editor offers an alternative way to deal with the editor and game " -"windows (which are now \"tabs\"). You can switch between the **Editor** and " -"**Game** tabs using the buttons on the top. You can also close the running " -"game or editor by clicking the **×** button next to those tabs." -msgstr "" -"웹 에디터는 에디터 및 게임 창(현재 \"탭\")을 처리하는 다른 방법을 제공합니" -"다. 위쪽 버튼을 사용해 **Editor**\\ 와 **Game**\\ 탭으로 전환할 수 있습니다. " -"해당 탭 옆에 있는 **×** 버튼을 클릭하면 실행 중인 게임이나 에디터를 닫을 수" -"도 있습니다." - -msgid "Where are my project files?" -msgstr "제 프로젝트 파일은 어디에 있나요?" - -msgid "" -"Due to browser security limitations, the editor will save the project files " -"to the browser's IndexedDB storage. This storage isn't accessible as a " -"regular folder on your machine, but is abstracted away in a database." -msgstr "" -"브라우저 보안 제한으로 인해 에디터는 프로젝트 파일을 브라우저의 IndexedDB 저" -"장소에 저장합니다. 이 저장소는 컴퓨터에서 일반 폴더로 액세스할 수 없지만 데이" -"터베이스단에서 추상화됩니다." - -msgid "" -"You can download the project files as a ZIP archive by using **Project > " -"Tools > Download Project Source**. This can be used to export the project " -"using a `native Godot editor `__, since " -"exporting from the web editor isn't supported yet." -msgstr "" -"**프로젝트(Project) > 도구(Tools) > 프로젝트 소스 다운로드(Download Project " -"Source)**\\ 를 사용해 프로젝트 파일을 ZIP 압축 파일로 다운로드할 수 있습니" -"다. 이는 웹 에디터에서 내보내기가 아직 지원되지 않기 때문에 `네이티브 Godot " -"편집기 `__\\ 를 사용해서 프로젝트를 내보내" -"는 데 사용할 수 있습니다." - -msgid "" -"In the future, it may be possible to use the `HTML5 FileSystem API `__ to store the project " -"files on the user's filesystem as the native editor would do. However, this " -"isn't implemented yet." -msgstr "" -"미래에는 `HTML5 FileSystem API `__\\ 를 사용해 네이티브 에디터처럼 사용자의 파일 시스템에 프" -"로젝트 파일을 저장하는 것이 가능할 수도 있습니다. 그러나 아직 구현되지는 않았" -"습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/export/android_gradle_build.po b/sphinx/po/ko/LC_MESSAGES/tutorials/export/android_gradle_build.po deleted file mode 100644 index 96f3d6f11f..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/export/android_gradle_build.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "There are some reasons why you may want to do this:" -msgstr "이렇게 하고 싶어하는 몇 가지 이유가 있습니다:" - -msgid "" -"From now on, attempting to export the project or one-click deploy will call " -"the `Gradle `__ build system to generate fresh " -"templates (this window will appear every time):" -msgstr "" -"지금부터 원 클릭 배포 혹은 프로젝트 내보내기를 시도하면 `Gradle `__ 빌드 시스템이 호출되어 새로운 템플릿을 생성하게 됩니다 (이 창" -"은 매번 나타납니다):" - -msgid "" -"The templates built will be used automatically afterwards, so no further " -"configuration is needed." -msgstr "" -"작성된 템플릿은 나중에 자동으로 사용되므로, 더 이상 구성할 필요가 없습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po b/sphinx/po/ko/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po deleted file mode 100644 index 75582a26ba..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po +++ /dev/null @@ -1,180 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Changing application icon for Windows" -msgstr "Windows에 응용 프로그램 아이콘 바꾸기" - -msgid "" -"By default, the exported project's icon will be the Godot icon. You will " -"most likely want to change that for your project. There are two types of " -"icons that can be changed on Windows: the file icon and the taskbar icon." -msgstr "" -"기본적으로 내보낸 프로젝트의 아이콘은 Godot 아이콘입니다. 프로젝트를 위해 아" -"이콘을 바꾸고 싶을 것입니다. Windows에서 바꿀 수 있는 두 가지 유형의 아이콘" -"이 있습니다: 파일 아이콘하고 작업 표시줄 아이콘입니다." - -msgid "Creating an ICO file" -msgstr "ICO 파일 생성하기" - -msgid "" -"Windows does not use formats such as png or jpg for application icons. " -"Instead, it uses a Windows-only format called ICO. You can create your " -"application icon in any program but you will have to convert it to an ICO " -"file using a program such as GIMP." -msgstr "" -"Windows는 애플리케이션 아이콘에 png나 jpg 같은 포맷 대신 ICO라는 Windows 전" -"용 포맷을 사용합니다. 프로그램의 아이콘을 만드는 작업은 어떤 프로그램이든 가" -"능하지만 이후 GIMP 같은 프로그램을 사용해 ICO 파일로 변환하는 작업이 필요합니" -"다." - -msgid "" -"`This video tutorial `_ goes " -"over how to export an ICO file with GIMP." -msgstr "" -"GIMP로 ICO 파일을 내보내는 방법은`이 튜토리얼 영상 `_ 에 설명되어 있습니다." - -msgid "" -"It is also possible to convert a PNG image to an hiDPI-friendly ICO file " -"using this `ImageMagick `_ command:" -msgstr "" -"다음 `ImageMagick `_ 명령문을 사용하면 PNG 이미" -"지를 hiDPI 친화적인 ICO 파일로 변환할 수 있습니다:" - -msgid "" -"For the ICO file to effectively replace the default Godot icon, it must " -"contain *all* the sizes included in the default Godot icon: 16×16, 32×32, " -"48×48, 64×64, 128×128, 256×256. If the ICO file does not contain all the " -"sizes, the default Godot icon will be kept for the sizes that weren't " -"overridden." -msgstr "" -"기본 Godot 아이콘 파일 크기인 16×16, 32×32, 48×48, 64×64, 128×128, 256×256사" -"이즈의 ICO 파일을 *모두* 준비해야 ICO 파일이 Godot 기본 아이콘을 완전히 대체" -"할 수 있습니다. 만약 위 파일 중 빠진 파일이 있다면 그 크기의 아이콘으로 기본 " -"Godot 아이콘이 나타납니다." - -msgid "The above ImageMagick command takes this into account." -msgstr "상기의 ImageMagick 명령이 위 작업을 수행합니다." - -msgid "Changing the taskbar icon" -msgstr "작업 표시줄 아이콘 바꾸기" - -msgid "" -"The taskbar icon is the icon that shows up on the taskbar when your project " -"is running." -msgstr "" -"작업 표시줄 아이콘은 프로젝트가 실행하면 작업 표시줄에 나타나는 아이콘입니다." - -msgid "" -"This setting only changes the icon for your exported game on Windows. To set " -"the icon for macOS, use ``Macos Native Icon``. And for any other platform, " -"use the ``Icon`` setting." -msgstr "" -"이 설정은 Windows용으로 내보낸 게임의 아이콘만을 변경합니다. macOS에서 아이콘" -"을 변경하기 위해서는 ``Macos Native Icon`` 을 지정해야 합니다. 이외의 플랫폼" -"의 경우 ``Icon`` 설정을 사용합니다." - -msgid "Changing the file icon" -msgstr "파일 아이콘 바꾸기" - -msgid "" -"There are `known issues `__ when changing the application icon in executables that " -"embed a PCK file. It's recommended to avoid using rcedit for now if you " -"choose to enable the **Embed Pck** option for your Windows export preset in " -"the Export dialog." -msgstr "" -"PCK 파일을 임베딩한 실행 파일의 애플리케이션 아이콘을 변경할 때 `다음과 같은 " -"문제 `__ 가 존재합니다. 만" -"약 내보내기 창에서 **Embed Pck** 프리셋을 선택했다면 당분간은 rcedit을 사용하" -"는 것을 피하는 것이 좋습니다." - -msgid "" -"The file icon is the icon of the executable that you click on to start the " -"project." -msgstr "" -"파일 아이콘은 프로젝트를 실행하기 위해 클릭하는 실행 파일의 아이콘입니다." - -msgid "" -"Before selecting it in the export options, you will need to install an extra " -"tool called **rcedit**. You can download it `here `_." -msgstr "" -"내보내기 설정에서 아이콘을 선택하기 전에, **rcedit**\\ 이라는 추가 툴을 설치" -"해야 합니다. `여기서 `_ 다운로드" -"할 수 있습니다." - -msgid "" -"After downloading, you need to tell Godot the path to the rcedit executable " -"on your computer. Go to **Editor → Editor Settings → Export → Windows**. " -"Click on the folder icon for the **rcedit** entry. Navigate to and select " -"the rcedit executable." -msgstr "" -"다운로드한 후, Godot에 컴퓨터에서 rcedit 실행 파일의 경로를 주어야 합니다. **" -"편집기 → 편집기 설정 → Export → Windows**\\ 로 갑니다. **rcedit** 항목의 폴" -"더 아이콘을 클릭합니다. rcedit 실행 파일로 가서 선택합니다." - -msgid "" -"Linux and macOS users will also need to install `WINE `_ to use rcedit." -msgstr "" -"Linux와 macOS 사용자는 rcedit를 사용하려면 `WINE `_\\ 을 별도로 설치해야 합니다." - -msgid "" -"You should now have everything in place to change the file icon. To do that, " -"you will need to specify the icon when exporting. Go to **Project → " -"Export**. Assuming you have already created a Windows Desktop preset, select " -"your icon in ICO format in the **Application → Icon** field." -msgstr "" -"이제 파일 아이콘을 바꾸기 위한 준비가 되었습니다. 하기 위해선, 내보낼 때 아이" -"콘을 지정해야 합니다. **프로젝트 → 내보내기**\\ 로 갑니다. 이미 Windows 데스" -"크톱 프리셋이 준비되었다고 가정합니다, **Application → Icon** 영역에서 ICO 형" -"식으로 된 아이콘을 선택합니다." - -msgid "" -"If rcedit fails to change the icon, you can instead :ref:`compile your own " -"Windows export templates ` with the icon changed. " -"To do so, replace `platform/windows/godot.ico `__ with your own " -"ICO file *before* compiling export templates." -msgstr "" -"rcedit이 아이콘을 바꾸는데 실패한다면 아이콘을 변경한 :ref:`Windows 내보내기 " -"템플릿을 직접 컴파일 `할 수 있습니다. 내보내기 템" -"플릿을 컴파일 하기 전에 `platform/windows/godot.ico `__ 을 원하는 ICO 파" -"일로 변경하면 됩니다." - -msgid "" -"Once this is done, you can specify your export templates as custom export " -"templates in your project's Windows export preset." -msgstr "" -"이 작업이 끝나면 이 내보내기 템플릿을 Windows 내보내기 프리셋에서 커스텀 내보" -"내기 템플릿으로 지정할 수 있습니다." - -msgid "Testing the result" -msgstr "결과 테스트하기" - -msgid "" -"You can now export the project. If it worked correctly, you should see this:" -msgstr "" -"이제 프로젝트를 내보낼 수 있습니다. 작업이 잘 됬다면 이렇게 보여야 합니다:" - -msgid "" -"If your icon isn't showing up properly, on Windows 10, try clearing the icon " -"cache. To do so, open the **Run** dialog and enter ``ie4uinit.exe -" -"ClearIconCache`` or ``ie4uinit.exe -show``." -msgstr "" -"만약 아이콘이 Windows 10에서 제대로 보이지 않는다면 **실행** 창에서 " -"``ie4uinit.exe -ClearIconCache`` 또는 ``ie4uinit.exe -show`` 를 입력해 아이" -"콘 캐시를 삭제해보십시오." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_for_android.po b/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_for_android.po deleted file mode 100644 index 0a7310579f..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_for_android.po +++ /dev/null @@ -1,191 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting for Android" -msgstr "Android로 내보내기" - -msgid "" -"This page describes how to export a Godot project to Android. If you're " -"looking to compile export template binaries from source instead, read :ref:" -"`doc_compiling_for_android`." -msgstr "" -"이 페이지는 Godot 프로젝트를 안드로이드로 내보내는 방법을 설명합니다. 소스로" -"부터 내보내기 템플릿 바이너리를 컴파일하는 방법을 찾는다면 :ref:" -"`doc_compiling_for_android`을 읽으시기 바랍니다." - -msgid "" -"Exporting for Android has fewer requirements than compiling Godot for " -"Android. The following steps detail what is needed to set up the Android SDK " -"and the engine." -msgstr "" -"Android로 내보내는 작업은 Android용으로 Godot를 컴파일하는 것보다 간단합니" -"다. 다음은 Android SDK와 엔진 설정에 필요한 작업들입니다." - -msgid "Download the Android SDK" -msgstr "Android SDK 다운로드하기" - -msgid "" -"Run it once to complete the SDK setup using these `instructions `__." -msgstr "" -"실행한 뒤 `설명 `__ 을 참고해 SDK 설정을 마치십시오." - -msgid "Android SDK Command-line Tools (latest)" -msgstr "최신 버전의 Android SDK Command-line Tools" - -msgid "CMake version 3.10.2.4988404" -msgstr "CMake 3.10.2.4988404 버전" - -msgid "" -"If you are using Linux, **do not use an Android SDK provided by your " -"distribution's repositories as it will often be outdated**." -msgstr "" -"Linux를 사용중이라면 **사용중인 Linux 배포판 저장소의 Android SDK는 너무 오래" -"됐을 확률이 높으므로 사용하지 마십시오**." - -msgid "Setting it up in Godot" -msgstr "Godot에서 설정하기" - -msgid "Scroll down to the section where the Android settings are located:" -msgstr "Android 설정이 있는 섹션까지 내립니다:" - -msgid "In that screen, 2 paths need to be set:" -msgstr "이 화면에서 2개의 파일 경로가 설정되어야 합니다:" - -msgid "Once that is configured, everything is ready to export to Android!" -msgstr "일단 구성되면, Android에 내보낼 준비가 끝납니다!" - -msgid "" -"If you get an error saying *\"Could not install to device.\"*, make sure you " -"do not have an application with the same Android package name already " -"installed on the device (but signed with a different key)." -msgstr "" -"만약 *\"Could not install to device.\"* 라는 에러가 발생한다면 동일한 " -"Android 패키지 이름을 가진 (하지만 다른 키로 서명된) 애플리케이션이 장치에 설" -"치되어 있는지 확인하십시오." - -msgid "" -"If you have an application with the same Android package name but a " -"different signing key already installed on the device, you **must** remove " -"the application in question from the Android device before exporting to " -"Android again." -msgstr "" -"장치에 다른 키로 서명된 같은 Android package 이름의 애플리케이션이 이미 존재" -"한다면 Android로 다시 내보내기 전에 **반드시** 그 어플리케이션을 기기에서 제" -"거해야 합니다." - -msgid "Providing launcher icons" -msgstr "런처 아이콘 만들기" - -msgid "" -"Launcher icons are used by Android launcher apps to represent your " -"application to users. Godot only requires high-resolution icons (for " -"``xxxhdpi`` density screens) and will automatically generate lower-" -"resolution variants." -msgstr "" -"런처 아이콘은 Android 앱에서 사용자에게 애플리케이션을 나타내는 데 사용됩니" -"다. Godot은 고해상도 아이콘 (``xxxhdpi``) 만 필요하며 저해상도는 자동으로 생" -"성합니다." - -msgid "There are two types of icons required by Godot:" -msgstr "Godot에서 요구하는 아이콘 종류는 두 가지가 있습니다:" - -msgid "" -"**Main Icon:** The \"classic\" icon. This will be used on all Android " -"versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px." -msgstr "" -"**Main Icon:** 기존의 아이콘입니다. Android 8 (Oreo) 미만의 모든 Android 버전" -"에서 사용됩니다. 192 × 192 픽셀 이상이어야 합니다." - -msgid "" -"**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons " -"`_ were introduced. Applications will need to include " -"separate background and foreground icons to have a native look. The user's " -"launcher application will control the icon's animation and masking. Must be " -"at least 432×432 px." -msgstr "" -"** Adaptive Icons : ** Android 8 (포함)부터 `Adaptive Icons `_ " -"가 도입되었습니다. 앱은 배경 및 전경 아이콘을 포함해야합니다. 사용자의 런처 " -"응용 프로그램은 아이콘의 애니메이션 및 마스킹을 제어합니다. 432 × 432 픽셀 이" -"상이어야합니다." - -msgid "" -"It's important to adhere to some rules when designing adaptive icons. " -"`Google Design has provided a nice article `_ that helps to understand those " -"rules and some of the capabilities of adaptive icons." -msgstr "" -"적응형 아이콘을 디자인 할 때는 몇 가지 준수해야 할 사항이 있습니다. `Google " -"Design 의 글 `_ 에 적응형 아이콘에 관한 규칙과 기능이 설명되어 있습니" -"다." - -msgid "" -"The most important adaptive icon design rule is to have your icon critical " -"elements inside the safe zone: a centered circle with a diameter of 66dp " -"(264 pixels on ``xxxhdpi``) to avoid being clipped by the launcher." -msgstr "" -"적응형 아이콘 디자인에서 가장 중요한 규칙은 아이콘의 중요 요소들이 잘리지 않" -"도록 66dp (``xxxhdpi`` 에서 264 픽셀) 반경의 원 안에 배치하는 것입니다." - -msgid "" -"If you don't provide some of the requested icons, Godot will replace them " -"using a fallback chain, trying the next in line when the current one fails:" -msgstr "" -"만약 아이콘을 전부 추가하지 않았다면 Godot은 추가되지 않은 아이콘을 fallback " -"chain을 사용해 다음의 순서로 대체를 시도합니다:" - -msgid "" -"**Main Icon:** Provided main icon -> Project icon -> Default Godot main icon." -msgstr "" -"**Main Icon:** 추가된 메인 아이콘 -> 프로젝트 아이콘 -> Godot 기본 메인 아이" -"콘." - -msgid "" -"**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon " -"-> Project icon -> Default Godot foreground icon." -msgstr "" -"**Adaptive Icon Foreground:** 추가한 전경 아이콘 -> 프로젝트 아이콘 -> Godot " -"기본 전경 아이콘." - -msgid "" -"**Adaptive Icon Background:** Provided background icon -> Default Godot " -"background icon." -msgstr "" -"**Adaptive Icon Background:** 추가한 배경 아이콘 -> Godot 기본 배경 아이콘." - -msgid "" -"It's highly recommended to provide all the requested icons with their " -"specified resolutions. This way, your application will look great on all " -"Android devices and versions." -msgstr "" -"애플리케이션 아이콘이 모든 Android 기기에서 잘 표시될 수 있도록 모든 아이콘" -"을 해상도에 맞게 추가하는 것을 권장합니다." - -msgid "Exporting for Google Play Store" -msgstr "구글 플레이 스토어로 내보내기" - -msgid "Now fill in the following forms in your Android Export Presets:" -msgstr "이제 Android 내보내기 프리셋에서 다음 항목을 채우세요:" - -msgid "" -"You can optimize the size further by compiling an Android export template " -"with only the features you need. See :ref:`doc_optimizing_for_size` for more " -"information." -msgstr "" -"그 밖에서 Android 내보내기 템플릿의 필요한 기능만을 활성화 해 컴파일하는 등으" -"로 용량을 더 줄일 수 있습니다. :ref:`doc_optimizing_for_size`에서 추가 정보" -"를 확인하십시오." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po b/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po deleted file mode 100644 index f67898a3b8..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po +++ /dev/null @@ -1,58 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting for dedicated servers" -msgstr "데디케이티드 서버로 내보내기" - -msgid "There are two ways to export a project for a server:" -msgstr "서버로 프로젝트를 내보낼 수 있는 방법이 두 가지 있습니다:" - -msgid "See :ref:`doc_exporting_projects` for more information." -msgstr "자세한 설명은 :ref:`doc_exporting_projects` 를 참고하세요." - -msgid "Starting the dedicated server" -msgstr "데디케이티드 서버 구동시키기" - -msgid "" -"If your client and server are separate Godot projects, your server should " -"most likely be configured in a way where running the main scene starts a " -"server automatically." -msgstr "" -"만약 클라이언트와 서버가 별개의 Godot 프로젝트라면 일반적으로 메인 씬을 실행" -"하면 서버가 자동으로 구동되도록 구성하는 것이 좋습니다." - -msgid "Next steps" -msgstr "고급 단계" - -msgid "" -"On Linux, to make your dedicated server restart after a crash or system " -"reboot, you can `create a systemd service `__. This also lets you " -"view server logs in a more convenient fashion, with automatic log rotation " -"provided by systemd." -msgstr "" -"Linux에서 시스템 오류 및 재부팅 이후 데디케이티드 서버가 자동으로 재시작되도" -"록 하려면 `systemd service `__ 를 생성하면 됩니다. 이렇게 하면 systemd" -"가 automatic log rotation을 지원하므로 서버 로그를 더 편하게 확인할 수 있습니" -"다." - -msgid "" -"If you have experience with containers, you could also look into wrapping " -"your dedicated server in a `Docker `__ container. " -"This way, it can be used more easily in an automatic scaling setup (which is " -"outside the scope of this tutorial)." -msgstr "" -"만약 컨테이너를 다뤄본 경험이 있다면 데디케이티드 서버를`Docker `__ 로 래핑하는 것 역시 고려해보십시오. 이렇게 하면 자동 스케일 " -"조절시 더 간편해집니다(튜토리얼 주제를 벗어나는 내용입니다)." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_for_ios.po b/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_for_ios.po deleted file mode 100644 index a3346a0750..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_for_ios.po +++ /dev/null @@ -1,184 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting for iOS" -msgstr "iOS로 내보내기" - -msgid "" -"These are the steps to load a Godot project in Xcode. This allows you to " -"build and deploy to an iOS device, build a release for the App Store, and do " -"everything else you can normally do with Xcode." -msgstr "" -"Xcode에 Godot 프로젝트를 불러오려면 몇 가지 과정이 필요합니다. 이렇게 하면 " -"iOS 기기에 빌드하고 배포할 수 있고, App Store에 출시할 수 있으며, Xcode에서 " -"하는 다른 것도 정상적으로 할 수 있습니다." - -msgid "Requirements" -msgstr "요구사항" - -msgid "" -"You must export for iOS from a computer running macOS with Xcode installed." -msgstr "반드시 Xcode가 설치된 macOS 컴퓨터에서 iOS를 내보내야 합니다." - -msgid "" -"Download the Godot export templates. Use the Godot menu: Editor > Manage " -"Export Templates" -msgstr "" -"Godoy 내보내기 템플릿을 다운로드하세요. Godot 메뉴를 사용하세요: 편집기 > 내" -"보내기 템플릿 관리" - -msgid "Export a Godot project to Xcode" -msgstr "Godot 프로젝트를 Xcode로 내보내기" - -msgid "" -"In the Godot editor, open the **Export** window from the **Project** menu. " -"When the Export window opens, click **Add..** and select **iOS**." -msgstr "" -"Godot 편집기에서, **프로젝트** 메뉴에서 **내보내기** 창으로 갑니다. 내보내기 " -"창이 열리면, **추가하기..**\\ 를 클릭하고 **iOS**\\ 를 선택합니다." - -msgid "" -"After you click **Export Project**, there are still two important options " -"left:" -msgstr "" -"**프로젝트 내보내기**\\ 를 클릭한 뒤에도, 두 개의 중요한 설정이 남아있습니다:" - -msgid "" -"**Path** is an empty folder that will contain the exported Xcode project " -"files." -msgstr "**경로**\\ 는 내보낸 Xcode 프로젝트 파일이 들어가는 빈 폴더입니다." - -msgid "" -"**File** will be the name of the Xcode project and several project specific " -"files and directories." -msgstr "" -"**파일**\\ 은 Xcode 프로젝트의 이름과 여러 프로젝트 별 파일과 디렉토리의 이름" -"이 될 것입니다." - -msgid "" -"This tutorial uses **exported_xcode_project_name**, but you will use your " -"project's name. When you see **exported_xcode_project_name** in the " -"following steps, replace it with the name you used instead." -msgstr "" -"이 튜토리얼은 **exported_xcode_project_name**\\ 을 사용하지만, 나중엔 당신의 " -"프로젝트 이름을 사용할 것입니다. 다음 단계에서 " -"**exported_xcode_project_name**\\ 을 본다면, 그곳을 당신이 사용하는 이름으로 " -"바꾸면 됩니다." - -msgid "" -"Avoid using spaces when you choose your **exported_xcode_project_name** as " -"this can lead to corruption in your XCode project file." -msgstr "" -"**exported_xcode_project_name** 을 지정할 때 공백 문자를 사용하면 XCode 프로" -"젝트 파일이 손상될 수 있으므로 공백 문자 사용을 피하십시오." - -msgid "When the export completes, the output folder should look like this:" -msgstr "내보내기를 마치면, 출력 폴더는 다음과 같아야 합니다:" - -msgid "" -"Opening **exported_xcode_project_name.xcodeproj** lets you build and deploy " -"like any other iOS app." -msgstr "" -"**exported_xcode_project_name.xcodeproj**\\ 를 열면 다른 iOS 앱처럼 게임을 빌" -"드하고 배포할 수 있게 됩니다." - -msgid "Active development considerations" -msgstr "능동적 개발 고려사항" - -msgid "" -"The above method creates an exported project that you can build for release, " -"but you have to re-export every time you make a change in Godot." -msgstr "" -"위의 방법으로 프로젝트를 내보내서 출시를 위한 빌드를 할 수 있지만, Godot에서 " -"변경사항이 있다면 그 때마다 다시 내보내어야 합니다." - -msgid "" -"While developing, you can speed this process up by linking your Godot " -"project files directly into your app." -msgstr "" -"개발 도중, Godot 프로젝트 파일을 앱에 직접 연결함으로써 이 처리 속도를 높일 " -"수 있습니다." - -msgid "In the following example:" -msgstr "다음 예제에서:" - -msgid "" -"**exported_xcode_project_name** is the name of the exported iOS application " -"(as above)." -msgstr "" -"**exported_xcode_project_name**\\ 은 내보낸 iOS 애플리케이션의 이름입니다 (위" -"와 같이)." - -msgid "**godot_project_to_export** is the name of the Godot project." -msgstr "**godot_project_to_export**\\ 는 Godot 프로젝트의 이름입니다." - -msgid "" -"**godot_project_to_export** must not be the same as " -"**exported_xcode_project_name** to prevent signing issues in Xcode." -msgstr "" -"XCode에서 서명 관련 문제가 발생하는 것을 막기 위해 " -"**godot_project_to_export** 의 이름은 **exported_xcode_project_name** 과 달라" -"야 합니다." - -msgid "Steps to link a Godot project folder to Xcode" -msgstr "Godot 프로젝트 폴더를 Xcode에 연결하는 단계" - -msgid "Start from an exported iOS project (follow the steps above)." -msgstr "내보낸 iOS 프로젝트에서 시작합니다 (앞의 단계를 따라야 합니다)." - -msgid "In Finder, drag the Godot project folder into the Xcode file browser." -msgstr "Finder에서, Godot 프로젝트 폴더를 Xcode 파일 브라우저로 드래그합니다." - -msgid "" -"3. In the dialog, make sure **Create folder references** is selected. This " -"means you will be able to continue to edit your Godot project in its current " -"location." -msgstr "" -"3. 대화 상자에서, **Create folder references**\\ 가 선택되어야 합니다. 이게 " -"있어야 Godot 프로젝트를 현재 위치에서 계속 편집할 수 있습니다." - -msgid "See the **godot_project_to_export** folder in the Xcode file browser." -msgstr "Xcode 파일 브라우저에서 **godot_project_to_export** 폴더를 봅니다." - -msgid "Delete **exported_xcode_project_name.pck** from the Xcode project." -msgstr "" -"Xcode 프로젝트에서 **exported_xcode_project_name.pck**\\ 를 삭제합니다." - -msgid "" -"6. Open **exported_xcode_project_name-Info.plist** and add a string property " -"named **godot_path** (this is the real key name) with a value " -"**godot_project_to_export** (this is the name of your project)" -msgstr "" -"6. **exported_xcode_project_name-Info.plist**\\ 를 열고 **godot_path**\\ 라" -"는 문자열 속성을 추가하고 (이것이 진짜 키 이름입니다) " -"**godot_project_to_export** 값을 줍니다 (이것이 프로젝트의 이름입니다)" - -msgid "" -"That's it! You can now edit your project in the Godot editor and build it in " -"Xcode when you want to run it on a device." -msgstr "" -"됬습니다! 이제 Godot 편집기에서 프로젝트를 편집할 수 있고 기기에서 실행하고 " -"싶을 때 Xcode에서 빌드할 수 있습니다." - -msgid "Plugins for iOS" -msgstr "iOS 용 플러그인" - -msgid "" -"Special iOS plugins can be used in Godot. Check out the :ref:" -"`doc_plugins_for_ios` page." -msgstr "" -"Godot에서는 특수한 iOS 플러그인을 사용할 수 있습니다. :ref:" -"`doc_plugins_for_ios` 페이지를 확인하십시오." - -msgid "Troubleshooting" -msgstr "문제 해결" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_for_linux.po b/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_for_linux.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_for_linux.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_for_macos.po b/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_for_macos.po deleted file mode 100644 index c0b7506ee3..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_for_macos.po +++ /dev/null @@ -1,66 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "요구사항" - -msgid "Description" -msgstr "설명" - -msgid "Identity" -msgstr "아이덴티티" - -msgid "Apple ID Name" -msgstr "Apple ID 이름" - -msgid "Apple ID Password" -msgstr "Apple ID 비밀번호" - -msgid "Apple Team ID" -msgstr "Apple 팀 ID" - -msgid "Disable Library Validation" -msgstr "라이브러리 검증 비활성화" - -msgid "Audio Input" -msgstr "오디오 입력" - -msgid "Camera" -msgstr "카메라" - -msgid "Location" -msgstr "위치" - -msgid "Calendars" -msgstr "달력" - -msgid "Apple Events" -msgstr "애플 이벤트" - -msgid "Debugging" -msgstr "디버깅" - -msgid "Enabled" -msgstr "활성화됨" - -msgid "Network Server" -msgstr "네트워크 서버" - -msgid "Network Client" -msgstr "네트워크 클라이언트" - -msgid "Device USB" -msgstr "USB 디바이스" - -msgid "Device Bluetooth" -msgstr "블루투스 디바이스" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_for_web.po b/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_for_web.po deleted file mode 100644 index 255b939902..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_for_web.po +++ /dev/null @@ -1,293 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting for the Web" -msgstr "웹으로 내보내기" - -msgid "WebGL version" -msgstr "WebGL 버전" - -msgid "Export options" -msgstr "내보내기 설정" - -msgid "" -"If a runnable web export template is available, a button appears between the " -"*Stop scene* and *Play edited Scene* buttons in the editor to quickly open " -"the game in the default browser for testing." -msgstr "" -"실행 가능한 웹 내보내기 템플릿을 이용할 수 있다면, 편집기에서 *씬 멈추기* 버" -"튼과 *편집 중인 씬 실행* 버튼 사이에 버튼이 나타나 테스트를 위해 빠르게 기본 " -"브라우저에서 게임을 열 수 있습니다." - -msgid "" -"If a path to a **Custom HTML shell** file is given, it will be used instead " -"of the default HTML page. See :ref:`doc_customizing_html5_shell`." -msgstr "" -"**맞춤 HTML 셸** 파일에 대한 경로가 주어진다면, 그것이 기본 HTML 페이지 대신 " -"사용됩니다. :ref:`doc_customizing_html5_shell`\\ 을 참고하세요." - -msgid "" -"**Head Include** is appended into the ```` element of the generated " -"HTML page. This allows to, for example, load webfonts and third-party " -"JavaScript APIs, include CSS, or run JavaScript code." -msgstr "" -"**Head Include**\\ 는 생성된 HTML 페이지의 ````\\ 에 나타납니다. 이걸" -"로 웹 폰트나CSS가 포함된 타사 JavaScript API를 불러오거나, JavaScript 코드를 " -"실행할 수 있습니다." - -msgid "" -"Each project must generate their own HTML file. On export, several text " -"placeholders are replaced in the generated HTML file specifically for the " -"given export options. Any direct modifications to that HTML file will be " -"lost in future exports. To customize the generated file, use the **Custom " -"HTML shell** option." -msgstr "" -"프로젝트는 항상 각자의 HTML를 생성해야 합니다. 내보내기 과정에서, 내보내기 옵" -"션에 따라 생성된 HTML의 text placeholders들이 대체됩니다. HTML을 직접 수정한 " -"부분은 이후 내보내기 과정에서 사라지게 됩니다. 생성된 파일을 수정하려면 " -"**Custom HTML shell** 옵션을 사용하십시오." - -msgid "Limitations" -msgstr "제한사항" - -msgid "" -"For security and privacy reasons, many features that work effortlessly on " -"native platforms are more complicated on the web platform. Following is a " -"list of limitations you should be aware of when porting a Godot game to the " -"web." -msgstr "" -"보안 및 개인 정보의 이유로, 네이티브 플랫폼에서 여유롭게 작동하는 많은 기능" -"이 웹 플랫폼에서는 더 복잡합니다. 다음은 Godot 게임을 웹으로 이식할 때 알아" -"야 할 제한사항 목록입니다." - -msgid "" -"Browser vendors are making more and more functionalities only available in " -"`secure contexts `_, this means that such features are only be available if " -"the web page is served via a secure HTTPS connection (localhost is usually " -"exempt from such requirement)." -msgstr "" -"브라우저 공급자들은 만흔 기능들을 `secure contexts `_ 에서만 사용이 가능하도" -"록 만들고 있는데, 때문에 그 기능들은 웹 페이지가 안전한 HTTPS 연결을 통해 배" -"포되어야만 사용이 가능합니다(로컬 호스트는 보통 예외입니다)." - -msgid "Using cookies for data persistence" -msgstr "데이터 지속성을 위한 쿠키 사용" - -msgid "" -"Users must **allow cookies** (specifically IndexedDB) if persistence of the " -"``user://`` file system is desired. When playing a game presented in an " -"``iframe``, **third-party** cookies must also be enabled. Incognito/private " -"browsing mode also prevents persistence." -msgstr "" -"``user://``\\ 의 파일 시스템이 지속성을 갖길 원한다면 (특히 IndexedDB에서) 사" -"용자는 반드시 **쿠키를 허용해야합니다**. ``iframe``\\ 에 게임을 하는 것을 보" -"여준다면, **서드 파티** 쿠키도 허용해야합니다. 시크릿/비밀 브라우징 모드도 " -"이 지속성을 방해합니다." - -msgid "" -"The method ``OS.is_userfs_persistent()`` can be used to check if the " -"``user://`` file system is persistent, but can give false positives in some " -"cases." -msgstr "" -"메서드 ``OS.is_userfs_persistent()``\\ 로 ``user://`` 파일 시스템이 존재하는 " -"지를 확인할 수 있습니다, 하지만 어떤 경우에는 잘못된 반응을 가져올 수 있습니" -"다." - -msgid "Full screen and mouse capture" -msgstr "전체화면과 마우스 캡쳐" - -msgid "" -"Browsers do not allow arbitrarily **entering full screen**. The same goes " -"for **capturing the cursor**. Instead, these actions have to occur as a " -"response to a JavaScript input event. In Godot, this means entering full " -"screen from within a pressed input event callback such as ``_input`` or " -"``_unhandled_input``. Querying the :ref:`class_Input` singleton is not " -"sufficient, the relevant input event must currently be active." -msgstr "" -"브라우저는 임의로 **전체화면으로 가기**\\ 를 하용하지 않습니다. **마우스 캡쳐" -"하기**\\ 도 마찬가지입니다. 대신 이러한 동작은 JavaScript 입력 이벤트의 결과" -"로 일어나야합니다. Godot에서는, ``_input``\\ 이나 ``_unhandled_input``\\ 과 " -"같은 입력된 이벤트 콜백 내에서 전체화면으로 들어가는 것입니다. :ref:" -"`class_Input` 싱글톤을 쿼리하는 것으로는 충분하지 않고, 관련된 입력 이벤트가 " -"현재 활성화되어야 합니다." - -msgid "" -"For the same reason, the full screen project setting doesn't work unless the " -"engine is started from within a valid input event handler. This requires :" -"ref:`customization of the HTML page `." -msgstr "" -"같은 이유에서, 전체화면 프로젝트 설정은 유효한 입력 이벤트 핸들러 내에서 엔진" -"이 시작해야 작동합니다. 여기에는 :ref:`HTML 페이지의 커스터마이징" -"`\\ 이 필요합니다." - -msgid "Audio" -msgstr "오디오" - -msgid "" -"Google offers additional information about their `Web Audio autoplay " -"policies `__." -msgstr "" -"구글은 `웹 오디오 자동재생 규칙 `__\\ 에 대한 정보를 제공합니다." - -msgid "" -"Access to microphone requires a :ref:`secure context " -"`." -msgstr "" -"마이크에 액세스 하기 위해서는 `secure context " -"` 가 필요합니다." - -msgid "Networking" -msgstr "네트워킹(Networking)" - -msgid "" -"Low level networking is not implemented due to lacking support in browsers." -msgstr "저수준 네트워킹은 브라우저의 지원이 미미하여 구현되지 않았습니다." - -msgid "" -"Currently, only :ref:`HTTP client `, :ref:`HTTP " -"requests `, :ref:`WebSocket (client) " -"` and :ref:`WebRTC ` are supported." -msgstr "" -"현재는 :ref:`HTTP client `, :ref:`HTTP requests " -"`, :ref:`WebSocket (client) ` 와 :ref:" -"`WebRTC `가 지원됩니다." - -msgid "Accessing or changing the ``StreamPeer`` is not possible" -msgstr "``StreamPeer``\\ 로 접근하거나 바꾸는 것이 불가능합니다" - -msgid "Threaded/Blocking mode is not available" -msgstr "Threaded/Blocking 모드를 사용할 수 없습니다" - -msgid "" -"Cannot progress more than once per frame, so polling in a loop will freeze" -msgstr "" -"한 프레임에 여러 번 처리할 수 없습니다, 그래서 루프에서 폴링은 멈춥니다" - -msgid "No chunked responses" -msgstr "청크 응답 없음" - -msgid "Host verification cannot be disabled" -msgstr "호스트 확인을 비활성화할 수 없습니다" - -msgid "" -"Subject to `same-origin policy `__" -msgstr "" -"`동일 출처 정책 `\\ 이 적용됨" - -msgid "Clipboard" -msgstr "클립보드" - -msgid "" -"Clipboard synchronization between engine and the operating system requires a " -"browser supporting the `Clipboard API `__, additionally, due to the API asynchronous " -"nature might not be reliable when accessed from GDScript." -msgstr "" -"엔진과 운영체제간 클립보드 동기화는 브라우저가 `Clipboard API `__ 를 지원해야만 가능" -"합니다. 또한 비동기적 API 의 특성으로 인해 GDScript에서의 접근시 안정성을 보" -"장하지 못할 수 있습니다." - -msgid "Requires a :ref:`secure context `." -msgstr ":ref:`Secure context `가 필요합니다." - -msgid "Gamepads" -msgstr "게임패드" - -msgid "" -"Gamepads will not be detected until one of their button is pressed. Gamepads " -"might have the wrong mapping depending on the browser/OS/gamepad " -"combination, sadly the `Gamepad API `__ does not provide a " -"reliable way to detect the gamepad information necessary to remap them based " -"on model/vendor/OS due to privacy considerations." -msgstr "" -"게임패드의 버튼이 눌리기 전까지는 감지되지 않습니다. 또한 브라우저/OS/게임패" -"드의 조합에 따라 게임패드의 매핑이 잘못되었을 가능성이 존재합니다. 안타깝게" -"도 `Gamepad API `__ 는 개인정보 보호 차원에서 모델/공급자/" -"OS에 따라 게임패드를 다시 매핑할 수 있는 안정적인 방법을 지원하지 않습니다." - -msgid "Boot splash is not displayed" -msgstr "부팅 스플래시가 표시되지 않습니다" - -msgid "" -"The default HTML page does not display the boot splash while loading. " -"However, the image is exported as a PNG file, so :ref:`custom HTML pages " -"` can display it." -msgstr "" -"기본 HTML 페이지는 로딩 중에 부팅 스플래시를 보여주지 않습니다. 하지만 이미지" -"를 PNG 파일로 내보낼 수 있기 때문에, :ref:`맞춤 HTML 페이지 " -"` \\ 가 부팅 스플래시를 보여줄 수 있습니다." - -msgid "Serving the files" -msgstr "파일 전달하기" - -msgid "" -"Exporting for the web generates several files to be served from a web " -"server, including a default HTML page for presentation. A custom HTML file " -"can be used, see :ref:`doc_customizing_html5_shell`." -msgstr "" -"웹으로 내보내면 웹 서버로 보낼 여러 파일들을 생성합니다, 표시하기 위한 기본 " -"HTML 페이지도 이에 속합니다. 맞춤 HTML 파일을 사용할 수 있습니다, :ref:" -"`doc_customizing_html5_shell`\\ 을 보세요." - -msgid "" -"The other exported files are served as they are, next to the ``.html`` file, " -"names unchanged. The ``.wasm`` file is a binary WebAssembly module " -"implementing the engine. The ``.pck`` file is the Godot main pack containing " -"your game. The ``.js`` file contains start-up code and is used by the ``." -"html`` file to access the engine. The ``.png`` file contains the boot splash " -"image. It is not used in the default HTML page, but is included for :ref:" -"`custom HTML pages `." -msgstr "" -"``.html`` 파일 옆의 다른 내보낸 파일은 그대로 전달되지만, 이름은 바뀌지 않습" -"니다. ``.wasm`` 파일은 엔진을 구현하는 이진 WebAssembly 모듈입니다. ``.pck`` " -"파일은 Godot 메인 팩으로 게임을 갖고 있습니다. ``.js`` 파일은 시작 코드가 있" -"으며 ``.html`` 파일이 엔진에 접근하는 데 사용됩니다. ``.png`` 파일은 부팅 스" -"플래시 이미지입니다. 기본 HTML 페이지에서는 쓰이지 않지만, :ref:`맞춤 HTML 페" -"이지 `\\ 를 위해 포함됩니다." - -msgid "" -"The ``.pck`` file is binary, usually delivered with the MIME-type :mimetype:" -"`application/octet-stream`. The ``.wasm`` file is delivered as :mimetype:" -"`application/wasm`." -msgstr "" -"``.pck`` 파일은 이진 파일로, 보통 MIME 타입 :mimetype:`application/octet-" -"stream`\\ 으로 전달됩니다. ``.wasm`` 파일은 :mimetype:`application/wasm`\\ " -"으로 전달됩니다." - -msgid "" -"Delivering the WebAssembly module (``.wasm``) with a MIME-type other than :" -"mimetype:`application/wasm` can prevent some start-up optimizations." -msgstr "" -"WebAssembly 모듈 (``.wasm``)을 :mimetype:`application/wasm`\\ 이외의 MIME " -"타입으로 전달하면 일부 시작 최적화를 방지할 수 있습니다." - -msgid "**Hosts that provide on-the-fly compression:** GitHub Pages (gzip)" -msgstr "**On-the-fly 압축을 지원하는 호스트:** GitHub Pages (gzip)" - -msgid "" -"**Hosts that don't provide on-the-fly compression:** itch.io, GitLab Pages " -"(`supports manual gzip precompression `__)" -msgstr "" -"**On-the-fly 압축을 지원하지 않는 호스트:** itch.io, GitLab Pages (`supports " -"manual gzip precompression `__)" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_for_windows.po b/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_for_windows.po deleted file mode 100644 index a701440819..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_for_windows.po +++ /dev/null @@ -1,32 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"If you export for Windows with embedded PCK files, you will not be able to " -"sign the program as it will break." -msgstr "" -"Windows용으로 내보낸 임베디드 PCK 파일에 서명을 하려 하면 프로그램이 제대로 " -"동작하지 않을 것입니다." - -msgid "" -"On Windows, PCK embedding is also known to cause false positives in " -"antivirus programs. Therefore, it's recommended to avoid using it unless " -"you're distributing your project via Steam as it bypasses code signing and " -"antivirus checks." -msgstr "" -"또한 PCK 임베딩은 Windows에서 백신 프로그램에게 오검출되는 문제 역시 갖고 있" -"습니다. 따라서 프로젝트를 서명 및 바이러스 검사를 우회하는 스팀을 통해 배포" -"할 것이 아니라면 사용을 피하는 것이 좋습니다." - -msgid "Setup" -msgstr "설정" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_pcks.po b/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_pcks.po deleted file mode 100644 index 0db21819b9..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_pcks.po +++ /dev/null @@ -1,183 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting packs, patches, and mods" -msgstr "패키지, 패치, 모드 내보내기" - -msgid "Use cases" -msgstr "사용 사례" - -msgid "" -"Oftentimes one would like to add functionality to one's game after it has " -"been deployed." -msgstr "때때로 게임을 배포한 후에 기능을 추가하고 싶습니다." - -msgid "Examples of this include..." -msgstr "이런 예시로는..." - -msgid "" -"Downloadable Content: the ability to add features and content to one's game." -msgstr "" -"다운로드 가능한 콘텐츠(DLC): 자신의 게임에 기능과 콘텐츠를 추가하는 기능." - -msgid "Patches: the ability to fix a bug that is present in a shipped product." -msgstr "패치: 배포된 제품에 존재하는 버그를 고치는 기능." - -msgid "Mods: grant other people the ability to create content for one's game." -msgstr "모드: 다른 사람들에게 게임의 콘텐츠를 만드는 기능을 허가함." - -msgid "" -"These tools help developers to extend their development beyond the initial " -"release." -msgstr "이 툴은 개발자가 초기 출시 단계를 넘어 확장하는 것을 도와줍니다." - -msgid "Overview of PCK files" -msgstr "PCK 파일의 개요" - -msgid "" -"Godot enables this via a feature called **resource packs** (PCK files, with " -"extension ``.pck``)." -msgstr "" -"Godot는 **리소스 팩**\\ 이라는 기능을 통해 이를 허용합니다 (``.pck`` 확장자명" -"을 가진 PCK 파일)." - -msgid "**Advantages:**" -msgstr "**이점:**" - -msgid "incremental updates/patches" -msgstr "증가하는 업데이트/패치" - -msgid "offer DLCs" -msgstr "DLC 제공" - -msgid "offer mod support" -msgstr "모드 지원 제공" - -msgid "no source code disclosure needed for mods" -msgstr "모드에 필요한 소스 코드 공개 없음" - -msgid "more modular project structure" -msgstr "더 많은 모듈형 프로젝트 구조" - -msgid "" -"The first part of using them involves exporting and delivering the project " -"to players. Then, when one wants to add functionality or content later on, " -"they just deliver the updates via PCK files to the users." -msgstr "" -"파일을 사용하는 첫번째는 프로젝트를 내보내고 플레이어에게 전달하는 것입니다. " -"그 뒤, 나중에 기능이나 콘텐츠를 추가하려 한다면, 단지 PCK 파일을 통해 사용자" -"에게 업데이트를 전달하면 됩니다." - -msgid "PCK files usually contain, but are not limited to:" -msgstr "PCK 파일은 보통 다음을 포함하지만, 제한은 없습니다:" - -msgid "scripts" -msgstr "스크립트" - -msgid "scenes" -msgstr "씬" - -msgid "shaders" -msgstr "셰이더" - -msgid "models" -msgstr "모델" - -msgid "textures" -msgstr "텍스처" - -msgid "sound effects" -msgstr "음향 효과" - -msgid "music" -msgstr "음악" - -msgid "any other asset suitable for import into the game" -msgstr "게임으로 가져오기 적당한 다른 애셋" - -msgid "" -"The PCK files can even be an entirely different Godot project, which the " -"original game loads in at runtime." -msgstr "" -"PCK 파일은 원래 게임이 런타임에 불러오는 완전히 다른 Godot 프로젝트가 될 수" -"도 있습니다." - -msgid "Generating PCK files" -msgstr "PCK 파일 생성하기" - -msgid "" -"Another method would be to :ref:`export from the command line " -"`. If the output file ends with a PCK " -"or ZIP file extension, then the export process will build that type of file " -"for the chosen platform." -msgstr "" -"다른 방법은 :ref:`명령줄에서 내보내기 " -"`\\ 가 있습니다. 출력 파일은 PCK나 ZIP " -"파일 확장자명으로 끝나고, 그 뒤 내보내기 처리는 선택한 플랫폼에 맞는 타입의 " -"파일로 빌드할 것입니다." - -msgid "" -"If one wishes to support mods for their game, they will need their users to " -"create similarly exported files. Assuming the original game expects a " -"certain structure for the PCK's resources and/or a certain interface for its " -"scripts, then either..." -msgstr "" -"누군가는 게임에 모드를 지원하고 싶을 것이고, 그러려면 사용자는 내보낸 파일과 " -"비슷한 파일을 만들어야 합니다. 기존 게임이 PCK의 리소스를 위한 특정 구조를, " -"그리고/또는 스크립트를 위한 특정 인터페이스를 예상한다고 가정한다면..." - -msgid "" -"The developer must publicize documentation of these expected structures/ " -"interfaces, expect modders to install Godot Engine, and then also expect " -"those modders to conform to the documentation's defined API when building " -"mod content for the game (so that it will work). Users would then use " -"Godot's built in exporting tools to create a PCK file, as detailed above." -msgstr "" -"개발자는 예상되는 구조/ 인터페이스의 문서를 공개해야 하며, 모드 제작자들이 " -"Godot 엔진을 설치한다고 생각해야 합니다, 그리고 모드 제작자들도 게임의 모드 " -"콘텐츠를 제작할 때 문서에 정의된 API를 준수할 것입니다 (따라서 잘 될 것입니" -"다). 그런 다음 사용자는 Godot에 내장된 내보내기 툴로 위와 같은 PCK 파일을 만" -"듭니다." - -msgid "Opening PCK files at runtime" -msgstr "런타임에 PCK 파일 열기" - -msgid "" -"To import a PCK file, one uses the ProjectSettings singleton. The following " -"example expects a “mod.pck” file in the directory of the games executable. " -"The PCK file contains a “mod_scene.tscn” test scene in its root." -msgstr "" -"PCK 파일을 가져오려면, ProjectSettings 싱글톤을 사용합니다. 다음 예제는 게임 " -"실행 파일의 디렉토리에 “mod.pck”로 보이는 파일을 실행하는 것입니다. PCK 파일" -"의 루트에는 \"mod_scene.tscn\" 테스트 씬을 포함하고 있습니다." - -msgid "" -"To opt out of this behavior, pass ``false`` as the second argument to :ref:" -"`ProjectSettings.load_resource_pack() " -"`." -msgstr "" -"원래 파일을 덮어쓰지 못하도록 하려면 :ref:`ProjectSettings." -"load_resource_pack() `의 두 " -"번째 인자에 ``false`` 를 넘겨주면 됩니다." - -msgid "" -"For a C# project, you need to build the DLL and place it in the project " -"directory first. Then, before loading the resource pack, you need to load " -"its DLL as follows: ``Assembly.LoadFile(\"mod.dll\")``" -msgstr "" -"C# 프로젝트의 경우, 우선 DLL을 빌드해 프로젝트 디렉토리에 저장해야 합니다. " -"그 다음으로 리소스 팩을 로딩하기 전에 다음과 같이 DLL을 먼저 불러와야 합니" -"다: ``Assembly.LoadFile(\"mod.dll\")``" - -msgid "Summary" -msgstr "요약" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_projects.po b/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_projects.po deleted file mode 100644 index c32a6f1f11..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/export/exporting_projects.po +++ /dev/null @@ -1,256 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting projects" -msgstr "프로젝트 내보내기" - -msgid "Why export?" -msgstr "왜 내보내나요?" - -msgid "" -"Originally, Godot did not have any means to export projects. The developers " -"would compile the proper binaries and build the packages for each platform " -"manually." -msgstr "" -"원래, Godot는 프로젝트를 내보내는 수단이 없었습니다. 개발자는 적절한 바이너리" -"를 컴파일하고 각 플랫폼으로 패키지를 수동으로 만들었습니다." - -msgid "" -"When more developers (and even non-programmers) started using it, and when " -"our company started taking more projects at the same time, it became evident " -"that this was a bottleneck." -msgstr "" -"더 많은 개발자가 (그리고 심지어 비프로그래머까지) Godot를 사용하기 시작했고, " -"우리 회사가 동시에 더 많은 프로젝트를 시작하면서, 이것이 병목 현상인 것이 분" -"명해 졌습니다." - -msgid "On PC" -msgstr "PC에서" - -msgid "" -"Distributing a game project on PC with Godot is rather easy. Drop the Godot " -"binary in the same directory as the ``project.godot`` file, then compress " -"the project directory and you are done." -msgstr "" -"Godot로 PC에서 게임 프로젝트를 배포하는 것은 비교적 쉽습니다. Godot 바이너리" -"를 ``project.godot`` 파일의 형태로 같은 디렉토리에 드롭하고, 프로젝트 디렉토" -"리를 압축하면 끝입니다." - -msgid "" -"It sounds simple, but there are probably a few reasons why the developer may " -"not want to do this. The first one is that it may not be desirable to " -"distribute loads of files. Some developers may not like curious users " -"peeking at how the game was made, others may find it inelegant, and so on. " -"Another reason is that the developer might prefer a specially-compiled " -"binary, which is smaller in size, more optimized and does not include tools " -"like the editor and debugger." -msgstr "" -"간단해 보이지만, 개발자들이 이 방식을 원하지 않는 몇 가지 이유가 있을 것입니" -"다. 첫 째로 많은 파일을 배포하는 것은 바람직하지 않을 수 있습니다. 일부 개발" -"자들은 호기심 많은 사용자가 게임이 만들어진 방법을 알아내는 것을 좋아하지 않" -"을 수도 있고, 다른 개발자들이 게임이 잘 만들어지지 않은 것을 발견할 수도 있습" -"니다. 또 다른 이유는 개발자가 특별히 컴파일된 바이너리를 선호하기 때문인데, " -"크기 면에서 더 작지만 더 많이 최적화되어 있으면서, 편집기와 디버거같은 툴을 " -"갖지 않기 때문입니다." - -msgid "" -"Finally, Godot has a simple but efficient system for :ref:`creating DLCs as " -"extra package files `." -msgstr "" -"마지막으로, Godot는 추가 패키지 파일로 DLC를 만드는 간단하면서도 효율적인 :" -"ref:`시스템 `을 갖고 있습니다." - -msgid "On mobile" -msgstr "모바일에서" - -msgid "" -"The same scenario on mobile platforms is a little worse. To distribute a " -"project on those devices, a binary for each of those platforms is built, " -"then added to a native project together with the game data." -msgstr "" -"모바일 플랫폼에서의 같은 시나리오는 좀 더 나쁩니다. 이 기기로 프로젝트를 배포" -"하기 위해, 각 플랫폼을 위한 바이너리가 지어지고, 네이티브 프로젝트에 게임 데" -"이터와 함께 추가됩니다." - -msgid "" -"This can be troublesome because it means that the developer must be " -"familiarized with the SDK of each platform before even being able to export. " -"While learning each SDK is always encouraged, it can be frustrating to be " -"forced to do it at an undesired time." -msgstr "" -"이것은 개발자가 각 플랫폼의 SDK에 익숙해져야 내보낼 수 있음을 의미하기 때문" -"에 번거로울 수 있습니다. 각 SDK를 배우는 것을 항상 권장하는 반면, 바람직하지 " -"않은 시간에 SDK를 강제 실행하는 것은 방해가 될 수 있습니다." - -msgid "Export menu" -msgstr "내보내기 메뉴" - -msgid "" -"After many attempts at different export workflows, the current one has " -"proven to work the best. At the time of this writing, not all platforms are " -"supported yet, but the supported platforms continue to grow." -msgstr "" -"다른 내보내기 워크플로에서 여러번 시도한 끝에, 현재의 것이 작업에 가장 좋다" -"는 것을 증명했습니다. 이 글을 쓰는 시점에는, 모든 플랫폼을 지원하고 있지는 않" -"겠지만, 지원되는 플랫폼이 계속 커져 갈 것입니다." - -msgid "To open the export menu, click the **Export** button:" -msgstr "내보내기 메뉴를 열려면, **내보내기** 버튼을 클릭하세요:" - -msgid "" -"The export menu will open. However, it will be completely empty. This is " -"because we need to add an export preset." -msgstr "" -"내보내기 메뉴가 열릴 것입니다. 하지만 완전히 비어있죠. 내보내기 프리셋을 추가" -"해야 되기 때문입니다." - -msgid "" -"To create an export preset, click the **Add…** button at the top of the " -"export menu. This will open a drop-down list of platforms to choose from for " -"an export preset." -msgstr "" -"내보내기 프리셋을 만들기 위해, 내보내기 메뉴 위에 **추가…** 버튼을 클릭합니" -"다. 그러면 내보내기 프리셋을 고를 수 있는 플랫폼의 드롭 다운 목록이 열립니다." - -msgid "" -"The default options are often enough to export, so tweaking them is usually " -"not necessary. However, many platforms require additional tools (SDKs) to be " -"installed to be able to export. Additionally, Godot needs export templates " -"installed to create packages. The export menu will complain when something " -"is missing and will not allow the user to export for that platform until " -"they resolve it:" -msgstr "" -"기본 설정은 대개 내보내기에 충분합니다, 그래서 내보내기를 만져보는 것은 보통" -"은 필수적이지 않습니다. 하지만 많은 플랫폼에서는 내보낼 수 있도록 추가 툴" -"(SDKs)이 설치되어 있어야 합니다. 또한, Godot는 패키지를 만들기 위해 설치된 내" -"보내기 템플릿이 필요합니다. 메뉴가 없으면 내보내기 메뉴가 불평하고 사용자가 " -"문제를 해결할 때까지 해당 플랫폼으로 내보낼 수 없습니다:" - -msgid "" -"At that time, the user is expected to come back to the documentation and " -"follow instructions on how to properly set up that platform." -msgstr "" -"그 순간, 사용자는 문서를 다시 읽고 플랫폼을 어떻게 정확히 설정하는 지에 대한 " -"설명서를 따라야 한다는 것을 직감합니다." - -msgid "Export templates" -msgstr "템플릿 내보내기" - -msgid "" -"Apart from setting up the platform, the export templates must be installed " -"to be able to export projects. They can be obtained as a TPZ file (which is " -"a renamed ZIP archive) from the `download page of the website `_." -msgstr "" -"플랫폼 설정 외에도, 내보내기 템플릿은 프로젝트를 내보내기 위해 반드시 설치되" -"어 있어야 합니다. 이들은 `웹사이트의 다운로드 페이지 `_\\ 에서 (ZIP 아카이브에서 이름을 바꾼) TPZ 파일에 " -"들어있습니다." - -msgid "" -"Once downloaded, they can be installed using the **Install Export " -"Templates** option in the editor:" -msgstr "" -"다운로드 했다면, 편집기에서 **내보내기 템플릿 관리** 설정으로 설치할 수 있습" -"니다:" - -msgid "" -"When exporting, Godot makes a list of all the files to export and then " -"creates the package. There are 3 different modes for exporting:" -msgstr "" -"내보낼 때, Godot는 내보내고 패키지를 만들기 위한 모든 파일의 목록을 만듭니" -"다. 내보내기 위한 3가지 다른 모드가 있습니다:" - -msgid "Export all resources in the project" -msgstr "프로젝트의 모든 리소스 내보내기" - -msgid "Export selected scenes (and dependencies)" -msgstr "선택한 씬 내보내기 (종속된 리소스 포함)" - -msgid "Export selected resources (and dependencies)" -msgstr "선택한 리소스 내보내기 (종속된 리소스 포함)" - -msgid "" -"**Export all resources in the project** will export every resource in the " -"project. **Export selected scenes** and **Export selected resources** gives " -"you a list of the scenes or resources in the project, and you have to select " -"every scene or resource you want to export." -msgstr "" -"**Export all resources in the project** 옵션으로 프로젝트의 모든 리소스를 내" -"보낼 수 있습니다. **Export selected scenes** 및 **Export selected " -"resources** 를 사용하면 각각 씬 또는 리소스의 목록이 나타나며, 내보내고 싶은 " -"씬 혹은 리소스를 선택하시면 됩니다." - -msgid "Exporting from the command line" -msgstr "명령줄에서 내보내기" - -msgid "PCK versus ZIP pack file formats" -msgstr "PCK와 ZIP 파일 포맷의 비교" - -msgid "" -"Each format has its upsides and downsides. PCK is the default and " -"recommended format for most use cases, but you may want to use a ZIP archive " -"instead depending on your needs." -msgstr "" -"두 포맷은 각각의 장단점을 갖고 있습니다. PCK는 기본 설정이며 대부분의 상황에" -"서 사용이 권장되는 포맷입니다. 하지만 경우에 따라 ZIP을 사용하는 것이 좋은 경" -"우도 있습니다." - -msgid "**PCK format:**" -msgstr "**PCK 포맷:**" - -msgid "Uncompressed format. Larger file size, but faster to read/write." -msgstr "" -"압축되지 않은 포맷입니다. 파일 용량이 크지만 읽기/쓰기 속도가 빠릅니다." - -msgid "" -"Not readable and writable using tools normally present on the user's " -"operating system, even though there are `third-party tools `__ to extract and create PCK files." -msgstr "" -"일반 사용자가 갖고 있는 툴로는 읽기나 쓰기가 불가능하지만 PCK를 생성 및 압축" -"해제 할 수 있는`서드파티 툴 `__ 이 존재합니다." - -msgid "**ZIP format:**" -msgstr "**ZIP 포맷:**" - -msgid "Compressed format. Smaller file size, but slower to read/write." -msgstr "압축 포맷입니다. 파일의 용량이 작지만 읽기/쓰기가 느립니다." - -msgid "" -"Readable and writable using tools normally present on the user's operating " -"system. This can be useful to make modding easier (see also :ref:" -"`doc_exporting_pcks`)." -msgstr "" -"일반 사용자가 갖고 있는 툴로 읽기 및 쓰기가 가능합니다. 때문에 모딩이 쉬워지" -"는 장점이 있습니다(:ref:`doc_exporting_pcks`를 참고하십시오)." - -msgid "" -"Due to a `known bug `__, " -"when using a ZIP file as a pack file, the exported binary will not try to " -"use it automatically. Therefore, you have to create a *launcher script* that " -"the player can double-click or run from a terminal to launch the project::" -msgstr "" -"`버그 `__ 로 인해 ZIP 파일" -"을 팩 파일로 사용하면 내보낸 이진 파일이 이를 자동으로 찾아 사용하지 않습니" -"다. 따라서 플레이어가 직접 클릭 혹은 터미널에서 사용할 수 있는 *런처 스크립트" -"* 를 다음과 같이 따로 생성해야 합니다:" - -msgid "" -"Save the launcher script and place it in the same folder as the exported " -"binary. On Linux, make sure to give executable permissions to the launcher " -"script using the command ``chmod +x launch.sh``." -msgstr "" -"런처 스크립트를 이진 파일과 동일한 폴더에 저장하십시오. Linux의 경우, 런처 스" -"크립트가 ``chmod +x launch.sh`` 명령을 사용할 권한이 있는지 확인해야 합니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/export/feature_tags.po b/sphinx/po/ko/LC_MESSAGES/tutorials/export/feature_tags.po deleted file mode 100644 index 5e08d8d2c2..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/export/feature_tags.po +++ /dev/null @@ -1,221 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Feature tags" -msgstr "기능 태그" - -msgid "Introduction" -msgstr "소개" - -msgid "" -"Godot has a special system to tag availability of features. Each *feature* " -"is represented as a string, which can refer to many of the following:" -msgstr "" -"Godot는 기능의 사용 여부를 태그하는 특수 시스템을 갖고 있습니다. 각 *기능*\\ " -"은 문자열으로 나타나며, 다음과 같은 것을 언급할 수 있습니다:" - -msgid "Platform name." -msgstr "플랫폼 이름." - -msgid "Platform architecture (64-bit or 32-bit, x86 or ARM)." -msgstr "플랫폼 구조 (64비트나 32비트, x86이나 ARM)." - -msgid "Platform type (desktop, mobile, Web)." -msgstr "플랫폼 유형 (데스크톱, 모바일, 웹)." - -msgid "Supported texture compression algorithms on the platform." -msgstr "플랫폼에서 지원하는 텍스처 압축 알고리즘." - -msgid "" -"Whether a build is ``debug`` or ``release`` (``debug`` includes the editor)." -msgstr "" -"빌드가 ``디버그``\\ 인지 ``출시``\\ 인지 여부 (``디버그``\\ 는 편집기가 포함" -"됨)." - -msgid "" -"Whether the project is running from the editor or a \"standalone\" binary." -msgstr "프로젝트가 편집기에서 실행 중인지 \"독립 실행형\" 바이너리인지 여부." - -msgid "Many more things." -msgstr "더 많은 것들." - -msgid "Features can be queried at run-time from the singleton API by calling:" -msgstr "" -"기능은 다음과 같이 호출하여 런타임에서 싱글톤 API로 부터 질문(query)을 받을 " -"수 있습니다:" - -msgid "Default features" -msgstr "기본 기능" - -msgid "" -"Here is a list of most feature tags in Godot. Keep in mind they are **case-" -"sensitive**:" -msgstr "" -"다음은 Godot의 대부분의 기능 태그 목록입니다. 이들은 **대소문자을 구별**\\ 합" -"니다:" - -msgid "**Feature tag**" -msgstr "**기능 태그**" - -msgid "**Description**" -msgstr "**설명**" - -msgid "Running on Windows" -msgstr "Windows에서 실행 중" - -msgid "**debug**" -msgstr "**debug**" - -msgid "Running on a debug build (including the editor)" -msgstr "디버그 빌드에서 실행 중 (편집기를 포함)" - -msgid "**release**" -msgstr "**release**" - -msgid "Running on a release build" -msgstr "출시 빌드에서 실행 중" - -msgid "**editor**" -msgstr "**editor**" - -msgid "Running on an editor build" -msgstr "편집기 빌드에서 실행 중" - -msgid "**64**" -msgstr "**64**" - -msgid "Running on a 64-bit build (any architecture)" -msgstr "64비트 빌드에서 실행 중 (모든 구조)" - -msgid "**32**" -msgstr "**32**" - -msgid "Running on a 32-bit build (any architecture)" -msgstr "32빌드에서 실행 중 (모든 구조)" - -msgid "**x86_64**" -msgstr "**x86_64**" - -msgid "Running on a 64-bit x86 build" -msgstr "64비트에서 x86 빌드를 실행 중" - -msgid "Running on a 32-bit x86 build" -msgstr "32비트에서 x86 빌드를 실행 중" - -msgid "**x86**" -msgstr "**x86**" - -msgid "**arm64**" -msgstr "**arm64**" - -msgid "Running on a 64-bit ARM build" -msgstr "64비트에서 ARM 빌드를 실행 중" - -msgid "Running on a 32-bit ARM build" -msgstr "32비트에서 ARM 빌드를 실행 중" - -msgid "**arm**" -msgstr "**arm**" - -msgid "**mobile**" -msgstr "**mobile**" - -msgid "Host OS is a mobile platform" -msgstr "호스트 OS가 모바일 플랫폼이다" - -msgid "**pc**" -msgstr "**pc**" - -msgid "Host OS is a PC platform (desktop/laptop)" -msgstr "호스트 OS가 PC 플랫폼이다 (데스크톱/랩톱)" - -msgid "**web**" -msgstr "**web**" - -msgid "Host OS is a Web browser" -msgstr "호스트 OS가 웹 브라우저이다" - -msgid "**etc**" -msgstr "**etc**" - -msgid "Textures using ETC1 compression are supported" -msgstr "ETC1 압축을 사용하는 텍스처를 지원한다" - -msgid "**etc2**" -msgstr "**etc2**" - -msgid "Textures using ETC2 compression are supported" -msgstr "ETC2 압축을 사용하는 텍스처를 지원한다" - -msgid "**s3tc**" -msgstr "**s3tc**" - -msgid "Textures using S3TC (DXT/BC) compression are supported" -msgstr "S3TC (DXT/BC) 압축을 사용하는 텍스처를 지원한다" - -msgid "Custom features" -msgstr "맞춤 기능" - -msgid "" -"It is possible to add custom features to a build; use the relevant field in " -"the *export preset* used to generate it:" -msgstr "" -"빌드에 맞춤 기능을 추가할 수 있습니다; 생성하기 위해 *내보내기 프리셋*\\ 에" -"서 관련 필드를 사용하세요:" - -msgid "Overriding project settings" -msgstr "프로젝트 설정 재정의하기" - -msgid "" -"Features can be used to override specific configuration values in the " -"*Project Settings*. This allows you to better customize any configuration " -"when doing a build." -msgstr "" -"기능을 사용하여 *프로젝트 설정*\\ 의 특정 구성 값을 재정의할 수 있습니다. 이" -"를 통해 빌드를 작업할 때 모든 구성을 더 잘 커스터마이즈할 수 있습니다." - -msgid "" -"In the following example, a different icon is added for the demo build of " -"the game (which was customized in a special export preset, which, in turn, " -"includes only demo levels)." -msgstr "" -"다음 예제에서, 게임의 데모 빌드를 위해 다른 아이콘이 추가되었습니다 (이것은 " -"특수 내보내기 프리셋에서 커스터마이즈되었으며, 데모 레벨에만 있습니다)." - -msgid "After overriding, a new field is added for this specific configuration:" -msgstr "재정의한 후, 지정된 구성을 위한 새로운 영역이 추가됩니다:" - -msgid "" -"When using the :ref:`project settings \"override.cfg\" functionality " -"` (which is unrelated to feature tags), remember that " -"feature tags still apply. Therefore, make sure to *also* override the " -"setting with the desired feature tag(s) if you want them to override base " -"project settings on all platforms and configurations." -msgstr "" -":ref:`프로젝트 설정의 \"override.cfg\" `를 사용할 때 " -"기능 태그가 여전히 적용되고 있다는 사실을 기억하십시오. 따라서 원하는 기능 태" -"그가 모든 플랫폼 및 구성에서 원본 프로젝트 설정을 재정의 하도록 하고 싶다면 " -"그 기능 태그가 포함된 설정도 *함께* 재정의 해야 합니다." - -msgid "Default overrides" -msgstr "기본 재정의" - -msgid "" -"There are already a lot of settings that come with overrides by default; " -"they can be found in many sections of the project settings." -msgstr "" -"기본적으로 재정의를 통해 오는 많은 설정이 있습니다; 프로젝트 설정의 많은 섹션" -"에서 이를 확인할 수 있습니다." - -msgid "Customizing the build" -msgstr "빌드 커스터마이징하기" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/export/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/export/index.po deleted file mode 100644 index ed4b31f847..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/export/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Export" -msgstr "내보내기" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/export/one-click_deploy.po b/sphinx/po/ko/LC_MESSAGES/tutorials/export/one-click_deploy.po deleted file mode 100644 index 485f1eca34..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/export/one-click_deploy.po +++ /dev/null @@ -1,103 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "One-click deploy" -msgstr "원 클릭 배포" - -msgid "What is one-click deploy?" -msgstr "원 클릭 배포란 무엇인가요?" - -msgid "" -"One-click deploy is a feature that is available once a platform is properly " -"configured and a supported device is connected to the computer. Since things " -"can go wrong at many levels (platform may not be configured correctly, SDK " -"may be incorrectly installed, device may be improperly configured, etc.), " -"it's good to let the user know that it exists." -msgstr "" -"원클릭 배포는 플랫폼이 구성되어있고 컴퓨터에 지원 기기가 연결되어 있기만 하" -"면 사용할 수 있는 기능입니다. 설치 과정은 여러 부분에서 문제가 발생할 수 있" -"기 때문에(플랫폼이 잘못 구성되었거나, SDK가 잘못 설치되었거나 기기 구성이 잘" -"못된 등) 사용자에게 이런 기능이 있는 것을 알리는 것이 좋습니다." - -msgid "" -"After adding an Android export preset marked as Runnable, Godot can detect " -"when a USB device is connected to the computer and offer the user to " -"automatically export, install and run the project (in debug mode) on the " -"device. This feature is called *one-click deploy*." -msgstr "" -"Runnable한 Andorid 내보내기 프리셋을 추가한 후, Godot은 USB 기기가 연결되었" -"을 때 유저에게 자동으로 내보내기, 설치 및 프로젝트 실행을 자동으로 진행하도" -"록 제안할 수 있습니다. 이런 이능을 *원클릭 배포(One-click deploy)* 라고 합니" -"다." - -msgid "" -"One-click deploy is only available once you've added an export template " -"marked as **Runnable** in the Export dialog. You can mark several export " -"presets as runnable, but only one preset per platform may be marked as " -"runnable. If you mark a second preset in a given platform as runnable, the " -"other preset will no longer be marked as runnable." -msgstr "" -"원클릭 배포는 내보내기 창에서 **Runnable**한 내보내기 템플릿을 추가했을 때만 " -"사용이 가능합니다. 여러 프리셋을 runnable로 지정하는 것도 가능하지만 한 플랫" -"폼에 대한 runnable은 하나만 존재해야 합니다. 만약 이미 runnable에 존재하는 플" -"랫폼에 runnable을 추가하면 원래의 runnable 프리셋은 runnable 표시를 잃어버립" -"니다." - -msgid "Supported platforms" -msgstr "지원되는 플랫폼" - -msgid "" -"**Android:** Exports the project with debugging enabled and runs it on the " -"connected device." -msgstr "" -"**Android:** 디버깅 모드를 활성화 한 프로젝트를 내보내 연결된 기기에서 실행" -"할 수 있습니다." - -msgid "" -"Make sure to follow the steps described in :ref:`doc_exporting_for_android`. " -"Otherwise, the one-click deploy button won't appear." -msgstr "" -":ref:`doc_exporting_for_android` 을 따라 진행하지 않으면 원클릭 배포 버튼이 " -"나타나지 않을 수 있습니다." - -msgid "" -"If you have more than one device connected, Godot will ask you which device " -"the project should be exported to." -msgstr "" -"만약 연결된 장치가 둘 이상이라면 Godot은 어떤 장치에 프로젝트를 내보낼지 물어" -"봅니다." - -msgid "Using one-click deploy" -msgstr "원 클릭 배포 사용하기" - -msgid "For advanced users, it should also be possible to use wireless ADB." -msgstr "숙련된 사용자라면 무선 ADB를 사용하는 것도 가능합니다." - -msgid "" -"If everything is configured correctly and with no errors, platform-specific " -"icons will appear in the top-right corner of the editor." -msgstr "" -"모든 것이 에러 없이 구성되었다면 목표 플랫폼 모양의 아이콘이 에디터 우상단에 " -"나타납니다." - -msgid "Click the button to export to the desired platform in one click." -msgstr "목표 플랫폼으로 내보내려면 버튼을 클릭하면 됩니다." - -msgid "Troubleshooting" -msgstr "문제 해결" - -msgid "Android" -msgstr "Android" - -msgid "Web" -msgstr "웹" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/export/running_on_macos.po b/sphinx/po/ko/LC_MESSAGES/tutorials/export/running_on_macos.po deleted file mode 100644 index 48b72a4b3f..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/export/running_on_macos.po +++ /dev/null @@ -1,19 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"This page covers running Godot projects on macOS. If you haven't exported " -"your project yet, read :ref:`doc_exporting_for_macos` first." -msgstr "" -"이 페이지는 고도 프로젝트를 macOS에서 실행하는 방법을 다룹니다. 프로젝트를 내" -"보내기 하지 않았으면 먼저 :ref:`doc_exporting_for_macos`를 읽으시기 바랍니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/index.po deleted file mode 100644 index 9b58a1ca50..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Internationalization" -msgstr "국제화" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/internationalizing_games.po deleted file mode 100644 index 14e0d9927e..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ /dev/null @@ -1,57 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Configuring the imported translation" -msgstr "번역을 가져와서 구성하기" - -msgid "" -"Translations can get updated and re-imported when they change, but they " -"still have to be added to the project. This is done in **Project → Project " -"Settings → Localization**:" -msgstr "" -"번역들은 바뀌었을때 업데이트 되고 다시 임포트 될수 있습니다. 하지만 여전히 프" -"로젝트에 추가해야합니다. 이것은 다음 경로에서 완수됩니다 **Project → Project " -"Settings → Localization**:" - -msgid "The above dialog is used to add or remove translations project-wide." -msgstr "" -"위의 대화 상자는 프로젝트 전체적으로 번역을 추가 혹은 제거에 사용합니다." - -msgid "Localizing resources" -msgstr "리소스 현지화" - -msgid "Converting keys to text" -msgstr "key들을 text로 컨버팅하기" - -msgid "" -"Some controls, such as :ref:`Button ` and :ref:`Label " -"`, will automatically fetch a translation if their text matches " -"a translation key. For example, if a label's text is " -"\"MAIN_SCREEN_GREETING1\" and that key exists in the current translation, " -"then the text will automatically be translated." -msgstr "" -":ref:`Button ` 그리고 :ref:`Label `과 같은 컨트롤" -"들은 만약 그 안의 text가 번역key와 동일하다면 자동적으로 번역이 적용됩니다. " -"예로 들어, 만약 label의 text가 \"MAIN_SCREEN_GREETING1\" 이고 저 key가 현재 " -"번역에 존재한다면, text는 자동적으로 번역이 될것입니다." - -msgid "" -"In code, the :ref:`Object.tr() ` function can be " -"used. This will just look up the text in the translations and convert it if " -"found:" -msgstr "" -"코드에서는 :ref:`Object.tr() ` 함수가 사용됩니다. 이" -"것은 번역안에 있는 text를 찾고 발견되면 그것을 변환합니다:" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/locales.po deleted file mode 100644 index 8ea054d28c..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/locales.po +++ /dev/null @@ -1,39 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "as" -msgstr "as" - -msgid "en" -msgstr "en" - -msgid "es" -msgstr "es" - -msgid "is" -msgstr "is" - -msgid "ja" -msgstr "ja" - -msgid "ms" -msgstr "ms" - -msgid "Viet Nam" -msgstr "베트남" - -msgid "South Africa" -msgstr "남아프리카" - -msgid "Zimbabwe" -msgstr "짐바브웨" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po deleted file mode 100644 index 3f3d15b5c1..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Loading a messages file in Godot" -msgstr "Godot에서 메시지 파일을 불러오기" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/pseudolocalization.po b/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/pseudolocalization.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/pseudolocalization.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po deleted file mode 100644 index 6dab062537..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "In this guide, you will learn:" -msgstr "이 가이드에서 다음 내용을 배울 것입니다:" - -msgid "Troubleshooting" -msgstr "문제 해결" - -msgid "Linux" -msgstr "Linux" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/input_examples.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/input_examples.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/inputevent.po deleted file mode 100644 index 1c941b0c9b..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/inputevent.po +++ /dev/null @@ -1,31 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using InputEvent" -msgstr "InputEvent 사용하기" - -msgid "" -"Managing input is usually complex, no matter the OS or platform. To ease " -"this a little, a special built-in type is provided, :ref:`InputEvent " -"`. This datatype can be configured to contain several " -"types of input events. Input events travel through the engine and can be " -"received in multiple locations, depending on the purpose." -msgstr "" -"입력을 관리하는 것은 보통 OS나 플랫폼과 상관없이 복잡합니다. 이것을 조금이나" -"마 쉽게 하기 위해 특수 내장 유형 :ref:`InputEvent `\\ 이 제" -"공됩니다. 이 데이터 타입은 여러 타입의 입력 이벤트를 포함하도록 구성할 수 있" -"습니다. 입력 이벤트는 엔진을 통해 이동하고 목적에 따라 여러 위치에서 수신될 " -"수 있습니다." - -msgid "Description" -msgstr "설명" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po deleted file mode 100644 index 31739b8732..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "About" -msgstr "정보" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/ko/LC_MESSAGES/tutorials/io/background_loading.po deleted file mode 100644 index 5cb9d1dbd0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/io/background_loading.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Background loading" -msgstr "백그라운드 로딩" - -msgid "Example" -msgstr "예제" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/io/binary_serialization_api.po b/sphinx/po/ko/LC_MESSAGES/tutorials/io/binary_serialization_api.po deleted file mode 100644 index 38a7c00c50..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/io/binary_serialization_api.po +++ /dev/null @@ -1,78 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Type" -msgstr "타입" - -msgid "Value" -msgstr "값" - -msgid "null" -msgstr "null" - -msgid "1" -msgstr "1" - -msgid "bool" -msgstr "bool" - -msgid "2" -msgstr "2" - -msgid "3" -msgstr "3" - -msgid "float" -msgstr "float" - -msgid "4" -msgstr "4" - -msgid "string" -msgstr "문자열" - -msgid "5" -msgstr "5" - -msgid "6" -msgstr "6" - -msgid "7" -msgstr "7" - -msgid "color" -msgstr "색" - -msgid "object" -msgstr "오브젝트" - -msgid "Offset" -msgstr "오프셋" - -msgid "Description" -msgstr "설명" - -msgid "Integer" -msgstr "정수(Integer)" - -msgid "Float" -msgstr "Float" - -msgid "X" -msgstr "X" - -msgid "Distance" -msgstr "거리" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/ko/LC_MESSAGES/tutorials/io/data_paths.po deleted file mode 100644 index 4c195c1996..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/io/data_paths.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Type" -msgstr "타입" - -msgid "Location" -msgstr "위치" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/io/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/io/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po b/sphinx/po/ko/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/ko/LC_MESSAGES/tutorials/io/saving_games.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/io/saving_games.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/ko/LC_MESSAGES/tutorials/math/beziers_and_curves.po deleted file mode 100644 index 67bf9874d1..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ /dev/null @@ -1,119 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Beziers, curves and paths" -msgstr "베지어 곡선과 경로" - -msgid "" -"Bezier curves are a mathematical approximation of natural geometric shapes. " -"We use them to represent a curve with as little information as possible and " -"with a high level of flexibility." -msgstr "" -"베지어 곡선은 자연적인 기하학적 형상들의 수학적 근사입니다. 이들을 사용하면 " -"가능한 한 적은 정보를 이용하여 최대한 높은 유연성으로 곡선을 나타낼 수 있습니" -"다." - -msgid "" -"Unlike more abstract mathematical concepts, Bezier curves were created for " -"industrial design. They are a popular tool in the graphics software industry." -msgstr "" -"다른 추상적인 수학적 개념들과는 다르게, 베지어 곡선은 산업 디자인을 위해 만들" -"어졌습니다. 이는 그래픽 소프트웨어 업계에서 매우 인기 있는 도구입니다." - -msgid "" -"They rely on :ref:`interpolation`, which we saw in the " -"previous article, combining multiple steps to create smooth curves. To " -"better understand how Bezier curves work, let's start from its simplest " -"form: Quadratic Bezier." -msgstr "" -"이들은 우리가 이전 글에서 보았던 :ref:`선형 보간법` 에 의" -"존하며, 여러 단계를 조합하여 부드러운 곡선을 만듭니다. 베지어 곡선이 어떻게 " -"작동하는지 더 잘 이해할 수 있도록, 우선 가장 간단한 형태인 2차 베지어 곡선부" -"터 살펴봅시다." - -msgid "Quadratic Bezier" -msgstr "2차 베지어 (Quadratic Bezier)" - -msgid "Take three points, the minimum required for Quadratic Bezier to work:" -msgstr "2차 베지어 곡선을 만들기 위해, 최소한의 요구치인 점 3개를 잡아 봅시다:" - -msgid "" -"To draw a curve between them, we first interpolate gradually over the two " -"vertices of each of the two segments formed by the three points, using " -"values ranging from 0 to 1. This gives us two points that move along the " -"segments as we change the value of ``t`` from 0 to 1." -msgstr "" -"먼저 세 점을 통해서 만들어지는 두 개의 선분 각각이 가지는 두 꼭짓점을, 0과 1 " -"사이의 ``t`` 값을 이용하여 서서히 보간합니다. 그러면 ``t`` 값을 0에서 1으로 " -"바꿀 때 선분을 따라 이동하는 점 2개를 얻을 수 있습니다." - -msgid "" -"We then interpolate ``q0`` and ``q1`` to obtain a single point ``r`` that " -"moves along a curve." -msgstr "" -"얻은 두 점인 ``q0`` 과 ``q1`` 을 보간하면, 곡선을 그리며 이동하는 한 점 " -"``r`` 을 얻을 수 있습니다." - -msgid "This type of curve is called a *Quadratic Bezier* curve." -msgstr "이와 같은 곡선을 *2차 베지어 곡선* 이라고 부릅니다." - -msgid "*(Image credit: Wikipedia)*" -msgstr "*(사진 출처: 위키백과)*" - -msgid "Cubic Bezier" -msgstr "3차 베지어 (Cubic Bezier)" - -msgid "" -"Building upon the previous example, we can get more control by interpolating " -"between four points." -msgstr "" -"바로 전 예제를 바탕으로, 세 점 대신 네 점을 사용하면 곡선을 더 잘 제어할 수 " -"있습니다." - -msgid "" -"We first use a function with four parameters to take four points as an " -"input, ``p0``, ``p1``, ``p2`` and ``p3``:" -msgstr "" -"우선, ``p0``, ``p1``, ``p2``, ``p3`` 이 4개의 점을 인자로 받는 함수를 정의합" -"니다:" - -msgid "" -"We apply a linear interpolation to each couple of points to reduce them to " -"three:" -msgstr "그 뒤 각각의 꼭짓점을 따라 선형 보간을 적용하여 점 3개를 얻습니다:" - -msgid "We then take our three points and reduce them to two:" -msgstr "같은 방법으로 점 3개를 이용해 2개의 점을 얻고:" - -msgid "And to one:" -msgstr "마지막으로 하나의 점을 얻으면:" - -msgid "Here is the full function:" -msgstr "아래는 완성된 함수입니다:" - -msgid "" -"The result will be a smooth curve interpolating between all four points:" -msgstr "결과적으로 네 점을 따라서 보간되는 매끄러운 곡선이 그려지게 됩니다:" - -msgid "" -"Cubic Bezier interpolation works the same in 3D, just use ``Vector3`` " -"instead of ``Vector2``." -msgstr "" -"3차 베지어 보간은 ``Vector2`` 를 ``Vector3`` 으로만 바꾸면 3D에서도 동일하게 " -"작동합니다." - -msgid "Adding control points" -msgstr "제어점 만들기" - -msgid "Drawing" -msgstr "그리기" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/math/index.po deleted file mode 100644 index 65cc5b7ee2..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/math/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Math" -msgstr "수학" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/ko/LC_MESSAGES/tutorials/math/interpolation.po deleted file mode 100644 index 475ddc3ce2..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/math/interpolation.po +++ /dev/null @@ -1,85 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Interpolation" -msgstr "보간" - -msgid "" -"Interpolation is a very basic operation in graphics programming. It's good " -"to become familiar with it in order to expand your horizons as a graphics " -"developer." -msgstr "" -"보간법은 그래픽 프로그래밍에서 매우 기본적인 작업입니다. 그래픽 개발자로써의 " -"시야를 넓히기 위해 이와 익숙해지는 것이 좋습니다." - -msgid "" -"The basic idea is that you want to transition from A to B. A value ``t``, " -"represents the states in-between." -msgstr "" -"기본적인 개념은 상태 A를 B로 전환하는 것입니다. 이 때, 값 ``t`` 는 그 둘 사이" -"의 상태를 나타냅니다." - -msgid "And often simplified to:" -msgstr "또한 종종 다음과 같이 간략화됩니다:" - -msgid "" -"There are other types of interpolations, which will not be covered here. A " -"recommended read afterwards is the :ref:`Bezier ` " -"page." -msgstr "" -"이 밖에도 여러 종류의 보간법이 있지만, 여기에선 설명하지 않겠습니다. 이 글을 " -"읽은 뒤에 :ref:`Bezier ` 를 읽어보는 것을 권장합니다." - -msgid "Vector interpolation" -msgstr "벡터 보간" - -msgid "" -"For cubic interpolation, there are also :ref:`Vector2.cubic_interpolate() " -"` and :ref:`Vector3." -"cubic_interpolate() `, which do a :" -"ref:`Bezier ` style interpolation." -msgstr "" -"삼차 보간법의 경우엔, :ref:`Vector2.cubic_interpolate() " -"`와 :ref:`Vector3." -"cubic_interpolate() `를 사용할 수 있" -"습니다. 이들은 :ref:`베지어` 스타일의 보간을 수행합니" -"다." - -msgid "It will produce the following motion:" -msgstr "위의 코드는 다음과 같은 모션을 보여줍니다:" - -msgid "Transform interpolation" -msgstr "변형 보간" - -msgid "" -"Here is an example of transforming a monkey from Position1 to Position2:" -msgstr "아래는 원숭이 모델을 Position1에서 Position2로 변형하는 예입니다:" - -msgid "Using the following pseudocode:" -msgstr "다음 의사 코드를 사용하면:" - -msgid "And again, it will produce the following motion:" -msgstr "아래와 같은 모션을 볼 수 있습니다:" - -msgid "Smoothing motion" -msgstr "부드러운 모션 만들기" - -msgid "" -"Interpolation can be used to smooth movement, rotation, etc. Here is an " -"example of a circle following the mouse using smoothed motion:" -msgstr "" -"보간법은 움직임이나 회전 등을 부드럽게 하는 데에도 사용할 수 있습니다. 아래" -"는 마우스 커서를 부드럽게 따라다니는 원을 만드는 예시입니다:" - -msgid "Here is how it looks:" -msgstr "결과는 다음과 같습니다:" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/ko/LC_MESSAGES/tutorials/math/matrices_and_transforms.po deleted file mode 100644 index 0e67918085..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Matrices and transforms" -msgstr "행렬과 변환" - -msgid "Introduction" -msgstr "소개" - -msgid "https://www.youtube.com/watch?v=mvmuCPvRoWQ" -msgstr "https://www.youtube.com/watch?v=mvmuCPvRoWQ" - -msgid "https://www.youtube.com/watch?v=d4EgbgTm0Bg" -msgstr "https://www.youtube.com/watch?v=d4EgbgTm0Bg" - -msgid "https://eater.net/quaternions" -msgstr "https://eater.net/quaternions" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/ko/LC_MESSAGES/tutorials/math/random_number_generation.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/math/random_number_generation.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/ko/LC_MESSAGES/tutorials/math/vector_math.po deleted file mode 100644 index 6cc4950afc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/math/vector_math.po +++ /dev/null @@ -1,285 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Vector math" -msgstr "벡터" - -msgid "Introduction" -msgstr "소개" - -msgid "" -"This tutorial is a short and practical introduction to linear algebra as it " -"applies to game development. Linear algebra is the study of vectors and " -"their uses. Vectors have many applications in both 2D and 3D development and " -"Godot uses them extensively. Developing a good understanding of vector math " -"is essential to becoming a strong game developer." -msgstr "" -"이 튜토리얼은 게임 개발에 적용되는 선형대수에 대한 짧고 실용적인 소개입니다. " -"선형 대수란 벡터와 벡터 사용에 대한 학문입니다. 벡터는 2D 및 3D 개발 모두에" -"서 많은 응용방법이 있으며 Godot는 이를 광범위하게 사용합니다. 벡터 수학에 대" -"한 올바른 이해는 강력한 게임 개발자가 되기 위해 필수적입니다." - -msgid "" -"This tutorial is **not** a formal textbook on linear algebra. We will only " -"be looking at how it is applied to game development. For a broader look at " -"the mathematics, see https://www.khanacademy.org/math/linear-algebra" -msgstr "" -"이 튜토리얼은 선형대수에 관한 공식 교과서가 **절대** 아닙니다. 우리는 단지 그" -"것이 어떻게 게임 개발에 적용되는지 지켜볼 것입니다. 수학에 대한 자세한 내용" -"은 https://www.khanacademy.org/math/linear-algebra을 참조하십시오" - -msgid "Coordinate systems (2D)" -msgstr "좌표계 (2차원)" - -msgid "" -"In 2D space, coordinates are defined using a horizontal axis (``x``) and a " -"vertical axis (``y``). A particular position in 2D space is written as a " -"pair of values such as ``(4, 3)``." -msgstr "" -"2차원 공간에서, 좌표계들은 가로축(``x``)과 세로축(``y``)을 사용하여 정의됩니" -"다. 2차원 공간에서의 특정한 위치는 ``(4,3)``\\ 과 같이 한 쌍의 값으로 쓰여집" -"니다." - -msgid "" -"If you're new to computer graphics, it might seem odd that the positive " -"``y`` axis points **downwards** instead of upwards, as you probably learned " -"in math class. However, this is common in most computer graphics " -"applications." -msgstr "" -"컴퓨터 그래픽을 처음 접하는 사람이라면 아마 수학 수업에서 배웠듯이 양의``y\" " -"축이 위쪽이 아니라 **아래쪽**을 가리키는 것이 이상하게 보일지도 모릅니다. 그" -"러나 대부분의 컴퓨터 그래픽 응용 프로그램에서는 일반적으로 이러한 현상이 발생" -"합니다." - -msgid "" -"Any position in the 2D plane can be identified by a pair of numbers in this " -"way. However, we can also think of the position ``(4, 3)`` as an **offset** " -"from the ``(0, 0)`` point, or **origin**. Draw an arrow pointing from the " -"origin to the point:" -msgstr "" -"2D 평면의 모든 위치는 이러한 방식으로 한 쌍의 수들로 식별할 수 있습니다. 그러" -"나 우리는 또한 ``(4, 3)``\\ 의 위치를 ``(0, 0)``\\ 또는 원점으로부터의 오프셋" -"으로 생각할 수 있습니다. 원점에서 점까지 점을 가리키는 화살표를 그리세요:" - -msgid "" -"A very important point to consider about vectors is that they only represent " -"**relative** direction and magnitude. There is no concept of a vector's " -"position. The following two vectors are identical:" -msgstr "" -"벡터에 대해 고려해야 할 매우 중요한 점은 벡터가 **상대적인** 방향과 크기만 나" -"타낸다는 것입니다. 벡터의 위치에 대한 개념이 없습니다. 다음 두 벡터는 동일합" -"니다:" - -msgid "" -"Both vectors represent a point 4 units to the right and 3 units below some " -"starting point. It does not matter where on the plane you draw the vector, " -"it always represents a relative direction and magnitude." -msgstr "" -"두 벡터 모두 시작점으로 부터 오른쪽으로 4만큼 아랫쪽으로 3만큼 의 단위를 나타" -"냅니다. 평면에서 벡터를 그리는 것은 중요하지 않습니다. 이것은 항상 상대적인 " -"방향과 크기를 나타냅니다." - -msgid "Vector operations" -msgstr "벡터 연산" - -msgid "" -"You can use either method (x and y coordinates or angle and magnitude) to " -"refer to a vector, but for convenience, programmers typically use the " -"coordinate notation. For example, in Godot, the origin is the top-left " -"corner of the screen, so to place a 2D node named ``Node2D`` 400 pixels to " -"the right and 300 pixels down, use the following code:" -msgstr "" -"당신은 둘 중 하나의 방법(x 및 y 좌표 또는 각도 및 크기)을 사용하여 벡터를 참" -"조할 수 있지만, 프로그래머는 편의를 위해 일반적으로 좌표 표기법을 사용합니" -"다. 예를 들어, Godot에서 원점은 화면의 왼쪽 상단 모서리이고, ``Node2D``\\ 라" -"는 2차원의 노드를 400픽셀 오른쪽, 300픽셀 아래로 배치하려면 다음 코드를 사용" -"하십시오:" - -msgid "Member access" -msgstr "멤버 접근" - -msgid "" -"The individual components of the vector can be accessed directly by name." -msgstr "벡터의 각각의 구성요소는 이름으로 직접 접근할 수 있다." - -msgid "Adding vectors" -msgstr "벡터의 합" - -msgid "" -"When adding or subtracting two vectors, the corresponding components are " -"added:" -msgstr "두 벡터를 더하거나 뺼 떄, 해당하는 구성요소는 더해집니다:" - -msgid "" -"We can also see this visually by adding the second vector at the end of the " -"first:" -msgstr "" -"첫번째 벡터의 끝에 두번째 벡터를 더함으로써 우리는 시각적으로도 이것을 확인" -"할 수 있습니다:" - -msgid "Note that adding ``a + b`` gives the same result as ``b + a``." -msgstr "즉 더하기 a+b는 b+a 와 같은 결과 값을 갖는다." - -msgid "Scalar multiplication" -msgstr "스칼라 곱" - -msgid "A vector can be multiplied by a **scalar**:" -msgstr "벡터는 스칼라에 의해 곱해질 수 있습니다:" - -msgid "Practical applications" -msgstr "실용적인 응용" - -msgid "Let's look at two common uses for vector addition and subtraction." -msgstr "벡터 덧셈과 뺄셈의 두 가지 일반적인 용법을 살펴보자." - -msgid "Movement" -msgstr "이동" - -msgid "Pointing toward a target" -msgstr "표적을 향하기" - -msgid "" -"In this scenario, you have a tank that wishes to point its turret at a " -"robot. Subtracting the tank's position from the robot's position gives the " -"vector pointing from the tank to the robot." -msgstr "" -"이 시나리오에서, 당신은 회전 포탑을 로봇에게 겨누고자 하는 탱크를 가지고 있습" -"니다. 로봇의 위치에서 탱크의 위치를 빼면 탱크에서 로봇을 가리키는 벡터를 얻" -"을 수 있습니다." - -msgid "Unit vectors" -msgstr "단위 벡터" - -msgid "" -"A vector with **magnitude** of ``1`` is called a **unit vector**. They are " -"also sometimes referred to as **direction vectors** or **normals**. Unit " -"vectors are helpful when you need to keep track of a direction." -msgstr "" -"**크기** 가 1인 벡터를 **단위 벡터** 라고 합니다. 또한 이러한 벡터는 **방향 " -"벡터** 또는 **법선벡터** 라고도 합니다. 단위 벡터는 방향을 추적해야 할 때 유" -"용합니다." - -msgid "Normalization" -msgstr "표준화" - -msgid "Reflection" -msgstr "반사" - -msgid "" -"A common use of unit vectors is to indicate **normals**. Normal vectors are " -"unit vectors aligned perpendicularly to a surface, defining its direction. " -"They are commonly used for lighting, collisions, and other operations " -"involving surfaces." -msgstr "" -"단위벡터의 일반적인 용도는 **법선 벡터** 를 나타내는 것입니다. 법선 벡터는 표" -"면에 수직으로 정렬된 단위 벡터를 말하며, 방향을 정의합니다. 이 장치는 일반적" -"으로 조명, 콜리전 및 표면과 관련된 기타 작업에 사용됩니다." - -msgid "" -"For example, imagine we have a moving ball that we want to bounce off a wall " -"or other object:" -msgstr "" -"예를 들어, 우리가 벽이나 다른 물체에서 튀기길 원하는 움직이는 공을 가지고 있" -"다고 상상해 보세요:" - -msgid "Dot product" -msgstr "내적" - -msgid "" -"The **dot product** is one of the most important concepts in vector math, " -"but is often misunderstood. Dot product is an operation on two vectors that " -"returns a **scalar**. Unlike a vector, which contains both magnitude and " -"direction, a scalar value has only magnitude." -msgstr "" -"**내적**\\ 은 벡터 수학에서 가장 중요한 개념 중 하나이지만 종종 잘못 이해됩니" -"다. 내적은 두 벡터를 **스칼라** 로 반환해주는 연산입니다. 크기와 방향 모두를 " -"포함하는 벡터와는 다르게 스칼라 값은 오직 크기만 갖습니다." - -msgid "The formula for dot product takes two common forms:" -msgstr "내적의 공식은 두가지 형태를 취한다:" - -msgid "and" -msgstr "그리고" - -msgid "" -"When using unit vectors, the result will always be between ``-1`` (180°) and " -"``1`` (0°)." -msgstr "단위벡터를 사용할때, 결과는 항상 -1(180°)에서 1(0°) 사이일 것이다." - -msgid "Facing" -msgstr "직면" - -msgid "" -"We can use this fact to detect whether an object is facing toward another " -"object. In the diagram below, the player ``P`` is trying to avoid the " -"zombies ``A`` and ``B``. Assuming a zombie's field of view is **180°**, can " -"they see the player?" -msgstr "" -"우리는 이 사실을 어떤 물체가 다른 물체를 향하고 있는지 감지하는 데 이용할 수 " -"있습니다. 아래 그림에서 ``P`` 선수는 좀비 ``A``\\ 와 ``B``\\ 를 피하려고 합니" -"다. 좀비의 시야가 **180°**\\ 라고 가정하면 플레이어를 볼 수 있을까요?" - -msgid "In code it would look like this:" -msgstr "코드에서는 이렇게 보일 것이다:" - -msgid "Cross product" -msgstr "외적" - -msgid "The cross product is calculated like this:" -msgstr "외적은 이렇게 계산된다:" - -msgid "" -"In the cross product, order matters. ``a.cross(b)`` does not give the same " -"result as ``b.cross(a)``. The resulting vectors point in **opposite** " -"directions." -msgstr "" -"외적에서는, 순서가 중요합니다. \"a.cross(b)\"는 \"b.cross(a)\"와 같은 결가가 " -"나오지 않습니다. 결과 벡터는 **반대쪽** 방향을 가리킵니다." - -msgid "Calculating normals" -msgstr "법선 계산하기" - -msgid "Here is a function to calculate a triangle's normal:" -msgstr "이것은 삼각형에 수직인 평면을 계산하는 함수이다:" - -msgid "Pointing to a target" -msgstr "대상 가리키기" - -msgid "" -"In the dot product section above, we saw how it could be used to find the " -"angle between two vectors. However, in 3D, this is not enough information. " -"We also need to know what axis to rotate around. We can find that by " -"calculating the cross product of the current facing direction and the target " -"direction. The resulting perpendicular vector is the axis of rotation." -msgstr "" -"위의 내적 섹션에서, 우리는 두 벡터 사이의 각도를 찾는 데 어떻게 이것을 이용" -"할 수 있는지 확인했습니다. 그러나 3차원에서는 정보가 충분하지 않습니다. 우리" -"는 또한 어떤 축을 중심으로 회전해야 하는지 알아야 합니다. 우리는 현재 마주보" -"는 방향과 목표 방향의 외적을 계산함으로써 그것을 발견할 수 있습니다. 그 결과" -"인 수직 벡터는 회전의 축입니다." - -msgid "More information" -msgstr "추가 정보" - -msgid "" -"For more information on using vector math in Godot, see the following " -"articles:" -msgstr "" -"고도에서 벡터 수학을 이용하는 것에 대해 더 많은 정보를 원한다면, 다음 글들을 " -"봐주십시오:" - -msgid ":ref:`doc_vectors_advanced`" -msgstr ":ref:`doc_vectors_advanced`" - -msgid ":ref:`doc_matrices_and_transforms`" -msgstr ":ref:`doc_matrices_and_transforms`" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/ko/LC_MESSAGES/tutorials/math/vectors_advanced.po deleted file mode 100644 index 1302a061e8..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ /dev/null @@ -1,283 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Advanced vector math" -msgstr "고급 벡터 연산" - -msgid "Planes" -msgstr "평면" - -msgid "" -"The dot product has another interesting property with unit vectors. Imagine " -"that perpendicular to that vector (and through the origin) passes a plane. " -"Planes divide the entire space into positive (over the plane) and negative " -"(under the plane), and (contrary to popular belief) you can also use their " -"math in 2D:" -msgstr "" -"외적은 단위 벡터에 대한 또 다른 흥미로운 속성을 갖고있습니다. 벡터에 수직이" -"고 (원점을 통해) 평면을 통과한다고 상상해보십시오. 평면은 전체 공간을 양(비행" -"기 위)과 음(비행기 아래)으로 나누면, (일반적으로 믿는 것과 무관) 그 연산들을 " -"2차원에서도 사용할 수 있습니다:" - -msgid "" -"Unit vectors that are perpendicular to a surface (so, they describe the " -"orientation of the surface) are called **unit normal vectors**. Though, " -"usually they are just abbreviated as *normals*. Normals appear in planes, 3D " -"geometry (to determine where each face or vertex is siding), etc. A " -"**normal** *is* a **unit vector**, but it's called *normal* because of its " -"usage. (Just like we call (0,0) the Origin!)." -msgstr "" -"표면에 수직인 단위 벡터(표면의 방향을 서술합니다)를 **단위 법선 벡터**\\ 라" -"고 합니다. 그러나 일반적으로 *법선 벡터*\\ 로 줄여 씁니다. 법선 벡터는 평면, " -"3차원 기하학(각 면 또는 정점이 어디서 마주보는지 결정하기 위해) 등에 나타납니" -"다. **법선 벡터**\\ 는 **단위 벡터**\\ 이지만, 이것의 사용법 때문에 *법선 벡" -"터* 라고 합니다(원점을 (0,0)이라고 부르는 것처럼!)." - -msgid "Distance to plane" -msgstr "평면과의 거리" - -msgid "" -"Now that it's clear what a plane is, let's go back to the dot product. The " -"dot product between a **unit vector** and any **point in space** (yes, this " -"time we do dot product between vector and position), returns the **distance " -"from the point to the plane**:" -msgstr "" -"이제 평면이 무엇인지 알았으니, 다시 내적으로 돌아가 봅시다. **단위벡터** 와 " -"**공간 내 모든 점** 사이의 내적 (예, 이번에는 벡터와 위치 간에 내적을수행함)" -"은 점에서 평면까지의 **거리를 반환합니다** :" - -msgid "" -"But not just the absolute distance, if the point is in the negative half " -"space the distance will be negative, too:" -msgstr "" -"그러나 절대적인 거리가 아니라, 만약 점이 음수인 경우에는 거리도 음수입니다:" - -msgid "This allows us to tell which side of the plane a point is." -msgstr "이것은 우리가 평면의 어느 쪽을 가리키는 것을 허락한다." - -msgid "Away from the origin" -msgstr "원점으로부터 멀리" - -msgid "" -"I know what you are thinking! So far this is nice, but *real* planes are " -"everywhere in space, not only passing through the origin. You want real " -"*plane* action and you want it *now*." -msgstr "" -"난 당신이 무슨 생각을 하는지 압니다! 지금까지 이것은 좋았지만, *실제* 평면은 " -"원점만 통과하는 것이 아니라 공간 어디에나 있습니다. 실제 *평면* 작업을 원하" -"는 경우 *지금*." - -msgid "" -"Remember that planes not only split space in two, but they also have " -"*polarity*. This means that it is possible to have perfectly overlapping " -"planes, but their negative and positive half-spaces are swapped." -msgstr "" -"평면은 공간을 둘로 나눌 뿐만 아니라 *극성* 도 가지고 있다는 것을 기억하세요. " -"이는 완벽하게 겹치는 평면을 가질 수 있지만, 음의 면과 양의 면은 서로 교환된다" -"는 것을 의미합니다." - -msgid "" -"With this in mind, let's describe a full plane as a **normal** *N* and a " -"**distance from the origin** scalar *D*. Thus, our plane is represented by N " -"and D. For example:" -msgstr "" -"이를 위해 전체 평면을 **법선벡터** *N* 과 원점으로부터 **스칼라 *D* 의** 거리" -"로 설명하겠습니다. 따라서 우리 평면은 N과 D로 보여집니다. 예를 들면 다음과 같" -"습니다:" - -msgid "" -"For 3D math, Godot provides a :ref:`Plane ` built-in type that " -"handles this." -msgstr "" -"3차원 수학에서 Godot은 이를 처리하는 :ref:`Plane ` 의 내장 유형" -"을 제공합니다." - -msgid "" -"Basically, N and D can represent any plane in space, be it for 2D or 3D " -"(depending on the amount of dimensions of N) and the math is the same for " -"both. It's the same as before, but D is the distance from the origin to the " -"plane, travelling in N direction. As an example, imagine you want to reach a " -"point in the plane, you will just do:" -msgstr "" -"기본적으로 N과 D는 공간의 평면을 나타낼 수 있으며(N의 크기에 따라 다름) 2차" -"원 또는 3차원의 경우 모두 수학이 동일합니다. 이전과 동일하지만, D는 원점에서" -"부터 평면까지 N 방향으로 이동하는 거리입니다. 예를 들어, 평면의 한 지점에 도" -"달하고 싶다고 가정해 보십시오:" - -msgid "" -"This will stretch (resize) the normal vector and make it touch the plane. " -"This math might seem confusing, but it's actually much simpler than it " -"seems. If we want to tell, again, the distance from the point to the plane, " -"we do the same but adjusting for distance:" -msgstr "" -"이것은 법선 벡터를 늘려 그것이 평면에 닿게 할 것입니다. 이 수학은 혼란스러워 " -"보일지 모르지만 실제로는 보이는 것보다 훨씬 더 간단합니다. 만약 우리가 다시 " -"한 번 점에서부터 평면까지의 거리를 알려고 한다면, 우리는 거리에 따라 조정만 " -"하면 됩니다:" - -msgid "The same thing, using a built-in function:" -msgstr "이것도 마찬가지로, 내장 함수 사용:" - -msgid "This will, again, return either a positive or negative distance." -msgstr "이것은 또 양수나 음수의 거리를 반환할 것입니다." - -msgid "" -"Flipping the polarity of the plane can be done by negating both N and D. " -"This will result in a plane in the same position, but with inverted negative " -"and positive half spaces:" -msgstr "" -"평면의 극성 N과 D를 모두 부정함으로써 뒤집을 수 있습니다. 이렇게 하면 평면이 " -"동일한 위치에 있지만 반전된 음과 양의 절반 공간이 있는 평면이 됩니다:" - -msgid "Constructing a plane in 2D" -msgstr "2D로 평면 구성하기" - -msgid "" -"Planes clearly don't come out of nowhere, so they must be built. " -"Constructing them in 2D is easy, this can be done from either a normal (unit " -"vector) and a point, or from two points in space." -msgstr "" -"평면이 갑자기 나오지 않는 게 분명하니까 꼭 만들어져야합니다. 2D로 구성하는 것" -"은 쉽습니다. 이것은 법선(단위 벡터)와 점 또는 공간의 두 점으로부터 수행될 수 " -"있습니다." - -msgid "Some examples of planes" -msgstr "평면의 예" - -msgid "" -"For every segment of the polygon, we compute the plane that passes by that " -"segment. Once we have the list of planes, we can do neat things, for example " -"checking if a point is inside the polygon." -msgstr "" -"폴리곤의 모든 세그먼트에 대해 해당 세그먼트를 통과하는 평면을 계산합니다. 평" -"면 목록이 있으면 폴리곤 내부에 점이 있는지 확인하는 등 깔끔한 작업을 수행할 " -"수 있습니다." - -msgid "" -"We go through all planes, if we can find a plane where the distance to the " -"point is positive, then the point is outside the polygon. If we can't, then " -"the point is inside." -msgstr "" -"우리는 모든 평면을 통과합니다, 점까지의 거리가 양수인 평면을 찾을 수 있으면 " -"점은 폴리곤 외부에 있습니다. 아니면 점은 폴리곤 내부에 있습니다." - -msgid "Code should be something like this:" -msgstr "코드는 다음과 같아야 합니다:" - -msgid "" -"Pretty cool, huh? But this gets much better! With a little more effort, " -"similar logic will let us know when two convex polygons are overlapping too. " -"This is called the Separating Axis Theorem (or SAT) and most physics engines " -"use this to detect collision." -msgstr "" -"꽤 멋지죠, 네? 하지만 이것은 훨씬 더 나아집니다! 조금만 더 노력하면, 유사한 " -"논리가 우리에게 컨벡스(볼록) 폴리곤 두 개가 겹치는 때를 알려줄 것입니다. 이것" -"을 분리축 이론(SAT)이라고 하며 대부분의 물리학 엔진은 이것을 콜리전을 감지하" -"기 위해 사용합니다." - -msgid "" -"With a point, just checking if a plane returns a positive distance is enough " -"to tell if the point is outside. With another polygon, we must find a plane " -"where *all* *the* *other* *polygon* *points* return a positive distance to " -"it. This check is performed with the planes of A against the points of B, " -"and then with the planes of B against the points of A:" -msgstr "" -"점을 사용하면 평면이 양의 거리를 반환하는지 확인하는 것으로 점이 외부에 있는" -"지 여부를 충분히 알 수 있습니다. 다른 폴리곤을 사용하면 *모두* *기타* *폴리곤" -"* *점* 으로 양의 거리를 반환하는 평면을 찾아야 합니다. 이 확인은 A의 평면을 B" -"의 점에 대해 수행한 다음 B의 평면을 A의 점에 대해 수행합니다:" - -msgid "" -"As you can see, planes are quite useful, and this is the tip of the iceberg. " -"You might be wondering what happens with non convex polygons. This is " -"usually just handled by splitting the concave polygon into smaller convex " -"polygons, or using a technique such as BSP (which is not used much nowadays)." -msgstr "" -"보시다시피 평면은 매우 유용하며, 이것이 빙산의 일각일 뿐입니다. 여러분은 아" -"마 볼록하지 않은 폴리곤에 무슨 일이 일어날지 궁금해 할 것입니다. 일반적으로 " -"오목한 폴리곤은 작은 컨벡스(볼록) 폴리곤으로 분할하거나 BSP(요즘 많이 사용되" -"지 않는 기술)와 같은 기술을 사용하여 처리됩니다." - -msgid "Collision detection in 3D" -msgstr "3D에서 콜리전 감지" - -msgid "" -"This is another bonus bit, a reward for being patient and keeping up with " -"this long tutorial. Here is another piece of wisdom. This might not be " -"something with a direct use case (Godot already does collision detection " -"pretty well) but it's used by almost all physics engines and collision " -"detection libraries :)" -msgstr "" -"이것은 또 다른 보너스 비트인데, 이것은 인내심을 갖고 이 긴 튜토리얼을 따라가" -"는 것에 대한 보상입니다. 여기 또 다른 지혜가 있습니다. 직접 사용 사례(Godot" -"는 이미 콜리전 감지를 매우 잘 수행함)는 아니지만 거의 모든 물리적 엔진과 콜리" -"전 감지 라이브러리에 사용됩니다 :)" - -msgid "" -"Remember that converting a convex shape in 2D to an array of 2D planes was " -"useful for collision detection? You could detect if a point was inside any " -"convex shape, or if two 2D convex shapes were overlapping." -msgstr "" -"컨벡스 모양을 2D로 변환하는 것이 콜리전 탐지에 유용했다는 것을 기억하시나요? " -"당신은 점이 컨벡스 모양 안에 있는지 또는 두 개의 2D 컨벡스 모양이 겹치는지를 " -"탐지할 수 있습니다." - -msgid "" -"Well, this works in 3D too, if two 3D polyhedral shapes are colliding, you " -"won't be able to find a separating plane. If a separating plane is found, " -"then the shapes are definitely not colliding." -msgstr "" -"네, 3D에서도 작동합니다. 만일 두 개의 3D 다면체 모양이 충돌하면 분리면을 찾" -"을 수 없습니다. 분리면이 발견되면 모양은 확실히 충돌하지 않습니다." - -msgid "" -"To refresh a bit a separating plane means that all vertices of polygon A are " -"in one side of the plane, and all vertices of polygon B are in the other " -"side. This plane is always one of the face-planes of either polygon A or " -"polygon B." -msgstr "" -"비트를 새로 고치려면 폴리곤 A의 모든 정점이 평면의 한 쪽에 있고 폴리곤 B의 모" -"든 정점이 다른 쪽에 있음을 의미합니다. 이 평면은 항상 폴리곤 A 또는 폴리곤 B" -"의 면 평면 중 하나입니다." - -msgid "" -"In 3D though, there is a problem to this approach, because it is possible " -"that, in some cases a separating plane can't be found. This is an example of " -"such situation:" -msgstr "" -"그러나 3D에서는 분리면을 찾을 수 없기 때문에 이 접근법에 문제가 있습니다. 다" -"음은 이러한 상황의 예입니다:" - -msgid "" -"To avoid it, some extra planes need to be tested as separators, these planes " -"are the cross product between the edges of polygon A and the edges of " -"polygon B" -msgstr "" -"이를 방지하려면 일부 추가 평면을 분리기로 테스트해야 합니다. 이러한 평면은 폴" -"리곤 A의 모서리와 폴리곤 B의 모서리 사이의 외적입니다" - -msgid "So the final algorithm is something like:" -msgstr "마지막 알고리즘은 다음과 같습니다:" - -msgid "More information" -msgstr "추가 정보" - -msgid "" -"For more information on using vector math in Godot, see the following " -"article:" -msgstr "" -"Godot에서 벡터 수학을 사용하는 것에 대한 자세한 정보에 대해서는, 다음 글들을 " -"참조하세요:" - -msgid ":ref:`doc_matrices_and_transforms`" -msgstr ":ref:`doc_matrices_and_transforms`" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/migrating/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/migrating/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/migrating/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po b/sphinx/po/ko/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po deleted file mode 100644 index 415b11688a..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "애니메이션" - -msgid "Physics" -msgstr "물리" - -msgid "Rendering" -msgstr "렌더링" - -msgid "Navigation" -msgstr "네비게이션" - -msgid "Networking" -msgstr "네트워킹(Networking)" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po b/sphinx/po/ko/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po deleted file mode 100644 index 66ac53c967..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "애니메이션" - -msgid "Rendering" -msgstr "렌더링" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po b/sphinx/po/ko/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po deleted file mode 100644 index 4db27ef447..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "애니메이션" - -msgid "Physics" -msgstr "물리" - -msgid "Rendering" -msgstr "렌더링" - -msgid "Audio" -msgstr "오디오" - -msgid "Navigation" -msgstr "네비게이션" - -msgid "Android" -msgstr "Android" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po b/sphinx/po/ko/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po deleted file mode 100644 index 4afaf213e4..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Particles" -msgstr "파티클" - -msgid "Comment" -msgstr "주석" - -msgid "LightmapGI" -msgstr "라이트맵GI" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/index.po deleted file mode 100644 index bb91481f47..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Navigation" -msgstr "네비게이션" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po b/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po b/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po b/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po b/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po b/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po b/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po b/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po b/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po b/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po b/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po b/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po b/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po b/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po b/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po b/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po b/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po deleted file mode 100644 index 7bd550a9b0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ /dev/null @@ -1,119 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"The following explains the differences of high- and low-level networking in " -"Godot as well as some fundamentals. If you want to jump in head-first and " -"add networking to your first nodes, skip to `Initializing the network`_ " -"below. But make sure to read the rest later on!" -msgstr "" -"여기부터는 몇 가지 기본 사항과 함께, Godot에서 하이 레벨 네트워킹과 로우 레" -"벨 네트워킹의 차이를 설명합니다. 바로 실전으로 가서 첫 노드에 네트워킹을 추가" -"하고 싶다면, 아래의 `네트워크 초기화하기(Initializing the network)`_\\ 로 건" -"너 뛰세요. 하지만 나중에라도 이 부분을 읽어주세요!" - -msgid "This is due to the inherent limitations of the low-level protocols:" -msgstr "이는 로우 레벨 프로토콜의 고유의 한계 때문입니다:" - -msgid "" -"TCP ensures packets will always arrive reliably and in order, but latency is " -"generally higher due to error correction. It's also quite a complex protocol " -"because it understands what a \"connection\" is, and optimizes for goals " -"that often don't suit applications like multiplayer games. Packets are " -"buffered to be sent in larger batches, trading less per-packet overhead for " -"higher latency. This can be useful for things like HTTP, but generally not " -"for games. Some of this can be configured and disabled (e.g. by disabling " -"\"Nagle's algorithm\" for the TCP connection)." -msgstr "" -"TCP는 패킷(Packet)이 항상 안전하게 도착하도록 보장합니다. 하지만 오류 연결 때" -"문에 지연 시간은 점진적으로 길어집니다. 이 또한 복잡한 프로토콜입니다. 왜냐하" -"면 무엇이 \"연결(Connection)\"인지를 이해해야 하고, 멀티플레이어 게임과 같은 " -"애플리케이션과는 맞지 않은 목적을 이루기 위해 최적화를 해야 합니다. 패킷은 " -"더 큰 배치(Batch)로 전송되도록 버퍼링됩니다. 그렇게 되면 전달하는 패킷 당 오" -"버헤드(Overhead)는 줄어들고 지연 시간이 길어집니다. 이는 HTTP에는 유용하겠지" -"만, 일반적인 게임에는 아니죠. 일부 프로토콜은 이를 설정하거나 끌 수 있습니" -"다. (예: TCP 연결의 \"네이글 알고리즘(Nagle Algorithm)\"을 끔)." - -msgid "" -"UDP is a simpler protocol, which only sends packets (and has no concept of a " -"\"connection\"). No error correction makes it pretty quick (low latency), " -"but packets may be lost along the way or received in the wrong order. Added " -"to that, the MTU (maximum packet size) for UDP is generally low (only a few " -"hundred bytes), so transmitting larger packets means splitting them, " -"reorganizing them and retrying if a part fails." -msgstr "" -"UDP는 더 간단한 프로토콜로, 패킷을 보내기만 합니다 (즉, \"연결" -"(Connection)\"의 개념이 없습니다). 오류 연결이 없어서 꽤 빠릅니다 (짧은 지연 " -"시간). 하지만 패킷을 보내는 과정에서 잃을 수 있고, 잘못된 상대방이 받을 수 있" -"습니다. 게다가, UDP의 MTU (최대 패킷 크기)는 (겨우 몇 백 바이트로) 보통 낮습" -"니다. 따라서 더 큰 패킷을 전송하려면 패킷을 분리하고, 다시 구조화하고, 만일 " -"일부분이 잘못되면 다시 시도해야 합니다." - -msgid "" -"In general, TCP can be thought of as reliable, ordered, and slow; UDP as " -"unreliable, unordered and fast. Because of the large difference in " -"performance, it often makes sense to re-build the parts of TCP wanted for " -"games (optional reliability and packet order), while avoiding the unwanted " -"parts (congestion/traffic control features, Nagle's algorithm, etc). Due to " -"this, most game engines come with such an implementation, and Godot is no " -"exception." -msgstr "" -"보통은, TCP를 신뢰할 수 있고 질서 있고 느리다고 생각할 수 있습니다. 반대로 " -"UDP는 신뢰할 수 없고, 무질서하며, 빠르다고 생각하겠죠. 그 이유는 둘 간의 큰 " -"성능 차이입니다. 종종 게임에 필요한 TCP 부분을 새로 만드는 것이 합리적이기도 " -"합니다 (선택적인 안정성과 패킷 순서). 그러면서 원하지 않은 부분은 피할 수 있" -"으니까요 (혼잡(Congestion)/트래픽(traffic) 제어 기능, 네이글 알고리즘 등). " -"이 때문에 대부분의 게임 엔진은 이러한 네트워킹 구현을 제공합니다. Godot 역시 " -"예외가 아니죠." - -msgid "" -"In summary, you can use the low-level networking API for maximum control and " -"implement everything on top of bare network protocols or use the high-level " -"API based on :ref:`SceneTree ` that does most of the heavy " -"lifting behind the scenes in a generally optimized way." -msgstr "" -"요약해서 말하자면, 최대한의 제어와 순수한 네트워크 프로토콜에서 모든 것을 구" -"현하려면, 로우 레벨 네트워킹 API를 사용할 수 있습니다. 혹은 일반적으로 최적" -"화 된 방식에서 씬 뒤로 대부분의 무거운 리프팅을 수행하는 :ref:`SceneTree(씬 " -"트리) `\\ 에서 하이 레벨 API를 사용할 수 있습니다." - -msgid "" -"This is always the case when networking is involved and has nothing to do " -"with Godot. You can of course experiment, but when you release a networked " -"application, always take care of any possible security concerns." -msgstr "" -"이 일은 네트워킹에 관련되어 있고 Godot와는 관련이 없는 경우입니다. 물론 시험" -"을 해볼 수는 있지만, 네트워크가 연결된 애플리케이션을 출시하면, 가능한 보안 " -"문제를 항상 관리하세요." - -msgid "" -"Before going into how we would like to synchronize a game across the " -"network, it can be helpful to understand how the base network API for " -"synchronization works." -msgstr "" -"어떻게 네트워크를 통해 게임을 동기화할 지 알아보기 전에, 기본 네트워크 API가 " -"어떻게 동기화에 작동하는지 이해하는 것이 좋습니다." - -msgid "" -"This object extends from :ref:`PacketPeer `, so it " -"inherits all the useful methods for serializing, sending and receiving data. " -"On top of that, it adds methods to set a peer, transfer mode, etc. It also " -"includes signals that will let you know when peers connect or disconnect." -msgstr "" -"이 오브젝트는 :ref:`PacketPeer `\\ 에서 확장됩니다. 따라서 " -"직렬화(Serialize), 데이터 보내기 및 받기에 유용한 메서드를 갖습니다. 또한 피" -"어(Peer), 전송 모드(Transfer Mode) 등을 설정하는 메서드를 추가합니다. 그리고 " -"시그널을 갖고 있어 언제 피어가 연결되고 끊기는지 알 수 있습니다." - -msgid "Exporting for dedicated servers" -msgstr "데디케이티드 서버로 내보내기" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/http_client_class.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/http_client_class.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/http_request_class.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/http_request_class.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/index.po deleted file mode 100644 index 04b08fee63..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Networking" -msgstr "네트워킹(Networking)" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/ssl_certificates.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/webrtc.po deleted file mode 100644 index 1f7b904a82..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/webrtc.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "WebRTC" -msgstr "WebRTC" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/websocket.po deleted file mode 100644 index 9fc84ed1e1..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/websocket.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using WebSocket in Godot" -msgstr "Godot에서 WebSocket 사용하기" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/cpu_optimization.po b/sphinx/po/ko/LC_MESSAGES/tutorials/performance/cpu_optimization.po deleted file mode 100644 index 5911e745cd..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/cpu_optimization.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Languages" -msgstr "언어" - -msgid "GDScript" -msgstr "GDScript" - -msgid "C#" -msgstr "C#" - -msgid "Threads" -msgstr "스레드" - -msgid "SceneTree" -msgstr "씬트리" - -msgid "Physics" -msgstr "물리" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/general_optimization.po b/sphinx/po/ko/LC_MESSAGES/tutorials/performance/general_optimization.po deleted file mode 100644 index 66aa406328..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/general_optimization.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Limitations" -msgstr "제한사항" - -msgid "Detective work" -msgstr "조사 작업" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/gpu_optimization.po b/sphinx/po/ko/LC_MESSAGES/tutorials/performance/gpu_optimization.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/gpu_optimization.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/performance/index.po deleted file mode 100644 index efd1bebdca..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/index.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Performance" -msgstr "성능" - -msgid "Introduction" -msgstr "소개" - -msgid "Common" -msgstr "일반" - -msgid "CPU" -msgstr "CPU" - -msgid "GPU" -msgstr "GPU" - -msgid "3D" -msgstr "3D" - -msgid "Threads" -msgstr "스레드" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po b/sphinx/po/ko/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po deleted file mode 100644 index 50cbbc3ba9..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Bake lighting" -msgstr "조명 굽기" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/thread_safe_apis.po b/sphinx/po/ko/LC_MESSAGES/tutorials/performance/thread_safe_apis.po deleted file mode 100644 index 37c78af3b1..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/thread_safe_apis.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Threads" -msgstr "스레드" - -msgid "Global scope" -msgstr "전역 범위" - -msgid "Scene tree" -msgstr "씬 트리" - -msgid "Rendering" -msgstr "렌더링" - -msgid "GDScript arrays, dictionaries" -msgstr "GDScript 배열(arrays), 딕셔너리(dictionaries)" - -msgid "Resources" -msgstr "리소스" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/using_multimesh.po b/sphinx/po/ko/LC_MESSAGES/tutorials/performance/using_multimesh.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/using_multimesh.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/using_multiple_threads.po b/sphinx/po/ko/LC_MESSAGES/tutorials/performance/using_multiple_threads.po deleted file mode 100644 index 7e5ca275b7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/using_multiple_threads.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using multiple threads" -msgstr "멀티스레드 사용하기" - -msgid "Threads" -msgstr "스레드" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/using_servers.po b/sphinx/po/ko/LC_MESSAGES/tutorials/performance/using_servers.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/using_servers.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/ko/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/ko/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/vertex_animation/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/performance/vertex_animation/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/performance/vertex_animation/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po deleted file mode 100644 index 87b44d68b8..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Convex collision shapes" -msgstr "컨벡스 콜리전 모양" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po deleted file mode 100644 index 9b9663bc16..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Collision shapes (3D)" -msgstr "콜리전 모양 (3D)" - -msgid "Convex collision shapes" -msgstr "컨벡스 콜리전 모양" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/index.po deleted file mode 100644 index bcee05bc2f..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Physics" -msgstr "물리" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po deleted file mode 100644 index ef64ffbd44..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Scene setup" -msgstr "씬 설정" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/large_world_coordinates.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/large_world_coordinates.po deleted file mode 100644 index 6270d156c2..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/large_world_coordinates.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Comment" -msgstr "주석" - -msgid "Limitations" -msgstr "제한사항" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/physics_introduction.po deleted file mode 100644 index 513e84d1c1..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ /dev/null @@ -1,384 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Physics introduction" -msgstr "물리 소개" - -msgid "" -"In game development, you often need to know when two objects in the game " -"intersect or come into contact. This is known as **collision detection**. " -"When a collision is detected, you typically want something to happen. This " -"is known as **collision response**." -msgstr "" -"게임 개발 중 종종 게임의 두 물체가 교차하거나 접촉할 때를 알아야 합니다. 이" -"를 **콜리전 감지**\\ 라고 합니다. 콜리전이 감지될 때, 일반적이라면 무언가가 " -"발생하길 원할겁니다. 이를 **콜리전 응답**\\ 이라고 합니다." - -msgid "" -"Godot offers a number of collision objects in 2D and 3D to provide both " -"collision detection and response. Trying to decide which one to use for your " -"project can be confusing. You can avoid problems and simplify development if " -"you understand how each works and what their pros and cons are." -msgstr "" -"Godot는 콜리전 감지와 반응을 모두 제공하기 위해 2D와 3D로 구성된 다수의 콜리" -"전 오브젝트를 제공합니다. 프로젝트에 이 중 어떠한 것을 사용할지 결정하려는 것" -"은 혼란스러울 수 있습니다. 하지만 각각의 작동 방식과 장단점을 이해한다면 이러" -"한 문제를 피하고 개발을 간소화할 수 있습니다." - -msgid "In this guide, you will learn:" -msgstr "이 가이드에서 다음 내용을 배울 것입니다:" - -msgid "Godot's four collision object types" -msgstr "Godot의 4가지 콜리전 오브젝트 유형" - -msgid "How each collision object works" -msgstr "각 콜리전 오브젝트의 작동 방식" - -msgid "When and why to choose one type over another" -msgstr "한 유형을 다른 유형보다 선택해야 하는 시기 및 이유" - -msgid "" -"This document's examples will use 2D objects. Every 2D physics object and " -"collision shape has a direct equivalent in 3D and in most cases they work in " -"much the same way." -msgstr "" -"이 문서의 예제에서는 2D 오브젝트를 사용합니다. 모든 2D 물리 오브젝트와 콜리" -"전 모양은 3D에서 직접적으로 동등하며 대부분의 경우 거의 동일한 방식으로 작동" -"합니다." - -msgid "Collision objects" -msgstr "콜리전 오브젝트" - -msgid ":ref:`Area2D `" -msgstr ":ref:`Area2D `" - -msgid "" -"``Area2D`` nodes provide **detection** and **influence**. They can detect " -"when objects overlap and can emit signals when bodies enter or exit. An " -"``Area2D`` can also be used to override physics properties, such as gravity " -"or damping, in a defined area." -msgstr "" -"``Area2D`` 노드는 **감지(detection)**\\ 와 **영향력(influence)**\\ 을 제공합" -"니다. 그들은 오브젝트들이 언제 겹치는지를 감지할 수 있고, 바디가 들어가거나 " -"나올 때 시그널을 보낼 수 있습니다. ``Area2D``\\ 는 또한 정의된 영역에서 중력" -"이나 제동과 같은 물리적 특성을 치환하는데 사용될 수도 있습니다." - -msgid "" -"A static body is one that is not moved by the physics engine. It " -"participates in collision detection, but does not move in response to the " -"collision. They are most often used for objects that are part of the " -"environment or that do not need to have any dynamic behavior." -msgstr "" -"정적 바디는 물리 엔진에 의해 움직이지 않는 물체입니다. 그것은 콜리전 감지에" -"는 관여하지만, 콜리전에 대응하여 움직이지는 않습니다. 이것들은 환경의 일부이" -"거나 동적 동작이 필요하지 않은 오브젝트에 가장 많이 사용됩니다." - -msgid "" -"This is the node that implements simulated 2D physics. You do not control a " -"``RigidBody2D`` directly, but instead you apply forces to it (gravity, " -"impulses, etc.) and the physics engine calculates the resulting movement. :" -"ref:`Read more about using rigid bodies. `" -msgstr "" -"이것은 시뮬레이션된 2D 물리를 구현하는 노드입니다. ``RigidBody2D``\\ 를 직접" -"적으로 제어하지는 않지만, 그대신 (중력, 충격 등) 힘을 가하며 물리 엔진은 그것" -"의 결과적인 움직임을 계산합니다. :ref:`리지드 바디 사용에 대해 더 알아보기. " -"`" - -msgid "" -"A body that provides collision detection, but no physics. All movement and " -"collision response must be implemented in code." -msgstr "" -"콜리전 감지 기능을 제공하지만, 물리는 제공하지 않는 body입니다. 모든 이동 및 " -"콜리전 반응은 코드로 구현되어야 합니다." - -msgid "Physics material" -msgstr "물리 머티리얼" - -msgid "Collision shapes" -msgstr "콜리전 모양" - -msgid "" -"A physics body can hold any number of :ref:`Shape2D ` objects " -"as children. These shapes are used to define the object's collision bounds " -"and to detect contact with other objects." -msgstr "" -"물리 바디는 원하는 수의 :ref:`Shape2D ` 오브젝트를 자손으로 수" -"용할 수 있습니다. 이러한 모양은 오브젝트의 콜리전 경계를 정의하고 다른 오브젝" -"트와의 접촉을 감지하는 데 사용됩니다." - -msgid "" -"In order to detect collisions, at least one ``Shape2D`` must be assigned to " -"the object." -msgstr "" -"콜리전을 감지하기 위해, 최소한 하나 이상의 ``Shape2D``\\ 가 오브젝트에 할당되" -"어야 합니다." - -msgid "" -"The most common way to assign a shape is by adding a :ref:`CollisionShape2D " -"` or :ref:`CollisionPolygon2D " -"` as a child of the object. These nodes allow you " -"to draw the shape directly in the editor workspace." -msgstr "" -"모양을 지정하는 가장 일반적인 방법은 오브젝트의 자손으로 :ref:" -"`CollisionShape2D `\\ 또는 :ref:`CollisionPolygon2D " -"`\\ 를 추가하는 것입니다. 이러한 노드들은 편집기 작" -"업 공간에서 직접 모양을 그릴 수 있도록 합니다." - -msgid "" -"Be careful to never scale your collision shapes in the editor. The \"Scale\" " -"property in the Inspector should remain ``(1, 1)``. When changing the size " -"of the collision shape, you should always use the size handles, **not** the " -"``Node2D`` scale handles. Scaling a shape can result in unexpected collision " -"behavior." -msgstr "" -"편집기에서 콜리전 모양을 변경하지 않도록 주의하십시오. 인스펙터(Inspecter)의 " -"\"Scale\" 속성은 ``(1, 1)``\\ 로 유지되어야 합니다. 콜리전 모양을 변경할 때" -"는 항상 ``Node2D`` 크기 핸들이 **아닌** 크기 핸들을 사용해야 합니다. 도형의 " -"크기를 조절하는 것은 예기치 않은 콜리전 행동이 일어날 수 있습니다." - -msgid "Physics process callback" -msgstr "물리 프로세스 콜백" - -msgid "Collision layers and masks" -msgstr "콜리전 레이어와 마스크" - -msgid "Let's look at each of the properties in turn:" -msgstr "각 속성을 차례대로 살펴보겠습니다:" - -msgid "" -"This describes the layers that the object appears **in**. By default, all " -"bodies are on layer ``1``." -msgstr "" -"이것은 오브젝트가 **나타나는** 레이어를 형성합니다. 기본적으로 모든 바디는 레" -"이어 ``1``에 있습니다." - -msgid "" -"This describes what layers the body will **scan** for collisions. If an " -"object isn't in one of the mask layers, the body will ignore it. By default, " -"all bodies scan layer ``1``." -msgstr "" -"이것은 바디가 콜리전을 위해 **스캔**\\ 하는 레이어를 뜻합니다. 오브젝트가 마" -"스크 레이어 중 하나에 있지 않으면, 바디는 이를 무시합니다. 기본적으로 모든 바" -"디는 레이어 ``1``\\ 을 스캔합니다." - -msgid "" -"These properties can be configured via code, or by editing them in the " -"Inspector." -msgstr "" -"이러한 속성은 코드를 통해, 혹은 인스펙터(Inspecter)에서 편집하여 구성할 수 있" -"습니다." - -msgid "" -"You have four node types in your game: Walls, Player, Enemy, and Coin. Both " -"Player and Enemy should collide with Walls. The Player node should detect " -"collisions with both Enemy and Coin, but Enemy and Coin should ignore each " -"other." -msgstr "" -"당신의 게임에는 4가지의 노드 타입이 있습니다: 벽, 플레이어, 적, 코인. 플레이" -"어와 적 모두 벽과 충돌해야 합니다. 플레이어 노드는 적과 코인의 콜리전을 모두 " -"감지해야 하지만, 적과 코인은 서로 무시해야 합니다." - -msgid "" -"Start by naming layers 1-4 \"walls\", \"player\", \"enemies\", and \"coins\" " -"and place each node type in its respective layer using the \"Layer\" " -"property. Then set each node's \"Mask\" property by selecting the layers it " -"should interact with. For example, the Player's settings would look like " -"this:" -msgstr "" -"레이어 1-4를 \"walls\", \"player\", \"enemies\", 그리고 \"coins\"으로 이름을 " -"지정하는 걸로 시작하고, \"Layer\" 속성을 사용하여 각 노드 타입을 각각의 레이" -"어에 배치합니다. 그런 다음 각 노드가 상호 작용할 레이어를 선택하여 각 노드의 " -"\"Mask\" 속성을 설정합니다. 예를 들어, 플레이어의 설정은 다음과 같습니다:" - -msgid "" -"Area nodes provide **detection** and **influence**. They can detect when " -"objects overlap and emit signals when bodies enter or exit. Areas can also " -"be used to override physics properties, such as gravity or damping, in a " -"defined area." -msgstr "" -"Area 노드는 **감지**\\ 와 **영향력**\\ 을 제공합니다. 그들은 물체가 중복되는 " -"때를 감지하고 바디가 들어가거나 나올 때 시그널을 방출할 수 있습니다. Area는 " -"정의된 영역에서 중력 또는 제동과 같은 물리적 특성을 치환하는 데 사용될 수도 " -"있습니다." - -msgid "There are three main uses for :ref:`Area2D `:" -msgstr ":ref:`Area2D `\\ 에는 3가지 주요 용도가 있습니다:" - -msgid "Overriding physics parameters (such as gravity) in a given region." -msgstr "특정 지역에서 (중력과 같은) 물리적 매개변수를 재정의 합니다." - -msgid "" -"Detecting when other bodies enter or exit a region or what bodies are " -"currently in a region." -msgstr "" -"다른 바디가 특정 지역에 들어오거나 나가는 때를 감지하거나 현재 지역에 있는 바" -"디가 무엇인 지를 탐지합니다." - -msgid "Checking other areas for overlap." -msgstr "다른 영역들이 겹치는지 확인합니다." - -msgid "By default, areas also receive mouse and touchscreen input." -msgstr "기본적으로, 영역은 마우스 및 터치스크린 입력도 받습니다." - -msgid "" -"A static body is one that is not moved by the physics engine. It " -"participates in collision detection, but does not move in response to the " -"collision. However, it can impart motion or rotation to a colliding body " -"**as if** it were moving, using its ``constant_linear_velocity`` and " -"``constant_angular_velocity`` properties." -msgstr "" -"정적 바디는 물리 엔진에 의해 움직이지 않는 물체입니다. 그것은 콜리전 감지에" -"는 참여하지만 콜리전에 대응하여 움직이지 않습니다. 그러나, " -"``constant_linear_velocity``\\ 와 ``constant_angular_velocity``\\ 의 특성을 " -"이용하여 **마치** 움직이는 것처럼 충돌하는 바디에 움직임이나 회전을 전달할 " -"수 있습니다." - -msgid "" -"``StaticBody2D`` nodes are most often used for objects that are part of the " -"environment or that do not need to have any dynamic behavior." -msgstr "" -"``StaticBody2D`` 노드는 환경에 속하거나 동적 동작을 수행할 필요가 없는 오브젝" -"트에 가장 많이 사용됩니다." - -msgid "Example uses for ``StaticBody2D``:" -msgstr "``StaticBody2D`` 이용 예시:" - -msgid "Platforms (including moving platforms)" -msgstr "플랫폼 (이동 플랫폼 포함)" - -msgid "Conveyor belts" -msgstr "컨베이어 벨트" - -msgid "Walls and other obstacles" -msgstr "벽 및 기타 장애물" - -msgid "" -"This is the node that implements simulated 2D physics. You do not control a :" -"ref:`RigidBody2D ` directly. Instead, you apply forces to " -"it and the physics engine calculates the resulting movement, including " -"collisions with other bodies, and collision responses, such as bouncing, " -"rotating, etc." -msgstr "" -"이것은 시뮬레이션 된 2D 물리를 구현하는 노드입니다. 당신은 :ref:`RigidBody2D " -"`\\ 를 직접 제어하지는 않습니다. 대신 힘을 가하게 되면 물" -"리 엔진은 다른 물체와의 콜리전을 포함한 결과 움직임과 바운스, 회전 등의 콜리" -"전 반응을 계산합니다." - -msgid "" -"When a rigid body is at rest and hasn't moved for a while, it goes to sleep. " -"A sleeping body acts like a static body, and its forces are not calculated " -"by the physics engine. The body will wake up when forces are applied, either " -"by a collision or via code." -msgstr "" -"리지드 바디가 쉬는 상태이고 한동안 움직이지 않으면, 잠들게 됩니다. 잠든 바디" -"는 정적 바디처럼 작용하며, 그 힘은 물리 엔진에 의해 계산되지 않습니다. 콜리" -"전 또는 코드를 통해 힘이 가해지면 바디가 깨어나게 됩니다." - -msgid "Using RigidBody2D" -msgstr "RigidBody2D 사용하기" - -msgid "" -"One of the benefits of using a rigid body is that a lot of behavior can be " -"had \"for free\" without writing any code. For example, if you were making " -"an \"Angry Birds\"-style game with falling blocks, you would only need to " -"create RigidBody2Ds and adjust their properties. Stacking, falling, and " -"bouncing would automatically be calculated by the physics engine." -msgstr "" -"리지드 바디를 사용하는 것의 이점 중 하나는 코드를 쓰지 않고도 많은 행동을 " -"\"자유롭게\" 할 수 있다는 것입니다. 예를 들어, 떨어지는 블록으로 \"앵그리 버" -"드\"-스타일의 게임을 만드는 경우, RigidBody2D들을 만들고 해당 속성을 조정하기" -"만 하면 됩니다. 쌓기, 낙하 및 튕김은 물리 엔진에 의해 자동으로 계산됩니다." - -msgid "For example, here is the code for an \"Asteroids\" style spaceship:" -msgstr "예를 들어, 다음은 \"소행성\" 스타일 우주선의 코드입니다:" - -msgid "" -"Note that we are not setting the ``linear_velocity`` or ``angular_velocity`` " -"properties directly, but rather applying forces (``thrust`` and ``torque``) " -"to the body and letting the physics engine calculate the resulting movement." -msgstr "" -"``linear_velocity`` 또는 ``angular_velocity``\\ 를 직접 설정하는 것이 아니라 " -"바디에 힘을 (``thrust``\\ 과 ``torque``) 적용하고 그 결과적인 움직임을 물리 " -"엔진이 계산하도록 한다는 점에 유의해야 합니다." - -msgid "" -"When a rigid body goes to sleep, the ``_integrate_forces()`` function will " -"not be called. To override this behavior, you will need to keep the body " -"awake by creating a collision, applying a force to it, or by disabling the :" -"ref:`can_sleep ` property. Be aware " -"that this can have a negative effect on performance." -msgstr "" -"리지드 바디가 잠에 들 때 ``_integrate_forces()`` 함수는 호출되지 않을 것입니" -"다. 이 동작을 오버라이드 하려면 콜리전을 만들거나, 콜리전을 적용하거나, 힘을 " -"가하거나, :ref:`can_sleep ` 속성을 비활" -"성화하여 바디를 깨어 있게 해야 합니다. 이것이 퍼포먼스에 안 좋은 영향을 줄 " -"수 있으니 조심하세요." - -msgid "Contact reporting" -msgstr "접촉 알림" - -msgid "" -"Contact monitoring via signals can be enabled via the :ref:`contact_monitor " -"` property. See :ref:" -"`RigidBody2D ` for the list of available signals." -msgstr "" -"시그널을 통한 접촉 모니터링은 :ref:`contact_monitor " -"` 속성을 통해 활성화할 수 있습니" -"다. 사용 가능한 시그널 목록은 :ref:`RigidBody2D `\\ 를 참" -"조하십시오." - -msgid "" -"When using ``move_and_collide()``, the function returns a :ref:" -"`KinematicCollision2D ` object, which contains " -"information about the collision and the colliding body. You can use this " -"information to determine the response." -msgstr "" -"이 함수는 ``move_and_collide()``\\ 를 사용할 때 콜리전과 충돌하는 물체에 대" -"한 정보가 포함된 :ref:`KinematicCollision2D ` 오" -"브젝트를 반환합니다. 이 정보를 사용하여 응답을 확인할 수 있습니다." - -msgid "" -"For example, if you want to find the point in space where the collision " -"occurred:" -msgstr "" -"예를 들어, 콜리전이 발생한 공간의 지점을 찾으려면 다음과 같이 하면 됩니다:" - -msgid "Or to bounce off of the colliding object:" -msgstr "혹은 충돌 오브젝트가 튀어나오도록 하려면 다음과 같습니다:" - -msgid "" -"Sliding is a common collision response; imagine a player moving along walls " -"in a top-down game or running up and down slopes in a platformer. While it's " -"possible to code this response yourself after using ``move_and_collide()``, " -"``move_and_slide()`` provides a convenient way to implement sliding movement " -"without writing much code." -msgstr "" -"슬라이딩은 일반적인 콜리전 반응입니다; 플레이어가 탑뷰 게임에서 벽을 따라 움" -"직이거나 플랫폼 안에서 오르내리는 경사를 상상해 보십시오. " -"``move_and_collide()``\\ 를 사용한 후 직접 이를 코딩할 수 있지만 " -"``move_and_slide()``\\ 는 많은 코드를 작성하지 않고 슬라이딩 이동을 실행할 " -"수 있는 편리한 방법입니다." - -msgid "" -"For example, use the following code to make a character that can walk along " -"the ground (including slopes) and jump when standing on the ground:" -msgstr "" -"예를 들어, 다음 코드를 사용하여 지면 (경사 포함)을 따라 걸을 수 있고 지면에 " -"있을 때 점프할 수 있는 캐릭터를 만들 수 있습니다:" - -msgid "" -"See :ref:`doc_kinematic_character_2d` for more details on using " -"``move_and_slide()``, including a demo project with detailed code." -msgstr "" -"자세한 코드가 포함된 데모 프로젝트를 포함하여 ``move_and_slide()`` 사용에 대" -"한 자세한 내용은 :ref:`doc_kinematic_character_2d`\\ 를 참조하십시오." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/ragdoll_system.po deleted file mode 100644 index 52bc1393f0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ /dev/null @@ -1,50 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Ragdoll system" -msgstr "래그돌(Ragdoll) 시스템" - -msgid "Introduction" -msgstr "소개" - -msgid "" -"In this tutorial, we will be using the Platformer3D demo to set up a ragdoll." -msgstr "" -"이번 튜토리얼에서는 래그돌을 설치하기 위해 Platformer3D 데모를 사용합니다." - -msgid "Setting up the ragdoll" -msgstr "래그돌 설정하기" - -msgid "Creating physical bones" -msgstr "물리적 본 만들기" - -msgid "" -"Click it and select the ``Create physical skeleton`` option. Godot will " -"generate ``PhysicalBone`` nodes and collision shapes for each bone in the " -"skeleton and pin joints to connect them together:" -msgstr "" -"버튼을 클릭하고 ``Create physical skeleton`` 옵션을 선택하세요. Godot가 " -"``PhysicalBone`` 노드와 스켈레톤의 각 뼈에 대한 콜리전 모양과 핀 접합부를 생" -"성하여 서로 연결합니다." - -msgid "Cleaning up the skeleton" -msgstr "스켈레톤(Skeleton) 정리하기" - -msgid "Collision shape adjustment" -msgstr "콜리전 모양 조정" - -msgid "This is the final result:" -msgstr "최종 결과물입니다:" - -msgid "Collision layer and mask" -msgstr "콜리전 레이어와 마스크" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/ray-casting.po deleted file mode 100644 index 6dad702514..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/ray-casting.po +++ /dev/null @@ -1,91 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Ray-casting" -msgstr "광선 투사(Ray Cast)하기" - -msgid "Introduction" -msgstr "소개" - -msgid "" -"One of the most common tasks in game development is casting a ray (or custom " -"shaped object) and checking what it hits. This enables complex behaviors, " -"AI, etc. to take place. This tutorial will explain how to do this in 2D and " -"3D." -msgstr "" -"게임 개발에서 일반적인 과제로 광선을 (혹은 맞춤 모양 오브젝트를) 투사하고, 닿" -"은 것이 무엇인지 확인하는 것입니다. 광선 투사를 하면 복잡한 동작도 만들 수 있" -"는데, 예를 들면 AI가 있습니다. 이 튜토리얼에서는 어떻게 광선 추적을 하는지 2D" -"와 3D에서 설명하겠습니다." - -msgid "" -"Many times, though, ray-casting needs to be a more interactive process so a " -"way to do this by code must exist." -msgstr "" -"하지만 많은 경우에서 광선 추적은 더 상호작용적인 처리가 필요하기에, 코드로 해" -"결해야 합니다." - -msgid "Space" -msgstr "공간(Space)" - -msgid "Accessing space" -msgstr "공간에 접근하기" - -msgid "Use the following code in 2D:" -msgstr "2D에서는 다음 코드를 사용합니다:" - -msgid "Or more directly:" -msgstr "더욱더 직접적인 코드:" - -msgid "And in 3D:" -msgstr "3D에서는 다음 코드를 사용합니다:" - -msgid "Raycast query" -msgstr "광선 투사 쿼리" - -msgid "" -"The ``result`` dictionary when a collision occurs contains the following " -"data:" -msgstr "콜리전이 발생할 경우 ``결과`` 딕셔너리에는 다음 데이터가 포함됩니다:" - -msgid "Collision exceptions" -msgstr "콜리전 예외" - -msgid "" -"A common use case for ray casting is to enable a character to gather data " -"about the world around it. One problem with this is that the same character " -"has a collider, so the ray will only detect its parent's collider, as shown " -"in the following image:" -msgstr "" -"광선 투사의 일반적인 용도는 캐릭터가 주변 세계에 대한 데이터를 수집할 수 있도" -"록 하는 것입니다. 이것의 한 가지 문제점은 다음 이미지와 같이 같은 캐릭터가 충" -"돌체를 가지고 있어서, 광선은 부모의 충돌체만 감지한다는 것입니다:" - -msgid "The exceptions array can contain objects or RIDs." -msgstr "예외 배열에는 오브젝트 또는 RID가 포함될 수 있습니다." - -msgid "Collision Mask" -msgstr "충돌 마스크" - -msgid "3D ray casting from screen" -msgstr "화면에서의 3D ray casting(광선 투사)" - -msgid "To obtain it using a camera, the following code can be used:" -msgstr "카메라를 사용하여 얻기 위해선, 다음 코드를 사용할 수 있습니다:" - -msgid "" -"Remember that during ``_input()``, the space may be locked, so in practice " -"this query should be run in ``_physics_process()``." -msgstr "" -"``_input()`` 동안 공간이 잠겨 있을 수 있으므로 실제로 이 쿼리는 " -"``_physics_process()``에서 실행해야 한다는 점을 기억하십시오." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/rigid_body.po deleted file mode 100644 index 1157bb61f0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/rigid_body.po +++ /dev/null @@ -1,40 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "What is a rigid body?" -msgstr "리지드 바디(rigid body)란?" - -msgid "How to control a rigid body" -msgstr "리지드 바디를 제어하는 방법" - -msgid "" -"There are several ways to control a rigid body's movement, depending on your " -"desired application." -msgstr "" -"원하는 용도에 따라 리지드 바디의 움직임을 제어하는 몇 가지 방법이 있습니다." - -msgid "" -"The fact that you can't use ``set_global_transform()`` or ``look_at()`` " -"methods doesn't mean that you can't have full control of a rigid body. " -"Instead, you can control it by using the ``_integrate_forces()`` callback. " -"In this method, you can add *forces*, apply *impulses*, or set the " -"*velocity* in order to achieve any movement you desire." -msgstr "" -"``set_global_transform()``\\ 이나 ``look_at()``\\ 의 방법을 사용할 수 없다는 " -"사실이 리지드 바디를 완전히 통제할 수 없다는 것을 의미하지는 않습니다. 대신 " -"``_integrate_forces()`` 콜백을 사용하여 제어할 수 있습니다. 이 기능에서 원하" -"는 이동을 달성하기 위해 *forces*\\ 를 추가하거나 *impulses*\\ 를 적용하거나 " -"*velocity*\\ 를 설정할 수 있습니다." - -msgid "The \"look at\" method" -msgstr "\"look at\" 메서드" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/soft_body.po deleted file mode 100644 index b8b3bb079e..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/soft_body.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Basic set-up" -msgstr "기본 설정" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/using_area_2d.po deleted file mode 100644 index ddc12fddc8..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ /dev/null @@ -1,25 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "" -"This document assumes you're familiar with Godot's various physics bodies. " -"Please read :ref:`doc_physics_introduction` first." -msgstr "" -"이 문서는 당신이 Godot의 다양한 물리 바디에 대해 잘 알고 있다고 가정합니다. " -"먼저 :ref:`doc_physics_introduction`\\ 를 읽어주세요." - -msgid "Examples" -msgstr "예제" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/using_character_body_2d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/using_character_body_2d.po deleted file mode 100644 index b5a992b9cc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/using_character_body_2d.po +++ /dev/null @@ -1,126 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Movement and collision" -msgstr "이동과 콜리전" - -msgid "" -"The two movement methods serve different purposes, and later in this " -"tutorial, you'll see examples of how they work." -msgstr "" -"두 개의 이동 메서드는 다른 목적을 지닙니다, 그리고 이 튜토리얼 이후에, 어떻" -"게 작동하는 지에 대한 예제를 볼 것입니다." - -msgid "" -"``KinematicCollision2D`` is an object containing data about the collision " -"and the colliding object. Using this data, you can calculate your collision " -"response." -msgstr "" -"``KinematicCollision2D``\\ 는 콜리전과 충돌하는 오브젝트에 대한 정보를 담고 " -"있는 오브젝트입니다. 이 정보로, 콜리전 반응을 계산할 수 있습니다." - -msgid "" -"``floor_max_angle`` - *default value:* ``0.785398`` (in radians, equivalent " -"to ``45`` degrees)" -msgstr "" -"``floor_max_angle`` - *기본 값:* ``0.785398`` (라디안에서는, ``45``\\ 도와 같" -"습니다)" - -msgid "Detecting collisions" -msgstr "콜리전 감지하기" - -msgid "" -"When using ``move_and_collide()`` the function returns a " -"``KinematicCollision2D`` directly, and you can use this in your code." -msgstr "" -"``move_and_collide()``\\ 를 사용할 때 함수는 ``KinematicCollision2D``\\ 를 직" -"접 반환하고, 이 정보를 여러분의 코드에 사용할 수 있습니다." - -msgid "Which movement method to use?" -msgstr "어떤 이동 메서드를 사용해야 할까요?" - -msgid "" -"Anything you do with ``move_and_slide()`` can also be done with " -"``move_and_collide()``, but it might take a little more code. However, as " -"we'll see in the examples below, there are cases where ``move_and_slide()`` " -"doesn't provide the response you want." -msgstr "" -"``move_and_slide()``\\ 로 하는 것을 ``move_and_collide()``\\ 또한 할 수 있습" -"니다, 하지만 좀 더 많은 코드를 갖습니다. 하지만 아래에서 예제를 보면, " -"``move_and_slide()``\\ 가 원하는 응답을 제공하지 않는 경우도 있습니다." - -msgid "Examples" -msgstr "예제" - -msgid "Movement and walls" -msgstr "이동과 벽" - -msgid "" -"See :ref:`doc_2d_movement` for examples of implementing 2D movement schemes." -msgstr "2D 이동 구조를 구현하는 예제는 :ref:`doc_2d_movement`\\ 를 참고하세요." - -msgid "" -"This happens because there is no *collision response*. " -"``move_and_collide()`` stops the body's movement when a collision occurs. We " -"need to code whatever response we want from the collision." -msgstr "" -"이것은 *콜리전 응답*\\ 이 없기 때문에 발생한 것입니다. " -"``move_and_collide()``\\ 는 콜리전이 발생할 때 바디의 움직임을 멈춥니다. 콜리" -"전로부터 원하는 어떤 응답이라도 코딩해야 합니다." - -msgid "" -"``move_and_slide()`` provides a default collision response of sliding the " -"body along the collision object. This is useful for a great many game types, " -"and may be all you need to get the behavior you want." -msgstr "" -"``move_and_slide()``\\ 는 다비가 콜리전 오브젝트를 따라 미끄러지는 기본 콜리" -"전 응답을 제공합니다. 이것은 아주 많은 게임 유형에 유용하고, 원하는 행동을 얻" -"을 때 필요할 수도 있습니다." - -msgid "Bouncing/reflecting" -msgstr "튕김/반사" - -msgid "" -"This example uses three scenes. The main scene contains the Player and " -"Walls. The Bullet and Wall are separate scenes so that they can be instanced." -msgstr "" -"이 예제는 세 개의 씬을 사용합니다. 메인 씬은 Player와 Wall을 갖고 있습니다. " -"Bullet과 Wall은 분리된 씬으로 그들은 인스턴스 할 수 있습니다." - -msgid "And the code for the Bullet:" -msgstr "그리고 Bullet을 위한 코드입니다:" - -msgid "" -"If there is a returned collision, we use the ``normal`` of the collision to " -"reflect the bullet's ``velocity`` with the ``Vector2.bounce()`` method." -msgstr "" -"반환된 콜리전이 있다면, 우리는 콜리전의 ``normal``\\ 을 사용해 ``Vector2." -"bounce()`` 메서드로 총알의 ``velocity``\\ 를 반사합니다." - -msgid "" -"If the colliding object (``collider``) has a ``hit`` method, we also call " -"it. In the example project, we've added a flashing color effect to the Wall " -"to demonstrate this." -msgstr "" -"충돌 오브젝트 (``collider``)가 ``hit`` 메서드를 가진다면, 또한 그것을 호출합" -"니다. 예제 프로젝트에서는, 이를 설명하기 위해 Wall에 반짝이는 색상 효과를 추" -"가했습니다." - -msgid "Platformer movement" -msgstr "플랫포머 움직임" - -msgid "Here's the code for the player body:" -msgstr "플레이어 바디를 위한 코드입니다:" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po deleted file mode 100644 index 6e51524668..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "사용례" - -msgid "Getting started" -msgstr "시작하기" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/android/android_library.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/android/android_library.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/android/android_library.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/android/android_plugin.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/android/android_plugin.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/android/android_plugin.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/android/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/android/index.po deleted file mode 100644 index 5b25b43964..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/android/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Android" -msgstr "Android" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/consoles.po deleted file mode 100644 index 96bac05a9c..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/consoles.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Console support in Godot" -msgstr "Godot의 콘솔 지원" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/index.po deleted file mode 100644 index b32246c1d3..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Platform-specific" -msgstr "플랫폼 특화(Platform-specific)" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/ios/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/ios/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po deleted file mode 100644 index f54baf89fd..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Plugins for iOS" -msgstr "iOS 용 플러그인" - -msgid "Parameters" -msgstr "매개변수" - -msgid "The response events will be dictionaries with the following fields:" -msgstr "응답 이벤트는 다음 필드가 있는 딕셔너리일 것입니다:" - -msgid "Example:" -msgstr "예시:" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po deleted file mode 100644 index 81a23d6127..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Setup" -msgstr "설정" - -msgid "Debugging" -msgstr "디버깅" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po deleted file mode 100644 index 427e65dc82..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "type" -msgstr "타입" - -msgid "string" -msgstr "문자열" - -msgid "function" -msgstr "함수" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/web/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/web/index.po deleted file mode 100644 index d0afabc414..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/web/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Web" -msgstr "웹" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po deleted file mode 100644 index 87f42cc7c6..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po +++ /dev/null @@ -1,29 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"The value of the last JavaScript statement is converted to a GDScript value " -"and returned by ``eval()`` under certain circumstances:" -msgstr "" -"마지막 JavaScript 명령문의 값은 GDScript 값으로 변환되며 특정 경우에 " -"``eval()``\\ 에 의해 반환됩니다:" - -msgid "Any other JavaScript value is returned as ``null``." -msgstr "다른 JavaScript 값은 ``null``\\ 로 반환됩니다." - -msgid "" -"GDScript's multi-line strings, surrounded by 3 quotes ``\"\"\"`` as in " -"``my_func3()`` above, are useful to keep JavaScript code readable." -msgstr "" -"``my_func3()`` 처럼 3개의 큰따옴표 ``\"\"\"`` 로 둘러싸인 GDScript의 멀티라" -"인 문자열은 JavaScript 코드의 가독성을 높이는데 유용합니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po deleted file mode 100644 index 1fb060091a..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Key" -msgstr "키" - -msgid "Type" -msgstr "타입" - -msgid "Description" -msgstr "설명" - -msgid "String" -msgstr "String" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po deleted file mode 100644 index f85046b2a8..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ /dev/null @@ -1,105 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Making plugins" -msgstr "플러그인 만들기" - -msgid "About plugins" -msgstr "플러그인에 대해서" - -msgid "" -"This tutorial will guide you through the creation of two plugins so you can " -"understand how they work and be able to develop your own. The first is a " -"custom node that you can add to any scene in the project, and the other is a " -"custom dock added to the editor." -msgstr "" -"이 튜토리얼에서는 플러그인의 작동 방식을 이해하고, 자신만의 플러그인을 개발하" -"기 위해 두 가지 플러그인을 만드는 과정을 안내합니다. 첫 번째는 프로젝트의 모" -"든 씬에 추가할 수 있는 사용자 정의 노드이고, 다른 하나는 에디터에 추가되는 사" -"용자 정의 독(dock)입니다." - -msgid "Creating a plugin" -msgstr "플러그인 생성하기" - -msgid "" -"Before starting, create a new empty project wherever you want. This will " -"serve as a base to develop and test the plugins." -msgstr "" -"시작하기 전에 원하는 위치에 빈 프로젝트를 만드세요. 이는 플러그인을 개발하고 " -"테스트하기 위한 기반 역할을 합니다." - -msgid "" -"The first thing you need for the editor to identify a new plugin is to " -"create two files: a ``plugin.cfg`` for configuration and a tool script with " -"the functionality. Plugins have a standard path like ``addons/plugin_name`` " -"inside the project folder. Godot provides a dialog for generating those " -"files and placing them where they need to be." -msgstr "" -"가장 먼저, 에디터가 새 플러그인을 인식하기 위해 두 개의 파일이 필요합니다. 구" -"성을 위한 ``plugin.cfg``와 기능이 포함된 툴 스크립트입니다. 플러그인은 프로젝" -"트 폴더 내에 ``addons/plugin_name``형태의 표준 경로를 가지고 있습니다. Godot" -"는 해당 파일을 생성하고 필요한 위치에 배치하기 위한 대화 상자를 제공합니다." - -msgid "" -"In the main toolbar, click the ``Project`` dropdown. Then click ``Project " -"Settings...``. Go to the ``Plugins`` tab and then click on the ``Create New " -"Plugin`` button in the top-right." -msgstr "" -"메인 툴바에서 '프로젝트(Project)' 드롭다운을 클릭하세요. 그런 다음 '프로젝트 " -"설정...(Project Settings...)'을 클릭하세요. '플러그인(Plugins)' 탭으로 이동" -"한 다음 오른쪽 상단에 있는 '새 플러그인 만들기(Create New Plugin)' 버튼을 클" -"릭하세요." - -msgid "You will see the dialog appear, like so:" -msgstr "다음과 같은 대화 상자가 나타나는 것을 볼 수 있습니다." - -msgid "" -"The placeholder text in each field describes how it affects the plugin's " -"creation of the files and the config file's values." -msgstr "" -"각 필드의 자리 표시자 텍스트는 플러그인의 파일 생성 및 구성 파일 값에 어떤 영" -"향을 미치는지 설명합니다." - -msgid "To continue with the example, use the following values:" -msgstr "예제를 계속하려면, 다음 값을 사용하십시오." - -msgid "" -"Unchecking the ``Activate now?`` option in C# is always required because, " -"like every other C# script, the EditorPlugin script needs to be compiled " -"which requires building the project. After building the project the plugin " -"can be enabled in the ``Plugins`` tab of ``Project Settings``." -msgstr "" -"다른 모든 C# 스크립트와 마찬가지로 EditorPlugin 스크립트를 컴파일해야 프로젝" -"트를 빌드해야 하기 때문에 C#에서 ``지금 활성화하시겠습니까?`` 옵션을 선택 취" -"소해야 합니다. 프로젝트를 빌드한 후 ``프로젝트 설정``의 ``플러그인`` 탭에서 " -"플러그인을 활성화할 수 있습니다." - -msgid "You should end up with a directory structure like this:" -msgstr "다음과 같은 디렉터리 구조로 끝나야 합니다." - -msgid "" -"``plugin.cfg`` is an INI file with metadata about your plugin. The name and " -"description help people understand what it does. Your name helps you get " -"properly credited for your work. The version number helps others know if " -"they have an outdated version; if you are unsure on how to come up with the " -"version number, check out `Semantic Versioning `_. The " -"main script file will instruct Godot what your plugin does in the editor " -"once it is active." -msgstr "" -"``plugin.cfg``는 플러그인에 대한 메타데이터가 포함된 INI 파일입니다. 이름과 " -"설명은 사람들이 그 기능을 이해하는 데 도움이 됩니다. 이름을 남겨두면 작업한 " -"업무에 대해 적절한 인정을 받는 데 도움이 됩니다. 버전 번호는 다른 사람들이 오" -"래된 버전인지 알 수 있도록 도와줍니다. 버전 번호를 찾는 방법을 잘 모르겠으면 " -"`Semantic Versioning `_을 확인하세요. 메인 스크립트 파일" -"은 플러그인이 활성화되면 에디에서 플러그인이 수행하는 작업을 Godot에게 지시니" -"다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/index.po deleted file mode 100644 index 0d40c20acd..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Plugins" -msgstr "플러그인(Plugin)" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po deleted file mode 100644 index cb0b4b3bfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Running code in the editor" -msgstr "편집기에서 코드 실행하기" - -msgid "Instancing scenes" -msgstr "씬 인스턴스화하기" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/rendering/compositor.po b/sphinx/po/ko/LC_MESSAGES/tutorials/rendering/compositor.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/rendering/compositor.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/rendering/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/rendering/index.po deleted file mode 100644 index 546b77ca7e..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/rendering/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Rendering" -msgstr "렌더링" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/rendering/jitter_stutter.po b/sphinx/po/ko/LC_MESSAGES/tutorials/rendering/jitter_stutter.po deleted file mode 100644 index a4cdf74772..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/rendering/jitter_stutter.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Jitter" -msgstr "지터" - -msgid "Windows" -msgstr "Windows" - -msgid "Linux" -msgstr "Linux" - -msgid "macOS" -msgstr "macOS" - -msgid "Android" -msgstr "Android" - -msgid "iOS" -msgstr "iOS" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po b/sphinx/po/ko/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po deleted file mode 100644 index cc3fd0de27..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po +++ /dev/null @@ -1,22 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Stretch Mode" -msgstr "늘리기 모드" - -msgid "" -"The following settings are recommended to support multiple resolutions and " -"aspect ratios well." -msgstr "" -"여러 해상도와 가로 세로 비율을 잘 지원하려면 다음 설정을 사용하는 것이 좋습니" -"다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/rendering/viewports.po b/sphinx/po/ko/LC_MESSAGES/tutorials/rendering/viewports.po deleted file mode 100644 index d4deb08788..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/rendering/viewports.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Input" -msgstr "입력" - -msgid "Capture" -msgstr "캡처" - -msgid "Rendering" -msgstr "렌더링" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po deleted file mode 100644 index 276c92dffc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po +++ /dev/null @@ -1,188 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "C# basics" -msgstr "C# 기초" - -msgid "Introduction" -msgstr "소개" - -msgid "" -"This is **not** a full-scale tutorial on the C# language as a whole. If you " -"aren't already familiar with its syntax or features, see the `Microsoft C# " -"guide `_ or look for a " -"suitable introduction elsewhere." -msgstr "" -"이것은 C# 언어 전체에 대한 본격적인 튜토리얼이 **아닙니다**. 문법이나 기능" -"에 익숙하지 않다면 `Microsoft C# 가이드 `_\\ 를 보거나 다른 적합한 설명을 찾아보세요." - -msgid "Prerequisites" -msgstr "준비사항" - -msgid "" -"Be sure to install the 64-bit version of the SDK(s) if you are using the 64-" -"bit version of Godot." -msgstr "" -"64-bit 버전의 Godot을 사용하고 있다면 64-bit 버전의 SDK를 설치해야 합니다." - -msgid "Configuring an external editor" -msgstr "외부 편집기 설정" - -msgid "Visual Studio Code" -msgstr "Visual Studio Code" - -msgid "MonoDevelop" -msgstr "MonoDevelop" - -msgid "Visual Studio for Mac" -msgstr "Visual Studio for Mac" - -msgid "JetBrains Rider" -msgstr "JetBrains Rider" - -msgid "See the following sections for how to configure an external editor:" -msgstr "외부 편집기를 설정하는 방법은 아래 구획들을 확인하십시오:" - -msgid "" -"After reading the \"Prerequisites\" section, you can download and install " -"`JetBrains Rider `__." -msgstr "" -"\"준비사항\" 구획을 읽은 후, `JetBrains Rider `__ 를 설치할 수 있습니다." - -msgid "In Godot's **Editor → Editor Settings** menu:" -msgstr "Godot의 **편집기 → 편집기 설정** 메뉴에서:" - -msgid "In Rider:" -msgstr "Rider 에서:" - -msgid "Set **MSBuild version** to **.NET Core**." -msgstr "**MSBuild version** 을 **.NET Core** 로 설정." - -msgid "" -"After reading the \"Prerequisites\" section, you can download and install " -"`Visual Studio Code `__ (aka VS " -"Code)." -msgstr "" -"\"준비사항\" 구획을 읽은 후, `Visual Studio Code `__ (VS Code)를 설치할 수 있습니다." - -msgid "In Visual Studio Code:" -msgstr "Visual Studio Code에서:" - -msgid "" -"Install the `C# `__ extension." -msgstr "" -"`C# 확장 프로그램 `__ 을 설치하십시오." - -msgid "Visual Studio (Windows only)" -msgstr "Visual Studio(Windows만 가능)" - -msgid "" -"Download and install the latest version of `Visual Studio `__. Visual Studio will include the " -"required SDKs if you have the correct workloads selected, so you don't need " -"to manually install the things listed in the \"Prerequisites\" section." -msgstr "" -"최신 버전의 `Visual Studio `__ 를 설치하십시오. 올바른 워크로드를 선택했다면 Visual Studio 내에 필요한 " -"SDK가 포함되어있을 것이므로, \"준비사항\" 구획에 설명된 것들을 직접 설치하지 " -"않아도 됩니다." - -msgid "Creating a C# script" -msgstr "C# 스크립트 만들기" - -msgid "" -"After you successfully set up C# for Godot, you should see the following " -"option when selecting **Attach Script** in the context menu of a node in " -"your scene:" -msgstr "" -"Godot용 C# 을 성공적으로 설정한 후, 씬의 노드 메뉴에서 **스크립트 붙이기** " -"를 눌렀을 때, 다음 설정이 표시되어야 합니다:" - -msgid "Project setup and workflow" -msgstr "프로젝트 설정과 작업 흐름" - -msgid "Example" -msgstr "예제" - -msgid "" -"Here's a blank C# script with some comments to demonstrate how it works." -msgstr "여기 동작을 설명하는 주석이 붙은 C# 스크립트가 있습니다." - -msgid "General differences between C# and GDScript" -msgstr "C#과 GDScript와의 일반적인 차이" - -msgid "" -"The C# API uses ``PascalCase`` instead of ``snake_case`` in GDScript/C++. " -"Where possible, fields and getters/setters have been converted to " -"properties. In general, the C# Godot API strives to be as idiomatic as is " -"reasonably possible." -msgstr "" -"GDScript/C++에서는 ``snake_case``\\ 를 쓰지만 C# API는 ``PascalCase``\\ 를 씁" -"니다. 가능하면 공백과 getters/setters이 속성으로 변환됩니다. 일반적으로 C# " -"Godot API는 합리적으로 가능한 것처럼 관용적이도록 노력합니다." - -msgid "For more information, see the :ref:`doc_c_sharp_differences` page." -msgstr "더 자세한 내용은, :ref:`doc_c_sharp_differences` 페이지를 참고하세요." - -msgid "Current gotchas and known issues" -msgstr "현재 문제와 알려진 문제" - -msgid "" -"Writing editor plugins is possible, but it is currently quite convoluted." -msgstr "" -"편집기 플러그인을 작성하는 것은 가능하지만, 현재로썬 상당히 복잡합니다." - -msgid "" -"State is currently not saved and restored when hot-reloading, with the " -"exception of exported variables." -msgstr "" -"내보낸 변수를 제외하고, 현재 상태는 핫 리로드 중일 때 저장되고 복원되지 않습" -"니다." - -msgid "" -"Attached C# scripts should refer to a class that has a class name that " -"matches the file name." -msgstr "" -"첨부된 C# 스크립트가 파일 이름과 일치하는 클래스 이름을 가진 클래스를 참조해" -"야 합니다." - -msgid "Performance of C# in Godot" -msgstr "Godot에서 C#의 퍼포먼스" - -msgid "Using NuGet packages in Godot" -msgstr "Godot에서 NuGet 패키지 사용하기" - -msgid "" -"`NuGet `_ packages can be installed and used with " -"Godot, as with any C# project. Many IDEs are able to add packages directly. " -"They can also be added manually by adding the package reference in the ``." -"csproj`` file located in the project root:" -msgstr "" -"`NuGet `_ 패키지를 설치하여 프로젝트처럼, Godot와 사" -"용할 수 있습니다. 많은 IDE는 직접 패키지를 추가할 수 있습니다. 또한 프로젝트 " -"루트에 있는 ``.csproj`` 파일에 패키지 참조를 수동으로 추가할 수 있습니다:" - -msgid "" -"As of Godot 3.2.3, Godot automatically downloads and sets up newly added " -"NuGet packages the next time it builds the project." -msgstr "" -"Godot 버전 3.2.3부터는 프로젝트를 빌드한 후 새로 추가된 NuGet 패키지를 자동으" -"로 다운로드 및 설정합니다." - -msgid "Profiling your C# code" -msgstr "C# 코드 프로파일링" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po deleted file mode 100644 index c7713e831b..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po +++ /dev/null @@ -1,45 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript" -msgstr "GDScript" - -msgid "C#" -msgstr "C#" - -msgid "``byte[]``" -msgstr "``byte[]``" - -msgid "``int[]``" -msgstr "``int[]``" - -msgid "``float[]``" -msgstr "``float[]``" - -msgid "``Vector2[]``" -msgstr "``Vector2[]``" - -msgid "``Vector3[]``" -msgstr "``Vector3[]``" - -msgid "``Color[]``" -msgstr "``Color[]``" - -msgid "Array" -msgstr "배열" - -msgid "Duplicate" -msgstr "복제" - -msgid "Dictionary" -msgstr "딕셔너리" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po deleted file mode 100644 index 50c6800323..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po +++ /dev/null @@ -1,234 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "C# API differences to GDScript" -msgstr "C#과 GDScript의 API 차이점" - -msgid "This is a (incomplete) list of API differences between C# and GDScript." -msgstr "이것은 C#과 GDScript간의 (불완전한) API 차이점 목록입니다." - -msgid "General differences" -msgstr "일반적인 차이점" - -msgid "Global scope" -msgstr "전역 범위" - -msgid "" -"Global functions and some constants had to be moved to classes, since C# " -"does not allow declaring them in namespaces. Most global constants were " -"moved to their own enums." -msgstr "" -"C#은 네임 스페이스에서 전역 함수와 일부 상수는 선언하지 않기 때문에 이 둘은 " -"클래스로 이동해야 합니다. 대부분의 전역 상수는 자신의 열거형으로 이동합니다." - -msgid "Constants" -msgstr "상수" - -msgid "Special cases:" -msgstr "특별한 경우:" - -msgid "GDScript" -msgstr "GDScript" - -msgid "C#" -msgstr "C#" - -msgid "``TYPE_*``" -msgstr "``TYPE_*``" - -msgid "``Variant.Type`` enum" -msgstr "``Variant.Type`` 열거형" - -msgid "``OP_*``" -msgstr "``OP_*``" - -msgid "``Variant.Operator`` enum" -msgstr "``Variant.Operator`` 열거형" - -msgid "Math functions" -msgstr "수학 함수" - -msgid "" -"Math global functions, like ``abs``, ``acos``, ``asin``, ``atan`` and " -"``atan2``, are located under ``Mathf`` as ``Abs``, ``Acos``, ``Asin``, " -"``Atan`` and ``Atan2``. The ``PI`` constant can be found as ``Mathf.Pi``." -msgstr "" -"``abs``, ``acos``, ``asin``, ``atan`` 그리고 ``atan2``\\ 와 같은 수학 전역 함" -"수는 ``Mathf``\\ 에 위치하며, ``Abs``, ``Acos``, ``Asin``, ``Atan`` 그리고 " -"``Atan2``\\ 로 존재합니다. ``PI`` 상수는 ``Mathf.Pi``\\ 입니다." - -msgid "Random functions" -msgstr "랜덤 함수" - -msgid "" -"Random global functions, like ``rand_range`` and ``rand_seed``, are located " -"under ``GD``. Example: ``GD.RandRange`` and ``GD.RandSeed``." -msgstr "" -"``rand_range``\\ 와 ``rand_seed``\\ 와 같은 랜덤 전역 함수는 ``GD``\\ 에 위치" -"합니다. 예: ``GD.RandRange``\\ 와 ``GD.RandSeed``." - -msgid "Other functions" -msgstr "기타 함수" - -msgid "Exceptions:" -msgstr "예외:" - -msgid "``weakref(obj)``" -msgstr "``weakref(obj)``" - -msgid "``is_instance_valid(obj)``" -msgstr "``is_instance_valid(obj)``" - -msgid "Tips" -msgstr "팁" - -msgid "" -"Sometimes it can be useful to use the ``using static`` directive. This " -"directive allows to access the members and nested types of a class without " -"specifying the class name." -msgstr "" -"때로는 ``using static`` 지시문을 사용하는 게 유용할 수 있습니다. 이 지시문이" -"면 클래스 이름을 지정하지 않고도 클래스의 멤버와 중첩된 타입에 접근할 수 있습" -"니다." - -msgid "Example:" -msgstr "예시:" - -msgid "assert" -msgstr "assert" - -msgid "preload" -msgstr "preload" - -msgid "" -"``preload``, as it works in GDScript, is not available in C#. Use ``GD." -"Load`` or ``ResourceLoader.Load`` instead." -msgstr "" -"GDScript에서 쓰이는 ``preload``\\ 는 C#에서 사용할 수 없습니다. 대신 ``GD." -"Load`` 또는 ``ResourceLoader.Load``\\ 를 사용합니다." - -msgid "See also: :ref:`doc_c_sharp_signals`." -msgstr "다음 또한 확인하십시오: :ref:`c_sharp_signals`." - -msgid "" -"However C# does not have this ability. To achieve the same effect you need " -"to do this." -msgstr "" -"반면 C#에는 이런 기능이 존재하지 않습니다. 같은 효과를 위해서는 아래와 같이 " -"작성해야 합니다." - -msgid "Singletons" -msgstr "싱글톤" - -msgid "" -"Singletons are available as static classes rather than using the singleton " -"pattern. This is to make code less verbose than it would be with an " -"``Instance`` property." -msgstr "" -"싱글톤은 싱글톤 패턴을 사용하는 대신 정적 클래스로 사용할 수 있습니다. 이것으" -"로 ``Instance`` 속성으로 작업하는 것과 비슷하면서도 더 적은 문장의 코드를 만" -"들 수 있습니다." - -msgid "String" -msgstr "String" - -msgid "match" -msgstr "match" - -msgid "The following method was converted to a property with a different name:" -msgstr "다음 메서드들는 다른 이름으로 변경된 속성들입니다:" - -msgid "Signal" -msgstr "시그널" - -msgid "" -"The following methods were converted to properties with their respective " -"names changed:" -msgstr "다음 메서드들은 관련된 이름으로 변경된 속성들입니다:" - -msgid "Basis" -msgstr "기저" - -msgid "" -"Structs cannot have parameterless constructors in C#. Therefore, ``new " -"Basis()`` initializes all primitive members to their default value. Use " -"``Basis.Identity`` for the equivalent of ``Basis()`` in GDScript and C++." -msgstr "" -"C#에서 Struct은 매개변수 없는 생성자를 가질 수 없습니다. 따라서 ``new " -"Basis()``\\ 는 모든 기본 멤버를 기본 값으로 초기화합니다. GDScript와 C++에서 " -"``Basis()``\\ 에 해당하는 것으로 ``Basis.Identity``\\ 를 사용합니다." - -msgid "``get_scale()``" -msgstr "``get_scale()``" - -msgid "``Scale``" -msgstr "``Scale``" - -msgid "Transform2D" -msgstr "Transform2D" - -msgid "" -"Structs cannot have parameterless constructors in C#. Therefore, ``new " -"Transform2D()`` initializes all primitive members to their default value. " -"Please use ``Transform2D.Identity`` for the equivalent of ``Transform2D()`` " -"in GDScript and C++." -msgstr "" -"C#에서 Struct는 매개변수 없는 생성자를 가질 수 없습니다. 따라서, ``new " -"Transform2D()``\\ 는 모든 기본 멤버를 기본 값으로 초기화합니다. GDScript와 C+" -"+에서 ``Transform2D()``\\ 에 해당하는 것으로 ``Transform2D.Identity``\\ 를 사" -"용해주세요." - -msgid "``get_rotation()``" -msgstr "``get_rotation()``" - -msgid "``Rotation``" -msgstr "``Rotation``" - -msgid "Rect2" -msgstr "Rect2" - -msgid "" -"The following field was converted to a property with a *slightly* different " -"name:" -msgstr "다음 영역은 *약간* 다른 이름으로 변경된 속성입니다:" - -msgid "``end``" -msgstr "``end``" - -msgid "``End``" -msgstr "``End``" - -msgid "``get_area()``" -msgstr "``get_area()``" - -msgid "``Area``" -msgstr "``Area``" - -msgid "Color" -msgstr "색상" - -msgid "Array" -msgstr "배열" - -msgid "Dictionary" -msgstr "딕셔너리" - -msgid "Variant" -msgstr "변종" - -msgid "Communicating with other scripting languages" -msgstr "다른 스크립팅 언어와 소통하기" - -msgid "This is explained extensively in :ref:`doc_cross_language_scripting`." -msgstr "" -"이것은 : ref :`doc_cross_language_scripting`에 광범위하게 설명되어 있습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po deleted file mode 100644 index 083ced64b9..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po +++ /dev/null @@ -1,77 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"One of the fundamental benefits of exporting member variables is to have " -"them visible and editable in the editor. This way, artists and game " -"designers can modify values that later influence how the program runs. For " -"this, a special export syntax is provided." -msgstr "" -"멤버 변수 내보내기의 기본적인 장점 중 하나는 에디터에서 멤버 변수를 보고 편집" -"할 수 있다는 점입니다. 이런 식으로 아티스트와 게임 디자이너는 나중에 프로그" -"램 실행 방식에 영향을 주는 값을 수정할 수 있습니다. 이를 위해 특별한 내보내" -"기 구문이 제공됩니다." - -msgid "Nodes" -msgstr "노드" - -msgid "Resources" -msgstr "리소스" - -msgid "" -"It must be noted that even if the script is not being run while in the " -"editor, the exported properties are still editable. This can be used in " -"conjunction with a :ref:`script in \"tool\" mode `." -msgstr "" -"에디터에서 스크립트가 실행되지 않더라도 내보낸 속성은 계속 편집할 수 있습니" -"다. 속성은 :ref:`\"툴(Tool)\" 모드 `\\ 의 스크립트와 " -"함께 사용할 수 있습니다." - -msgid "Exporting bit flags" -msgstr "비트 플래그(bit flags) 내보내기" - -msgid "" -"Using bit flags requires some understanding of bitwise operations. If in " -"doubt, use boolean variables instead." -msgstr "" -"비트 플래그를 사용하려면 비트 연산에 대한 이해가 필요합니다. 확실하지 않은 경" -"우 대신 boolean 변수를 사용하세요." - -msgid "Setting exported variables from a tool script" -msgstr "툴 스크립트에서 내보낸 변수 설정" - -msgid "Advanced exports" -msgstr "고급 내보내기" - -msgid "" -"Not every type of export can be provided on the level of the language itself " -"to avoid unnecessary design complexity. The following describes some more or " -"less common exporting features which can be implemented with a low-level API." -msgstr "" -"불필요한 디자인 복잡성을 피하기 위해 모든 타입의 내보내기를 언어 자체 수준에" -"서 제공할 수 있는 것은 아닙니다. 다음은 로우 레벨 API로 구현할 수 있는 다소 " -"일반적인 내보내기 기능에 대해 설명합니다." - -msgid "" -"For binding properties using the above methods in C++, see :ref:" -"`doc_binding_properties_using_set_get_property_list`." -msgstr "" -"C++에서 위의 방법을 사용해 속성을 바인딩하려면 :ref:" -"`doc_binding_properties_using_set_get_property_list`\\ 를 참고하세요." - -msgid "" -"The script must operate in the ``tool`` mode so the above methods can work " -"from within the editor." -msgstr "" -"위의 방법이 에디터 안에서 작동할 수 있도록 스크립트는 ``툴(tool)`` 모드에서 " -"작동해야 합니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po deleted file mode 100644 index 343b0e9ffa..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po +++ /dev/null @@ -1,123 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"This page provides an overview of the commonly used features of both C# and " -"Godot and how they are used together." -msgstr "" -"이 페이지는 C#과 Godot에서 일반적으로 사용되는 기능과 어떻게 이 둘이 함께 사" -"용되는 지에 대한 개요입니다." - -msgid "Type conversion and casting" -msgstr "형 변환(Type conversion)과 캐스팅(casting)" - -msgid "" -"C# is a statically typed language. Therefore, you can't do the following:" -msgstr "C#은 정적으로 타입형 언어입니다. 그러므로 다음을 할 수 없습니다:" - -msgid "For this, you have various options in C#." -msgstr "이를 위해, C#에서는 다양한 설정이 있습니다." - -msgid "**Casting and Type Checking**" -msgstr "**캐스트(Cast)와 타입 체크(Type Check)하기**" - -msgid "**Using the AS operator**" -msgstr "**AS 연산자 사용하기**" - -msgid "**Using the generic methods**" -msgstr "**일반 메서드 사용하기**" - -msgid "" -"Generic methods are also provided to make this type conversion transparent." -msgstr "일반 메서드는 이 타입 변환을 투명하게 만들기 위해 제공됩니다." - -msgid "" -"``GetNode()`` casts the node before returning it. It will throw an " -"``InvalidCastException`` if the node cannot be cast to the desired type." -msgstr "" -"``GetNode()``\\ 은 반환하기 전에 노드를 캐스트 합니다. 노드가 원하는 타입" -"으로 캐스트 되지 않는다면 ``InvalidCastException``\\ 을 발생시킵니다." - -msgid "" -"``GetNodeOrNull()`` uses the ``as`` operator and will return ``null`` if " -"the node cannot be cast to the desired type." -msgstr "" -"``GetNodeOrNull()``\\ 는 ``as`` 연산자를 사용하고 노드가 원하는 타입으로 " -"캐스트 되지 않는다면 ``null``\\ 을 반환합니다." - -msgid "**Type checking using the IS operator**" -msgstr "**IS 연산자를 사용하여 타입 체크하기**" - -msgid "" -"For more advanced type checking, you can look into `Pattern Matching " -"`_." -msgstr "" -"더 많은 고급 타입 체크하기의 경우, `패턴 일치 `_\\ 에서 찾아볼 수 있습니다." - -msgid "Preprocessor defines" -msgstr "전처리기 지시문" - -msgid "" -"Godot has a set of defines that allow you to change your C# code depending " -"on the environment you are compiling to." -msgstr "" -"Godot은 컴파일하는 환경에 따라 C# 코드를 변경할 수 있도록 여러 전처리기 지시" -"문을 제공합니다." - -msgid "Examples" -msgstr "예제" - -msgid "For example, you can change code based on the platform:" -msgstr "예를 들어, 다음과 같이 플랫폼에 따라 코드를 변경할 수 있습니다:" - -msgid "" -"Or you can detect which engine your code is in, useful for making cross-" -"engine libraries:" -msgstr "" -"혹은 여러분의 코드를 실행하는 엔진의 상태를 확인하는데 사용할 수도 있습니다. " -"크로스-엔진 라이브러리를 제작하는데 유용한 기능입니다:" - -msgid "Full list of defines" -msgstr "모든 지시문" - -msgid "``GODOT`` is always defined for Godot projects." -msgstr "``GODOT`` 은 항상 Godot 프로젝트를 정의합니다." - -msgid "" -"One of ``GODOT_64`` or ``GODOT_32`` is defined depending on if the " -"architecture is 64-bit or 32-bit." -msgstr "" -"컴퓨터 환경이 64-bit인지 32-bit인지에 따라서 ``GODOT_64`` 와 ``GODOT_32`` 중 " -"하나가 정의됩니다." - -msgid "" -"When **exporting**, the following may also be defined depending on the " -"export features:" -msgstr "" -"**내보내기** 를 할 때, 내보내기 기능에 따라서 아래의 것들이 정의될 수 있습니" -"다:" - -msgid "" -"One of ``GODOT_PC``, ``GODOT_MOBILE``, or ``GODOT_WEB`` depending on the " -"platform type." -msgstr "" -"플랫폼에 따라서 ``GODOT_PC``, ``GODOT_MOBILE``, 또는 ``GODOT_WEB`` 중 하나가 " -"정의됩니다." - -msgid "" -"To see an example project, see the OS testing demo: https://github.com/" -"godotengine/godot-demo-projects/tree/master/misc/os_test" -msgstr "" -"예제 프로젝트를 확인하려면 OS 테스트 데모를 확인하세요: https://github.com/" -"godotengine/godot-demo-projects/tree/master/misc/os_test" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po deleted file mode 100644 index 0fd9eff5c0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "C# signals" -msgstr "C# 시그널" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po deleted file mode 100644 index a5f9dd1e26..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po +++ /dev/null @@ -1,336 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "C# style guide" -msgstr "C# 스타일 가이드" - -msgid "" -"Having well-defined and consistent coding conventions is important for every " -"project, and Godot is no exception to this rule." -msgstr "" -"잘 정의되고 일관된 코딩 규칙을 정하는 것은 모든 프로젝트에 중요하며 Godot도 " -"마찬가지입니다." - -msgid "" -"This page contains a coding style guide, which is followed by developers of " -"and contributors to Godot itself. As such, it is mainly intended for those " -"who want to contribute to the project, but since the conventions and " -"guidelines mentioned in this article are those most widely adopted by the " -"users of the language, we encourage you to do the same, especially if you do " -"not have such a guide yet." -msgstr "" -"이 페이지는 코딩 스타일 가이드로, Godot의 개발자나 기여자들이 지켜야 하는 문" -"서들입니다. 따라서 이 문서는 주로 프로젝트에 기여하는 사람들이 대상이지만, 여" -"기에서 말하는 규칙이나 가이드 라인은 프로그래밍 언어 사용자들에 의해 가장 널" -"리 채택된 것이고 우리는 이를 따라가길 권장합니다, 특히 이러한 가이드를 아직 " -"찾지 못했다면 말이죠." - -msgid "" -"This article is by no means an exhaustive guide on how to follow the " -"standard coding conventions or best practices. If you feel unsure of an " -"aspect which is not covered here, please refer to more comprehensive " -"documentation, such as `C# Coding Conventions `_ or " -"`Framework Design Guidelines `_." -msgstr "" -"이 문서는 표준 코딩 규칙이나 최고의 방법에 관한 포괄적인 가이드가 아닙니다. " -"혹시 다루지 않은 불확실한 면이 있다면, `C# 코딩 규칙 `_ \\ 이나 `명명 지침 `_\\ 에서 더 포괄적인 문서를 참" -"고하세요." - -msgid "Language specification" -msgstr "언어 사양" - -msgid "" -"For detailed information on C# features in different versions, please see " -"`What's New in C# `_." -msgstr "" -"다른 버전에서 C# 기능에 대한 더 자세한 정보는 `C#의 새로운 기능`_\\ 을 참고하세요." - -msgid "Formatting" -msgstr "서식(Formatting)" - -msgid "General guidelines" -msgstr "일반적인 가이드라인" - -msgid "Use line feed (**LF**) characters to break lines, not CRLF or CR." -msgstr "" -"줄 바꿈을 할 때 CRLF나 CR이 아니라 라인피드 (**LF**) 문자를 사용해야 합니다." - -msgid "" -"Use one line feed character at the end of each file, except for `csproj` " -"files." -msgstr "" -"`csproj` 파일을 제외한 각 파일의 끝 부분에 라인피드 문자 하나를 삽입하십시오." - -msgid "" -"Use **UTF-8** encoding without a `byte order mark `_." -msgstr "" -"`바이트 순서 표식 BOM `_ 없" -"이 UTF-8 인코딩을 사용하십시오." - -msgid "" -"Use **4 spaces** instead of tabs for indentation (which is referred to as " -"\"soft tabs\")." -msgstr "" -"들여쓰기를 할 때 탭 대신 **4개의 스페이스 문자** 를 사용합니다 (이를 \"소프" -"트 탭\" 이라고 합니다)." - -msgid "" -"Consider breaking a line into several if it's longer than 100 characters." -msgstr "" -"한 줄에 글자가 100자를 초과하는 경우 여러 줄로 나누는 것을 고려하십시오." - -msgid "Line breaks and blank lines" -msgstr "줄 바꿈 및 공백 줄" - -msgid "" -"For a general indentation rule, follow `the \"Allman Style\" `_ which recommends " -"placing the brace associated with a control statement on the next line, " -"indented to the same level:" -msgstr "" -"일반적인 들여쓰기 규칙으로, `Allman Style `_\\ 을 " -"따라 제어문의 중괄호를 그 다음 줄 같은 깊이에 쓰는 것을 권장합니다:" - -msgid "However, you may choose to omit line breaks inside brackets:" -msgstr "그러나, 중괄호 안에 줄 바꿈을 생략할 수 있습니다:" - -msgid "For simple property accessors." -msgstr "간단한 속성 접근자를 위해." - -msgid "For simple object, array, or collection initializers." -msgstr "간단한 오브젝트, 배열, 혹은 컬렉션 이니셜라이저를 위해." - -msgid "For abstract auto property, indexer, or event declarations." -msgstr "추상적 auto 속성, 인덱서, 혹은 이벤트 선언을 위해." - -msgid "Insert a blank line:" -msgstr "다음 경우에 공백 줄을 넣습니다:" - -msgid "After a list of ``using`` statements." -msgstr "``using`` 문 목록 이후." - -msgid "Between method, properties, and inner type declarations." -msgstr "메서드, 속성, 그리고 내부 타입 선언 사이." - -msgid "" -"Field and constant declarations can be grouped together according to " -"relevance. In that case, consider inserting a blank line between the groups " -"for easier reading." -msgstr "" -"공백과 상수 선언은 관련성에 따라 함께 묶을 수 있습니다. 이 경우, 가독성을 위" -"해, 묶음 사이에 공백 줄을 넣는 것을 고려해볼 수 있습니다." - -msgid "Avoid inserting a blank line:" -msgstr "다음 경우에 공백 줄을 삽입하는 것을 피하세요:" - -msgid "After ``{``, the opening brace." -msgstr "``{``, 괄호 열기 이후." - -msgid "Before ``}``, the closing brace." -msgstr "``}``, 괄호 닫기 이전." - -msgid "After a comment block or a single-line comment." -msgstr "여러 줄에 걸친 주석 혹은 한 줄 짜리 주석 이후." - -msgid "Adjacent to another blank line." -msgstr "다른 공백 줄과 인접한 경우." - -msgid "Using spaces" -msgstr "공백 사용하기" - -msgid "Insert a space:" -msgstr "다음 경우에 공백을 넣습니다:" - -msgid "Before and within a single line accessor block." -msgstr "한 줄 접근자 블록 전이나 앞." - -msgid "Between accessors in a single line accessor block." -msgstr "한 줄 접근자 블록에서 접근자들 사이." - -msgid "Around a colon in a type declaration." -msgstr "타입 선언에서 콜론 주변." - -msgid "Around a lambda arrow." -msgstr "Lambda arrow(람다 화살표) 주변." - -msgid "" -"After a single-line comment symbol (``//``), and before it if used at the " -"end of a line." -msgstr "" -"한 줄 주석 상징 (``//``)이후, 주석이 코드 뒤의 줄 마지막에 위치한 경우 상징" -"의 앞에도 공백을 넣습니다." - -msgid "Do not use a space:" -msgstr "공백을 사용하지 마세요:" - -msgid "After type cast parentheses." -msgstr "타입 캐스트 괄호 이후." - -msgid "" -"The following example shows a proper use of spaces, according to some of the " -"above mentioned conventions:" -msgstr "다음 예제는 위에서 언급한 규칙에 따라 적절한 공백의 사용을 보여줍니다:" - -msgid "Naming conventions" -msgstr "명명 규칙" - -msgid "" -"Use **PascalCase** for all namespaces, type names and member level " -"identifiers (i.e. methods, properties, constants, events), except for " -"private fields:" -msgstr "" -"private 멤버 변수를 제외한 모든 네임스페이스, 즉 타입 이름과 멤버 레벨 식별" -"자 (예: 메서드, 속성, 상수, 이벤트)에 **PascalCase** 를 사용합니다:" - -msgid "" -"Use **camelCase** for all other identifiers (i.e. local variables, method " -"arguments), and use an underscore (``_``) as a prefix for private fields " -"(but not for methods or properties, as explained above):" -msgstr "" -"모든 다른 식별자 (예: 지역 변수, 메서드 인수)에 *camelCase*\\ 를 사용하고, " -"private 멤버 변수의 접두사로 언더스코어(``_``)를 사용합니다 (이전에 설명했듯" -"이 메서드나 속성에는 해당하지 않습니다):" - -msgid "" -"There's an exception with acronyms which consist of two letters, like " -"``UI``, which should be written in uppercase letters where PascalCase would " -"be expected, and in lowercase letters otherwise." -msgstr "" -"두 글자로 구성된 두문자어는 예외입니다, ``UI`` 같은 것으로, PascalCase가 쓰이" -"는 곳이면 대문자로 써야 하고, 그렇지 않다면 소문자를 써야 합니다." - -msgid "" -"Note that ``id`` is **not** an acronym, so it should be treated as a normal " -"identifier:" -msgstr "" -"``id`` 는 두문자어가 **아닙니다**, 따라서 일반적인 식별자로 취급해야 합니다:" - -msgid "" -"It is generally discouraged to use a type name as a prefix of an identifier, " -"like ``string strText`` or ``float fPower``, for example. An exception is " -"made, however, for interfaces, which **should**, in fact, have an uppercase " -"letter ``I`` prefixed to their names, like ``IInventoryHolder`` or " -"``IDamageable``." -msgstr "" -"``string strText`` 나 ``float fPower`` 처럼 타입 이름을 식별자의 접두사로 사" -"용하는 것은 보통 권장되지 않지만, 예외적으로 인터페이스는 **반드시** 대문자 " -"알파벳 ``I`` 를 접두사로 사용해야 합니다. ``IInventoryHolder`` 나 " -"``IDamageable`` 이 해당됩니다." - -msgid "" -"Lastly, consider choosing descriptive names and do not try to shorten them " -"too much if it affects readability." -msgstr "" -"마지막으로 알아보기 쉬운 이름을 고르고 가독성에 해를 끼칠 정도로 이름을 축약" -"하는 것은 피하십시오." - -msgid "" -"For instance, if you want to write code to find a nearby enemy and hit it " -"with a weapon, prefer:" -msgstr "" -"예를 들어, 근처의 적을 찾고 무기로 공격하는 코드를 짜고 싶다면 이렇게 하는 " -"게 좋습니다:" - -msgid "Rather than:" -msgstr "이것보다는 말이죠:" - -msgid "Member variables" -msgstr "멤버 변수" - -msgid "" -"Don't declare member variables if they are only used locally in a method, as " -"it makes the code more difficult to follow. Instead, declare them as local " -"variables in the method's body." -msgstr "" -"메서드에서 지역적으로만 사용되는 경우 멤버 변수를 선언하지 마세요. 코드를 따" -"라가기 더 어렵게 만들기 때문입니다. 대신 메서드 본문에서 지역 변수로 선언하세" -"요." - -msgid "Local variables" -msgstr "지역 변수(Local Variables)" - -msgid "" -"Declare local variables as close as possible to their first use. This makes " -"it easier to follow the code, without having to scroll too much to find " -"where the variable was declared." -msgstr "" -"지역 변수를 처음 사용할 때와 최대한 가깝게 선언하세요. 이렇게 하면 변수가 선" -"언된 위치를 찾기 위해 너무 많이 스크롤하지 않고도 코드를 더 쉽게 따라갈 수 있" -"습니다." - -msgid "Implicitly typed local variables" -msgstr "암시적 타입 지역 변수" - -msgid "" -"Consider using implicitly typing (``var``) for declaration of a local " -"variable, but do so **only when the type is evident** from the right side of " -"the assignment:" -msgstr "" -"지역 변수의 선언에 암시적 타입 (``var``)을 사용하는 것을 고려해보세요, 하지" -"만 우변의 **타입이 분명할 때만** 해야 합니다:" - -msgid "Other considerations" -msgstr "기타 고려 사항" - -msgid "Use explicit access modifiers." -msgstr "명시적 접근 모디파이어를 사용하세요." - -msgid "Use properties instead of non-private fields." -msgstr "non-private 멤버 변수 대신 속성(property)을 사용하세요." - -msgid "" -"Use modifiers in this order: ``public``/``protected``/``private``/" -"``internal``/``virtual``/``override``/``abstract``/``new``/``static``/" -"``readonly``." -msgstr "" -"이 순서로 제어자를 사용하세요: ``public``/``protected``/``private``/" -"``internal``/``virtual``/``override``/``abstract``/``new``/``static``/" -"``readonly``." - -msgid "" -"Avoid using fully-qualified names or ``this.`` prefix for members when it's " -"not necessary." -msgstr "" -"꼭 필요하지 않다면 fully-qualified name 및 ``this.`` 접두사를 사용해 멤버를 " -"호출하는 것을 피하십시오." - -msgid "Remove unused ``using`` statements and unnecessary parentheses." -msgstr "사용되지 않은 ``using`` 문 및 불필요한 괄호를 지우십시오." - -msgid "Consider omitting the default initial value for a type." -msgstr "" -"타입에 기본적으로 초기화된 값을 사용하지 않고 다시 초기화 하는 것을 권장합니" -"다." - -msgid "" -"Consider using null-conditional operators or type initializers to make the " -"code more compact." -msgstr "" -"코드를 더 간결하게 만들기 위해 무효 조건 연산자나 타입 이니셜라이저를 사용하" -"는 것을 고려해보세요." - -msgid "" -"Use safe cast when there is a possibility of the value being a different " -"type, and use direct cast otherwise." -msgstr "" -"값이 다른 타입의 가능성이 있을 때 안전한 캐스트를 사용하고, 그렇지 않으면 직" -"접 캐스트를 사용하세요." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po deleted file mode 100644 index 21fc4dc542..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "``Array``" -msgstr "``Array``" - -msgid "``Godot.Collections.Array``" -msgstr "``Godot.Collections.Array``" - -msgid "``byte[]``" -msgstr "``byte[]``" - -msgid "``int[]``" -msgstr "``int[]``" - -msgid "``float[]``" -msgstr "``float[]``" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po deleted file mode 100644 index 73e57d61d0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "사용례" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po deleted file mode 100644 index 73e57d61d0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "사용례" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po deleted file mode 100644 index 73e57d61d0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "사용례" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po deleted file mode 100644 index 73e57d61d0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "사용례" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po deleted file mode 100644 index 73e57d61d0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "사용례" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po deleted file mode 100644 index 73e57d61d0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "사용례" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po deleted file mode 100644 index 73e57d61d0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "사용례" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po deleted file mode 100644 index 73e57d61d0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "사용례" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po deleted file mode 100644 index 73e57d61d0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "사용례" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po deleted file mode 100644 index 73e57d61d0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "사용례" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po deleted file mode 100644 index 73e57d61d0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "사용례" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po deleted file mode 100644 index 73e57d61d0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "사용례" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po deleted file mode 100644 index 73e57d61d0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "사용례" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po deleted file mode 100644 index 73e57d61d0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "사용례" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po deleted file mode 100644 index 73e57d61d0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "사용례" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po deleted file mode 100644 index 73e57d61d0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "사용례" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po deleted file mode 100644 index 73e57d61d0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "사용례" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po deleted file mode 100644 index 73e57d61d0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "사용례" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/creating_script_templates.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/creating_script_templates.po deleted file mode 100644 index 26053814b6..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/creating_script_templates.po +++ /dev/null @@ -1,96 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating script templates" -msgstr "스크립트 템플릿 만들기" - -msgid "" -"Godot provides a way to use script templates as seen in the ``Script Create " -"Dialog`` while creating a new script:" -msgstr "" -"Godot는 새 스크립트를 생성하는 중에 ``스크립트 생성 대화 상자``\\ 에서 볼 수 " -"있는 것처럼 스크립트 템플릿을 사용하는 방법을 제공합니다:" - -msgid "Locating the templates" -msgstr "템플릿 위치시키기" - -msgid "There are two places where templates can be managed." -msgstr "두 장소에서 템플릿을 관리할 수 있습니다." - -msgid "Editor-defined templates" -msgstr "에디터에서 정의된 템플릿" - -msgid "" -"These are available globally throughout any project. The location of these " -"templates are determined per each OS:" -msgstr "" -"이 부류의 템플릿은 모든 프로젝트에서 전 세계적으로 사용할 수 있습니다. 템플릿" -"의 위치는 각 OS 별로 결정됩니다:" - -msgid "Windows: ``%APPDATA%\\Godot\\script_templates\\``" -msgstr "Windows: ``%APPDATA%\\Godot\\script_templates\\``" - -msgid "Linux: ``$HOME/.config/godot/script_templates/``" -msgstr "Linux: ``$HOME/.config/godot/script_templates/``" - -msgid "macOS: ``$HOME/Library/Application Support/Godot/script_templates/``" -msgstr "macOS: ``$HOME/Library/Application Support/Godot/script_templates/``" - -msgid "Project-defined templates" -msgstr "프로젝트에서 정의된 템플릿" - -msgid "" -"If no ``script_templates`` directory is found within a project, it is simply " -"ignored." -msgstr "프로젝트 안에 ``script_templates`` 디렉토리가 없으면 무시됩니다." - -msgid "" -"The script templates have the same extension as the regular script files. " -"This may lead to an issue of a script parser treating those templates as " -"actual scripts within a project. To avoid this, make sure to ignore the " -"directory containing them by creating an empty ``.gdignore`` file. The " -"directory won't be visible throughout the project's filesystem anymore, yet " -"the templates can be modified by an external text editor anytime." -msgstr "" -"스크립트 템플릿은 일반 스크립트 파일과 동일한 확장자를 가집니다. 이로 인해 해" -"당 템플릿을 프로젝트 내에서 실제 스크립트로 취급하는 스크립트 파서에서 문제" -"가 발생할 수 있습니다. 이를 피하려면 빈 ``.gdignore`` 파일을 만들어 해당 디렉" -"토리를 무시해야 합니다. 디렉토리는 더 이상 프로젝트의 파일 시스템 전체에서 " -"볼 수 없지만 템플릿은 언제든지 외부 텍스트 에디터에서 수정할 수 있습니다." - -msgid "Default template" -msgstr "기본(Default) 템플릿" - -msgid "List of template placeholders" -msgstr "템플릿 플레이스홀더 목록" - -msgid "" -"The following describes the complete list of built-in template placeholders " -"which are currently implemented." -msgstr "" -"다음은 현재 구현된 기본 제공 템플릿 플레이스홀더의 전체 목록을 설명합니다." - -msgid "Base placeholders" -msgstr "기본 플레이스홀더" - -msgid "Placeholder" -msgstr "플레이스홀더" - -msgid "Description" -msgstr "설명" - -msgid "The base type a new script inherits from." -msgstr "새 스크립트가 상속받는 기본 타입." - -msgid "Type placeholders" -msgstr "타입 플레이스홀더" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po deleted file mode 100644 index f1a60b4f4e..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po +++ /dev/null @@ -1,151 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Cross-language scripting" -msgstr "언어간 스크립팅" - -msgid "" -"Godot allows you to mix and match scripting languages to suit your needs. " -"This means a single project can define nodes in both C# and GDScript. This " -"page will go through the possible interactions between two nodes written in " -"different languages." -msgstr "" -"Godot에선 여러분에 필요에 맞춰 스크립트 언어를 조합해 사용할 수 있습니다. 따" -"라서 하나의 프로젝트에서 C#과 GDScript 모두로 노드를 정의할 수도 있습니다. " -"이 페이지에서는 서로 다른 언어로 작성된 노드 사이에서 발생할 수 있는 상호작용" -"을 살펴볼 것입니다." - -msgid "" -"The following two scripts will be used as references throughout this page." -msgstr "아래의 두 스크립트를 이 페이지를 진행하는 동안 참조할 것입니다." - -msgid "Instantiating nodes" -msgstr "노드 인스턴스화 하기" - -msgid "" -"If you're not using nodes from the scene tree, you'll probably want to " -"instantiate nodes directly from the code." -msgstr "" -"씬 트리에서 노드를 사용하고 있는 것이 아니라면, 아마 노드를 코드에서 직접 인" -"스턴스화 하는 것을 원하실겁니다." - -msgid "Instantiating C# nodes from GDScript" -msgstr "GDScript에서 C# 노드 인스턴스화 하기" - -msgid "" -"Using C# from GDScript doesn't need much work. Once loaded (see :ref:" -"`doc_gdscript_classes_as_resources`), the script can be instantiated with :" -"ref:`new() `." -msgstr "" -"C# 노드는 GDScript에서 어렵지 않게 사용할 수 있습니다. 로딩이 끝나면 (:ref:" -"`doc_gdscript_classes_as_resources`를 참고하세요) :ref:`new() " -"`로 스크립트를 인스턴스화 할 수 있습니다." - -msgid "" -"When creating ``.cs`` scripts, you should always keep in mind that the class " -"Godot will use is the one named like the ``.cs`` file itself. If that class " -"does not exist in the file, you'll see the following error: ``Invalid call. " -"Nonexistent function `new` in base``." -msgstr "" -"``.cs`` 스크립트를 생성할 때, Godot은 ``.cs`` 파일과 동일한 이름의 클래스를 " -"사용하려 한다는 것을 명심하십시오. 만약 그런 이름의 클래스가 파일 내에 없다" -"면 다음 에러가 발생할 것입니다: ``Invalid call. Nonexistent function `new` " -"in base``." - -msgid "For example, MyCoolNode.cs should contain a class named MyCoolNode." -msgstr "예를 들어, MyCoolNode.cs내에 MyCoolNode 클래스가 존재해야 합니다." - -msgid "" -"You also need to check your ``.cs`` file is referenced in the project's ``." -"csproj`` file. Otherwise, the same error will occur." -msgstr "" -"``.cs`` 파일이 프로젝트의 ``.csproj`` 파일 내에서 참조되었는지 역시 확인해야 " -"합니다. 만약 참조되지 않았다면 위와 동일한 에러가 발생합니다." - -msgid "Instantiating GDScript nodes from C#" -msgstr "GDScript 노드를 C#에서 인스턴스화 하기" - -msgid "" -"From the C# side, everything work the same way. Once loaded, the GDScript " -"can be instantiated with :ref:`GDScript.New() `." -msgstr "" -"C#에서의 방법도 위와 크게 다르지 않습니다. 로딩이 완료되면 GDScript를 :ref:" -"`GDScript.New() `로 인스턴스화 할 수 있습니다." - -msgid "" -"Here we are using an :ref:`class_Object`, but you can use type conversion " -"like explained in :ref:`doc_c_sharp_features_type_conversion_and_casting`." -msgstr "" -"여기서는 :ref:`class_Object`을 사용했지만, :ref:" -"`doc_c_sharp_features_type_conversion_and_casting`에 설명된 것처럼 변환할 수" -"도 있습니다." - -msgid "Accessing fields" -msgstr "멤버 변수 접근하기" - -msgid "Accessing C# fields from GDScript" -msgstr "GDScript에서 C# 멤버 변수에 접근하기" - -msgid "" -"Accessing C# fields from GDScript is straightforward, you shouldn't have " -"anything to worry about." -msgstr "" -"GDScript에서는 크게 신경 쓸 것 없이 쓰던 그대로 C# 멤버 번수에 접근할 수 있습" -"니다." - -msgid "Accessing GDScript fields from C#" -msgstr "C#에서 GDScript 멤버 변수 접근하기" - -msgid "" -"Keep in mind that when setting a field value you should only use types the " -"GDScript side knows about. Essentially, you want to work with built-in types " -"as described in :ref:`doc_gdscript` or classes extending :ref:`class_Object`." -msgstr "" -"멤버 변수에 값을 입력할 때 GDScript가 인식할 수 있는 타입의 값을 넘겨줘야 합" -"니다. 따라서 :ref:`doc_gdscript`에 있는 내장(built-in) 타입 또는 :ref:" -"`class_Object`의 파생 클래스를 사용해야 할 겁니다." - -msgid "Calling methods" -msgstr "메서드 호출하기" - -msgid "Calling C# methods from GDScript" -msgstr "GDScript에서 C# 메서드 호출하기" - -msgid "" -"Again, calling C# methods from GDScript should be straightforward. The " -"marshalling process will do its best to cast the arguments to match function " -"signatures. If that's impossible, you'll see the following error: ``Invalid " -"call. Nonexistent function `FunctionName```." -msgstr "" -"말했듯이 GDScript에서는 쓰던대로 C# 메서드를 호출할 수 있습니다. 넘긴 인자들" -"의 타입은 마샬링에서 가능한 한 함수 원형에 맞게 변환될 것이며, 만약 불가능하" -"다면 다음의 에러가 발생합니다: ``Invalid call. Nonexistent function " -"`FunctionName```." - -msgid "Calling GDScript methods from C#" -msgstr "C#에서 GDScript 메서드 호출하기" - -msgid "Inheritance" -msgstr "상속(Inheritance)" - -msgid "" -"A GDScript file may not inherit from a C# script. Likewise, a C# script may " -"not inherit from a GDScript file. Due to how complex this would be to " -"implement, this limitation is unlikely to be lifted in the future. See `this " -"GitHub issue `__ for more " -"information." -msgstr "" -"GDScript 파일이 C# 스크립트를 상속할 수 없고, 그 반대 역시 불가능합니다. 이 " -"동작을 구현하는 것이 매우 까다로우므로, 이 제한은 바뀌지 않을 가능성이 높습니" -"다. 자세한 내용은 이 `GitHub issue `__ 를 참고하세요." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po deleted file mode 100644 index 851f510edc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Debugger" -msgstr "디버거" - -msgid "Errors" -msgstr "오류" - -msgid "Profiler" -msgstr "프로파일러" - -msgid "Network Profiler" -msgstr "네트워크 프로파일러" - -msgid "Monitors" -msgstr "모니터" - -msgid "Video RAM" -msgstr "비디오 RAM" - -msgid "Misc" -msgstr "기타" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/debug/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/debug/index.po deleted file mode 100644 index 2a27a4956e..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/debug/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Debug" -msgstr "디버그" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po deleted file mode 100644 index 891fe57366..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Deploy with Remote Debug" -msgstr "원격 디버그와 함께 배포" - -msgid "Visible Collision Shapes" -msgstr "콜리전 모양 보이기" - -msgid "Visible Navigation" -msgstr "네비게이션 보이기" - -msgid "Settings" -msgstr "설정" - -msgid "GDScript" -msgstr "GDScript" - -msgid "Shapes" -msgstr "모양" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po deleted file mode 100644 index 187180c915..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Operator" -msgstr "연산자" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/filesystem.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/filesystem.po deleted file mode 100644 index 3f2c252bb2..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/filesystem.po +++ /dev/null @@ -1,170 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "File system" -msgstr "파일 시스템(File system)" - -msgid "Introduction" -msgstr "소개" - -msgid "" -"A file system manages how assets are stored and how they are accessed. A " -"well-designed file system also allows multiple developers to edit the same " -"source files and assets while collaborating. Godot stores all assets as " -"files in its file system." -msgstr "" -"파일 시스템은 애셋이 저장되는 방법과 애셋에 접근하는 방법을 관리합니다. 잘 설" -"계된 파일 시스템에서는 여러 개발자가 협업하면서 동일한 소스 파일과 애셋을 편" -"집할 수 있습니다. Godot는 모든 애셋을 파일 시스템에 파일 형태로 저장합니다." - -msgid "Implementation" -msgstr "구현" - -msgid "" -"The file system stores resources on disk. Anything, from a script, to a " -"scene or a PNG image is a resource to the engine. If a resource contains " -"properties that reference other resources on disk, the paths to those " -"resources are also included. If a resource has sub-resources that are built-" -"in, the resource is saved in a single file together with all the bundled sub-" -"resources. For example, a font resource is often bundled together with the " -"font textures." -msgstr "" -"파일 시스템은 리소스를 디스크에 저장합니다. 스크립트에서 씬이나 PNG 이미지에 " -"이르기까지 모든 것이 엔진의 리소스입니다. 리소스에 디스크의 다른 리소스를 참" -"조하는 속성이 포함된 경우 해당 리소스에 대한 경로도 포함됩니다. 리소스에 내장" -"된 하위 리소스가 있는 경우 해당 리소스는 모든 하위 리소스들과 함께 단일 파일" -"에 저장됩니다. 예를 들어, 폰트 리소스는 자주 폰트 텍스처와 함께 묶여집니다." - -msgid "Example of file system contents:" -msgstr "파일 시스템 내용의 예:" - -msgid "project.godot" -msgstr "project.godot" - -msgid "" -"The ``project.godot`` file is the project description file, and it is always " -"found at the root of the project. In fact, its location defines where the " -"root is. This is the first file that Godot looks for when opening a project." -msgstr "" -"``project.godot`` 파일은 프로젝트 설명 파일이며 항상 프로젝트의 루트에 있습니" -"다. 사실, 파일의 위치가 루트를 정의합니다. 이 파일은 Godot가 프로젝트를 열 " -"때 가장 먼저 찾는 파일입니다." - -msgid "" -"This file contains the project configuration in plain text, using the win." -"ini format. Even an empty ``project.godot`` can function as a basic " -"definition of a blank project." -msgstr "" -"이 파일에는 win.ini 형식을 사용하는 텍스트로 된 프로젝트 설정이 포함되어 있습" -"니다. 빈 ``project.godot``\\ 도 빈 프로젝트의 기본 설정으로 기능할 수 있습니" -"다." - -msgid "Path delimiter" -msgstr "경로 구분 기호" - -msgid "" -"Godot only supports ``/`` as a path delimiter. This is done for portability " -"reasons. All operating systems support this, even Windows, so a path such as " -"``C:\\project\\project.godot`` needs to be typed as ``C:/project/project." -"godot``." -msgstr "" -"Godot는 경로 구분자로 ``/``\\ 만 지원합니다. 이식성을 높이기 위함입니다. " -"Windows를 포함한 모든 운영 체제가 이를 지원하므로 ``C:\\project\\project." -"godot``\\ 같은 경로는 ``C:/project/project.godot``\\ 로 입력해야 합니다." - -msgid "Resource path" -msgstr "리소스 경로(Resource path)" - -msgid "" -"When accessing resources, using the host OS file system layout can be " -"cumbersome and non-portable. To solve this problem, the special path ``res://" -"`` was created." -msgstr "" -"리소스에 접근할 때 호스트 OS 파일 시스템 레이아웃을 사용하는 것은 번거롭고 이" -"식성이 떨어질 수 있습니다. 이 문제를 해결하기 위해 특수 경로 ``res://``\\ 가 " -"만들어졌습니다." - -msgid "" -"The path ``res://`` will always point at the project root (where ``project." -"godot`` is located, so ``res://project.godot`` is always valid)." -msgstr "" -"``res://`` 경로는 항상 프로젝트 루트를 가리킵니다(그곳에는 project.godot가 있" -"고, 그래서 ``res://project.godot`` 경로가 항상 존재합니다)." - -msgid "" -"This file system is read-write only when running the project locally from " -"the editor. When exported or when running on different devices (such as " -"phones or consoles, or running from DVD), the file system will become read-" -"only and writing will no longer be permitted." -msgstr "" -"이 파일 시스템은 에디터에서 로컬로 프로젝트를 실행할 때만 읽고 쓸 수 있습니" -"다. 내보내거나 다른 장치(예: 전화, 콘솔, DVD에서)에서 실행하면 파일 시스템이 " -"읽기 전용이 되고 쓰기가 더 이상 허용되지 않습니다." - -msgid "User path" -msgstr "사용자 경로(User path)" - -msgid "" -"Writing to disk is still needed for tasks such as saving game state or " -"downloading content packs. To this end, the engine ensures that there is a " -"special path ``user://`` that is always writable. This path resolves " -"differently depending on the OS the project is running on. Local path " -"resolution is further explained in :ref:`doc_data_paths`." -msgstr "" -"게임 상태를 저장하거나 콘텐츠 팩을 다운로드하는 것과 같은 작업에는 여전히 디" -"스크에 쓰는 작업이 필요합니다. 이를 위해 엔진은 항상 쓰기 가능한 특수 경로 " -"``user://``가 있는지 확인합니다. 이 경로는 프로젝트가 실행 중인 OS에 따라 다" -"르게 해석됩니다. 로컬 경로 확인은 :ref:`doc_data_paths`\\ 에 자세히 설명되어 " -"있습니다." - -msgid "Host file system" -msgstr "호스트 파일 시스템(Host file system)" - -msgid "" -"Alternatively host file system paths can also be used, but this is not " -"recommended for a released product as these paths are not guaranteed to work " -"on all platforms. However, using host file system paths can be useful when " -"writing development tools in Godot." -msgstr "" -"호스트 파일 시스템 경로도 사용할 수 있지만 릴리스된 제품에는 이러한 경로가 모" -"든 플랫폼에서 작동하지 않을 수 있으므로 권장하지 않습니다. 그러나 호스트 파" -"일 시스템 경로를 사용하면 Godot에서 개발 툴을 만들 때 유용할 수 있습니다." - -msgid "Drawbacks" -msgstr "단점" - -msgid "" -"To avoid this, do all your move, delete and rename operations from within " -"Godot, on the FileSystem dock. Never move assets from outside Godot, or " -"dependencies will have to be fixed manually (Godot detects this and helps " -"you fix them anyway, but why go the hard route?)." -msgstr "" -"이 문제를 회피하려면, Godot의 파일시스템(FileSystem) 독 안에서 모든 이동, 삭" -"제 및 이름 바꾸기 작업을 수행하세요. 절대로 Godot 외부에서 애셋을 이동시키지 " -"마세요. 그렇지 않으면 종속성을 수동으로 수정해야 합니다(Godot은 이를 감지하" -"고 어쨌든 고칠 수 있도록 도와주지만, 굳이 어려운 길로 갈 필요가 있나요?)." - -msgid "" -"The second is that, under Windows and macOS, file and path names are case " -"insensitive. If a developer working in a case insensitive host file system " -"saves an asset as ``myfile.PNG``, but then references it as ``myfile.png``, " -"it will work fine on their platform, but not on other platforms, such as " -"Linux, Android, etc. This may also apply to exported binaries, which use a " -"compressed package to store all files." -msgstr "" -"두 번째는 Windows 및 macOS에서 파일과 경로 이름이 대소문자를 구분하지 않는다" -"는 점입니다. 대소문자를 구분하지 않는 호스트 파일 시스템에서 작업하는 개발자" -"가 애셋을 ``myfile.PNG``\\ 로 저장한 다음 ``myfile.png``\\ 로 참조하는 경우 " -"해당 플랫폼에서는 제대로 작동하지만 다른 플랫폼에서는 작동하지 않습니다. " -"Linux, Android 등과 같이 압축된 패키지를 사용해 모든 파일을 저장하는 내보낸 " -"바이너리에도 이 문제가 적용될 수 있습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po deleted file mode 100644 index 085a5bb716..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Setting up the project" -msgstr "프로젝트 설정하기" - -msgid "Creating a simple plugin" -msgstr "간단한 플러그인 만들기" - -msgid "Signals" -msgstr "시그널" - -msgid "Next steps" -msgstr "고급 단계" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po deleted file mode 100644 index 8aa733179f..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Example" -msgstr "예제" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po deleted file mode 100644 index 7a4c4a496a..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Type" -msgstr "타입" - -msgid "Description" -msgstr "설명" - -msgid "String" -msgstr "String" - -msgid "**web**" -msgstr "**web**" - -msgid "**debug**" -msgstr "**debug**" - -msgid "**release**" -msgstr "**release**" - -msgid "**editor**" -msgstr "**editor**" - -msgid "**x86_64**" -msgstr "**x86_64**" - -msgid "**arm64**" -msgstr "**arm64**" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdextension/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdextension/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdextension/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po deleted file mode 100644 index 2ca595f01e..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po +++ /dev/null @@ -1,349 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript: An introduction to dynamic languages" -msgstr "GDScript: 동적 언어 소개" - -msgid "About" -msgstr "정보" - -msgid "" -"This tutorial aims to be a quick reference for how to use GDScript more " -"efficiently. It focuses on common cases specific to the language, but also " -"covers a lot of information on dynamically typed languages." -msgstr "" -"이 튜토리얼은 GDScript를 더 효과적으로 사용하는 방법에 대한 빠른 참고 문헌입" -"니다. 언어와 관련된 일반적인 사례 뿐만 아니라, 동적 타입 언어의 많은 정보도 " -"다루고 있습니다." - -msgid "" -"It's meant to be especially useful for programmers with little or no " -"previous experience with dynamically typed languages." -msgstr "" -"이 문서는 특히 이전까지 동적 타입 언어에 대한 경험이 없던 프로그래머에게 더 " -"유용합니다." - -msgid "Dynamic nature" -msgstr "동적 성질" - -msgid "Pros & cons of dynamic typing" -msgstr "동적 타이핑의 장단점" - -msgid "" -"GDScript is a Dynamically Typed language. As such, its main advantages are " -"that:" -msgstr "GDScript는 동적 타입 언어입니다. 따라서, 주요 장점은 다음과 같습니다:" - -msgid "Most code can be written and changed quickly and without hassle." -msgstr "대부분의 코드를 쉽고 빠르게 작성하고 변경할 수 있습니다." - -msgid "Less code written means less errors & mistakes to fix." -msgstr "적은 코드 작성으로 오류와 실수를 줄일 수 있습니다." - -msgid "No compilation is required to test." -msgstr "테스트하기 위한 컴파일 작업이 필요 없습니다." - -msgid "Runtime is tiny." -msgstr "런타임이 작습니다." - -msgid "While the main disadvantages are:" -msgstr "반면 주요 단점은 다음과 같습니다:" - -msgid "Less performance than statically typed languages." -msgstr "정적 타입 언어보다 낮은 퍼포먼스." - -msgid "" -"Some errors that would typically be detected at compile time in statically " -"typed languages only appear while running the code (because expression " -"parsing is more strict)." -msgstr "" -"정적 타입 언어에서 컴파일 시간에 감지되는 오류가 오직 코드를 실행할 때만 나타" -"납니다 (정적 타입 언어에서의 표현 구문 분석이 더 엄격하기 때문입니다)." - -msgid "" -"Less flexibility for code-completion (some variable types are only known at " -"run-time)." -msgstr "코드 완성에 덜 유연함 (일부 변수 타입은 런타임에만 알려집니다)." - -msgid "Variables & assignment" -msgstr "변수 & 할당" - -msgid "" -"All variables in a dynamically typed language are \"variant\"-like. This " -"means that their type is not fixed, and is only modified through assignment. " -"Example:" -msgstr "" -"동적 타입 언어의 모든 변수는 \"변이형(variant)\"과 유사합니다. 즉, 변수 타입" -"은 고정되어 있지 않고 할당을 통해서만 수정됩니다. 예제:" - -msgid "Static:" -msgstr "정적 언어:" - -msgid "Dynamic:" -msgstr "동적 언어:" - -msgid "As function arguments:" -msgstr "함수 인수로:" - -msgid "" -"Functions are of dynamic nature too, which means they can be called with " -"different arguments, for example:" -msgstr "" -"함수도 동적인 특성을 지니므로 함수를 다른 인수로 호출할 수 있습니다. 예를 들" -"면:" - -msgid "Pointers & referencing:" -msgstr "포인터(Pointer) & 참조:" - -msgid "" -"In static languages, such as C or C++ (and to some extent Java and C#), " -"there is a distinction between a variable and a pointer/reference to a " -"variable. The latter allows the object to be modified by other functions by " -"passing a reference to the original one." -msgstr "" -"C 나 C++ (그리고 어느 정도는 Java와 C#) 같은 정적 언어에서, 변수와 변수에 대" -"한 포인터/참조는 구별됩니다. 후자는 원래의 참조를 전달하여 다른 함수에 의해 " -"오브젝트가 수정되도록 할 수 있습니다." - -msgid "" -"In C# or Java, everything not a built-in type (int, float, sometimes String) " -"is always a pointer or a reference. References are also garbage-collected " -"automatically, which means they are erased when no longer used. Dynamically " -"typed languages tend to use this memory model, too. Some Examples:" -msgstr "" -"C#, Java에서 내장 타입(int, float, 때로는 String)이 아닌 모든 것은 항상 포인" -"터 또는 참조입니다. 참조도 자동으로 가비지 컬렉터가 수집하므로 더 이상 사용하" -"지 않으면 지워집니다. 동적으로 타입이 지정된 언어도 이 메모리 모델을 사용하" -"는 경향이 있습니다. 몇 가지 예:" - -msgid "C++:" -msgstr "C++:" - -msgid "Java:" -msgstr "Java:" - -msgid "GDScript:" -msgstr "GDScript:" - -msgid "Arrays" -msgstr "배열" - -msgid "" -"Arrays in dynamically typed languages can contain many different mixed " -"datatypes inside and are always dynamic (can be resized at any time). " -"Compare for example arrays in statically typed languages:" -msgstr "" -"동적 타입 언어에서의 배열은 다양한 혼합 데이터 타입을 포함할 수 있으며 항상 " -"동적입니다 (어느 때나 크기가 조절될 수 있습니다). 정적 타입 언어의 배열과 비" -"교하는 예제:" - -msgid "And in GDScript:" -msgstr "그리고 GDScript에서는:" - -msgid "" -"In dynamically typed languages, arrays can also double as other datatypes, " -"such as lists:" -msgstr "" -"동적 타입 언어에서, 배열은 리스트(list)와 같은 다른 데이터 타입으로도 사용할 " -"수도 있습니다:" - -msgid "Or unordered sets:" -msgstr "또는 순서가 없는 집합(unordered set)이 될 수도 있습니다:" - -msgid "Dictionaries" -msgstr "딕셔너리" - -msgid "" -"Dictionaries are a powerful tool in dynamically typed languages. Most " -"programmers that come from statically typed languages (such as C++ or C#) " -"ignore their existence and make their life unnecessarily more difficult. " -"This datatype is generally not present in such languages (or only in limited " -"form)." -msgstr "" -"딕셔너리는 동적 타입 언어에서 강력한 툴입니다. 정적 타입 언어(C++나 C#)를 사" -"용하는 대부분의 프로그래머는 딕셔너리의 존재를 무시해서 불필요하게 삶을 더 어" -"렵게 만듭니다. 이 데이터 타입은 일반적으로 그러한 언어에서 존재하지 않습니다" -"(또는 제한된 형태로만 존재합니다)." - -msgid "" -"Dictionaries can map any value to any other value with complete disregard " -"for the datatype used as either key or value. Contrary to popular belief, " -"they are efficient because they can be implemented with hash tables. They " -"are, in fact, so efficient that some languages will go as far as " -"implementing arrays as dictionaries." -msgstr "" -"딕셔너리는 키나 값으로 사용되는 데이터 타입을 완전히 무시하고 모든 값을 다른 " -"값에 매핑할 수 있습니다. 일반적인 편견과 달리 딕셔너리는 해시 테이블로 구현" -"될 수 있기 때문에 효율적입니다. 실제로 일부 언어는 배열을 딕셔너리로 구현하기" -"까지 할 정도로 효율적입니다." - -msgid "Example of Dictionary:" -msgstr "딕셔너리의 예제:" - -msgid "" -"Dictionaries are also dynamic, keys can be added or removed at any point at " -"little cost:" -msgstr "" -"딕셔너리 또한 동적이기에, 적은 비용으로 어디에나 키를 추가하고 삭제할 수 있습" -"니다:" - -msgid "" -"Dictionaries can also be used as data markup or quick structures. While " -"GDScript's dictionaries resemble python dictionaries, it also supports Lua " -"style syntax and indexing, which makes it useful for writing initial states " -"and quick structs:" -msgstr "" -"딕셔너리는 데이터 마크업이나 빠른 구조에도 사용될 수 있습니다. GDScript 딕셔" -"너가 python 딕셔너리와 닮은 한편, GDScript는 초기 상태와 빠른 구조체를 작성하" -"는 데 유용한 Lua 스타일 문법과 인덱싱도 지원합니다:" - -msgid "For & while" -msgstr "for & while" - -msgid "" -"Container datatypes (arrays and dictionaries) are iterable. Dictionaries " -"allow iterating the keys:" -msgstr "" -"컨테이너 데이터 타입(배열과 딕셔너리)도 반복 가능합니다. 딕셔너리는 키를 반복" -"할 수 있습니다:" - -msgid "Iterating with indices is also possible:" -msgstr "인덱스로 반복하기도 가능합니다:" - -msgid "The range() function can take 3 arguments:" -msgstr "range() 함수는 3개의 인수를 가질 수 있습니다:" - -msgid "Translate to:" -msgstr "번역:" - -msgid "Becomes:" -msgstr "위는 이렇게 구현됩니다:" - -msgid "While" -msgstr "동안" - -msgid "while() loops are the same everywhere:" -msgstr "while() 루프는 모든 곳에서 동일합니다:" - -msgid "Custom iterators" -msgstr "커스텀 반복자(Iterator)" - -msgid "" -"You can create custom iterators in case the default ones don't quite meet " -"your needs by overriding the Variant class's ``_iter_init``, ``_iter_next``, " -"and ``_iter_get`` functions in your script. An example implementation of a " -"forward iterator follows:" -msgstr "" -"스크립트에서 Variant 클래스의 ``_iter_init``, ``_iter_next``, ``_iter_get`` " -"함수를 재정의해서 기본 반복자가 필요에 맞지 않는 경우 커스텀 반복자를 만들 " -"수 있습니다. 순방향 반복기의 구현 예는 다음과 같습니다." - -msgid "And it can be used like any other iterator:" -msgstr "그리고 모든 다른 반복자처럼 사용될 수 있습니다:" - -msgid "" -"Make sure to reset the state of the iterator in ``_iter_init``, otherwise " -"nested for-loops that use custom iterators will not work as expected." -msgstr "" -"``_iter_init``\\ 에서 반복자의 상태를 리셋해야 합니다. 그렇지 않으면 커스텀 " -"반복자를 사용하는 중첩된 for 루프가 예상대로 작동하지 않습니다." - -msgid "Duck typing" -msgstr "덕 타이핑(Duck typing)" - -msgid "" -"One of the most difficult concepts to grasp when moving from a statically " -"typed language to a dynamic one is duck typing. Duck typing makes overall " -"code design much simpler and straightforward to write, but it's not obvious " -"how it works." -msgstr "" -"정적 타입 언어에서 동적 타입 언어로 이동할 때 가장 이해하기 어려운 개념 중 하" -"나는 덕 타이핑입니다. 덕 타이핑을 사용하면 전체 코드 디자인을 훨씬 간단하고 " -"쉽게 작성할 수 있지만 작동 방식이 명확하지 않습니다." - -msgid "" -"As an example, imagine a situation where a big rock is falling down a " -"tunnel, smashing everything on its way. The code for the rock, in a " -"statically typed language would be something like:" -msgstr "" -"예를 들어 큰 바위가 터널 아래로 떨어져 진행 경로의 모든 것을 부수는 상황을 상" -"상해 보세요. 정적 타입 언어의 바위 코드는 다음과 같을 것입니다:" - -msgid "" -"This way, everything that can be smashed by a rock would have to inherit " -"Smashable. If a character, enemy, piece of furniture, small rock were all " -"smashable, they would need to inherit from the class Smashable, possibly " -"requiring multiple inheritance. If multiple inheritance was undesired, then " -"they would have to inherit a common class like Entity. Yet, it would not be " -"very elegant to add a virtual method ``smash()`` to Entity only if a few of " -"them can be smashed." -msgstr "" -"이렇게 하면 바위에 의해 박살날 수 있는 모든 것이 Smashable을 상속받아야 합니" -"다. 캐릭터, 적, 가구, 작은 바위가 모두 부숴질 수 있는 경우 Smashable 클래스에" -"서 상속받아야 하며 다중 상속이 필요할 수 있습니다. 다중 상속이 바람직하지 않" -"은 경우 Entity와 같은 공통 클래스를 상속받아야 합니다. 그러나 Entity들 중 일" -"부만이 박살날 수 있다고 해서 가상 메서드 ``smash()`` 를 추가하는 것은 그리 우" -"아하지 않을 것입니다." - -msgid "" -"With dynamically typed languages, this is not a problem. Duck typing makes " -"sure you only have to define a ``smash()`` function where required and " -"that's it. No need to consider inheritance, base classes, etc." -msgstr "" -"동적 타입 언어에서는 문제가 되지 않습니다. 덕 타이핑을 사용하면 필요한 경우 " -"``smash()`` 함수만 정의하면 됩니다. 상속, 기본 클래스 등을 고려할 필요가 없습" -"니다." - -msgid "" -"And that's it. If the object that hit the big rock has a smash() method, it " -"will be called. No need for inheritance or polymorphism. Dynamically typed " -"languages only care about the instance having the desired method or member, " -"not what it inherits or the class type. The definition of Duck Typing should " -"make this clearer:" -msgstr "" -"이게 다에요. 큰 바위에 부딪힌 객체에 smash() 메서드가 있으면 호출됩니다. 상속" -"이나 다형성이 필요하지 않습니다. 동적 타입 언어는 원하는 메소드 또는 멤버가 " -"있는 인스턴스에만 관심이 있으며 상속 대상이나 클래스 유형이 아닙니다. 덕 타이" -"핑의 정의는 이를 더 명확하게 만듭니다:" - -msgid "" -"*\"When I see a bird that walks like a duck and swims like a duck and quacks " -"like a duck, I call that bird a duck\"*" -msgstr "" -"*\"내가 오리처럼 걷고 오리처럼 수영하고 오리처럼 우는 새를 볼 때, 나는 그 새" -"를 오리라고 부른다\"*" - -msgid "In this case, it translates to:" -msgstr "우리의 경우에는, 다음과 같이 번역됩니다:" - -msgid "" -"*\"If the object can be smashed, don't care what it is, just smash it.\"*" -msgstr "*\"물체를 박살낼 수 있다면, 무엇이든 상관없이, 그냥 박살낸다.\"*" - -msgid "Yes, we should call it Hulk typing instead." -msgstr "예, 우리는 이를 대신 헐크 타이핑이라 불러야겠네요." - -msgid "" -"It's possible that the object being hit doesn't have a smash() function. " -"Some dynamically typed languages simply ignore a method call when it doesn't " -"exist, but GDScript is stricter, so checking if the function exists is " -"desirable:" -msgstr "" -"충돌한 물체에 smash() 함수가 없을 수도 있습니다. 일부 동적 타입 언어는 존재하" -"지 않는 메서드 호출은 간단히 무시하지만 GDScript는 더 엄격하므로 함수가 존재" -"하는지 확인하는 것이 바람직합니다:" - -msgid "" -"Then, simply define that method and anything the rock touches can be smashed." -msgstr "" -"그런 다음 메서드를 정의하기만 하면 바위가 닿는 모든 것이 박살날 수 있습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po deleted file mode 100644 index 78a093fe9b..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po +++ /dev/null @@ -1,1213 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "History" -msgstr "작업 내역" - -msgid "" -"Documentation about GDScript's history has been moved to the :ref:" -"`Frequently Asked Questions `." -msgstr "" -"GDScript의 역사에 대한 문서는 :ref:`자주 묻는 질문 " -"`\\ 으로 이동되었습니다." - -msgid "Example of GDScript" -msgstr "GDScript 예제" - -msgid "" -"If you have previous experience with statically typed languages such as C, C+" -"+, or C# but never used a dynamically typed one before, it is advised you " -"read this tutorial: :ref:`doc_gdscript_more_efficiently`." -msgstr "" -"이전에 C, C++, C#과 같은 정적 타입 언어에 대한 경험이 있지만 한 번도 동적 타" -"입 언어를 써 본 적이 없다면, 이 튜토리얼을 읽는 것이 좋습니다: :ref:" -"`doc_gdscript_more_efficiently`." - -msgid "Identifiers" -msgstr "식별자(Identifier)" - -msgid "" -"Any string that restricts itself to alphabetic characters (``a`` to ``z`` " -"and ``A`` to ``Z``), digits (``0`` to ``9``) and ``_`` qualifies as an " -"identifier. Additionally, identifiers must not begin with a digit. " -"Identifiers are case-sensitive (``foo`` is different from ``FOO``)." -msgstr "" -"알파벳 문자로 제한되는 문자열 (``a``\\ 부터 ``z``, ``A``\\ 부터 ``Z``), 숫자 " -"(``0``\\ 부터 ``9``), ``_``\\ 는 식별자입니다. 추가로 식별자는 숫자로 시작할 " -"수 없습니다. 식별자는 대소문자를 구분합니다 (``foo``\\ 는 ``FOO``\\ 와 다릅니" -"다)." - -msgid "Keywords" -msgstr "키워드(Keyword)" - -msgid "" -"The following is the list of keywords supported by the language. Since " -"keywords are reserved words (tokens), they can't be used as identifiers. " -"Operators (like ``in``, ``not``, ``and`` or ``or``) and names of built-in " -"types as listed in the following sections are also reserved." -msgstr "" -"다음은 언어에서 지원하는 키워드 목록입니다. 키워드는 예약된 단어(토큰)이기 때" -"문에, 식별자로 사용할 수 없습니다. 다음 섹션에 나열된 (``in``, ``not``, " -"``and`` 혹은 ``or`` 와 같은) 연산자와 내장 타입 이름 역시 예약된 단어입니다." - -msgid "" -"Keywords are defined in the `GDScript tokenizer `_ in " -"case you want to take a look under the hood." -msgstr "" -"키워드는 `GDScript tokenizer `_\\ 에 정의되어 있습니다. 정" -"체가 궁금하다면 확인해보세요." - -msgid "Keyword" -msgstr "키워드" - -msgid "Description" -msgstr "설명" - -msgid "if" -msgstr "if" - -msgid "See `if/else/elif`_." -msgstr "`if/else/elif`_\\ 를 참고하세요." - -msgid "elif" -msgstr "elif" - -msgid "else" -msgstr "else" - -msgid "for" -msgstr "for" - -msgid "See for_." -msgstr "for_\\ 를 참고하세요." - -msgid "while" -msgstr "while" - -msgid "See while_." -msgstr "while_\\ 을 참고하세요." - -msgid "match" -msgstr "match" - -msgid "See match_." -msgstr "match_\\ 를 참고하세요." - -msgid "break" -msgstr "break" - -msgid "Exits the execution of the current ``for`` or ``while`` loop." -msgstr "현재의 ``for`` 또는 ``while`` 루프 실행을 끝냅니다." - -msgid "continue" -msgstr "continue" - -msgid "" -"Immediately skips to the next iteration of the ``for`` or ``while`` loop." -msgstr "즉시 ``for`` 또는 ``while`` 루프의 다음 반복으로 건너뜁니다." - -msgid "pass" -msgstr "pass" - -msgid "" -"Used where a statement is required syntactically but execution of code is " -"undesired, e.g. in empty functions." -msgstr "" -"명령문이 문법적으로는 필요하지만 실행할 만한 코드가 마땅치 않을 때 사용됩니" -"다. 예: 빈 함수." - -msgid "return" -msgstr "return" - -msgid "Returns a value from a function." -msgstr "함수에서 값을 반환합니다." - -msgid "class" -msgstr "클래스" - -msgid "class_name" -msgstr "class_name" - -msgid "extends" -msgstr "extends" - -msgid "Defines what class to extend with the current class." -msgstr "현재 클래스로 확장할 클래스를 정의합니다." - -msgid "is" -msgstr "is" - -msgid "" -"Tests whether a variable extends a given class, or is of a given built-in " -"type." -msgstr "" -"변수가 주어진 클래스를 확장하는지, 혹은 변수가 주어진 내장 유형인지 여부를 테" -"스트합니다." - -msgid "as" -msgstr "as" - -msgid "Cast the value to a given type if possible." -msgstr "가능하다면 주어진 타입으로 값을 캐스트합니다." - -msgid "self" -msgstr "self" - -msgid "Refers to current class instance." -msgstr "현재 클래스 인스턴스를 참조합니다." - -msgid "signal" -msgstr "signal" - -msgid "Defines a signal." -msgstr "시그널을 정의합니다." - -msgid "func" -msgstr "func" - -msgid "Defines a function." -msgstr "함수를 정의합니다." - -msgid "static" -msgstr "static" - -msgid "const" -msgstr "const" - -msgid "Defines a constant." -msgstr "상수를 정의합니다." - -msgid "enum" -msgstr "enum" - -msgid "Defines an enum." -msgstr "열거형을 정의합니다." - -msgid "var" -msgstr "var" - -msgid "Defines a variable." -msgstr "변수를 정의합니다." - -msgid "breakpoint" -msgstr "breakpoint" - -msgid "preload" -msgstr "preload" - -msgid "Preloads a class or variable. See `Classes as resources`_." -msgstr "" -"클래스나 변수를 미리 불러옵니다(Preload). `리소스로 취급되는 클래스`_\\ 를 참" -"고하세요." - -msgid "yield" -msgstr "yield" - -msgid "assert" -msgstr "assert" - -msgid "" -"Asserts a condition, logs error on failure. Ignored in non-debug builds. See " -"`Assert keyword`_." -msgstr "" -"조건을 가정(Assert)하고 실패 시 오류를 기록합니다. 디버그가 아닌 빌드에서는 " -"무시됩니다. `Assert 키워드`_\\ 를 참고하세요." - -msgid "PI" -msgstr "PI" - -msgid "PI constant." -msgstr "PI 상수." - -msgid "TAU" -msgstr "TAU" - -msgid "TAU constant." -msgstr "TAU 상수." - -msgid "INF" -msgstr "INF" - -msgid "NAN" -msgstr "NAN" - -msgid "Operators" -msgstr "연산자" - -msgid "**Operator**" -msgstr "**연산자**" - -msgid "**Description**" -msgstr "**설명**" - -msgid "``x[index]``" -msgstr "``x[index]``" - -msgid "``x.attribute``" -msgstr "``x.attribute``" - -msgid "Attribute reference" -msgstr "속성 참조" - -msgid "``foo()``" -msgstr "``foo()``" - -msgid "Function call" -msgstr "함수 호출" - -msgid "Bitwise NOT" -msgstr "비트 단위 NOT" - -msgid "``-x``" -msgstr "``-x``" - -msgid "Multiplication / Division / Remainder" -msgstr "곱하기 / 나누기 / 나머지" - -msgid "Bit shifting" -msgstr "비트 시프트" - -msgid "Bitwise AND" -msgstr "비트 단위 AND" - -msgid "Bitwise XOR" -msgstr "비트 단위 XOR" - -msgid "Bitwise OR" -msgstr "비트 단위 OR" - -msgid "Ternary if/else" -msgstr "삼항 if/else" - -msgid "Assignment (lowest priority)" -msgstr "할당 (가장 낮은 우선 순위)" - -msgid "Literals" -msgstr "리터럴(Literal)" - -msgid "``45``" -msgstr "``45``" - -msgid "Base 10 integer" -msgstr "기본 10진법 정수" - -msgid "``0x8f51``" -msgstr "``0x8f51``" - -msgid "Base 16 (hexadecimal) integer" -msgstr "기본 16진법 정수" - -msgid "``0b101010``" -msgstr "``0b101010``" - -msgid "Base 2 (binary) integer" -msgstr "기본 2진법 정수" - -msgid "``3.14``, ``58.1e-10``" -msgstr "``3.14``, ``58.1e-10``" - -msgid "Floating-point number (real)" -msgstr "부동 소수점 숫자 (실수)" - -msgid ":ref:`NodePath `" -msgstr ":ref:`NodePath `" - -msgid "**Example**" -msgstr "**예제**" - -msgid "``$NodePath``" -msgstr "``$NodePath``" - -msgid "Shorthand for ``get_node(\"NodePath\")``" -msgstr "``get_node(\"NodePath\")``\\ 의 짧은 표현" - -msgid "" -"Integers and floats can have their numbers separated with ``_`` to make them " -"more readable. The following ways to write numbers are all valid::" -msgstr "" -"정수와 부동 소수점 수는 가독성을 높이기 위해 숫자를 ``_``\\ 로 구분할 수 있습" -"니다. 숫자를 쓰는 다음 방법은 모두 유효합니다:" - -msgid "**Expands to**" -msgstr "**설명**" - -msgid "``\\n``" -msgstr "``\\n``" - -msgid "Newline (line feed)" -msgstr "줄 바꿈(라인 피드)" - -msgid "``\\t``" -msgstr "``\\t``" - -msgid "Horizontal tab character" -msgstr "수평 탭 문자" - -msgid "``\\r``" -msgstr "``\\r``" - -msgid "Carriage return" -msgstr "캐리지 리턴" - -msgid "``\\a``" -msgstr "``\\a``" - -msgid "Alert (beep/bell)" -msgstr "경고(비프/벨 음)" - -msgid "``\\b``" -msgstr "``\\b``" - -msgid "Backspace" -msgstr "백스페이스" - -msgid "``\\f``" -msgstr "``\\f``" - -msgid "Formfeed page break" -msgstr "폼 피드(페이지 나누기)" - -msgid "``\\v``" -msgstr "``\\v``" - -msgid "Vertical tab character" -msgstr "수직 탭 문자" - -msgid "``\\\"``" -msgstr "``\\\"``" - -msgid "Double quote" -msgstr "큰 따옴표" - -msgid "``\\'``" -msgstr "``\\'``" - -msgid "Single quote" -msgstr "작은 따옴표" - -msgid "``\\\\``" -msgstr "``\\\\``" - -msgid "Backslash" -msgstr "백슬래시" - -msgid "``\\uXXXX``" -msgstr "``\\uXXXX``" - -msgid "" -"When using nodes, it's common to desire to keep references to parts of the " -"scene in a variable. As scenes are only warranted to be configured when " -"entering the active scene tree, the sub-nodes can only be obtained when a " -"call to ``Node._ready()`` is made." -msgstr "" -"노드를 사용할 때, 씬의 일부를 변수로 참조하는 것이 일반적입니다. 씬은 활성 " -"씬 트리에 들어갈 때만 구성되기 때문에 하위 노드는 ``Node._ready()`` 호출이 있" -"을 때만 가져올 수 있습니다." - -msgid "Comments" -msgstr "주석" - -msgid "" -"Anything from a ``#`` to the end of the line is ignored and is considered a " -"comment." -msgstr "``#``\\ 부터 줄 끝까지는 주석으로 간주되어 무시됩니다." - -msgid "Built-in types" -msgstr "내장 타입(Built-in type)" - -msgid "Basic built-in types" -msgstr "기본 내장 타입" - -msgid "A variable in GDScript can be assigned to several built-in types." -msgstr "GDScript의 변수에는 여러 내장 타입을 할당할 수 있습니다." - -msgid "null" -msgstr "null" - -msgid "" -"``null`` is an empty data type that contains no information and can not be " -"assigned any other value." -msgstr "" -"``null``\\ 은 정보를 가지지 않는 빈 데이터 타입으로 어떤 값도 할당할 수 없습" -"니다." - -msgid ":ref:`bool `" -msgstr ":ref:`bool `" - -msgid "Short for \"boolean\", it can only contain ``true`` or ``false``." -msgstr "" -"\"불리언(Boolean)\"의 약자로, 오직 ``true`` 또는 ``false``\\ 값만 가집니다." - -msgid ":ref:`int `" -msgstr ":ref:`int `" - -msgid ":ref:`float `" -msgstr ":ref:`float `" - -msgid ":ref:`String `" -msgstr ":ref:`String `" - -msgid "Vector built-in types" -msgstr "벡터 내장 타입" - -msgid ":ref:`Vector2 `" -msgstr ":ref:`Vector2 `" - -msgid "" -"2D vector type containing ``x`` and ``y`` fields. Can also be accessed as an " -"array." -msgstr "" -"2D 벡터 타입으로 ``x``, ``y`` 필드를 가집니다. 배열로 접근할 수도 있습니다." - -msgid ":ref:`Rect2 `" -msgstr ":ref:`Rect2 `" - -msgid "" -"2D Rectangle type containing two vectors fields: ``position`` and ``size``. " -"Also contains an ``end`` field which is ``position + size``." -msgstr "" -"2D 사각형 타입으로 두 개의 벡터 필드 ``position``, ``size``\\ 를 가집니다. 또" -"한 ``position + size``\\ 값인 ``end`` 필드를 가집니다." - -msgid ":ref:`Vector3 `" -msgstr ":ref:`Vector3 `" - -msgid "" -"3D vector type containing ``x``, ``y`` and ``z`` fields. This can also be " -"accessed as an array." -msgstr "" -"3D 벡터 타입으로 ``x``, ``y``, ``z`` 필드를 가집니다. 배열로 접근할 수도 있습" -"니다." - -msgid ":ref:`Transform2D `" -msgstr ":ref:`Transform2D `" - -msgid "3×2 matrix used for 2D transforms." -msgstr "3x2 행렬(Matrix)로 2D 변형에 사용됩니다." - -msgid ":ref:`Plane `" -msgstr ":ref:`Plane `" - -msgid "" -"3D Plane type in normalized form that contains a ``normal`` vector field and " -"a ``d`` scalar distance." -msgstr "" -"표준화된 형태의 3D 평면(Plane) 타입으로 ``normal`` 벡터와 ``d`` 스칼라 거리 " -"필드를 가집니다." - -msgid "" -"Quaternion is a datatype used for representing a 3D rotation. It's useful " -"for interpolating rotations." -msgstr "" -"사원수(Quaternion)는 3D 회전을 표현하기 위해 사용되는 데이터 타입입니다. 회" -"전 값을 보간하는 용도로 사용됩니다." - -msgid ":ref:`AABB `" -msgstr ":ref:`AABB `" - -msgid "" -"Axis-aligned bounding box (or 3D box) contains 2 vectors fields: " -"``position`` and ``size``. Also contains an ``end`` field which is " -"``position + size``." -msgstr "" -"축이 정렬된 경계 사각형(또는 3D 상자)로 두 개의 벡터 필드 ``position``, " -"``size``\\ 를 가집니다. 또한 ``position + size``\\ 값인 ``end`` 필드를 가집니" -"다." - -msgid ":ref:`Basis `" -msgstr ":ref:`Basis `" - -msgid "" -"3x3 matrix used for 3D rotation and scale. It contains 3 vector fields " -"(``x``, ``y`` and ``z``) and can also be accessed as an array of 3D vectors." -msgstr "" -"3x3 행렬로 3D 회전과 크기 조정에 사용됩니다. 3개의 벡터 필드(``x``, ``y``, " -"``z``)를 가집니다. 3D 벡터의 배열로 접근할 수도 있습니다." - -msgid "" -"3D Transform contains a Basis field ``basis`` and a Vector3 field ``origin``." -msgstr "" -"3D 변형(Transform)으로, Basis 필드 ``basis``, Vector3 필드 ``origin``\\ 을 가" -"집니다." - -msgid "Engine built-in types" -msgstr "엔진 내장 타입" - -msgid ":ref:`Color `" -msgstr ":ref:`Color `" - -msgid "" -"Color data type contains ``r``, ``g``, ``b``, and ``a`` fields. It can also " -"be accessed as ``h``, ``s``, and ``v`` for hue/saturation/value." -msgstr "" -"색상(Color) 데이터 타입으로 ``r``, ``g``, ``b``, ``a`` 필드를 가집니다. 색조/" -"채도/명도 값을 ``h``, ``s``, ``v``\\ 로 접근할 수도 있습니다." - -msgid ":ref:`RID `" -msgstr ":ref:`RID `" - -msgid "Resource ID (RID). Servers use generic RIDs to reference opaque data." -msgstr "" -"리소스 ID (RID). 서버는 불투명한 데이터를 참조하기 위해 제네릭 RID를 사용합니" -"다." - -msgid ":ref:`Object `" -msgstr ":ref:`Object `" - -msgid "Base class for anything that is not a built-in type." -msgstr "내장 타입이 아닌 모든 것의 기본 클래스." - -msgid "Container built-in types" -msgstr "컨테이너(Container) 내장 타입" - -msgid ":ref:`Array `" -msgstr ":ref:`Array `" - -msgid "" -"Generic sequence of arbitrary object types, including other arrays or " -"dictionaries (see below). The array can resize dynamically. Arrays are " -"indexed starting from index ``0``. Negative indices count from the end." -msgstr "" -"다른 배열(Array)이나 딕셔너리(Dictionary)를 포함한 임의 오브젝트 타입의 일반" -"적인 시퀀스(Sequence)입니다(아래를 참고하세요). 배열의 크기는 동적으로 조절" -"할 수 있습니다. 배열은 인덱스 ``0``\\ 부터 번호를 매깁니다. 번호를 음수로 하" -"면 배열의 끝부터 셉니다." - -msgid ":ref:`Dictionary `" -msgstr ":ref:`Dictionary `" - -msgid "Associative container which contains values referenced by unique keys." -msgstr "고유 키로 참조되는 값들을 가지는 연관 컨테이너입니다." - -msgid "" -"To add a key to an existing dictionary, access it like an existing key and " -"assign to it::" -msgstr "" -"존재하는 딕셔너리에 키를 추가하려면, 기존 키와 같은 방식으로 접근한 뒤 할당해" -"야 합니다::" - -msgid "" -"The bracket syntax can be used to access properties of any :ref:" -"`class_Object`, not just Dictionaries. Keep in mind it will cause a script " -"error when attempting to index a non-existing property. To avoid this, use " -"the :ref:`Object.get() ` and :ref:`Object.set() " -"` methods instead." -msgstr "" -"대괄호 구문은 사전뿐만 아니라 모든 :ref:`class_Object`\\ 의 속성에 접근하는 " -"데 사용할 수 있습니다. 존재하지 않는 속성을 인덱싱하려고 할 때 스크립트 오류" -"가 발생한다는 점에 유의하세요. 이를 방지하려면 :ref:`Object.get() " -"` 및 :ref:`Object.set() ` " -"메서드를 대신 사용하세요." - -msgid "Variables" -msgstr "변수(Variable)" - -msgid "" -"Variables can exist as class members or local to functions. They are created " -"with the ``var`` keyword and may, optionally, be assigned a value upon " -"initialization." -msgstr "" -"변수는 클래스 멤버로 존재할 수도 있고 함수에 지역적으로 존재할 수도 있습니" -"다. 이들은 ``var`` 키워드로 생성되며 초기화할 때 값을 할당받을 수도 있습니다." - -msgid "" -"Variables can optionally have a type specification. When a type is " -"specified, the variable will be forced to have always that same type, and " -"trying to assign an incompatible value will raise an error." -msgstr "" -"변수는 타입을 지정할 수도 있습니다. 타입을 지정하면 항상 같은 타입을 가지도" -"록 강제되며, 호환되지 않는 값을 할당하려고 하면 오류가 발생합니다." - -msgid "" -"Types are specified in the variable declaration using a ``:`` (colon) symbol " -"after the variable name, followed by the type." -msgstr "" -"타입은 변수 선언 시 변수 이름 뒤에 ``:``\\ (콜론) 기호를 사용해 지정하고 그 " -"뒤에 타입을 지정합니다." - -msgid "" -"If the variable is initialized within the declaration, the type can be " -"inferred, so it's possible to omit the type name::" -msgstr "" -"변수가 선언과 동시에 초기화되면 타입을 유추할 수 있으므로 타입 이름을 생략할 " -"수 있습니다::" - -msgid "" -"Type inference is only possible if the assigned value has a defined type, " -"otherwise it will raise an error." -msgstr "" -"타입 유추는 할당된 값에 정의된 타입이 있는 경우에만 가능하며, 그렇지 않으면 " -"오류가 발생합니다." - -msgid "Valid types are:" -msgstr "올바른 타입은 다음과 같습니다:" - -msgid "Built-in types (Array, Vector2, int, String, etc.)." -msgstr "내장 타입(Array, Vector2, int, String 등)." - -msgid "" -"Constant names if they contain a script resource (``MyScript`` if you " -"declared ``const MyScript = preload(\"res://my_script.gd\")``)." -msgstr "" -"스크립트 리소스가 포함된 상수 이름(``const MyScript = preload(\"res://" -"my_script.gd\")``\\ 를 선언한 경우에 ``MyScript``\\ 가 여기에 속합니다)." - -msgid "" -"Other classes in the same script, respecting scope (``InnerClass." -"NestedClass`` if you declared ``class NestedClass`` inside the ``class " -"InnerClass`` in the same scope)." -msgstr "" -"같은 스크립트의 스코프 안에 있는 다른 클래스들(같은 스코프에서 ``class " -"InnerClass`` 안에 ``class NestedClass``\\ 를 선언한 경우 ``InnerClass." -"NestedClass``\\ 가 여기에 속합니다)." - -msgid "Script classes declared with the ``class_name`` keyword." -msgstr "``class_name`` 키워드로 선언된 스크립트 클래스." - -msgid "Casting" -msgstr "캐스팅(Casting)" - -msgid "" -"Values assigned to typed variables must have a compatible type. If it's " -"needed to coerce a value to be of a certain type, in particular for object " -"types, you can use the casting operator ``as``." -msgstr "" -"타입이 지정된 변수에는 호환 가능한 타입의 값을 할당해야 합니다. 값을 특정 타" -"입으로 강제 변환해야 하는 경우, 특히 객체 타입의 경우 캐스팅 연산자 ``as``\\ " -"를 사용할 수 있습니다." - -msgid "" -"Casting between object types results in the same object if the value is of " -"the same type or a subtype of the cast type." -msgstr "" -"오브젝트 타입 간 캐스팅에서 오브젝트의 값 타입이 캐스팅할 타입과 같거나 캐스" -"팅할 타입의 서브타입인 경우 캐스팅하면 동일한 오브젝트가 생성됩니다." - -msgid "" -"If the value is not a subtype, the casting operation will result in a " -"``null`` value." -msgstr "" -"값이 캐스팅 타입의 서브타입이 아니라면 캐스팅 연산 결과값은 ``null``\\ 이 됩" -"니다." - -msgid "" -"For built-in types, they will be forcibly converted if possible, otherwise " -"the engine will raise an error." -msgstr "" -"내장 타입의 경우 가능하다면 강제로 타입을 변환하지만, 불가능하다면 오류를 발" -"생합니다." - -msgid "" -"Casting is also useful to have better type-safe variables when interacting " -"with the scene tree::" -msgstr "" -"캐스팅은 씬 트리와 상호 작용할 때 더 나은 타입 안전한 변수를 만드는 데 유용합" -"니다::" - -msgid "Constants" -msgstr "상수" - -msgid "" -"Constants are values you cannot change when the game is running. Their value " -"must be known at compile-time. Using the ``const`` keyword allows you to " -"give a constant value a name. Trying to assign a value to a constant after " -"it's declared will give you an error." -msgstr "" -"상수는 게임이 실행 중일 때 변경할 수 없는 값입니다. 상수 값은 컴파일 시간에 " -"정해져야 합니다. ``const`` 키워드를 사용하면 상수 값에 이름을 지정할 수 있습" -"니다. 선언된 상수에 값을 할당하려고 하면 오류가 발생합니다." - -msgid "We recommend using constants whenever a value is not meant to change." -msgstr "값이 변경되지 않는다면 상수를 사용하는 것이 좋습니다." - -msgid "" -"Although the type of constants is inferred from the assigned value, it's " -"also possible to add explicit type specification::" -msgstr "" -"상수의 타입은 할당되는 값에서 유추할 수 있지만 명시적으로 지정할 수도 있습니" -"다::" - -msgid "Assigning a value of an incompatible type will raise an error." -msgstr "호환되지 않는 타입의 값을 할당하면 오류가 발생합니다." - -msgid "Enums" -msgstr "열거형(Enum)" - -msgid "" -"Enums are basically a shorthand for constants, and are pretty useful if you " -"want to assign consecutive integers to some constant." -msgstr "" -"열거형은 기본적으로 상수의 축약형으로, 연속적인 정수를 일부 상수에 할당할 때 " -"꽤 유용합니다." - -msgid "Functions" -msgstr "함수(Function)" - -msgid "" -"Functions always belong to a `class `_. The scope priority for " -"variable look-up is: local → class member → global. The ``self`` variable is " -"always available and is provided as an option for accessing class members, " -"but is not always required (and should *not* be sent as the function's first " -"argument, unlike Python)." -msgstr "" -"함수는 항상 `클래스 `_\\ 에 속합니다. 변수 조회 범위 우선 순위는 지" -"역(local) → 클래스 멤버 → 전역 순입니다. ``self`` 변수는 항상 사용할 수 있고 " -"클래스 멤버에 접근할 수 있는 옵션으로 제공되지만 항상 필수적이지는 않습니다" -"(Python과 달리 함수의 첫 번째 인수로 보내면 *안* 됩니다)." - -msgid "" -"A function can ``return`` at any point. The default return value is ``null``." -msgstr "" -"함수는 언제든지 ``반환(return)``\\ 할 수 있습니다. 기본 반환 값은 ``null``\\ " -"입니다." - -msgid "" -"Functions can also have type specification for the arguments and for the " -"return value. Types for arguments can be added in a similar way to " -"variables::" -msgstr "" -"그리고 함수는 인수와 반환 값의 타입을 지정할 수 있습니다. 인수의 타입은 변수" -"와 비슷한 방식으로 추가할 수 있습니다::" - -msgid "" -"If a function argument has a default value, it's possible to infer the type::" -msgstr "함수 인수가 기본 값을 가진다면 타입을 유추할 수 있습니다::" - -msgid "" -"The return type of the function can be specified after the arguments list " -"using the arrow token (``->``)::" -msgstr "" -"함수의 반환 타입은 화살표 토큰 (``->``)을 사용헤 인수 목록 뒤에 지정할 수 있" -"습니다::" - -msgid "" -"Functions that have a return type **must** return a proper value. Setting " -"the type as ``void`` means the function doesn't return anything. Void " -"functions can return early with the ``return`` keyword, but they can't " -"return any value." -msgstr "" -"반환 타입이 있는 함수는 **반드시** 그에 맞는 값을 반환해야 합니다. 타입을 " -"``void``\\ 로 설정하면 함수는 아무 것도 반환하면 안 됩니다. Void 함수는 " -"``return`` 키워드로 함수에서 일찍 반환할 수 있지만, 값을 반환하면 안 됩니다." - -msgid "" -"Non-void functions must **always** return a value, so if your code has " -"branching statements (such as an ``if``/``else`` construct), all the " -"possible paths must have a return. E.g., if you have a ``return`` inside an " -"``if`` block but not after it, the editor will raise an error because if the " -"block is not executed, the function won't have a valid value to return." -msgstr "" -"void가 아닌 함수는 **항상** 값을 반환해야 하므로 코드에 분기 문이 있는 경우" -"(예: ``if``/``else`` 구조) 가능한 모든 경로에서 반환해야 합니다. 예를 들어, " -"``if`` 블록 안에 ``return``\\ 이 있지만 그 이후에는 없는 경우 블록이 실행되" -"지 않으면 함수가 반환할 유효한 값을 가지지 않기 때문에 에디터에서 오류가 발생" -"합니다." - -msgid "Referencing functions" -msgstr "함수 참조하기(Referencing functions)" - -msgid "Static functions" -msgstr "정적 함수(Static functions)" - -msgid "Statements and control flow" -msgstr "명령문(Statement)과 제어 흐름(Control Flow)" - -msgid "" -"Statements are standard and can be assignments, function calls, control flow " -"structures, etc (see below). ``;`` as a statement separator is entirely " -"optional." -msgstr "" -"명령문은 표준으로 할당(Assignment), 함수 호출(Function Call), 제어 흐름 " -"(Control Flow) 구조 등이 될 수 있습니다. 명령문 구분 기호인 ``;``\\ 의 사용" -"은 자유입니다." - -msgid "if/else/elif" -msgstr "if/else/elif" - -msgid "" -"Simple conditions are created by using the ``if``/``else``/``elif`` syntax. " -"Parenthesis around conditions are allowed, but not required. Given the " -"nature of the tab-based indentation, ``elif`` can be used instead of " -"``else``/``if`` to maintain a level of indentation." -msgstr "" -"간단한 조건은 ``if``/``else``/``elif`` 구문을 사용해 만들 수 있습니다. 조건" -"문 주변에 괄호를 씌워도 되지만 필수는 아닙니다. 탭 기반 들여쓰기의 특성을 감" -"안하면 ``else``/``if`` 대신 ``elif``\\ 를 사용해서 들여쓰기 수준을 유지할 수 " -"있습니다." - -msgid "Short statements can be written on the same line as the condition::" -msgstr "간단한 명령문은 조건처럼 같은 줄에 적을 수 있습니다::" - -msgid "" -"Sometimes, you might want to assign a different initial value based on a " -"boolean expression. In this case, ternary-if expressions come in handy::" -msgstr "" -"때로는 불리언(Boolean) 표현식을 기반으로 초기 값을 다르게 할당해야 하는 경우" -"가 있습니다. 이 경우에는 삼항 표현식을 쓰면 됩니다::" - -msgid "" -"Ternary-if expressions can be nested to handle more than 2 cases. When " -"nesting ternary-if expressions, it is recommended to wrap the complete " -"expression over multiple lines to preserve readability::" -msgstr "" -"삼항 if 표현식은 2개 이상의 분기를 처리하기 위해 중첩될 수 있습니다. 삼항 if " -"표현식을 중첩할 때 가독성을 유지하기 위해 전체 표현식을 여러 줄로 감싸는 것" -"이 좋습니다::" - -msgid "" -"To iterate through a range, such as an array or table, a *for* loop is used. " -"When iterating over an array, the current array element is stored in the " -"loop variable. When iterating over a dictionary, the *key* is stored in the " -"loop variable." -msgstr "" -"배열이나 테이블과 같은 범위의 반복에는 *for* 루프가 사용됩니다. 배열을 반복" -"할 때 현재 배열 요소는 루프 변수에 저장됩니다. 딕셔너리를 반복할 때 *key*\\ " -"는 루프 변수에 저장됩니다." - -msgid "" -"A ``match`` statement is used to branch execution of a program. It's the " -"equivalent of the ``switch`` statement found in many other languages, but " -"offers some additional features." -msgstr "" -"``match`` 명령문은 프로그램의 실행을 분기하는 데 사용됩니다. 다른 많은 언어에" -"서 볼 수 있는 ``switch`` 명령문과 유사하지만 몇 가지 추가 기능을 제공합니다." - -msgid "Replace ``switch`` with ``match``." -msgstr "``switch``\\ 를 ``match``\\ 로 바꾸세요." - -msgid "Remove ``case``." -msgstr "``case``\\ 를 제거하세요." - -msgid "Change ``default`` to a single underscore." -msgstr "``default``\\ 를 하나의 밑줄로 변경하세요." - -msgid "Wildcard pattern" -msgstr "와일드카드 패턴(Wildcard pattern)" - -msgid "This pattern matches everything. It's written as a single underscore." -msgstr "이 패턴은 모든 것에 매치됩니다. 하나의 밑줄로 쓸 수 있습니다." - -msgid "" -"It can be used as the equivalent of the ``default`` in a ``switch`` " -"statement in other languages::" -msgstr "" -"다른 언어의 ``switch`` 명령문의 ``default``\\ 와 같은 의미로 쓰입니다::" - -msgid "Binding pattern" -msgstr "바인딩 패턴(Binding pattern)" - -msgid "" -"A binding pattern introduces a new variable. Like the wildcard pattern, it " -"matches everything - and also gives that value a name. It's especially " -"useful in array and dictionary patterns::" -msgstr "" -"바인딩 패턴은 새 변수를 도입합니다. 와일드카드 패턴과 마찬가지로 모든 것에 매" -"치됩니다. 그리고 값에 이름을 부여합니다. 이는 특히 배열 패턴과 딕셔너리 패턴" -"에 유용합니다::" - -msgid "Array pattern" -msgstr "배열 패턴(Array pattern)" - -msgid "" -"Matches an array. Every single element of the array pattern is a pattern " -"itself, so you can nest them." -msgstr "" -"배열을 비교합니다. 배열 패턴의 각 단일 요소도 패턴이므로, 패턴을 중첩할 수 있" -"습니다." - -msgid "" -"The length of the array is tested first, it has to be the same size as the " -"pattern, otherwise the pattern doesn't match." -msgstr "" -"배열의 길이가 패턴과 같은지 테스트하고, 같지 않다면 패턴이 일치하지 않습니다." - -msgid "" -"**Open-ended array**: An array can be bigger than the pattern by making the " -"last subpattern ``..``." -msgstr "" -"**개방형 배열(Open-ended array)**: 배열의 마지막 서브패턴을 ``..``\\ 으로 만" -"들어서 패턴보다 배열이 더 커질 수 있습니다." - -msgid "Every subpattern has to be comma-separated." -msgstr "각 서브패턴은 쉼표로 구분해야 합니다." - -msgid "Dictionary pattern" -msgstr "딕셔너리 패턴(Dictionary pattern)" - -msgid "" -"Works in the same way as the array pattern. Every key has to be a constant " -"pattern." -msgstr "" -"배열 패턴과 같은 방식으로 작동합니다. 모든 키는 일정한 패턴이어야 합니다." - -msgid "" -"The size of the dictionary is tested first, it has to be the same size as " -"the pattern, otherwise the pattern doesn't match." -msgstr "" -"딕셔너리의 길이가 패턴과 같은지 테스트하고, 같지 않다면 패턴이 일치하지 않습" -"니다." - -msgid "" -"**Open-ended dictionary**: A dictionary can be bigger than the pattern by " -"making the last subpattern ``..``." -msgstr "" -"**개방형 딕셔너리(Open-ended dictionary)**: 딕셔너리의 마지막 서브패턴을 ``.." -"``\\ 으로 만들어서 패턴보다 딕셔너리가 더 커질 수 있습니다." - -msgid "Every subpattern has to be comma separated." -msgstr "모든 서브패턴은 쉼표로 구분되어야 합니다." - -msgid "" -"If you don't specify a value, then only the existence of the key is checked." -msgstr "값을 지정하지 않으면, 키의 존재 여부만 확인됩니다." - -msgid "A value pattern is separated from the key pattern with a ``:``." -msgstr "값 패턴과 키 패턴은 ``:``\\ 로 분리됩니다." - -msgid "Multiple patterns" -msgstr "다중 패턴(Multiple patterns)" - -msgid "" -"You can also specify multiple patterns separated by a comma. These patterns " -"aren't allowed to have any bindings in them." -msgstr "" -"여러 패턴을 쉼표로 구분해서 지정할 수 있습니다. 이 패턴들 사이에서 바인딩은 " -"허용되지 않습니다." - -msgid "Classes" -msgstr "클래스" - -msgid "" -"By default, all script files are unnamed classes. In this case, you can only " -"reference them using the file's path, using either a relative or an absolute " -"path. For example, if you name a script file ``character.gd``::" -msgstr "" -"기본적으로 모든 스크립트 파일은 이름 없는 클래스입니다. 이 경우 상대 경로나 " -"절대 경로를 사용한 파일 경로를 통해서만 참조할 수 있습니다. 예를 들어 스크립" -"트 파일의 이름을 ``characrer.gd``\\ 로 지은 경우 다음과 같이 참조합니다::" - -msgid "Here's a class file example:" -msgstr "클래스 파일 예제입니다:" - -msgid "Inheritance" -msgstr "상속(Inheritance)" - -msgid "A class (stored as a file) can inherit from:" -msgstr "(파일로 저장한) 클래스는 여기서 상속될 수 있습니다:" - -msgid "A global class." -msgstr "전역 클래스(Global class)." - -msgid "Another class file." -msgstr "다른 클래스 파일." - -msgid "An inner class inside another class file." -msgstr "다른 클래스 파일의 내부 클래스." - -msgid "Multiple inheritance is not allowed." -msgstr "다중 상속은 허용되지 않습니다." - -msgid "Inheritance uses the ``extends`` keyword::" -msgstr "``extends`` 키워드를 사용해 상속합니다::" - -msgid "" -"To check if a given instance inherits from a given class, the ``is`` keyword " -"can be used::" -msgstr "" -"주어진 인스턴스가 주어진 클래스로부터 상속받았는지 확인하려면, ``is`` 키워드" -"를 사용할 수 있습니다::" - -msgid "Class constructor" -msgstr "클래스 생성자(Class Constructor)" - -msgid "This is better explained through examples. Consider this scenario::" -msgstr "" -"예제를 통해서 더 쉽게 설명해 보겠습니다. 다음 시나리오를 생각해보세요::" - -msgid "There are a few things to keep in mind here:" -msgstr "유의해야 할 몇 가지 사항이 있습니다:" - -msgid "Inner classes" -msgstr "내부 클래스(Inner Class)" - -msgid "" -"A class file can contain inner classes. Inner classes are defined using the " -"``class`` keyword. They are instanced using the ``ClassName.new()`` function." -msgstr "" -"클래스 파일은 내부 클래스를 가질 수 있습니다. 내부 클래스는 ``class`` 키워드" -"로 정의합니다. 내부 클래스는 ``ClassName.new()`` 함수로 인스턴스화 될 수 있습" -"니다." - -msgid "Classes as resources" -msgstr "리소스로 취급되는 클래스" - -msgid "Exports" -msgstr "내보내기(Export)" - -msgid "" -"Documentation about exports has been moved to :ref:`doc_gdscript_exports`." -msgstr "내보내기에 관한 서술은 :ref:`doc_gdscript_exports`\\ 로 옮겨졌습니다." - -msgid "Tool mode" -msgstr "툴 모드(Tool mode)" - -msgid "See :ref:`doc_running_code_in_the_editor` for more information." -msgstr "자세한 설명은 :ref:`doc_running_code_in_the_editor`\\ 를 참고하세요." - -msgid "" -"Be cautious when freeing nodes with ``queue_free()`` or ``free()`` in a tool " -"script (especially the script's owner itself). As tool scripts run their " -"code in the editor, misusing them may lead to crashing the editor." -msgstr "" -"Tool 스크립트에서 ``queue_free()`` 또는 ``free()``\\ 로 노드를 해제할 때 (특" -"히 해제할 노드가 스크립트 소유자 자체일 때) 주의하세요. Tool 스크립트는 에디" -"터에서 코드를 실행하기 때문에 잘못 사용하면 에디터가 고장날 수 있습니다." - -msgid "Memory management" -msgstr "메모리 관리" - -msgid "" -"Alternatively, when not using references, the " -"``is_instance_valid(instance)`` can be used to check if an object has been " -"freed." -msgstr "" -"또는, 참조를 사용하지 않을 때 ``is_instance_valid(instance)``\\ 를 사용해서 " -"오브젝트가 해제되었는지 확인할 수 있습니다." - -msgid "Signals" -msgstr "시그널" - -msgid "" -"Signals are a tool to emit messages from an object that other objects can " -"react to. To create custom signals for a class, use the ``signal`` keyword." -msgstr "" -"시그널은 한 오브젝트에서 반응할 수 있는 다른 오브젝트로 메시지를 방출하는 도" -"구입니다. 클래스에 대한 커스텀 시그널을 생성하려면 ``signal`` 키워드를 사용하" -"세요." - -msgid "" -"Signals are a `Callback `_ mechanism. They also fill the role of " -"Observers, a common programming pattern. For more information, read the " -"`Observer tutorial `_ in " -"the Game Programming Patterns ebook." -msgstr "" -"시그널은 `콜백 `_ 메커니즘" -"입니다. 그리고 일반적인 프로그래밍 패턴인 옵저버(Observer)의 역할도 합니다. " -"자세한 정보는 Game Programming Patterns의 전자책, `Observer tutorial " -"`_\\ 을 참고하세요." - -msgid "You can emit as many arguments as you want along with a signal." -msgstr "하나의 시그널에 원하는 만큼 많은 인수를 함께 방출할 수 있습니다." - -msgid "" -"Here is an example where this is useful. Let's say we want a life bar on " -"screen to react to health changes with an animation, but we want to keep the " -"user interface separate from the player in our scene tree." -msgstr "" -"위가 유용한 예입니다. 화면의 체력 바가 애니메이션이 적용되며 체력 변화에 반응" -"하기를 원하지만 유저 인터페이스를 씬 트리의 플레이어와 분리하려고 한다고 가정" -"해 보겠습니다." - -msgid "" -"In the ``Game`` node, we get both the ``Character`` and ``Lifebar`` nodes, " -"then connect the character, that emits the signal, to the receiver, the " -"``Lifebar`` node in this case." -msgstr "" -"``Game`` 노드에서는 ``Character``\\ 와 ``Lifebar`` 노드를 가져와서 시그널을 " -"방출하는 캐릭터를 수신기인 ``Lifebar`` 노드에 연결합니다." - -msgid "" -"This allows the ``Lifebar`` to react to health changes without coupling it " -"to the ``Character`` node." -msgstr "" -"이를 통해 ``Lifebar``\\ 를 ``Character`` 노드에 연결하지 않고도 체력 변화에 " -"반응할 수 있습니다." - -msgid "" -"You can write optional argument names in parentheses after the signal's " -"definition::" -msgstr "" -"시그널을 정의한 뒤에 개별적으로 괄호 안에 인수 이름을 적을 수 있습니다::" - -msgid "" -"These arguments show up in the editor's node dock, and Godot can use them to " -"generate callback functions for you. However, you can still emit any number " -"of arguments when you emit signals; it's up to you to emit the correct " -"values." -msgstr "" -"인수는 에디터의 노드(Node) 독에 표시되며 Godot는 이 인수로 콜백 함수를 생성" -"할 수 있습니다. 시그널을 방출할 때 여전히 많은 수의 인수를 방출할 수 있으므" -"로, 다시 말해 올바른 값을 방출하는 일은 여러분에게 달려 있습니다." - -msgid "" -"GDScript can bind an array of values to connections between a signal and a " -"method. When the signal is emitted, the callback method receives the bound " -"values. These bound arguments are unique to each connection, and the values " -"will stay the same." -msgstr "" -"GDScript는 시그널과 메서드 간의 연결에 값 배열을 바인딩할 수 있습니다. 시그널" -"이 방출되면 콜백 메서드는 바인딩된 값들을 받습니다. 이러한 바인딩된 인수는 " -"각 연결에서 고유하며, 값들은 똑같이 유지됩니다." - -msgid "" -"You can use this array of values to add extra constant information to the " -"connection if the emitted signal itself doesn't give you access to all the " -"data that you need." -msgstr "" -"방출된 시그널이 여러분이 필요한 데이터에 대한 접근을 제공하지 않는다면 이 배" -"열의 값들로 연결에 여분의 상수 정보를 추가할 수 있습니다." - -msgid "" -"Building on the example above, let's say we want to display a log of the " -"damage taken by each character on the screen, like ``Player1 took 22 damage." -"``. The ``health_changed`` signal doesn't give us the name of the character " -"that took damage. So when we connect the signal to the in-game console, we " -"can add the character's name in the binds array argument::" -msgstr "" -"위의 예를 바탕으로 ``Player1이 데미지를 22 입었습니다.``\\ 와 같이 각 캐릭터" -"가 입은 데미지 로그를 화면에 표시하고 싶다고 가정해 보겠습니다. " -"``health_changed`` 시그널은 피해를 입은 캐릭터의 이름을 알려주지 않습니다. 따" -"라서 게임 내 콘솔에 시그널을 연결할 때 바인딩 배열 인수에 캐릭터 이름을 추가" -"할 수 있습니다::" - -msgid "" -"Our ``BattleLog`` node receives each element in the binds array as an extra " -"argument::" -msgstr "``BattleLog`` 노드는 바인딩 배열의 각 요소를 추가 인수로 받습니다::" - -msgid "Assert keyword" -msgstr "Assert 키워드" - -msgid "" -"The ``assert`` keyword can be used to check conditions in debug builds. " -"These assertions are ignored in non-debug builds. This means that the " -"expression passed as argument won't be evaluated in a project exported in " -"release mode. Due to this, assertions must **not** contain expressions that " -"have side effects. Otherwise, the behavior of the script would vary " -"depending on whether the project is run in a debug build." -msgstr "" -"``assert`` 키워드는 디버그 빌드에서 조건을 확인하는 데 사용할 수 있습니다. " -"assert는 디버그 빌드가 아니면 무시됩니다. 즉, 인수로 전달된 표현식은 릴리스 " -"모드로 내보낸 프로젝트에서 평가되지 않습니다. 이 때문에 assert에는 부작용이 " -"있는 표현식이 포함되어서는 **안 됩니다**. 그렇지 않으면 스크립트는 프로젝트" -"가 디버그 빌드인지 여부에 따라 매우 다르게 동작할 것입니다." - -msgid "" -"When running a project from the editor, the project will be paused if an " -"assertion error occurs." -msgstr "" -"에디터에서 프로젝트를 실행할 때 assert 오류가 발생하면 프로젝트가 일시 정지됩" -"니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po deleted file mode 100644 index 617800ef8a..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Description" -msgstr "설명" - -msgid "Signal" -msgstr "시그널" - -msgid "Variable" -msgstr "변수" - -msgid "Function" -msgstr "함수" - -msgid "Example" -msgstr "예제" - -msgid "Result" -msgstr "결과" - -msgid "Color" -msgstr "색상" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po deleted file mode 100644 index 2d32ef3691..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po +++ /dev/null @@ -1,97 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"One of the fundamental benefits of exporting member variables is to have " -"them visible and editable in the editor. This way, artists and game " -"designers can modify values that later influence how the program runs. For " -"this, a special export syntax is provided." -msgstr "" -"멤버 변수 내보내기의 기본적인 장점 중 하나는 에디터에서 멤버 변수를 보고 편집" -"할 수 있다는 점입니다. 이런 식으로 아티스트와 게임 디자이너는 나중에 프로그" -"램 실행 방식에 영향을 주는 값을 수정할 수 있습니다. 이를 위해 특별한 내보내" -"기 구문이 제공됩니다." - -msgid "Nodes" -msgstr "노드" - -msgid "Resources" -msgstr "리소스" - -msgid "" -"It must be noted that even if the script is not being run while in the " -"editor, the exported properties are still editable. This can be used in " -"conjunction with a :ref:`script in \"tool\" mode `." -msgstr "" -"에디터에서 스크립트가 실행되지 않더라도 내보낸 속성은 계속 편집할 수 있습니" -"다. 속성은 :ref:`\"툴(Tool)\" 모드 `\\ 의 스크립트와 " -"함께 사용할 수 있습니다." - -msgid "Exporting bit flags" -msgstr "비트 플래그(bit flags) 내보내기" - -msgid "" -"You must provide a string description for each flag. In this example, " -"``Fire`` has value 1, ``Water`` has value 2, ``Earth`` has value 4 and " -"``Wind`` corresponds to value 8. Usually, constants should be defined " -"accordingly (e.g. ``const ELEMENT_WIND = 8`` and so on)." -msgstr "" -"각 플래그에 대한 문자열 설명을 제공해야 합니다. 이 예제에서 ``Fire``\\ 는 값 " -"1, ``Water``\\ 는 값 2, ``Earth``\\ 는 값 4, ``Wind``\\ 는 값 8에 해당합니" -"다. 일반적으로 상수는 이에 따라 정의되어야 합니다(예: ``const ELEMENT_WIND = " -"8`` 등등)." - -msgid "" -"Using bit flags requires some understanding of bitwise operations. If in " -"doubt, use boolean variables instead." -msgstr "" -"비트 플래그를 사용하려면 비트 연산에 대한 이해가 필요합니다. 확실하지 않은 경" -"우 대신 boolean 변수를 사용하세요." - -msgid "Exporting arrays" -msgstr "배열 내보내기" - -msgid "" -"Exported arrays can have initializers, but they must be constant expressions." -msgstr "내보낸 배열에 초기화 변수를 할당할 수 있지만 상수 표현식이어야 합니다." - -msgid "" -"If the exported array specifies a type which inherits from Resource, the " -"array values can be set in the inspector by dragging and dropping multiple " -"files from the FileSystem dock at once." -msgstr "" -"내보낸 배열이 Resource를 상속받는 타입을 지정하는 경우 파일시스템" -"(FileSystem) 독에서 여러 파일을 한 번에 끌어다 놓으면 인스펙터(Inspector)에" -"서 배열 값을 설정할 수 있습니다." - -msgid "Setting exported variables from a tool script" -msgstr "툴 스크립트에서 내보낸 변수 설정" - -msgid "Advanced exports" -msgstr "고급 내보내기" - -msgid "" -"Not every type of export can be provided on the level of the language itself " -"to avoid unnecessary design complexity. The following describes some more or " -"less common exporting features which can be implemented with a low-level API." -msgstr "" -"불필요한 디자인 복잡성을 피하기 위해 모든 타입의 내보내기를 언어 자체 수준에" -"서 제공할 수 있는 것은 아닙니다. 다음은 로우 레벨 API로 구현할 수 있는 다소 " -"일반적인 내보내기 기능에 대해 설명합니다." - -msgid "" -"For binding properties using the above methods in C++, see :ref:" -"`doc_binding_properties_using_set_get_property_list`." -msgstr "" -"C++에서 위의 방법을 사용해 속성을 바인딩하려면 :ref:" -"`doc_binding_properties_using_set_get_property_list`\\ 를 참고하세요." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po deleted file mode 100644 index 4d078c0c07..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po +++ /dev/null @@ -1,300 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript format strings" -msgstr "GDScript 형식 문자열(format strings)" - -msgid "Examine this concrete GDScript example:" -msgstr "구체적인 GDScript 예시를 참고해보세요:" - -msgid "" -"Placeholders always start with a ``%``, but the next character or " -"characters, the *format specifier*, determines how the given value is " -"converted to a string." -msgstr "" -"플레이스홀더는 항상 ``%``\\ 로 시작하지만, 다음 문자나 문자열인 *형식 지정자" -"(format specifier)*\\ 는 주어진 값을 문자열로 변환하는 방법을 결정합니다." - -msgid "Multiple placeholders" -msgstr "많은 플레이스 홀더" - -msgid "" -"Format strings may contain multiple placeholders. In such a case, the values " -"are handed in the form of an array, one value per placeholder (unless using " -"a format specifier with ``*``, see `dynamic padding`_):" -msgstr "" -"형식 문자열은 여러가지 플레이스 홀더를 가질 수 있습니다. 예를 들어, 값은 배열" -"의 형식으로, 각각의 플레이스 홀더에 단일 값으로 전달됩니다 (``*`` 으로 이루어" -"진 형식 지정자를 사용하지 않는다면, `동적 패딩`_ 을 참고하세요):" - -msgid "" -"Note the values are inserted in order. Remember all placeholders must be " -"replaced at once, so there must be an appropriate number of values." -msgstr "" -"값은 순서대로 삽입됩니다. 모든 플레이스 홀더는 한번에 바꾸어야 하기 때문에, " -"적절한 수의 값이 있어야 합니다." - -msgid "Format specifiers" -msgstr "형식 지정자(Format specifiers)" - -msgid "" -"There are format specifiers other than ``s`` that can be used in " -"placeholders. They consist of one or more characters. Some of them work by " -"themselves like ``s``, some appear before other characters, some only work " -"with certain values or characters." -msgstr "" -"플레이스 홀더에 사용되는 ``s`` 이외에도 다른 형식 지정자가 있습니다. 이들은 " -"하나 이상의 문자로 구성됩니다. ``s`` 처럼 스스로 작동하는 것이 있는 반면, 일" -"부는 다른 문자 앞에 나타나기도 하며, 어떤 것은 오직 특정 값이나 문자에만 작동" -"합니다." - -msgid "Placeholder types" -msgstr "플레이스 홀더 유형" - -msgid "" -"One and only one of these must always appear as the last character in a " -"format specifier. Apart from ``s``, these require certain types of " -"parameters." -msgstr "" -"이들 중 하나가 반드시 형식 지정자의 마지막 문자로 항상 나타나야 합니다. " -"``s``\\ 와는 별개로, 이들은 특정 타입의 매개변수가 필요합니다." - -msgid "``s``" -msgstr "``s``" - -msgid "" -"**Simple** conversion to String by the same method as implicit String " -"conversion." -msgstr "암시적 문자열 변환과 같은 방법으로 문자열을 **간단히** 변환합니다." - -msgid "``c``" -msgstr "``c``" - -msgid "" -"A single **Unicode character**. Expects an unsigned 8-bit integer (0-255) " -"for a code point or a single-character string." -msgstr "" -"하나의 **유니코드 문자**. 코드 포인트나 단일 문자의 경우 부호가 없는 8비트 정" -"수 (0-255) 가 필요합니다." - -msgid "``d``" -msgstr "``d``" - -msgid "``o``" -msgstr "``o``" - -msgid "``x``" -msgstr "``x``" - -msgid "``X``" -msgstr "``X``" - -msgid "``f``" -msgstr "``f``" - -msgid "Placeholder modifiers" -msgstr "플레이스 홀더 수정자" - -msgid "" -"These characters appear before the above. Some of them work only under " -"certain conditions." -msgstr "" -"이 문자는 위 문자들보다 앞에서 나타납니다. 일부는 특정 조건에서만 작동합니다." - -msgid "``+``" -msgstr "``+``" - -msgid "In number specifiers, **show + sign** if positive." -msgstr "숫자 지정자에서, 숫자가 양수라면 **+ 부호를 표시합니다**." - -msgid "Integer" -msgstr "정수(Integer)" - -msgid "``.``" -msgstr "``.``" - -msgid "``-``" -msgstr "``-``" - -msgid "**Pad to the right** rather than the left." -msgstr "왼쪽 대신 **오른쪽을 채웁니다**." - -msgid "``*``" -msgstr "``*``" - -msgid "Padding" -msgstr "패딩" - -msgid "" -"The ``.`` (*dot*), ``*`` (*asterisk*), ``-`` (*minus sign*) and digit (``0``-" -"``9``) characters are used for padding. This allows printing several values " -"aligned vertically as if in a column, provided a fixed-width font is used." -msgstr "" -"``.`` (*점*), ``*`` (*별표*), ``-`` (*빼기 문자*) 그리고 한 자리 수 (``0``-" -"``9``) 문자들이 패딩에 사용됩니다. 이것을 고정 너비 글꼴에 사용한다면, 세로" -"로 정렬된 여러 값들을 프린트할 수 있습니다." - -msgid "To pad a string to a minimum length, add an integer to the specifier:" -msgstr "문자열을 최소 길이로 패딩하기 위해선, 지정자에 정수를 추가하십시오:" - -msgid "" -"The ``-`` character will cause padding to the right rather than the left, " -"useful for right text alignment:" -msgstr "" -"``-`` 문자는 왼쪽이 아닌 오른쪽으로 채우므로, 오른쪽 텍스트 정렬에 유용합니" -"다:" - -msgid "Dynamic padding" -msgstr "동적 패딩" - -msgid "" -"By using the ``*`` (*asterisk*) character, the padding or precision can be " -"set without modifying the format string. It is used in place of an integer " -"in the format specifier. The values for padding and precision are then " -"passed when formatting:" -msgstr "" -"``*`` (*별표*) 문자를 사용해서, 형식 문자열을 수정하지 않고 패딩이나 정밀도" -"를 설정할 수 있습니다. 이것은 형식 지정자에서 정수 대신 사용됩니다. 패딩과 정" -"밀도의 값은 서식을 지정할 때 전달됩니다:" - -msgid "" -"It is still possible to pad with zeroes in integer placeholders by adding " -"``0`` before ``*``:" -msgstr "" -"``*`` 앞에 ``0`` 을 추가해 정수 플레이스 홀더를 0으로 채울 수도 있습니다:" - -msgid "Escape sequence" -msgstr "이스케이프 시퀀스" - -msgid "" -"To insert a literal ``%`` character into a format string, it must be escaped " -"to avoid reading it as a placeholder. This is done by doubling the character:" -msgstr "" -"상수 ``%`` 문자를 형식 문자열에 넣으려면, 플레이스 홀더처럼 읽히지 않도록 이" -"스케이프 해야 합니다. 잘못하면 문자를 두 배로 만들 것입니다:" - -msgid "" -"Arrays can be used as key, index, or mixed style (see below examples). Order " -"only matters when the index or mixed style of Array is used." -msgstr "" -"배열은 키, 인덱스, 혼합 스타일로 사용됩니다 (밑의 예시를 참고하세요). 순서는 " -"배열의 인덱스나 혼합 스타일을 사용할 때만 중요합니다." - -msgid "A quick example in GDScript:" -msgstr "GDScript의 빠른 예제:" - -msgid "Format method examples" -msgstr "형식 메서드 예제" - -msgid "**Type**" -msgstr "**유형**" - -msgid "**Style**" -msgstr "**스타일**" - -msgid "**Example**" -msgstr "**예제**" - -msgid "**Result**" -msgstr "**결과**" - -msgid "Dictionary" -msgstr "딕셔너리" - -msgid "key" -msgstr "키" - -msgid "" -"``\"Hi, {name} v{version}!\".format({\"name\":\"Godette\", \"version\":" -"\"3.0\"})``" -msgstr "" -"``\"안녕, {이름} v{버전}!\".format({\"이름\":\"Godette\", \"버전\":" -"\"3.0\"})``" - -msgid "Hi, Godette v3.0!" -msgstr "안녕, Godette v3.0!" - -msgid "index" -msgstr "인덱스" - -msgid "``\"Hi, {0} v{1}!\".format({\"0\":\"Godette\", \"1\":\"3.0\"})``" -msgstr "``\"안녕, {0} v{1}!\".format({\"0\":\"Godette\", \"1\":\"3.0\"})``" - -msgid "mix" -msgstr "믹스" - -msgid "" -"``\"Hi, {0} v{version}!\".format({\"0\":\"Godette\", \"version\":\"3.0\"})``" -msgstr "" -"``\"안녕, {0} v{버전}!\".format({\"0\":\"Godette\", \"버전\":\"3.0\"})``" - -msgid "Array" -msgstr "배열" - -msgid "" -"``\"Hi, {name} v{version}!\".format([[\"version\",\"3.0\"], [\"name\"," -"\"Godette\"]])``" -msgstr "" -"``\"안녕, {이름} v{버전}!\".format([[\"버전\":\"3.0\"], [\"이름\":" -"\"Godette\"]])``" - -msgid "``\"Hi, {0} v{1}!\".format([\"Godette\",\"3.0\"])``" -msgstr "``\"안녕, {0} v{1}!\".format([\"Godette\",\"3.0\"])``" - -msgid "no index" -msgstr "인덱스 없음" - -msgid "" -"Placeholders can also be customized when using ``String.format``, here's " -"some examples of that functionality." -msgstr "" -"플레이스 홀더도 ``String.format``을 사용할 때 사용자 정의를 할 수 있습니다, " -"이 기능의 몇 가지 예를 소개합니다." - -msgid "Infix (default)" -msgstr "중위 (기본)" - -msgid "``\"Hi, {0} v{1}\".format([\"Godette\", \"3.0\"], \"{_}\")``" -msgstr "``\"안녕, {0} v{1}\".format([\"Godette\", \"3.0\"], \"{_}\")``" - -msgid "Hi, Godette v3.0" -msgstr "안녕, Godette v3.0" - -msgid "Postfix" -msgstr "후위" - -msgid "``\"Hi, 0% v1%\".format([\"Godette\", \"3.0\"], \"_%\")``" -msgstr "``\"안녕, 0% v1%\".format([\"Godette\", \"3.0\"], \"_%\")``" - -msgid "Prefix" -msgstr "접두사" - -msgid "``\"Hi, %0 v%1\".format([\"Godette\", \"3.0\"], \"%_\")``" -msgstr "``\"안녕, %0 v%1\".format([\"Godette\", \"3.0\"], \"%_\")``" - -msgid "" -"Combining both the ``String.format`` method and the ``%`` operator could be " -"useful, as ``String.format`` does not have a way to manipulate the " -"representation of numbers." -msgstr "" -"``String.format`` 메서드와 ``%`` 연산자를 결합함으로써 ``String.format``\\ " -"이 다룰 수 없는 숫자 표현을 다룰 수 있게 됩니다." - -msgid "" -"``\"Hi, {0} v{version}\".format({0:\"Godette\", \"version\":\"%0.2f\" % " -"3.114})``" -msgstr "" -"``\"안녕, {0} v{버전}\".format({0:\"Godette\", \"버전\":\"%0.2f\" % 3.114})``" - -msgid "Hi, Godette v3.11" -msgstr "안녕, Godette v3.11" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po deleted file mode 100644 index 85ac558349..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po +++ /dev/null @@ -1,507 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript style guide" -msgstr "GDScript 스타일 가이드" - -msgid "" -"This style guide lists conventions to write elegant GDScript. The goal is to " -"encourage writing clean, readable code and promote consistency across " -"projects, discussions, and tutorials. Hopefully, this will also support the " -"development of auto-formatting tools." -msgstr "" -"이 스타일 가이드는 우아한 GDScript를 작성하기 위한 규칙을 나열합니다. 목표는 " -"깨끗하고 읽기 쉬운 코드 작성을 장려하고 프로젝트, 토론 및 튜토리얼 전반에 걸" -"쳐 일관성을 촉진하는 것입니다. 바라건대 이 가이드는 자동 서식 툴의 개발도 지" -"원할 것입니다." - -msgid "" -"Since GDScript is close to Python, this guide is inspired by Python's `PEP 8 " -"`__ programming style guide." -msgstr "" -"GDScript는 Python에 가깝기 때문에 이 가이드는 Python의 `PEP 8 `__ 프로그래밍 스타일 가이드에서 영감을 받았습" -"니다." - -msgid "" -"Style guides aren't meant as hard rulebooks. At times, you may not be able " -"to apply some of the guidelines below. When that happens, use your best " -"judgment, and ask fellow developers for insights." -msgstr "" -"스타일 가이드는 빡빡한 법전이 아닙니다. 아직은 아래의 가이드라인을 적용하지 " -"못할 수도 있습니다. 그런 일이 발생하면 최선의 판단을 내리고 동료 개발자에게 " -"통찰력을 요청하세요." - -msgid "" -"In general, keeping your code consistent in your projects and within your " -"team is more important than following this guide to a tee." -msgstr "" -"일반적으로 프로젝트와 팀 내에서 코드를 일관되게 유지하는 것이 이 가이드를 따" -"라가는 것보다 더 중요합니다." - -msgid "" -"Godot's built-in script editor uses a lot of these conventions by default. " -"Let it help you." -msgstr "" -"Godot의 내장 스크립트 에디터는 기본적으로 이러한 규칙을 많이 사용합니다. 에디" -"터가 여러분을 도울 수 있도록 하세요." - -msgid "Here is a complete class example based on these guidelines:" -msgstr "이 가이드라인을 기반으로 한 전체 클래스 예제입니다:" - -msgid "Formatting" -msgstr "서식(Formatting)" - -msgid "Encoding and special characters" -msgstr "인코딩과 특수 문자" - -msgid "" -"Use line feed (**LF**) characters to break lines, not CRLF or CR. *(editor " -"default)*" -msgstr "" -"줄 바꿈을 위해 라인 피드 (**LF**) 문자를 사용합니다. CRLF나 CR은 사용하지 않" -"습니다 *(편집기 기본 설정)*" - -msgid "Use one line feed character at the end of each file. *(editor default)*" -msgstr "" -"각 파일의 끝에 하나의 라인 피드 문자를 사용합니다. *(편집기 기본 설정)*" - -msgid "" -"Use **UTF-8** encoding without a `byte order mark `_. *(editor default)*" -msgstr "" -"`바이트 순서 표식 `_ 없이 " -"**UTF-8** 인코딩을 사용합니다. *(편집기 기본 설정)*" - -msgid "Use **Tabs** instead of spaces for indentation. *(editor default)*" -msgstr "" -"들여쓰기로 스페이스바 대신 **Tab(탭)** 키를 사용합니다. *(편집기 기본 설정)*" - -msgid "Indentation" -msgstr "들여쓰기" - -msgid "Each indent level should be one greater than the block containing it." -msgstr "들여쓰기 너비는 블록 바깥보다 한 칸 더 커야 됩니다." - -msgid "**Good**:" -msgstr "**좋음**:" - -msgid "**Bad**:" -msgstr "**나쁨**:" - -msgid "" -"Use 2 indent levels to distinguish continuation lines from regular code " -"blocks." -msgstr "" -"정규 코드 블록과 이어지는 줄을 구분하기 위해 2 칸 들여쓰기를 사용하세요." - -msgid "" -"Exceptions to this rule are arrays, dictionaries, and enums. Use a single " -"indentation level to distinguish continuation lines:" -msgstr "" -"이 규칙의 예외는 배열, 딕셔너리, 열거형입니다. 연속되는 줄을 구분하려면 한 " -"칸 들여쓰기를 사용하세요:" - -msgid "Trailing comma" -msgstr "쉼표 매달기(Trailing comma)" - -msgid "" -"Use a trailing comma on the last line in arrays, dictionaries, and enums. " -"This results in easier refactoring and better diffs in version control as " -"the last line doesn't need to be modified when adding new elements." -msgstr "" -"배열, 딕셔너리, 열거형의 마지막 줄에 쉼표 매달기를 사용하세요. 이렇게 하면 " -"새 요소를 추가해도 이전의 마지막 줄을 수정하지 않아도 되기 때문에 리팩토링하" -"기 쉽고 버전 컨트롤에서 비교가 더 잘 됩니다." - -msgid "" -"Trailing commas are unnecessary in single-line lists, so don't add them in " -"this case." -msgstr "" -"쉼표 매달기는 한 줄 목록에는 불필요합니다. 따라서 이 경우는 사용하지 마세요." - -msgid "Blank lines" -msgstr "공백 줄(Blank lines)" - -msgid "Surround functions and class definitions with two blank lines:" -msgstr "함수와 클래스 정의를 두 개의 공백 줄로 묶습니다:" - -msgid "Use one blank line inside functions to separate logical sections." -msgstr "로직 섹션을 분리하기 위해 함수 안에 하나의 공백 줄을 사용합니다." - -msgid "Line length" -msgstr "줄 길이" - -msgid "Keep individual lines of code under 100 characters." -msgstr "코드 한 줄은 100 문자 이내로 유지합니다." - -msgid "" -"If you can, try to keep lines under 80 characters. This helps to read the " -"code on small displays and with two scripts opened side-by-side in an " -"external text editor. For example, when looking at a differential revision." -msgstr "" -"가능하다면 80 문자 이내로 유지해보세요. 이렇게 하면 작은 화면에서도 코드를 읽" -"기 쉽고, 외부 텍스트 에디터에서 양쪽에 두 스크립트가 열려있는 화면에서도 읽" -"기 쉽습니다. 예를 들면 서로 다른 코드 개정판을 볼 때요." - -msgid "One statement per line" -msgstr "한 줄에 하나의 명령문" - -msgid "The only exception to that rule is the ternary operator:" -msgstr "유일한 예외라면 삼항(Ternary) 연산자일 것입니다:" - -msgid "Format multiline statements for readability" -msgstr "가독성을 위해서 여러 줄로 명령문 형식 지정" - -msgid "" -"When you have particularly long ``if`` statements or nested ternary " -"expressions, wrapping them over multiple lines improves readability. Since " -"continuation lines are still part of the same expression, 2 indent levels " -"should be used instead of one." -msgstr "" -"특히 긴 ``if`` 문이나 중첩된 삼항 표현식이 있는 경우 여러 줄로 감싸면 가독성" -"이 향상됩니다. 연속되는 줄은 여전히 동일한 표현식의 일부이므로 하나 대신 2개" -"의 들여쓰기 수준을 사용해야 합니다." - -msgid "" -"GDScript allows wrapping statements using multiple lines using parentheses " -"or backslashes. Parentheses are favored in this style guide since they make " -"for easier refactoring. With backslashes, you have to ensure that the last " -"line never contains a backslash at the end. With parentheses, you don't have " -"to worry about the last line having a backslash at the end." -msgstr "" -"GDScript에서는 괄호나 백슬래시를 사용해 여러 줄을 사용하여 명령문을 줄 바꿈" -"할 수 있습니다. 괄호는 더 쉽게 리팩토링할 수 있도록 하기 때문에 이 스타일 가" -"이드에서 선호됩니다. 백슬래시를 사용하면 마지막 줄 끝에 백슬래시가 포함되지 " -"않도록 해야 합니다. 괄호를 사용하면 마지막 줄 끝에 백슬래시가 있는 것에 대해 " -"걱정할 필요가 없습니다." - -msgid "" -"When wrapping a conditional expression over multiple lines, the ``and``/" -"``or`` keywords should be placed at the beginning of the line continuation, " -"not at the end of the previous line." -msgstr "" -"조건식을 여러 줄로 묶을 때 ``and``/``or`` 키워드는 이전 줄의 끝이 아니라 줄 " -"연속의 시작 부분에 배치해야 합니다." - -msgid "Avoid unnecessary parentheses" -msgstr "불필요한 괄호 피하기" - -msgid "" -"Avoid parentheses in expressions and conditional statements. Unless " -"necessary for order of operations or wrapping over multiple lines, they only " -"reduce readability." -msgstr "" -"표현식과 조건문에서 괄호를 사용하지 마세요. 작업 순서나 여러 줄을 묶는 데에 " -"필요한 경우가 아니면 가독성만 떨어뜨립니다." - -msgid "Boolean operators" -msgstr "불리언(Boolean) 연산자" - -msgid "" -"Prefer the plain English versions of boolean operators, as they are the most " -"accessible:" -msgstr "가장 접근하기 쉬운 불리언 연산자의 영어 텍스트 버전을 선호합니다:" - -msgid "Use ``and`` instead of ``&&``." -msgstr "``&&`` 대신 ``and``\\ 를 사용하세요." - -msgid "Use ``or`` instead of ``||``." -msgstr "``||`` 대신 ``or``\\ 를 사용하세요." - -msgid "" -"You may also use parentheses around boolean operators to clear any " -"ambiguity. This can make long expressions easier to read." -msgstr "" -"모호한 표현을 막고자 불리언 연산자 주변에 괄호를 사용하세요. 이렇게 하면 긴 " -"표현식도 읽기 쉬워집니다." - -msgid "Comment spacing" -msgstr "주석(Comment) 간격" - -msgid "Whitespace" -msgstr "공백" - -msgid "Don't use spaces to align expressions vertically:" -msgstr "표현식을 세로로 정렬하기 위해 공백을 사용하지 마세요:" - -msgid "Quotes" -msgstr "따옴표" - -msgid "" -"Use double quotes unless single quotes make it possible to escape fewer " -"characters in a given string. See the examples below:" -msgstr "" -"작은 따옴표로 주어진 문자열을 더 작은 문자 수로 이스케이프하게 만드는 것이 아" -"니라면 큰 따옴표를 사용하세요. 아래의 예제를 참고하세요:" - -msgid "Numbers" -msgstr "숫자" - -msgid "" -"Don't omit the leading or trailing zero in floating-point numbers. " -"Otherwise, this makes them less readable and harder to distinguish from " -"integers at a glance." -msgstr "" -"부동 소수점 숫자에서 앞뒤에 붙는 0을 생략하지 마세요. 그렇지 않으면 가독성이 " -"떨어지고 정수와 한눈에 구별하기 어려워집니다." - -msgid "" -"Use lowercase for letters in hexadecimal numbers, as their lower height " -"makes the number easier to read." -msgstr "" -"16진수의 문자에는 소문자를 사용하세요. 알파벳 높이가 낮을수록 숫자를 더 읽기 " -"쉽게 하기 때문입니다." - -msgid "" -"Take advantage of GDScript's underscores in literals to make large numbers " -"more readable." -msgstr "리터럴에서 GDScript의 밑줄을 활용해 큰 숫자를 더 읽기 쉽게 만드세요." - -msgid "Naming conventions" -msgstr "명명 규칙" - -msgid "Type" -msgstr "타입" - -msgid "Example" -msgstr "예제" - -msgid "File names" -msgstr "파일 이름" - -msgid "Functions" -msgstr "함수(Function)" - -msgid "Variables" -msgstr "변수(Variable)" - -msgid "Signals" -msgstr "시그널" - -msgid "Constants" -msgstr "상수" - -msgid "" -"Use snake_case for file names. For named classes, convert the PascalCase " -"class name to snake_case::" -msgstr "" -"파일 이름으로 스네이크\\_표기법(snake\\_case)을 사용하세요. 명명된 클래스의 " -"경우 파스칼 표기(PascalCase)된 클래스 이름을 스네이크\\_표기(snake\\_case)로 " -"변환하세요::" - -msgid "" -"This is consistent with how C++ files are named in Godot's source code. This " -"also avoids case sensitivity issues that can crop up when exporting a " -"project from Windows to other platforms." -msgstr "" -"이는 Godot의 소스 코드에서 C++ 파일의 이름이 어떻게 지정되는지와 일치합니다. " -"이는 또한 Windows에서 다른 플랫폼으로 프로젝트를 내보낼 때 발생할 수 있는 대" -"소문자 구분 문제를 방지합니다." - -msgid "Classes and nodes" -msgstr "클래스와 노드" - -msgid "Use PascalCase for class and node names:" -msgstr "클래스와 노드 이름에는 파스칼 표기법(PascalCase)을 사용하세요:" - -msgid "Also use PascalCase when loading a class into a constant or a variable:" -msgstr "" -"그리고 상수 또는 변수로 클래스를 불러올 때도 파스칼 표기법(PascalCase)을 사용" -"하세요:" - -msgid "Functions and variables" -msgstr "함수와 변수" - -msgid "Use snake\\_case to name functions and variables:" -msgstr "함수와 변수 이름에는 스네이크\\_표기법(snake\\_case)을 사용하세요:" - -msgid "" -"Prepend a single underscore (\\_) to virtual methods functions the user must " -"override, private functions, and private variables:" -msgstr "" -"사용자가 재정의해야 하는 가상 메서드 함수, private 함수, private 변수 앞에 밑" -"줄(\\_) 하나를 추가하세요:" - -msgid "Use the past tense to name signals:" -msgstr "시그널의 이름에는 과거형을 사용하세요:" - -msgid "Constants and enums" -msgstr "상수(Constant)와 열거형(enum)" - -msgid "" -"Write constants with CONSTANT\\_CASE, that is to say in all caps with an " -"underscore (\\_) to separate words:" -msgstr "" -"상수\\_표기법(CONSTANT\\_CASE)으로 상수를 작성하세요. 다시 말해, 모든 단어는 " -"대문자로 하고 띄어쓰기 대신 밑줄 (\\_)을 사용하세요:" - -msgid "" -"Use PascalCase for enum *names* and CONSTANT\\_CASE for their members, as " -"they are constants:" -msgstr "" -"열거형 *이름*\\ 에는 파스칼 표기법(PascalCase)을 사용하고, 열거형의 멤버에는 " -"상수와 마찬가지로 상수\\_표기법(CONSTANT\\_CASE)을 사용하세요:" - -msgid "Code order" -msgstr "코드 순서" - -msgid "We suggest to organize GDScript code this way:" -msgstr "제안하는 GDScript 코드 구조는 다음과 같습니다:" - -msgid "" -"We optimized the order to make it easy to read the code from top to bottom, " -"to help developers reading the code for the first time understand how it " -"works, and to avoid errors linked to the order of variable declarations." -msgstr "" -"코드를 위에서 아래로 쉽게 읽을 수 있도록 순서를 최적화했으며, 코드를 처음 읽" -"는 개발자가 어떻게 작동하는지 이해하고 변수 선언 순서와 관련된 오류를 방지할 " -"수 있습니다." - -msgid "This code order follows four rules of thumb:" -msgstr "이 코드 순서는 네 가지 규칙을 따릅니다:" - -msgid "Properties and signals come first, followed by methods." -msgstr "속성과 시그널이 첫 번째로 옵니다. 그 뒤는 메서드가 나옵니다." - -msgid "Public comes before private." -msgstr "공개(Public) 코드가 개인(Private) 코드보다 먼저 옵니다." - -msgid "Virtual callbacks come before the class's interface." -msgstr "" -"가상 콜백(Virtual Callback)이 클래스의 인터페이스(Class's Interface)보다 먼" -"저 옵니다." - -msgid "" -"The object's construction and initialization functions, ``_init`` and " -"``_ready``, come before functions that modify the object at runtime." -msgstr "" -"오브젝트의 생성 및 초기화 함수인 ``_init``\\ 과 ``_ready``\\ 는 런타임에서 오" -"브젝트를 수정하는 함수보다 먼저 옵니다." - -msgid "Class declaration" -msgstr "클래스 선언(Declaration)" - -msgid "Signals and properties" -msgstr "시그널(Signal)과 속성(Property)" - -msgid "" -"Write signal declarations, followed by properties, that is to say, member " -"variables, after the docstring." -msgstr "" -"Docstring이 끝나면 시그널 선언을 작성한 뒤에 속성, 즉 멤버 변수를 작성합니다." - -msgid "" -"Enums should come after signals, as you can use them as export hints for " -"other properties." -msgstr "" -"열거형(Enum)은 시그널 뒤에 나와야 합니다. 다른 속성의 내보내기 힌트로 사용할 " -"수 있기 때문이죠." - -msgid "" -"Then, write constants, exported variables, public, private, and onready " -"variables, in that order." -msgstr "" -"그런 다음, 상수(Constant), 내보낸 변수, 공개(Public), 개인(Private), onready " -"변수를 순서대로 작성하세요." - -msgid "Member variables" -msgstr "멤버 변수" - -msgid "" -"Don't declare member variables if they are only used locally in a method, as " -"it makes the code more difficult to follow. Instead, declare them as local " -"variables in the method's body." -msgstr "" -"메서드에서 지역적으로만 사용되는 경우 멤버 변수를 선언하지 마세요. 코드를 따" -"라가기 더 어렵게 만들기 때문입니다. 대신 메서드 본문에서 지역 변수로 선언하세" -"요." - -msgid "Local variables" -msgstr "지역 변수(Local Variables)" - -msgid "" -"Declare local variables as close as possible to their first use. This makes " -"it easier to follow the code, without having to scroll too much to find " -"where the variable was declared." -msgstr "" -"지역 변수를 처음 사용할 때와 최대한 가깝게 선언하세요. 이렇게 하면 변수가 선" -"언된 위치를 찾기 위해 너무 많이 스크롤하지 않고도 코드를 더 쉽게 따라갈 수 있" -"습니다." - -msgid "Methods and static functions" -msgstr "메서드(Method)와 정적(Static) 함수" - -msgid "After the class's properties come the methods." -msgstr "클래스 속성 뒤에는 메서드가 옵니다." - -msgid "" -"Start with the ``_init()`` callback method, that the engine will call upon " -"creating the object in memory. Follow with the ``_ready()`` callback, that " -"Godot calls when it adds a node to the scene tree." -msgstr "" -"엔진이 메모리에 오브젝트를 생성할 때 호출하는 ``_init()`` 콜백 메서드로 시작" -"하세요. 그 뒤로 Godot가 씬 트리에 노드를 추가할 때 호출하는 ``_ready()`` 콜백" -"이 옵니다." - -msgid "" -"These functions should come first because they show how the object is " -"initialized." -msgstr "" -"이러 함수들은 오브젝트가 초기화되는 방법을 보여주기 때문에 먼저 와야 합니다." - -msgid "" -"Other built-in virtual callbacks, like ``_unhandled_input()`` and " -"``_physics_process``, should come next. These control the object's main loop " -"and interactions with the game engine." -msgstr "" -"``_unhandled_input()``, ``_physics_process``\\ 와 같은 다른 내장된 가상 콜백" -"은 다음에 와야 합니다. 이 메서드들은 오브젝트의 메인 루프와 게임 엔진과의 상" -"호작용을 제어합니다." - -msgid "" -"The rest of the class's interface, public and private methods, come after " -"that, in that order." -msgstr "" -"이 다음은 순서에 따라 클래스 인터페이스의 나머지인 공개 메서드와 개인 메서드" -"가 옵니다." - -msgid "Static typing" -msgstr "정적 타이핑(Static Typing)" - -msgid "Declared types" -msgstr "선언된 타입" - -msgid "To declare a variable's type, use ``: ``:" -msgstr "변수의 타입을 선언하려면 ``: ``\\ 을 사용하세요:" - -msgid "To declare the return type of a function, use ``-> ``:" -msgstr "함수의 반환 타입을 선언하려면 ``-> ``\\ 을 사용하세요:" - -msgid "Inferred types" -msgstr "추론된 타입" - -msgid "" -"Alternatively, you can use the ``as`` keyword to cast the return type, and " -"that type will be used to infer the type of the var." -msgstr "" -"또는 ``as`` 키워드를 사용해 반환 타입을 캐스팅할 수 있으며, 해당 타입은 var" -"의 타입을 추론하는 데 사용됩니다." - -msgid "" -"This option is also considered more :ref:`type-" -"safe` than the first." -msgstr "" -"이 방법은 첫 번째 방법보다 더 :ref:`타입에 안전한" -"`\\ 것으로 간주됩니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/index.po deleted file mode 100644 index f2d5ef47b7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/index.po +++ /dev/null @@ -1,22 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript" -msgstr "GDScript" - -msgid "" -"See :ref:`doc_gdscript_grammar` if you are interested in writing a third-" -"party tool that interacts with GDScript, such as a linter or formatter." -msgstr "" -"linter 또는 formatter와 같이 GDScript와 상호 작용하는 서드 파티 툴을 작성하" -"는 데 관심이 있다면 :ref:`doc_gdscript_grammar`\\ 을 참조하세요." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po deleted file mode 100644 index 1c3354d9f4..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po +++ /dev/null @@ -1,98 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Static typing in GDScript" -msgstr "GDScript의 정적 타이핑(Static typing)" - -msgid "In this guide, you will learn:" -msgstr "이 가이드에서 다음 내용을 배울 것입니다:" - -msgid "" -"Static types can be used on variables, constants, functions, parameters, and " -"return types." -msgstr "" -"정적 타입은 변수, 상수, 함수, 매개 변수, 반환 타입에 사용될 수 있습니다." - -msgid "A brief look at static typing" -msgstr "정적 타이핑에 대한 간단한 설명" - -msgid "" -"Overall, typed programming gives you a more structured experience. It helps " -"prevent errors and improves the self-documenting aspect of your scripts. " -"This is especially helpful when you're working in a team or on a long-term " -"project: studies have shown that developers spend most of their time reading " -"other people's code, or scripts they wrote in the past and forgot about. The " -"clearer and the more structured the code, the faster it is to understand, " -"the faster you can move forward." -msgstr "" -"전반적으로 타입형 프로그래밍은 보다 구조화된 경험을 제공합니다. 오류를 방지하" -"고 스크립트의 자체 문서화 부분을 개선하는 데 도움이 됩니다. 이는 팀과 작업하" -"거나 장기 프로젝트를 작업할 때 특히 유용합니다. 연구에 따르면 개발자는 대부분" -"의 시간을 다른 사람의 코드나 과거에 작성하고 잊어버린 스크립트를 읽는 데 보낸" -"다고 합니다. 코드가 더 명확하고 구조화될수록 더 빨리 이해할 수 있고 더 빨리 " -"앞으로 나아갈 수 있습니다." - -msgid "How to use static typing" -msgstr "정적 타입 사용법" - -msgid "" -"If you try to cast with a built-in type and it fails, Godot will throw an " -"error." -msgstr "" -"내장 타입으로 캐스트를 시도하다가 실패한다면 Godot는 오류를 내보낼 것입니다." - -msgid "Safe lines" -msgstr "안전한 라인(safe line)" - -msgid "" -"This happens when you get a child node. Let's take a timer for example: with " -"dynamic code, you can get the node with ``$Timer``. GDScript supports `duck-" -"typing `__, so even if your " -"timer is of type ``Timer``, it is also a ``Node`` and an ``Object``, two " -"classes it extends. With dynamic GDScript, you also don't care about the " -"node's type as long as it has the methods you need to call." -msgstr "" -"이는 자식 노드를 가져올 때 발생합니다. 타이머를 예로 들어 보겠습니다. 동적 코" -"드를 사용하면 ``$Timer``\\ 로 노드를 가져올 수 있습니다. GDScript는 `duck-" -"typing `__\\ 을 지원하므로 타이" -"머가 ``Timer`` 유형인 경우에도 ``Node``\\ 와 ``Object``\\ 의 두 개의 클래스" -"를 확장합니다. 동적 GDScript를 사용하면 호출에 필요한 메서드가 있는 한 여러분" -"은 노드 타입을 신경 쓰지 않아도 됩니다." - -msgid "Unsafe line (line 7) vs Safe Lines (line 6 and 8)" -msgstr "안전하지 않은 라인(line 7) vs 안전한 라인(line 6 and 8)" - -msgid "" -"You can turn off safe lines or change their color in the editor settings." -msgstr "" -"에디터 설정에서 안전한 라인을 끌 수 있고 혹은 색상을 바꿀 수도 있습니다." - -msgid "Typed or dynamic: stick to one style" -msgstr "타입형 혹은 동적: 하나의 스타일을 고수하기" - -msgid "" -"Typed GDScript and dynamic GDScript can coexist in the same project. But " -"it's recommended to stick to either style for consistency in your codebase, " -"and for your peers. It's easier for everyone to work together if you follow " -"the same guidelines, and faster to read and understand other people's code." -msgstr "" -"타입형 GDScript와 동적 GDScript는 같은 프로젝트에 공존할 수 있습니다. 하지만 " -"코드베이스의 일관성과 동료들을 위해, 둘 중 하나의 스타일을 고수하는 것을 권장" -"합니다. 같은 가이드라인을 따른다면 모두가 함께 일하기 더 쉬워지고, 다른 사람" -"의 코드를 더 빠르게 읽고 이해하게 될 것입니다." - -msgid "Warning system" -msgstr "경고 시스템(Warning system)" - -msgid "Summary" -msgstr "요약" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po deleted file mode 100644 index b1647f5be0..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po +++ /dev/null @@ -1,25 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript warning system" -msgstr "GDScript 경고 시스템(Warning system)" - -msgid "" -"The GDScript warning system complements :ref:`static typing " -"` (but it can work without static typing too). " -"It's here to help you avoid mistakes that are hard to spot during " -"development, and that may lead to runtime errors." -msgstr "" -"경고 시스템은 :ref:`정적 타이핑 GDScript `\\ 을 " -"보완해줍니다(정적 타이핑 없이도 동작할 수 있습니다). 개발 중에 발견하기 어렵" -"고 실행 시간 오류로 이어질 수 있는 실수를 방지하는 데 도움이 됩니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/groups.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/groups.po deleted file mode 100644 index 1105dd9a06..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/groups.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Groups" -msgstr "그룹" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po deleted file mode 100644 index 45dfb1fd86..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Inheritance" -msgstr "상속(Inheritance)" - -msgid "Description" -msgstr "설명" - -msgid "Methods" -msgstr "메서드" - -msgid "Signals" -msgstr "시그널" - -msgid "Enumerations" -msgstr "열거형" - -msgid "Constants" -msgstr "상수" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po deleted file mode 100644 index b0a427e46f..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po +++ /dev/null @@ -1,48 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Idle and Physics Processing" -msgstr "유휴 (Idle) 상태와 물리 프로세싱" - -msgid "There are two types of processing available to you:" -msgstr "사용할 수 있는 프로세싱 타입은 두 가지가 있습니다:" - -msgid "" -"**Idle processing** allows you to run code that updates a node every frame, " -"as often as possible." -msgstr "" -"**Idle processing**(유휴상태 프로세싱) 은 모든 프레임마다 노드를 가능한 한 자" -"주 업데이트하는 코드를 실행하게 해줍니다." - -msgid "" -"**Physics processing** happens at a fixed rate, 60 times per second by " -"default. This is independent of your game's actual framerate, and keeps " -"physics running smoothly. You should use it for anything that involves the " -"physics engine, like moving a body that collides with the environment." -msgstr "" -"**Physics processing** (물리 프로세싱) 은 기본적으로 1초 당 60회를 고정된 속" -"도로 처리합니다. 이는 게임의 실제 프레임 속도와는 별개이며, 물리 (physics)를 " -"매끄럽게 진행하도록 유지합니다. 움직이는 몸이 환경에 충돌하는 것처럼, 물리 엔" -"진과 관련된 모든 것에 대해 물리 프로세싱을 사용해야 합니다." - -msgid "" -"You can activate idle processing by defining the ``_process()`` method in a " -"script. You can turn it off and back on by calling :ref:`Node.set_process() " -"`." -msgstr "" -"스크립트에서 :ref:`Node._process() `\\ 메서드를 " -"정의하여 유휴 프로세싱을 활성화 할 수 있습니다. :ref:`Node.set_process() " -"`를 호출하여 이 기능을 끄고 킬 수 있습니다." - -msgid "The engine calls this method every time it draws a frame:" -msgstr "엔진은 프레임을 그릴 때 마다 이 메서드를 호출합니다:" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/index.po deleted file mode 100644 index 0e35285342..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/index.po +++ /dev/null @@ -1,37 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Scripting" -msgstr "스크립팅(Scripting)" - -msgid "" -"This section covers programming languages and core features to code your " -"games in Godot." -msgstr "" -"이번 섹션에서는 고도 엔진에서 코드를 작성하기 위해 프로그래밍 언어와 핵심 기" -"능을 다룹니다." - -msgid "" -"Here, you will find information that is not already covered in more specific " -"sections. For instance, to learn about inputs, we recommend you to read :ref:" -"`Inputs `." -msgstr "" -"여기에서 아직 다루지 않은 내용에 대해 찾을 수 있습니다. 예를 들어 입력에 대" -"해 배우고 싶다면 :ref:`Inputs ` 를 살펴볼 것을 권" -"장합니다." - -msgid "Programming languages" -msgstr "프로그래밍 언어" - -msgid "Core features" -msgstr "핵심 기능" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po deleted file mode 100644 index ea5d4f92be..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po +++ /dev/null @@ -1,59 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Signal" -msgstr "시그널" - -msgid "Shooting example" -msgstr "발사 예제" - -msgid "" -"However, if the bullets are added as children of the player, then they will " -"remain \"attached\" to the player as it rotates:" -msgstr "" -"하지만, 총알이 플레이어의 자손으로 추가된다면, 플레이어가 회전하는 것에 따라 " -"\"붙어있는 채로\" 남아있을 것입니다:" - -msgid "" -"Instead, we need the bullets to be independent of the player's movement - " -"once fired, they should continue traveling in a straight line and the player " -"can no longer affect them. Instead of being added to the scene tree as a " -"child of the player, it makes more sense to add the bullet as a child of the " -"\"main\" game scene, which may be the player's parent or even further up the " -"tree." -msgstr "" -"대신, 총알을 플레이어의 움직임에 독립하도록 해야 합니다 - 일단 발사가 되면, " -"플레이어가 그것에 영향을 주지 않고 직선으로 계속 나아가야 합니다. 플레이어의 " -"자손으로 씬 트리에 추가하는 대신, 총알을 \"메인\" 게임 씬의 자손으로 추가하" -"는 것이 더 합리적입니다, 이렇게 하면 총알이 플레이어의 부모나 더 위로 올라갈 " -"수도 있습니다." - -msgid "" -"The solution to this is to use a signal to \"emit\" the bullets from the " -"player. The player then has no need to \"know\" what happens to the bullets " -"after that - whatever node is connected to the signal can \"receive\" the " -"bullets and take the appropriate action to spawn them." -msgstr "" -"해결책은 플레이어로부터 총알을 \"방출\"하는 시그널을 사용하는 것입니다. 그렇" -"게 하면 플레이어는 총알이 어떻게 되는지 \"알\" 필요가 없습니다 - 이 시그널에 " -"연결된 어떤 노드라도 총알을 \"받을\" 수 있고 총알을 스폰하기 위한 적절한 행동" -"을 취해줄 수 있습니다." - -msgid "Here is the code for the player using signals to emit the bullet:" -msgstr "이것이 시그널을 사용해 플레이어가 총알을 방출하는 코드입니다:" - -msgid "" -"Now the bullets will maintain their own movement independent of the player's " -"rotation:" -msgstr "" -"이제 총알은 움직임을 유지한 채로 플레이어의 회전에 독립을 유지할 것입니다:" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po deleted file mode 100644 index c4fa0bbca2..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating nodes" -msgstr "노드 만들기" - -msgid "Instancing scenes" -msgstr "씬 인스턴스화하기" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/overridable_functions.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/overridable_functions.po deleted file mode 100644 index 6ee74bd411..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/overridable_functions.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Overridable functions" -msgstr "재정의 가능한(Overridable) 함수" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/pausing_games.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/pausing_games.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/pausing_games.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/resources.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/resources.po deleted file mode 100644 index cba349d44d..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/resources.po +++ /dev/null @@ -1,269 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Resources" -msgstr "리소스" - -msgid "Nodes and resources" -msgstr "노드와 리소스" - -msgid "" -"Up to this tutorial, we focused on the :ref:`Node ` class in " -"Godot as that's the one you use to code behavior and most of the engine's " -"features rely on it. There is another datatype that is just as important: :" -"ref:`Resource `." -msgstr "" -"지금까지 우리는 Godot에서 동작을 코딩하는 데 쓰이고 엔진 대부분의 기능이 의존" -"하는 :ref:`Node ` 클래스에 초점을 두었습니다. 이와 마찬가지로 중" -"요한 데이터 타입: :ref:`Resource `\\ 가 있습니다." - -msgid "" -"*Nodes* give you functionality: they draw sprites, 3D models, simulate " -"physics, arrange user interfaces, etc. **Resources** are **data " -"containers**. They don't do anything on their own: instead, nodes use the " -"data contained in resources." -msgstr "" -"*노드(Node)*\\ 는 스프라이트, 3D 모델, 물리 시뮬레이션, 유저 인터페이스 정렬 " -"등의 기능을 제공합니다. **리소스(Resource)**\\ 는 **데이터 컨테이너**\\ 입니" -"다. 리소스 자체적으로는 아무 것도 하지 않습니다. 대신 노드는 리소스에 포함된 " -"데이터를 사용합니다." - -msgid "" -"When the engine loads a resource from disk, **it only loads it once**. If a " -"copy of that resource is already in memory, trying to load the resource " -"again will return the same copy every time. As resources only contain data, " -"there is no need to duplicate them." -msgstr "" -"엔진이 디스크에서 리소스를 불러올 때 **항상 한 번만 불러옵니다**. 해당 리소스" -"의 복사본이 이미 메모리에 있는 경우 리소스를 다시 불러오려고 하면 매번 같은 " -"복사본을 반환합니다. 리소스에는 데이터만 포함되어 있으므로 리소스를 복제할 필" -"요가 없습니다." - -msgid "" -"Every object, be it a Node or a Resource, can export properties. There are " -"many types of Properties, like String, integer, Vector2, etc., and any of " -"these types can become a resource. This means that both nodes and resources " -"can contain resources as properties:" -msgstr "" -"노드 또는 리소스와 같은 모든 개체는 속성을 내보낼 수 있습니다. String, " -"integer, Vector2 등과 같은 많은 타입의 속성 중 하나가 리소스가 될 수 있습니" -"다. 즉, 노드와 리소스 모두 리소스를 속성으로 포함할 수 있습니다:" - -msgid "External vs built-in" -msgstr "외부(External) vs 내장(built-in)" - -msgid "There are two ways to save resources. They can be:" -msgstr "" -"리소스를 저장하는 두 가지 방법이 있습니다. 두 가지 방법은 다음과 같습니다:" - -msgid "**External** to a scene, saved on the disk as individual files." -msgstr "씬의 **외부** 에 개별 파일로 저장." - -msgid "" -"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " -"attached to." -msgstr "``.tscn``\\ 이나 ``.scn`` 파일 안에 **내장**\\ 된 채로 저장." - -msgid "" -"The path property tells us where the resource comes from. In this case, it " -"comes from a PNG image called ``robi.png``. When the resource comes from a " -"file like this, it is an external resource. If you erase the path or this " -"path is empty, it becomes a built-in resource." -msgstr "" -"Path 속성은 리소스의 경로를 알려줍니다. 이 경우 리소스는 ``robi.png``\\ 라는 " -"PNG 이미지에서 가져옵니다. 이와 같이 파일에서 리소스를 불러오는 경우 외부 리" -"소스라고 합니다. Path를 지우거나 비워 두면 내장 리소스가 됩니다." - -msgid "" -"The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " -"and save, Godot will save the image inside the ``.tscn`` scene file." -msgstr "" -"내장 리소스와 외부 리소스 간의 전환은 씬을 저장할 때 발생합니다. 위의 예시에" -"서 경로 ``\"res://robi.png\"``\\ 를 지우고 저장한다면, Godot는 ``.tscn`` 씬 " -"파일 안에 이미지를 저장합니다." - -msgid "" -"Even if you save a built-in resource, when you instance a scene multiple " -"times, the engine will only load one copy of it." -msgstr "" -"내장 리소스로 저장하더라도 씬을 여러 번 인스턴스화하면 엔진은 해당 복사본을 " -"하나만 불러옵니다." - -msgid "Loading resources from code" -msgstr "코드에서 리소스 불러오기" - -msgid "" -"There are two ways to load resources from code. First, you can use the " -"``load()`` function anytime:" -msgstr "" -"코드에서 리소스를 불러오는 방법은 두 가지가 있습니다. 첫 번째로, 언제든지 " -"``load()`` 함수를 사용해 불러올 수 있습니다:" - -msgid "Loading scenes" -msgstr "씬 불러오기" - -msgid "" -"This method creates the nodes in the scene's hierarchy, configures them, and " -"returns the root node of the scene. You can then add it as a child of any " -"other node." -msgstr "" -"이 메서드는 씬의 계층 구조에 노드를 만들고, 구성하고, 씬의 루트 노드를 반환합" -"니다. 그런 다음 이것을 다른 노드의 자식으로 추가할 수 있습니다." - -msgid "Freeing resources" -msgstr "리소스 해제(Free)하기" - -msgid "Creating your own resources" -msgstr "여러분만의 리소스 만들기" - -msgid "" -"They can define constants, so constants from other data fields or objects " -"are not needed." -msgstr "" -"상수를 정의할 수 있으므로 다른 데이터 필드나 오브젝트의 상수가 필요하지 않습" -"니다." - -msgid "" -"They can define methods, including setter/getter methods for properties. " -"This allows for abstraction and encapsulation of the underlying data. If the " -"Resource script's structure needs to change, the game using the Resource " -"need not also change." -msgstr "" -"속성에 대한 setter/getter 메서드를 포함한 메서드를 정의할 수 있습니다. 이를 " -"통해 기본 데이터를 추상화하고 캡슐화할 수 있습니다. 리소스 스크립트의 구조를 " -"변경해야 하는 경우 리소스를 사용하는 게임을 변경할 필요가 없습니다." - -msgid "" -"They can define signals, so Resources can trigger responses to changes in " -"the data they manage." -msgstr "" -"시그널을 정의할 수 있으므로 리소스가 관리하는 데이터의 변경 사항에 대한 응답" -"을 트리거할 수 있습니다." - -msgid "" -"They have defined properties, so users know 100% that their data will exist." -msgstr "" -"정의된 속성이 있으므로 유저는 자신의 데이터가 존재한다는 것을 100% 알 수 있습" -"니다." - -msgid "" -"Resource auto-serialization and deserialization is a built-in Godot Engine " -"feature. Users do not need to implement custom logic to import/export a " -"resource file's data." -msgstr "" -"리소스 자동 직렬화 및 역직렬화는 Godot 엔진에 내장된 기능입니다. 유저는 리소" -"스 파일의 데이터를 가져오거나 내보내기 위해 사용자 정의 로직을 구현할 필요가 " -"없습니다." - -msgid "" -"Resources can even serialize sub-Resources recursively, meaning users can " -"design even more sophisticated data structures." -msgstr "" -"리소스는 하위 리소스를 재귀적으로 직렬화할 수도 있습니다. 이는 유저가 훨씬 " -"더 정교한 데이터 구조를 설계할 수 있음을 의미합니다." - -msgid "" -"Users can save Resources as version-control-friendly text files (\\*.tres). " -"Upon exporting a game, Godot serializes resource files as binary files (\\*." -"res) for increased speed and compression." -msgstr "" -"유저는 리소스를 버전 관리에 적합한 텍스트 파일(\\*.tres)로 저장할 수 있습니" -"다. 게임을 내보낼 때 Godot는 리소스 파일을 바이너리 파일(\\*.res)로 직렬화해" -"서 속도와 압축률을 높입니다." - -msgid "" -"Godot Engine's Inspector renders and edits Resource files out-of-the-box. As " -"such, users often do not need to implement custom logic to visualize or edit " -"their data. To do so, double-click the resource file in the FileSystem dock " -"or click the folder icon in the Inspector and open the file in the dialog." -msgstr "" -"Godot 엔진의 인스펙터(Inspector)는 리소스 파일을 즉시 렌더링하고 편집합니다. " -"따라서 사용자는 데이터를 시각화하거나 편집하기 위해 사용자 정의 로직을 구현" -"할 필요가 없는 경우가 많습니다. 이렇게 하려면 파일시스템(FileSystem) 독에서 " -"리소스 파일을 두 번 클릭하거나 인스펙터(Inspector)에서 폴더 아이콘을 클릭하" -"고 대화 상자에서 파일을 여세요." - -msgid "" -"They can extend **other** resource types besides just the base Resource." -msgstr "기본 리소스 외에 **다른** 리소스 타입을 확장할 수 있습니다." - -msgid "Godot makes it easy to create custom Resources in the Inspector." -msgstr "" -"Godot의 인스펙터(Inspecter)에서는 커스텀 리소스를 쉽게 만들 수 있습니다." - -msgid "" -"Create a plain Resource object in the Inspector. This can even be a type " -"that derives Resource, so long as your script is extending that type." -msgstr "" -"인스펙터(Inspecter)에서 일반 Resource 오브젝트를 만듭니다. 스크립트가 해당 타" -"입을 확장하는 동안 리소스를 파생하는 타입일 수도 있습니다." - -msgid "Set the ``script`` property in the Inspector to be your script." -msgstr "" -"인스펙터(Inspecter)에서 ``script`` 속성을 여러분의 스크립트로 설정합니다." - -msgid "" -"The Inspector will now display your Resource script's custom properties. If " -"one edits those values and saves the resource, the Inspector serializes the " -"custom properties too! To save a resource from the Inspector, click the " -"Inspector's tools menu (top right), and select \"Save\" or \"Save As...\"." -msgstr "" -"인스펙터(Inspector)는 이제 여러분의 리소스 스크립트의 사용자 정의 속성을 표시" -"합니다. 해당 값을 편집하고 리소스를 저장하면 인스펙터(Inspector)는 사용자 정" -"의 속성도 직렬화합니다! 인스펙터(Inspector)에서 리소스를 저장하려면 인스펙터" -"(Inspector)의 툴 메뉴(오른쪽 위)를 클릭하고 \"저장\" 또는 \"다른 이름으로 저" -"장...\"을 선택하세요." - -msgid "" -"Resource scripts are similar to Unity's ScriptableObjects. The Inspector " -"provides built-in support for custom resources. If desired though, users can " -"even design their own Control-based tool scripts and combine them with an :" -"ref:`EditorPlugin ` to create custom visualizations and " -"editors for their data." -msgstr "" -"리소스 스크립트는 Unity의 ScriptableObjects와 유사합니다. 인스펙터(Inspector)" -"는 커스텀 리소스를 위한 내장 지원을 제공합니다. 원한다면 유저만의 Control 기" -"반 도구 스크립트를 디자인하고 이를 :ref:`EditorPlugin " -"`\\ 과 결합해서 데이터에 대한 커스텀 시각화 및 에디터를 " -"만들 수도 있습니다." - -msgid "" -"CurveTables are the same thing, except mapped to an Array of float values or " -"a :ref:`Curve `/:ref:`Curve2D ` resource object." -msgstr "" -"CurveTable은 float 배열 또는 :ref:`Curve `/:ref:`Curve2D " -"` 리소스 개체에 매핑된다는 점을 제외하고는 동일합니다." - -msgid "" -"Beware that resource files (\\*.tres/\\*.res) will store the path of the " -"script they use in the file. When loaded, they will fetch and load this " -"script as an extension of their type. This means that trying to assign a " -"subclass, i.e. an inner class of a script (such as using the ``class`` " -"keyword in GDScript) won't work. Godot will not serialize the custom " -"properties on the script subclass properly." -msgstr "" -"리소스 파일(\\*.tres/\\*.res)은 파일에서 사용하는 스크립트의 경로를 저장합니" -"다. 리소스를 불러오면 이 스크립트를 해당 타입의 확장으로 가져와 로드합니다. " -"이는 하위 클래스, 즉 스크립트의 내부 클래스(예: GDScript에서 ``class`` 키워" -"드 사용)를 할당할 수 없다는 의미입니다. Godot는 스크립트 서브클래스의 사용자 " -"정의 속성을 적절하게 직렬화하지 않을 것입니다." - -msgid "" -"In the example below, Godot would load the ``Node`` script, see that it " -"doesn't extend ``Resource``, and then determine that the script failed to " -"load for the Resource object since the types are incompatible." -msgstr "" -"아래 예시에서, Godot는 ``Node`` 스크립트를 불러오고, ``Resource``\\ 를 확장" -"(extend)하지 않는지 확인한 다음, 이 경우 타입이 호환되지 않으므로 스크립트가 " -"Resource 오브젝트를 불러오는 데 실패했다고 판단합니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/scene_tree.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/scene_tree.po deleted file mode 100644 index ee8b013316..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/scene_tree.po +++ /dev/null @@ -1,185 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using SceneTree" -msgstr "씬 트리(SceneTree) 사용하기" - -msgid "Introduction" -msgstr "소개" - -msgid "" -"In previous tutorials, everything revolved around the concept of nodes. " -"Scenes are collections of nodes. They become active once they enter the " -"*scene tree*." -msgstr "" -"이전 튜토리얼에서는 모든 것이 노드 개념을 중심으로 진행됐습니다. 씬은 노드의 " -"모음입니다. 노드는 *씬 트리(scene tree)*\\ 에 들어가면 활성화됩니다." - -msgid "MainLoop" -msgstr "메인루프(MainLoop)" - -msgid "" -"The way Godot works internally is as follows. There is the :ref:`OS " -"` class, which is the only instance that runs at the beginning. " -"Afterwards, all drivers, servers, scripting languages, scene system, etc are " -"loaded." -msgstr "" -"Godot가 내부적으로 작동하는 방식은 다음과 같습니다. 처음에 실행되는 유일한 인" -"스턴스인 :ref:`OS ` 클래스가 있습니다. 그 이후에 모든 드라이버, 서" -"버, 스크립팅 언어, 씬 시스템 등을 불러옵니다." - -msgid "" -"When initialization is complete, :ref:`OS ` needs to be supplied " -"a :ref:`MainLoop ` to run. Up to this point, all this is " -"internals working (you can check main/main.cpp file in the source code if " -"you are ever interested to see how this works internally)." -msgstr "" -"초기화가 완료될 때 :ref:`OS `\\ 를 실행하려면 :ref:`MainLoop " -"`\\ 가 제공되어야 합니다. 여기까지는 이 모든 것이 내부적으로 " -"작동하는 방식입니다(내부적으로 어떻게 작동하는지 알고 싶다면 소스 코드에서 " -"main/main.cpp 파일을 확인하세요)." - -msgid "" -"The user program, or game, starts in the MainLoop. This class has a few " -"methods, for initialization, idle (frame-synchronized callback), fixed " -"(physics-synchronized callback), and input. Again, this is low level and " -"when making games in Godot, writing your own MainLoop seldom makes sense." -msgstr "" -"사용자 프로그램, 게임은 MainLoop에서 시작됩니다. 이 클래스에는 초기화, 유휴: " -"프레임에 동기화된 콜백(idle: frame-synchronized callback), 고정: 물리에 동기" -"화된 콜백(fixed: physics-synchronized callback) 및 입력에 대한 몇 가지 메서드" -"가 있습니다. 다시 말하지만, 이는 로우 레벨이며 Godot에서 게임을 만들 때 " -"MainLoop를 작성하는 것은 거의 의미가 없습니다." - -msgid "SceneTree" -msgstr "씬트리" - -msgid "" -"One of the ways to explain how Godot works is that it's a high level game " -"engine over a low level middleware." -msgstr "" -"Godot가 어떻게 작동하는지 설명하는 방법 중 하나는 Godot가 저수준 미들웨어보" -"다 높은 수준의 게임 엔진이라는 것입니다." - -msgid "" -"The scene system is the game engine, while the :ref:`OS ` and " -"servers are the low level API." -msgstr "" -"씬 시스템은 게임 엔진이고 :ref:`OS `\\ 와 서버는 로우 레벨 API입니" -"다." - -msgid "" -"The scene system provides its own main loop to OS, :ref:`SceneTree " -"`. This is automatically instanced and set when running a " -"scene, no need to do any extra work." -msgstr "" -"씬 시스템은 OS, 즉 :ref:`SceneTree `\\ 에 자체 메인 루프를 " -"제공합니다. 메인 루프는 씬이 실행되는 동안 자동으로 인스턴스화되고 설정되므" -"로 추가 작업을 수행할 필요가 없습니다." - -msgid "" -"It's important to know that this class exists because it has a few important " -"uses:" -msgstr "" -"이 클래스는 몇 가지 중요한 용도로 쓰이기 때문에 이 클래스가 존재한다는 것을 " -"아는 것이 중요합니다:" - -msgid "" -"It contains information about the groups and has the means to call all nodes " -"in a group or get a list of them." -msgstr "" -"그룹에 관한 정보가 포함되어 있어서 그룹의 모든 노드를 호출하거나 그룹의 목록" -"을 가져옵니다." - -msgid "" -"It contains some global state functionality, such as setting pause mode or " -"quitting the process." -msgstr "" -"일시 정지 모드 설정이나 프로세스 종료와 같은, 일부 전역 상태 기능이 포함되어 " -"있습니다." - -msgid "" -"When a node is part of the Scene Tree, the :ref:`SceneTree " -"` singleton can be obtained by calling :ref:`Node." -"get_tree() `." -msgstr "" -"노드가 씬 트리의 일부인 경우 :ref:`Node.get_tree() " -"`\\ 를 호출해서 :ref:`SceneTree " -"` 싱글톤(Singleton)을 가져올 수 있습니다." - -msgid "Root viewport" -msgstr "루트 뷰포트(Root viewport)" - -msgid "" -"The root :ref:`Viewport ` is always at the top of the scene. " -"From a node, it can be obtained in two different ways:" -msgstr "" -"루트 :ref:`Viewport `\\ 는 항상 씬의 맨 위에 있습니다. 노드에" -"서 두 가지 다른 방법으로 가져올 수 있습니다:" - -msgid "" -"This node contains the main viewport. Anything that is a child of a :ref:" -"`Viewport ` is drawn inside of it by default, so it makes " -"sense that the top of all nodes is always a node of this type otherwise " -"nothing would be seen." -msgstr "" -"이 노드는 메인 뷰포트를 포함합니다. :ref:`Viewport `\\ 의 모" -"든 자식은 기본적으로 그 안에 그려지므로 모든 노드의 맨 위는 항상 이 타입의 노" -"드이며 그렇지 않으면 아무 것도 보이지 않을 것입니다." - -msgid "" -"While other viewports can be created in the scene (for split-screen effects " -"and such), this one is the only one that is never created by the user. It's " -"created automatically inside SceneTree." -msgstr "" -"씬에 다른 뷰포트를 만들 수도 있지만(분할 화면 효과 등을 위해서) 루트 뷰포트" -"는 유저가 만들 수 없는 유일한 노드입니다. 씬 트리에서 자동으로 생성됩니다." - -msgid "Scene tree" -msgstr "씬 트리" - -msgid "" -"When a node is connected, directly or indirectly, to the root viewport, it " -"becomes part of the *scene tree*." -msgstr "" -"노드가 루트 뷰포트에 직·간접적으로 연결되면 *씬 트리*\\ 의 일부가 됩니다." - -msgid "" -"This means that as explained in previous tutorials, it will get the " -"``_enter_tree()`` and ``_ready()`` callbacks (as well as ``_exit_tree()``)." -msgstr "" -"즉, 이전 튜토리얼에서 설명했듯이 ``_enter_tree()``, ``_ready()`` 콜백 (및 " -"``_exit_tree()``)을 가져옵니다." - -msgid "" -"When nodes enter the *Scene Tree*, they become active. They get access to " -"everything they need to process, get input, display 2D and 3D visuals, " -"receive and send notifications, play sounds, etc. When they are removed from " -"the *scene tree*, they lose these abilities." -msgstr "" -"노드는 *씬 트리*\\ 에 들어가면 활성화됩니다. 노드는 입력을 받거나 처리하고, " -"2D 및 3D 오브젝트를 화면에 표시하고, 알림을 송·수신하고, 소리를 재생하는 등 " -"필요한 모든 것에 접근할 수 있습니다. 노드가 *씬 트리*\\ 에서 제거되면 이러한 " -"능력을 잃게 됩니다." - -msgid "Tree order" -msgstr "트리 순서" - -msgid "\"Becoming active\" by entering the *Scene Tree*" -msgstr "*씬 트리*\\ 에 들어가서 \"활성화되기\"" - -msgid "A scene is loaded from disk or created by scripting." -msgstr "씬은 디스크에서 불러오거나 스크립트에 의해 만들어집니다." - -msgid "Changing current scene" -msgstr "현재 씬 변경하기" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/singletons_autoload.po b/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/singletons_autoload.po deleted file mode 100644 index e09964719e..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/scripting/singletons_autoload.po +++ /dev/null @@ -1,154 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "" -"Godot's scene system, while powerful and flexible, has a drawback: there is " -"no method for storing information (e.g. a player's score or inventory) that " -"is needed by more than one scene." -msgstr "" -"Godot의 씬 시스템은 강력하고 유연하지만 하나 이상의 씬에 필요한 정보(예: 플래" -"이어의 점수나 인벤토리)를 저장할 방법이 없다는 단점이 있습니다." - -msgid "" -"It's possible to address this with some workarounds, but they come with " -"their own limitations:" -msgstr "몇 가지 방법으로 이 문제를 해결할 수 있지만 한계점이 있습니다:" - -msgid "" -"You can use a \"master\" scene that loads and unloads other scenes as its " -"children. However, this means you can no longer run those scenes " -"individually and expect them to work correctly." -msgstr "" -"다른 씬을 자식으로 불러오거나 언로드하는 \"마스터(master)\" 씬을 사용할 수 있" -"습니다. 하지만 그렇게 하면 더 이상 씬들을 개별적으로 실행할 수 없고 올바르게 " -"작동할 것이라고 예상할 수 없습니다." - -msgid "" -"Information can be stored to disk in ``user://`` and then loaded by scenes " -"that require it, but frequently saving and loading data is cumbersome and " -"may be slow." -msgstr "" -"정보를 디스크의 ``user://``\\ 경로에 저장한 다음 이를 필요로 하는 씬에서 로드" -"할 수 있지만 데이터를 자주 저장하고 로드하는 것은 번거롭고 느릴 수 있습니다." - -msgid "" -"The `Singleton pattern `_ " -"is a useful tool for solving the common use case where you need to store " -"persistent information between scenes. In our case, it's possible to reuse " -"the same scene or class for multiple singletons as long as they have " -"different names." -msgstr "" -"`싱글톤 패턴 `_\\ 은 씬 간에 지속" -"적으로 정보를 저장해야 하는 일반적인 사례를 해결하는 데 유용한 툴입니다. 우리" -"의 경우 여러 싱글톤의 이름이 서로 다르기만 하면 동일한 장면이나 클래스를 여" -"러 싱글톤에서 재사용할 수 있습니다." - -msgid "Using this concept, you can create objects that:" -msgstr "이 개념을 사용해서 다음과 같은 오브젝트를 만들 수 있습니다:" - -msgid "Are always loaded, no matter which scene is currently running." -msgstr "현재 실행 중인 씬에 관계없이 항상 불러와집니다" - -msgid "Can store global variables such as player information." -msgstr "플레이어 정보와 같은, 전역 변수를 저장할 수 있습니다." - -msgid "Can handle switching scenes and between-scene transitions." -msgstr "씬을 변경하는 것과 씬 사이에서의 전환을 다룰 수 있습니다." - -msgid "" -"*Act* like a singleton, since GDScript does not support global variables by " -"design." -msgstr "GDScript가 전역 변수를 지원하지 않기 때문에 싱글톤처럼 작동합니다." - -msgid "Autoloading nodes and scripts can give us these characteristics." -msgstr "노드와 스크립트를 오토로드하면 위와 같은 특성을 적용할 수 있습니다." - -msgid "" -"When autoloading a script, a :ref:`class_Node` will be created and the " -"script will be attached to it. This node will be added to the root viewport " -"before any other scenes are loaded." -msgstr "" -"스크립트를 오토로드할 때 :ref:`class_Node`\\ 가 생성되고 스크립트가 여기에 추" -"가됩니다. 이 노드는 다른 씬이 로드되기 전에 루트 뷰포트에 추가됩니다." - -msgid "" -"Note that autoload objects (scripts and/or scenes) are accessed just like " -"any other node in the scene tree. In fact, if you look at the running scene " -"tree, you'll see the autoloaded nodes appear:" -msgstr "" -"오토로드 오브젝트(스크립트 및/또는 씬)는 씬 트리의 다른 노드와 마찬가지 방식" -"으로 접근할 수 있습니다. 실제로 실행 중인 씬 트리를 보면 오토로드된 노드가 나" -"타난 것을 볼 수 있습니다:" - -msgid "Custom scene switcher" -msgstr "커스텀 씬 전환기" - -msgid "" -"Now whenever we run any scene in the project, this script will always be " -"loaded." -msgstr "" -"이제 프로젝트에서 어떤 씬이든지 실행할 때마다 이 스크립트가 항상 로드됩니다." - -msgid "" -"Now we need a function for changing the scene. This function needs to free " -"the current scene and replace it with the requested one." -msgstr "" -"이제 씬을 변경하는 함수가 필요합니다. 이 함수는 현재 씬을 해제하고 요청한 씬" -"으로 교체해야 합니다." - -msgid "" -"Using :ref:`Object.call_deferred() `, the " -"second function will only run once all code from the current scene has " -"completed. Thus, the current scene will not be removed while it is still " -"being used (i.e. its code is still running)." -msgstr "" -":ref:`Object.call_deferred() `\\ 를 사용하" -"면 두 번째 함수는 현재 씬의 모든 코드가 완료된 후에만 실행됩니다. 따라서 현" -"재 씬이 사용 중인 동안에는 제거되지 않습니다(즉, 해당 코드가 계속 실행 중임)." - -msgid "" -"Finally, we need to fill the empty callback functions in the two scenes:" -msgstr "마지막으로, 두 씬에서 비어있는 콜백 함수를 채워야 합니다:" - -msgid "and" -msgstr "그리고" - -msgid "" -"Run the project and test that you can switch between scenes by pressing the " -"button." -msgstr "프로젝트를 실행하고 버튼을 누를 때마다 씬이 바뀌는지 확인해보세요." - -msgid "" -"When scenes are small, the transition is instantaneous. However, if your " -"scenes are more complex, they may take a noticeable amount of time to " -"appear. To learn how to handle this, see the next tutorial: :ref:" -"`doc_background_loading`." -msgstr "" -"씬이 작다면 씬 전환이 빠르게 됩니다. 그러나 씬이 더 복잡한 경우 표시되는 데 " -"상당한 시간이 걸릴 수 있습니다. 이를 처리하는 방법을 배우려면 다음 튜토리얼 :" -"ref:`doc_background_loading`\\ 을 살펴보세요." - -msgid "" -"Alternatively, if the loading time is relatively short (less than 3 seconds " -"or so), you can display a \"loading plaque\" by showing some kind of 2D " -"element just before changing the scene. You can then hide it just after the " -"scene is changed. This can be used to indicate to the player that a scene is " -"being loaded." -msgstr "" -"로딩 시간이 비교적 짧은 경우(3초 미만) 장면을 변경하기 직전에 일종의 2D 요소" -"를 표시해서 \"로딩 플라크(plaque)\"를 표시할 수 있습니다. 그런 다음 씬이 변경" -"된 직후에 숨길 수 있습니다. 이는 장면이 로드되고 있음을 플레이어에게 알려주" -"는 데 사용할 수 있습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/compute_shaders.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/compute_shaders.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/compute_shaders.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po deleted file mode 100644 index db99a5661a..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po +++ /dev/null @@ -1,45 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "gl_Position" -msgstr "gl_Position" - -msgid "Variables" -msgstr "변수(Variable)" - -msgid "Variable" -msgstr "변수" - -msgid "Type" -msgstr "타입" - -msgid "Description" -msgstr "설명" - -msgid "float" -msgstr "float" - -msgid "bool" -msgstr "bool" - -msgid "Precision" -msgstr "정밀도" - -msgid "Types" -msgstr "타입(Types)" - -msgid "mainImage" -msgstr "메인 이미지(mainImage)" - -msgid "fragColor" -msgstr "fragColor" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/index.po deleted file mode 100644 index 4a2fb5f9cf..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Shaders" -msgstr "셰이더" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po deleted file mode 100644 index 4d599b0d2c..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po +++ /dev/null @@ -1,41 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to shaders" -msgstr "쉐이더 소개" - -msgid "" -"Shaders are a special kind of program that runs on Graphics Processing Units " -"(GPUs). They were initially used to shade 3D scenes but can nowadays do much " -"more. You can use them to control how the engine draws geometry and pixels " -"on the screen, allowing you to achieve all sorts of effects." -msgstr "" -"셰이더란 Graphics Processing Units (GPUs)에서 작동되는 특별한 종류의 프로그램" -"입니다. 초기에 쉐이더는 3D씬의 그림자를 만들기위해 만들어졌으나 요새는 더 많" -"은 기술을 사용합니다. 당신은 쉐이더를 통해 엔진에서 어떻게 지오메트리와 픽셀" -"을 그릴지 조절할수있습니다." - -msgid "" -"Modern rendering engines like Godot draw everything with shaders: graphics " -"cards can run thousands of instructions in parallel, leading to incredible " -"rendering speed." -msgstr "" -"고도와 같은 최신 게임엔진들은 셰이더를 통해 무엇이든 그릴수있습니다: 그래픽카" -"드는 수천개의 명령어를 동시에 처리할수있기때문에 렌더링 속도가 빠릅니다." - -msgid "" -"Suppose you want to update all the pixels in a texture to a given color. In " -"GDScript, your code would use ``for`` loops::" -msgstr "" -"GDScript에서 주어진 텍스쳐의 모든 픽셀을 주어진 색깔로 바꾼다고 가정합시다. " -"이때는 코드에 ``for`` 구문을 사용해야 합니다:" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/making_trees.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/making_trees.po deleted file mode 100644 index 44c6590df9..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/making_trees.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "https://sketchfab.com/models/ea5e6ed7f9d6445ba69589d503e8cebf" -msgstr "https://sketchfab.com/models/ea5e6ed7f9d6445ba69589d503e8cebf" - -msgid "Improving the shader" -msgstr "셰이더 개선하기" - -msgid "https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html" -msgstr "https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_materials.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_materials.po deleted file mode 100644 index a8c85fd989..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_materials.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "And much more!" -msgstr "그리고 더 많이 있습니다!" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po deleted file mode 100644 index cc396b4782..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Description" -msgstr "설명" - -msgid "Built-in" -msgstr "내장" - -msgid "Function" -msgstr "함수" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po deleted file mode 100644 index 24d950c360..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Built-in" -msgstr "내장" - -msgid "Description" -msgstr "설명" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po deleted file mode 100644 index cc396b4782..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Description" -msgstr "설명" - -msgid "Built-in" -msgstr "내장" - -msgid "Function" -msgstr "함수" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po deleted file mode 100644 index 905fdb9d9c..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po +++ /dev/null @@ -1,108 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Type" -msgstr "타입" - -msgid "Description" -msgstr "설명" - -msgid "Comments" -msgstr "주석" - -msgid "Casting" -msgstr "캐스팅(Casting)" - -msgid "Example:" -msgstr "예시:" - -msgid "Members" -msgstr "멤버" - -msgid "Precision" -msgstr "정밀도" - -msgid "Arrays" -msgstr "배열" - -msgid "Constants" -msgstr "상수" - -msgid "Operators" -msgstr "연산자" - -msgid "Class" -msgstr "클래스" - -msgid "Operator" -msgstr "연산자" - -msgid "**()**" -msgstr "**()**" - -msgid "2" -msgstr "2" - -msgid "**+, -, !, ~**" -msgstr "**+, -, !, ~**" - -msgid "3" -msgstr "3" - -msgid "**/, \\*, %**" -msgstr "**/, \\*, %**" - -msgid "4" -msgstr "4" - -msgid "**+, -**" -msgstr "**+, -**" - -msgid "5" -msgstr "5" - -msgid "**<<, >>**" -msgstr "**<<, >>**" - -msgid "6" -msgstr "6" - -msgid "**<, >, <=, >=**" -msgstr "**<, >, <=, >=**" - -msgid "7" -msgstr "7" - -msgid "**==, !=**" -msgstr "**==, !=**" - -msgid "**&**" -msgstr "**&**" - -msgid "**^**" -msgstr "**^**" - -msgid "**|**" -msgstr "**|**" - -msgid "**&&**" -msgstr "**&&**" - -msgid "Functions" -msgstr "함수(Function)" - -msgid "Function" -msgstr "함수" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po deleted file mode 100644 index bda921143c..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Description" -msgstr "설명" - -msgid "Built-in" -msgstr "내장" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po deleted file mode 100644 index bda921143c..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Description" -msgstr "설명" - -msgid "Built-in" -msgstr "내장" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po deleted file mode 100644 index cfba7d1eb2..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po +++ /dev/null @@ -1,158 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Style guides aren't meant as hard rulebooks. At times, you may not be able " -"to apply some of the guidelines below. When that happens, use your best " -"judgment, and ask fellow developers for insights." -msgstr "" -"스타일 가이드는 빡빡한 법전이 아닙니다. 아직은 아래의 가이드라인을 적용하지 " -"못할 수도 있습니다. 그런 일이 발생하면 최선의 판단을 내리고 동료 개발자에게 " -"통찰력을 요청하세요." - -msgid "" -"In general, keeping your code consistent in your projects and within your " -"team is more important than following this guide to a tee." -msgstr "" -"일반적으로 프로젝트와 팀 내에서 코드를 일관되게 유지하는 것이 이 가이드를 따" -"라가는 것보다 더 중요합니다." - -msgid "Formatting" -msgstr "서식(Formatting)" - -msgid "Encoding and special characters" -msgstr "인코딩과 특수 문자" - -msgid "" -"Use line feed (**LF**) characters to break lines, not CRLF or CR. *(editor " -"default)*" -msgstr "" -"줄 바꿈을 위해 라인 피드 (**LF**) 문자를 사용합니다. CRLF나 CR은 사용하지 않" -"습니다 *(편집기 기본 설정)*" - -msgid "Use one line feed character at the end of each file. *(editor default)*" -msgstr "" -"각 파일의 끝에 하나의 라인 피드 문자를 사용합니다. *(편집기 기본 설정)*" - -msgid "" -"Use **UTF-8** encoding without a `byte order mark `_. *(editor default)*" -msgstr "" -"`바이트 순서 표식 `_ 없이 " -"**UTF-8** 인코딩을 사용합니다. *(편집기 기본 설정)*" - -msgid "Use **Tabs** instead of spaces for indentation. *(editor default)*" -msgstr "" -"들여쓰기로 스페이스바 대신 **Tab(탭)** 키를 사용합니다. *(편집기 기본 설정)*" - -msgid "Indentation" -msgstr "들여쓰기" - -msgid "**Good**:" -msgstr "**좋음**:" - -msgid "**Bad**:" -msgstr "**나쁨**:" - -msgid "" -"Use 2 indent levels to distinguish continuation lines from regular code " -"blocks." -msgstr "" -"정규 코드 블록과 이어지는 줄을 구분하기 위해 2 칸 들여쓰기를 사용하세요." - -msgid "Line breaks and blank lines" -msgstr "줄 바꿈 및 공백 줄" - -msgid "Blank lines" -msgstr "공백 줄(Blank lines)" - -msgid "Line length" -msgstr "줄 길이" - -msgid "Keep individual lines of code under 100 characters." -msgstr "코드 한 줄은 100 문자 이내로 유지합니다." - -msgid "One statement per line" -msgstr "한 줄에 하나의 명령문" - -msgid "The only exception to that rule is the ternary operator:" -msgstr "유일한 예외라면 삼항(Ternary) 연산자일 것입니다:" - -msgid "Comment spacing" -msgstr "주석(Comment) 간격" - -msgid "" -"Regular comments should start with a space, but not code that you comment " -"out. This helps differentiate text comments from disabled code." -msgstr "" -"일반 주석은 공백으로 시작해야 하지만 주석을 달은 코드는 공백으로 시작하지 않" -"아야 합니다. 이렇게 하면 텍스트 주석을 비활성화된 코드와 구분하는 데 도움이 " -"됩니다." - -msgid "Whitespace" -msgstr "공백" - -msgid "Don't use spaces to align expressions vertically:" -msgstr "표현식을 세로로 정렬하기 위해 공백을 사용하지 마세요:" - -msgid "Naming conventions" -msgstr "명명 규칙" - -msgid "" -"These naming conventions follow the Godot Engine style. Breaking these will " -"make your code clash with the built-in naming conventions, leading to " -"inconsistent code." -msgstr "" -"이러한 명명 규칙은 Godot 엔진 스타일을 따릅니다. 이 규칙을 깨면 코드가 기본 " -"제공 명명 규칙과 충돌해서 일관되지 않게 됩니다." - -msgid "Functions and variables" -msgstr "함수와 변수" - -msgid "Use snake\\_case to name functions and variables:" -msgstr "함수와 변수 이름에는 스네이크\\_표기법(snake\\_case)을 사용하세요:" - -msgid "Constants" -msgstr "상수" - -msgid "" -"Write constants with CONSTANT\\_CASE, that is to say in all caps with an " -"underscore (\\_) to separate words:" -msgstr "" -"상수\\_표기법(CONSTANT\\_CASE)으로 상수를 작성하세요. 다시 말해, 모든 단어는 " -"대문자로 하고 띄어쓰기 대신 밑줄 (\\_)을 사용하세요:" - -msgid "Code order" -msgstr "코드 순서" - -msgid "" -"We optimized the order to make it easy to read the code from top to bottom, " -"to help developers reading the code for the first time understand how it " -"works, and to avoid errors linked to the order of variable declarations." -msgstr "" -"코드를 위에서 아래로 쉽게 읽을 수 있도록 순서를 최적화했으며, 코드를 처음 읽" -"는 개발자가 어떻게 작동하는지 이해하고 변수 선언 순서와 관련된 오류를 방지할 " -"수 있습니다." - -msgid "Local variables" -msgstr "지역 변수(Local Variables)" - -msgid "" -"Declare local variables as close as possible to their first use. This makes " -"it easier to follow the code, without having to scroll too much to find " -"where the variable was declared." -msgstr "" -"지역 변수를 처음 사용할 때와 최대한 가깝게 선언하세요. 이렇게 하면 변수가 선" -"언된 위치를 찾기 위해 너무 많이 스크롤하지 않고도 코드를 더 쉽게 따라갈 수 있" -"습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po deleted file mode 100644 index e7662b8602..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Setting up the scene" -msgstr "씬 설정하기" - -msgid "Making the planet texture" -msgstr "행성 텍스처 만들기" - -msgid "Coloring the planet" -msgstr "행성 색칠하기" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/visual_shaders.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/visual_shaders.po deleted file mode 100644 index 72b6c0606a..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/visual_shaders.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Type" -msgstr "타입" - -msgid "Color" -msgstr "색상" - -msgid "Description" -msgstr "설명" - -msgid "Example" -msgstr "예제" - -msgid "Vector" -msgstr "벡터" - -msgid "Transform" -msgstr "변형" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po deleted file mode 100644 index b08286ab59..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Setup" -msgstr "설정" - -msgid "Uniform input" -msgstr "Uniform 입력" - -msgid "Conclusion" -msgstr "결론" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po deleted file mode 100644 index 135155ddb2..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Setting up" -msgstr "설정하기" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/troubleshooting.po b/sphinx/po/ko/LC_MESSAGES/tutorials/troubleshooting.po deleted file mode 100644 index bc404882ff..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/troubleshooting.po +++ /dev/null @@ -1,170 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "문제 해결" - -msgid "" -"This page lists common issues encountered when using Godot and possible " -"solutions." -msgstr "" -"이 페이지에는 Godot 사용 중 발생하는 일반적인 문제와 가능한 해결 방법이 나열" -"되어 있습니다." - -msgid "" -"See :ref:`doc_using_the_web_editor` for caveats specific to the Web version " -"of the Godot editor." -msgstr "" -"웹 버전 Godot 에디터에 대한 주의 사항은 :ref:`doc_using_the_web_editor`\\ 를 " -"참고하세요." - -msgid "" -"The editor runs slowly and uses all my CPU and GPU resources, making my " -"computer noisy" -msgstr "" -"편집기가 느리게 실행되며 모든 CPU 및 GPU 리소스를 사용해서 제 컴퓨터를 시끄럽" -"게 만듭니다." - -msgid "" -"This is a known issue, especially on macOS since most Macs have Retina " -"displays. Due to Retina displays' higher pixel density, everything has to be " -"rendered at a higher resolution. This increases the load on the GPU and " -"decreases perceived performance." -msgstr "" -"이 문제는 특히 macOS에서 잘 알려진 문제입니다. 대부분의 Mac에는 Retina 디스플" -"레이가 내장되어 있습니다. Retina 디스플레이는 높은 픽셀 밀도를 가지고 있기 때" -"문에, 모든 것을 고해상도로 렌더링해야 합니다. 이는 GPU의 부하가 증가하고 성능" -"이 저하됩니다." - -msgid "There are several ways to improve performance and battery life:" -msgstr "여기에 성능과 배터리 수명을 향상시키는 몇 가지 방법이 있습니다:" - -msgid "" -"In 3D, click the **Perspective** button in the top left corner and enable " -"**Half Resolution**. The 3D viewport will now be rendered at half " -"resolution, which can be up to 4 times faster." -msgstr "" -"3D에서, 왼쪽 상단에 있는 **Perspective** 버튼을 클릭하고 **Half Resolution**" -"을 활성화하면 3D 뷰포트가 절반의 해상도로 최대 4배 빠르게 렌더링됩니다." - -msgid "" -"Open the Editor Settings and increase the value of **Low Processor Mode " -"Sleep (µsec)** to ``33000`` (30 FPS). This value determines the amount of " -"*microseconds* between frames to render. Higher values will make the editor " -"feel less reactive but will help decrease CPU and GPU usage significantly." -msgstr "" -"Editor Settings(편집기 설정)을 열고 **Low Processor Mode Sleep( µsec)**의 값" -"을 ``33000``(30FPS)으로 늘립니다. 이 값은 렌더링할 프레임 사이의 *마이크로초*" -"의 양을 결정합니다. 값이 높으면 Editor(편집기)의 반응성이 떨어지지만 CPU 및 " -"GPU 사용량을 크게 줄일 수 있습니다." - -msgid "" -"If you have a node that causes the editor to redraw continuously (such as " -"particles), hide it and show it using a script in the ``_ready()`` method. " -"This way, it will be hidden in the editor but will still be visible in the " -"running project." -msgstr "" -"편집기가 (파티클과 같이) 계속해서 다시 그리게 하는 노드가 있는 경우, 이 노드" -"를 숨기고 ``_ready()`` 메서드의 스크립트를 사용해서 표시합니다. 이렇게 하면 " -"편집기서에는 숨겨지지만 실행 중인 프로젝트서에는 계속 표시됩니다." - -msgid "" -"The editor stutters and flickers on my variable refresh rate monitor (G-Sync/" -"FreeSync)" -msgstr "" -"가변 새로 고침 빈도 모니터(G-Sync/FreeSync)에서 편집기가 버벅거리고 깜박거립" -"니다" - -msgid "The editor or project takes a very long time to start" -msgstr "에디터 및 프로젝트가 켜지기까지 너무 오랜 시간이 걸립니다" - -msgid "" -"When running Godot on Windows with the system console enabled, you can " -"accidentally enable *selection mode* by clicking inside the command window. " -"This Windows-specific behavior pauses the application to let you select text " -"inside the system console. Godot cannot override this system-specific " -"behavior." -msgstr "" -"시스템 콘솔을 활성화한 Windows에서 Godot을 실행할 때, 명령 창 내부를 클릭해 " -"실수로 *선택 모드*\\ 를 활성화할 수 있습니다. 이 Windows 관련 동작은 응용 프" -"로그램을 일시 중지하여 시스템 콘솔 내에서 텍스트를 선택할 수 있도록 합니다. " -"Godot는 이 시스템 전용 동작을 바꿀 수 없습니다." - -msgid "" -"To solve this, select the system console window and press Enter to leave " -"selection mode." -msgstr "" -"이것을 해결하려면 시스템 콘솔 창을 선택하고 Enter를 눌러 선택 모드를 종료하십" -"시오." - -msgid "" -"This is caused by the NVIDIA graphics driver injecting an overlay to display " -"information." -msgstr "" -"이것은 NVIDIA 그래픽 드라이버가 정보를 표시하기 위해 오버레이를 삽입하기 때문" -"에 발생합니다." - -msgid "" -"To disable this overlay on Windows, restore your graphics driver settings to " -"the default values in the NVIDIA Control Panel." -msgstr "" -"Windows에서 이 오버레이를 비활성화하려면, 그래픽 드라이버 설정을 NVIDIA 제어" -"판의 기본값으로 복원하십시오." - -msgid "" -"To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen " -"0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**." -msgstr "" -"리눅스에서 이 오버레이 사용을 중지하려면, ``nvidia-settings``\\ 을 열고, **X " -"Screen 0 > OpenGL Setting**\\ 에서 **Enable Graphics API Visual " -"Indicator**\\ 를 선택 취소합니다." - -msgid "The editor or project appears overly sharp or blurry" -msgstr "에디터 또는 프로젝트가 지나치게 날카롭거나 흐리게 표시됩니다" - -msgid "" -"The project works when run from the editor, but fails to load some files " -"when running from an exported copy" -msgstr "" -"에디터에서는 프로젝트가 잘 실행되지만 내보낸 사본에서 프로젝트를 실행할 시 일" -"부 파일을 불러올 수 없습니다" - -msgid "" -"This is usually caused by forgetting to specify a filter for non-resource " -"files in the Export dialog. By default, Godot will only include actual " -"*resources* into the PCK file. Some files commonly used, such as JSON files, " -"are not considered resources. For example, if you load ``test.json`` in the " -"exported project, you need to specify ``*.json`` in the non-resource export " -"filter. See :ref:`doc_exporting_projects_export_mode` for more information." -msgstr "" -"이는 '대화 상자 내보내기'(export dialog)에서 리소스 파일이 아닌 파일의 필터링" -"을 특정하지 않아 발생하는 오류입니다. 기본적으로 Godot은 PCK 파일에 실제 *리" -"소스*\\ 만을 포함하고 있습니다. JSON 파일과 같이 일반적으로 자주 사용되는 일" -"부 파일 형식은 리소스로 취급하지 않습니다. 예를 들어, 내보낸 프로젝트에서 " -"``test.json`` 파일을 불러오는 경우 비 리소스 내보내기 필터(non-resource " -"export filter)에서 ``*.json`` 파일 형식을 특정해야 합니다. 자세한 내용은 :" -"ref:`doc_exporting_projects_export_mode`\\ 를 참고하세요." - -msgid "" -"On Windows, this can also be due to :ref:`case sensitivity " -"` issues. If you reference a " -"resource in your script with a different case than on the filesystem, " -"loading will fail once you export the project. This is because the virtual " -"PCK filesystem is case-sensitive, while Windows's filesystem is case-" -"insensitive by default." -msgstr "" -"Windows의 :ref:`대소 문자 구분 ` " -"문제 때문일 수도 있습니다. 파일 시스템과 다른 대소 문자를 사용하여 스크립트에" -"서 리소스를 참조하는 경우 프로젝트를 내보내면 리소스 로드가 실패합니다. 가상 " -"PCK 파일 시스템은 대소 문자를 구분하지만, Windows의 파일 시스템은 기본적으로 " -"대소 문자를 구분하지 않기 때문입니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po b/sphinx/po/ko/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po deleted file mode 100644 index a32121fd79..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" - -msgid "Performance" -msgstr "성능" - -msgid "Example" -msgstr "예제" - -msgid "String" -msgstr "String" - -msgid "1" -msgstr "1" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/ui/control_node_gallery.po b/sphinx/po/ko/LC_MESSAGES/tutorials/ui/control_node_gallery.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/ui/control_node_gallery.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/ui/custom_gui_controls.po b/sphinx/po/ko/LC_MESSAGES/tutorials/ui/custom_gui_controls.po deleted file mode 100644 index bd2e3ca00d..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/ui/custom_gui_controls.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Drawing" -msgstr "그리기" - -msgid "Input" -msgstr "입력" - -msgid "Notifications" -msgstr "알림(Notification)" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/ui/gui_containers.po b/sphinx/po/ko/LC_MESSAGES/tutorials/ui/gui_containers.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/ui/gui_containers.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/ui/gui_navigation.po b/sphinx/po/ko/LC_MESSAGES/tutorials/ui/gui_navigation.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/ui/gui_navigation.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/ui/gui_skinning.po b/sphinx/po/ko/LC_MESSAGES/tutorials/ui/gui_skinning.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/ui/gui_skinning.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po b/sphinx/po/ko/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/ui/gui_using_fonts.po b/sphinx/po/ko/LC_MESSAGES/tutorials/ui/gui_using_fonts.po deleted file mode 100644 index cfbd8eec03..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/ui/gui_using_fonts.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Mipmaps" -msgstr "밉맵" - -msgid "Windows" -msgstr "Windows" - -msgid "Linux" -msgstr "Linux" - -msgid "Android" -msgstr "Android" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po b/sphinx/po/ko/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/ui/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/ui/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/ui/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/ui/size_and_anchors.po b/sphinx/po/ko/LC_MESSAGES/tutorials/ui/size_and_anchors.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/ui/size_and_anchors.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po b/sphinx/po/ko/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/ar_passthrough.po b/sphinx/po/ko/LC_MESSAGES/tutorials/xr/ar_passthrough.po deleted file mode 100644 index 1d24d1abb3..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/ar_passthrough.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Description" -msgstr "설명" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po b/sphinx/po/ko/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po deleted file mode 100644 index 48212767ea..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po +++ /dev/null @@ -1,225 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Basic XR Locomotion" -msgstr "기본 XR 로코모션" - -msgid "" -"For basic locomotion we're going to continue using our Godot XR Tools " -"library. The library contains both basic movement features as more advanced " -"features." -msgstr "" -"기본적인 로코모션 구현을 위해 Godot XR 도구 라이브러리를 사용해 보겠습니다. " -"라이브러리에는 기본적인 이동 기능 및 고급 기능들이 포함되어 있습니다." - -msgid "Adding our player body" -msgstr "플레이어 몸체 추가" - -msgid "" -"The first step we need to do is to add a helper node to our :ref:`XROrigin3D " -"` node. Because XR supports roomscale tracking you can't " -"simply add your XR setup to a :ref:`CharacterBody3D ` " -"node and expect things to work. You will run into trouble when the user " -"moves around their physical space and is no longer standing in the center of " -"their room. Godot XR Tools embeds the needed logic into a helper node called " -"``PlayerBody``." -msgstr "" -"먼저 해야 할 것은 :ref:`XROrigin3D ` 노드에 헬퍼 노드를 추" -"가하는 것입니다. XR은 룸스케일 트래킹을 지원하기 때문에 단순히 XR 설정들을 :" -"ref:`CharacterBody3D ` 노드에 추가한다고 동작하지는 않" -"습니다. 유저가 현실 공간에서 돌아다녀서 방 가운에 있지 않게 되면 문제가 생기" -"게 됩니다. Godot XR 도구에서는 이러한 상황에 필요한 로직을 ``PlayerBody`` 라" -"는 헬퍼 노드에 추가해 두었습니다." - -msgid "" -"Select your :ref:`XROrigin3D ` node and click on the " -"``instantiate Child Scene`` button to add a child scene. Select ``addons/" -"godot-xr-tools/player/player_body.tscn`` and add this node." -msgstr "" -":ref:`XROrigin3D ` 노드를 클릭해서 ``자식 씬 인스턴스화``" -"를 눌러 ``addons/godot-xr-tools/player/player_body.tscn`` 노드를 추가합니다." - -msgid "Adding a floor" -msgstr "바닥 추가" - -msgid "" -"This node governs the in game movement of your character and will " -"immediately react to gravity. So to prevent our player from infinitely " -"falling down we'll quickly add a floor to our scene." -msgstr "" -"이 노드가 게임에서의 캐릭터 이동에 영향을 주며 중력에 반응할 것입니다. 따라" -"서 플레이어가 끝없이 추락하는 것을 방지하기 위해서는 씬에 바닥을 추가해야 합" -"니다." - -msgid "" -"We start by adding a :ref:`StaticBody3D ` node to our " -"root node and we rename this to ``Floor``. We add a :ref:`MeshInstance3D " -"` node as a child node for our ``Floor``. Then create " -"a new :ref:`PlaneMesh ` as it's mesh. For now we set the " -"size of the mesh to 100 x 100 meters. Next we add a :ref:`CollisionShape3D " -"` node as a child node for our ``Floor``. Then " -"create a ``BoxShape`` as our shape. We set the size of this box shape to 100 " -"x 1 x 100 meters. We also need to move our collision shape down by 0.5 " -"meters so the top of our box is flush with the floor." -msgstr "" -"먼저 루트 노드에 :ref:`StaticBody3D ` 노드를 추가하고 이" -"름을 ``Floor``로 변경합니다. 그리고 ``Floor``에 :ref:`MeshInstance3D " -"` 노드를 추가합니다. 이후 :ref:`PlaneMesh " -"`를 메시로 생성합니다. 메시의 크기는 100 x 100 미터 크기로 " -"설정하겠습니다. 다음으로 :ref:`CollisionShape3D ` 노" -"드를 ``Floor``의 자식으로 추가합니다. 그리고 ``BoxShape``을 shape으로 추가합" -"니다. 박스의 크기는 100 x 1 x 100 미터로 설정하겠습니다. 콜리전 shape을 0.5 " -"미터 아래로 옮겨서 박스의 윗면이 바닥 높이가 되도록 합시다." - -msgid "" -"To make it easier to see that we're actually moving around our world, a " -"white floor isn't going to do it. For this we add a material to our " -"PlaneMesh and set the albedo to a grid texture we've created with `Wahooneys " -"excellent free texture generator `_." -msgstr "" -"우리가 월드 공간에서 어떻게 움직이는지를 잘 보기 위해서는 하얀 바닥으로는 안" -"됩니다. PlaneMesh에 머티리얼을 추가하고 albedo로 `Wahooneys excellent free " -"texture generator `_에서 생" -"성한 격자 텍스처를 사용합니다." - -msgid "Direct movement" -msgstr "직접 이동" - -msgid "" -"We're going to start adding some basic direct movement to our setup. This " -"allows the user to move through the virtual world using joystick input." -msgstr "" -"기본적인 직접 이동 방식을 먼저 설정해 보겠습니다. 이는 조이스틱 입력으로 이동" -"하는 방식입니다." - -msgid "" -"It is important to note that moving through the virtual world while the " -"player is standing still in the real world, can be nausea inducing " -"especially for players who are new to VR. The default settings on our " -"movement functions are fairly conservative. We advise you to stick to these " -"defaults but offer features in game to enable less comfortable settings for " -"more experienced users who are used to playing VR games." -msgstr "" -"현실 세계에서는 가만히 서 있는데 가상 공간에서는 이동하는 것은 멀미를 유발할 " -"수 있고, 특히나 VR을 처음 사용하는 사람에게는 더 그렇습니다. 우리의 이동 기능" -"은 기본적으로 꽤 보수적으로 설정되어 있습니다. 따라서 여러분도 기본값을 사용" -"하길 권장 드리지만 VR 게임에 익숙한 사용자를 위해 설정을 제공해 주는 것도 좋" -"겠습니다." - -msgid "" -"We want to enable this on the right hand controller. We do this by adding a " -"subscene to the right hand :ref:`XRController3D ` " -"node. Select ``addons/godot-xr-tools/functions/movement_direct.tscn`` as the " -"scene to add." -msgstr "" -"우리는 이 기능을 오른손 컨트롤러에 할당하고 싶습니다. 따라서 오른손 :ref:" -"`XRController3D `에 ``addons/godot-xr-tools/functions/" -"movement_direct.tscn`` 자식 씬을 추가합니다." - -msgid "" -"This function adds forward and backwards movement to the player by using the " -"joystick on the right hand controller. It has an option to also add left/" -"right strafe but by default this is disabled." -msgstr "" -"이 기능은 플레이어가 오른손 컨트롤러를 사용해 앞뒤로 움직일 수 있게 합니다. " -"왼쪽/오른쪽 횡이동도 활성화 할 수 있지만 기본적으로 비활성화 되어 있습니다." - -msgid "" -"Instead, we are going to add the ability for the player to also turn with " -"this joystick. We will add another subscene to our controller node, select " -"``addons/godot-xr-tools/functions/movement_turn.tscn`` for this." -msgstr "" -"대신에 조이스틱을 사용해 회전할 수 있는 기능을 추가하겠습니다. 이를 위해 컨트" -"롤러 노드에 다른 자식 씬으로 ``addons/godot-xr-tools/functions/movement_turn." -"tscn``를 추가합니다." - -msgid "" -"The turn system by default uses a snap turn approach. This means that " -"turning happens in steps. This may seem jarring however it is a tried and " -"tested method of combating motion sickness. You can easily switch to a mode " -"that offers smooth turning by changing the ``mode`` property on the turn " -"node." -msgstr "" -"회전 시스템은 기본적으로 스냅(snap) 턴 기법을 사용합니다. 이는 단계별 회전을 " -"의미하는데, 거슬려 보일수도 있지만 사실은 멀미를 감소시키기 위한 방법입니다. " -"보다 부드러운 회전은 회전 노드의 ``mode`` 속성을 바꾸어 활성화 할 수 있습니" -"다." - -msgid "" -"If you run your game at this point in time you will find that you can move " -"through the world freely using the right hand joystick." -msgstr "게임을 실행하면 오른쪽 조이스틱을 사용해 자유롭게 움직일 수 있습니다." - -msgid "Teleport" -msgstr "텔레포트" - -msgid "" -"An alternative to direct movement that some users find more pleasant is the " -"ability to teleport to another location within your game world. Godot XR " -"Tools supports this through the teleport function and we will be adding this " -"to our left hand controller." -msgstr "" -"직접 이동의 대안으로 텔레포트를 사용해 게임 공간의 다른 위치로 이동하는 것이 " -"더 편리할 수 있습니다. Godot XR 도구에서는 텔레포트 기능을 제공하고 이 기능" -"을 왼쪽 컨트롤러에 추가해 보겠습니다." - -msgid "" -"Add a new child scene to your left hand :ref:`XRController3D " -"` node by selecting the ``addons/godot-xr-tools/" -"functions/function_teleport.tscn`` scene." -msgstr "" -"왼손 :ref:`XRController3D ` 노드에 ``addons/godot-xr-" -"tools/functions/function_teleport.tscn`` 자식 씬을 추가합니다." - -msgid "" -"With this scene added the player will be able to teleport around the world " -"by pressing the trigger on the left hand controller, pointing where they " -"want to go, and then releasing the trigger. The player can also adjust the " -"orientation by using the left hand controllers joystick." -msgstr "" -"이 씬이 추가되면 플레이어는 왼손 컨트롤러의 트리거를 누르고, 가고 싶은 방향" -"을 가리킨 뒤, 트리거를 뗌으로써 공간을 텔레포트 할 수 있습니다. 또한 왼손 컨" -"트롤러의 조이스틸을 사용해 방향을 조정할 수도 있습니다." - -msgid "" -"If you've followed all instructions correctly your scene should now look " -"something like this:" -msgstr "안내한 사항대로 모두 진행했다면 여러분의 씬은 아래와 같을 것입니다:" - -msgid "More advanced movement features" -msgstr "고급 이동 기능" - -msgid "" -"Godot XR Tools adds many more movement features such as gliding, a grapple " -"hook implementation, a jetpack, climbing mechanics, etc." -msgstr "" -"Godot XR 도구는 글라이딩(gliding), 그래플 훅(grapple hook), 제트팩(jetpack), " -"클라이밍(climbing) 등 다양한 이동 메커닉을 제공합니다." - -msgid "" -"Most work similarly to the basic movement features we've handled so far, " -"simply add the relevant subscene from the plugin to the controller that " -"implements it." -msgstr "" -"대부분은 지금까지 알아본 기본 이동 기능과 유사하게, 필요한 씬을 플러그인에서 " -"컨트롤러의 자식 씬으로 추가하기만 하면 됩니다." - -msgid "" -"We'll look at some of these in more detail later on in this tutorial where " -"additional setup is required (such as climbing) but for others please look " -"at Godot XR Tools own help pages for details." -msgstr "" -"튜토리얼의 뒷 부분에서 몇 가지 기능들을 보다 상세하게 살펴볼텐데 이것들은 부" -"가적인 준비가 필요한 경우들입니다. (예를 들어 클라이밍의 경우) 다른 기능들에 " -"대해서는 Godot XR 도구의 도움 페이지를 참고 하시면 됩니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/deploying_to_android.po b/sphinx/po/ko/LC_MESSAGES/tutorials/xr/deploying_to_android.po deleted file mode 100644 index 1a73aee876..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/deploying_to_android.po +++ /dev/null @@ -1,251 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Deploying to Android" -msgstr "Android로 배포하기" - -msgid "Setup" -msgstr "설정" - -msgid "" -"Most standalone headsets run on Android and OpenXR support is making its way " -"to these platforms." -msgstr "" -"대부분의 독립형 헤드셋은 Android에서 OpenXR의 플랫폼 지원에 의해 동작합니다." - -msgid "" -"Before following the OpenXR-specific instructions here, you'll need to first " -"setup your system to export to Android in general, including:" -msgstr "" -"OpenXR에 관한 설명을 진행하기 전에, 일반적으로 Android 장치에 내보내기 위한 " -"시스템 설정을 우선 진행해야 합니다:" - -msgid "Installing OpenJDK 17" -msgstr "OpenJDK 11 설치" - -msgid "Installing Android Studio" -msgstr "Android Studio 설치" - -msgid "Creating a debug.keystore" -msgstr "debug.keystore 생성" - -msgid "Configuring the location of the Android SDK and debug.keystore in Godot" -msgstr "Godot에서 Android SDK와 debug.keystore 경로 설정" - -msgid "" -"See :ref:`doc_exporting_for_android` for the full details, and return here " -"when you've finished these steps." -msgstr "" -"과정 전체에 대한 세부 사항은 :ref:`doc_exporting_for_android` 문서를 살펴 보" -"시고, 위 과정들이 끝나면 다시 돌아와 이 문서를 보시기 바랍니다." - -msgid "Gradle Android build" -msgstr "Gradle Android 빌드" - -msgid "" -"Official support for the Android platform wasn't added to the OpenXR " -"specification initially resulting in various vendors creating custom loaders " -"to make OpenXR available on their headsets. While the long term expectation " -"is that all vendors will adopt the official OpenXR loader, for now these " -"loaders need to be added to your project." -msgstr "" -"OpenXR에는 원래 공식적으로는 Android 플랫폼에 대한 지원이 없기 때문에 각 벤더" -"들이 본인들의 헤드셋에서 OpenXR이 사용 가능하도록 커스텀 로더들을 만들게 되었" -"습니다. 장기적으로 보면 모든 벤더들이 공식 OpenXR 로더를 도입하겠지만, 지금" -"은 이 로더들을 프로젝트에서 설정해 주어야 합니다." - -msgid "" -"In order to include the vendor-specific OpenXR loader into your project, you " -"will need to setup a gradle Android build." -msgstr "" -"프로젝트에 제조사(벤더)별 OpenXR 로더를 추가하기 위해서는 gradle Android 빌드" -"를 설정해야 합니다." - -msgid "" -"This will create a folder called **android** inside of your project that " -"contains all the runtime files needed on Android. You can now customize this " -"installation. Godot won't show this in the editor but you can find it with a " -"file browser." -msgstr "" -"이를 통해 여러분의 프로젝에 **android** 폴더가 생성되고, 그 안에 Android에 필" -"요한 런타임 파일들이 들어 있게 됩니다. 이제 이 설치된 파일들을 수정할 수 있습" -"니다. Godot 에디터에서 이것들을 보여주지는 않지만 파일 브라우저를 통해 살펴" -"볼 수 있습니다." - -msgid "" -"You can read more about gradle builds here: :ref:`doc_android_gradle_build`." -msgstr "Gradle 빌드에 관해서는 :ref:`doc_android_gradle_build` 를 읽어보세요." - -msgid "Installing the vendors plugin" -msgstr "벤더 플러그인 설치" - -msgid "" -"The Android plugin structure has been restructured in Godot 4.2, and the " -"loader plugin was renamed to vendors plugin as it now includes more than " -"just loaders. If you've previously installed the loader plugin you need to " -"delete it from the `android/plugins` folder." -msgstr "" -"Godot 4.2에서 Android 플러그인 구조가 변경되었습니다. 기존에 로더 플러그인은 " -"로더 이외에도 다른 사항들이 포함되도록 변경되었기 때문에 벤더 플러그인으로 이" -"름이 변경되었습니다. 기존에 로더 플러그인을 설치하였다면 이를 `android/" -"plugins` 폴더에서 삭제하셔야 합니다." - -msgid "" -"The vendors plugin can be downloaded from the asset library, search for " -"\"OpenXR vendors\" and install the plugin:" -msgstr "" -"벤더 플러그인은 애셋 라이브러리에서 다운로드 할 수 있습니다. \"OpenXR " -"vendors\"를 검색하여 플러그인을 설치하세요:" - -msgid "You will find the installed files inside the **addons** folder." -msgstr "**addons** 폴더에서 설치된 파일들을 확인할 수 있습니다." - -msgid "" -"Alternatively you can manually install the vendors plugin by downloading the " -"v2.x version of the plugin `from the release page here `__." -msgstr "" -"또는, `이 페이지에서 `__ v2.x 버전의 플러그인을 다운로드하여 직접 벤더 플러그인을 설치하" -"셔도 됩니다." - -msgid "" -"You will need to copy the `assets/addons/godotopenxrvendors` folder from the " -"zip file into your projects `addons` folder." -msgstr "" -"zip 파일 안의 `assets/addons/godotopenxrvendors` 폴더를 `addons` 폴더에 복사" -"해야 합니다." - -msgid "" -"You can find the main repository of the vendors plugin `here `__." -msgstr "" -"벤더 플러그인의 메인 저장소는 `여기`__ 입니다." - -msgid "Enabling the vendors plugin" -msgstr "벤더 플러그인 활성화" - -msgid "" -"The vendors plugin needs to be enabled before the export settings become " -"accessible. Open **Project** and select **Project Settings...**. Go to the " -"**Plugins** tab. Enable the **GodotOpenXRVendors** plugin." -msgstr "" -"내보내기 설정에 접근하기 전에 먼저 벤더 플러그인을 활성화해야 합니다. **프로" -"젝트**의 **프로젝트 설정...**을 여세요. **플러그인** 탭으로 가서 " -"**GodotOpenXRVendors** 플러그인을 활성화하세요." - -msgid "Creating the export presets" -msgstr "내보내기 프리셋 생성" - -msgid "" -"You will need to setup a separate export preset for each device, as each " -"device will need its own loader included." -msgstr "" -"각 장치는 각자의 로더가 포함되어야 하므로 장치마다 별도의 내보내기 프리셋을 " -"설정해야 합니다." - -msgid "" -"Open **Project** and select **Export..**. Click on **Add..** and select " -"**Android**. Next change the name of the export preset for the device you're " -"setting this up for, say **Meta Quest**. And enable **Use Gradle Build**. If " -"you want to use one-click deploy (described below), ensure that **Runnable** " -"is enabled." -msgstr "" -"**프로젝트**를 열고 **내보내기**를 선택한 뒤, **추가** 버튼을 누르고 " -"**Android**를 선택하세요. 그리고 대상으로 하는 장치를 위한 내보내기 프리셋의 " -"이름을 설정하세요. 예를 들어 **Meta Quest**와 같이요. 그리고 **Use Gradle " -"Build**을 활성화하세요. 한 번의 버튼으로 내보기를 하려면 **Runnable**이 활성" -"화되어 있어야 합니다." - -msgid "Also change the **XR Mode** to **OpenXR**." -msgstr "또한 **XR Mode**를 **OpenXR**로 설정하세요." - -msgid "" -"Scroll to the bottom of the list and you'll find additional XR feature " -"sections, currently only **Meta XR Features** is available. The hand " -"tracking and passthrough settings here currently only work for the Meta " -"Quest and you will need to select the appropriate settings if you wish to " -"use these features." -msgstr "" -"목록의 아래 쪽으로 내려가 보면 추가적인 XR 기능 항목이 있는데, 지금은 **Meta " -"XR Features**만 활성화 되어 있습니다. 핸드 트래킹과 패스쓰루 설정은 Meta " -"Quest 장치에서만 가능하고, 이러한 기능을 활용하고자 한다면 필요한 항목을 선택" -"해야 합니다." - -msgid "Now you can repeat the same process for the other devices." -msgstr "다른 장치들에 대해서도 비슷한 과정을 통해 설정하면 됩니다." - -msgid "" -"There are separate loaders for the Meta Quest, Pico and Lynx R1 headsets." -msgstr "Meta Quest, Pico, Lynx R1 헤드셋에 대해 개별적으로 로더가 존재합니다." - -msgid "" -"The fourth option is the official Khronos loader, in due time all headsets " -"should work with this loader. At the moment this loader has been tested with " -"the Magic Leap 2 and standalone HTC headsets." -msgstr "" -"네 번째 선택으로 Khronos의 공식 로더가 있는데 언젠가는 이 로더로 모든 헤드셋" -"을 사용할 수 있을겁니다. 현재는 이 로더는 Magic Leap 2와 HTC의 독립형 헤드셋" -"에 대해서만 테스트 되었습니다." - -msgid "" -"While the Mobile Vulkan renderer has many optimizations targeted at mobile " -"devices, we're still working out the kinks. It is highly advisable to use " -"the compatibility renderer (OpenGL) for the time being when targeting " -"Android based XR devices." -msgstr "" -"모바일 Vulkan 렌더러는 여러 모바일 장치에 대한 다양한 최적화를 수행하는데, 우" -"리는 아직 몇 가지 문제를 해결 중에 있습니다. 문제가 해결되기 전까지는 " -"Android 기반의 XR 장치를 위해서는 compatiblilty 렌더러(OpenGL)을 사용하는 것" -"을 강력히 추천합니다." - -msgid "Running on your device from the Godot editor" -msgstr "Godot 에디터에서 장치 실행" - -msgid "" -"If you've setup your export settings as described above, and your headset is " -"connected to your computer and correctly recognized, you can launch it " -"directly from the Godot editor using :ref:`doc_one-click_deploy`:" -msgstr "" -"앞서 설명한 것처럼 내보내기를 설정했고, 헤드셋이 올바로 컴퓨터에서 인식된 상" -"태라면 Godot 에디터의 :ref:`doc_one-click_deploy` 를 통해 바로 실행할 수 있습" -"니다:" - -msgid "" -"For some devices on some platforms, you may need to perform some extra steps " -"in order for your device to be recognized correctly, so be sure to check the " -"developer documentation from your headset vendor." -msgstr "" -"몇몇 플랫폼이나 장치에서는 장치를 올바로 인식시키기 위해 몇 가지 과정이 더 필" -"요할 수 있습니다. 따라서 헤드셋 제조사의 개발자 문서를 잘 읽어 보시기 바랍니" -"다." - -msgid "" -"For example, with the Meta Quest 2, you need to enable developer mode on the " -"headset, and if you're on Windows, you'll need to install special ADB " -"drivers. See the `official Meta Quest developer documentation `_ " -"for more details." -msgstr "" -"예를 들어 Meta Quest 2의 경우 헤드셋에서 개발자 모드를 활성화 해야 하고, " -"Windows에서는 특정 ADB 드라이버를 설치해야 합니다. `Meta Quest 공식 개발자 문" -"서`_ 에서 보다 자세한 사항을 확인하십시오." - -msgid "" -"If you're having any issues with one-click deploy, check the :ref:" -"`Troubleshooting section `." -msgstr "" -"원 클릭 배포에 문제가 있으면 :ref:`Troubleshooting section ` 을 확인해 보세요." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/xr/index.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po b/sphinx/po/ko/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po deleted file mode 100644 index 3547830d8a..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po +++ /dev/null @@ -1,184 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introducing XR tools" -msgstr "XR 도구 소개" - -msgid "" -"Out of the box Godot gives you all the basic support to setup an XR project. " -"XR specific game mechanics however need to be implemented on top of this " -"foundation. While Godot makes this relatively easy this can still be a " -"daunting task." -msgstr "" -"Godot는 XR 프로젝트를 위한 기본적인 지원 도구를 포함하고 있습니다. 하지만 XR" -"을 위한 특정한 게임 메커니즘들은 이 지원도구를 기반으로 직접 구현하셔야 합니" -"다. Godot을 활용한 개발은 상대적으로 쉽긴 하지만, 그리도 여전히 어려운 작업" -"일 수 있습니다." - -msgid "" -"For this reason Godot has developed a toolkit called `Godot XR Tools " -"`_ that implements many of the " -"basic mechanics found in XR games, from locomotion to object interaction to " -"UI interaction." -msgstr "" -"이러한 이유로 Godot에서는 `Godot XR Tools `_라고 하는 툴킷을 개발하였습니다. XR 게임들에 필요한 기본적인 로코" -"모션과 객체 상호작용, 그리고 UI 상호작용이 구현되어 있습니다." - -msgid "" -"This toolkit is designed to work with both OpenXR and WebXR runtimes. We'll " -"be using this as a base for our documentation here. It helps developers hit " -"the ground running but for more specific use cases building your own logic " -"is just as valid. In that case XR tools can help in providing inspiration." -msgstr "" -"이 툴킷은 OpenXR과 WebXR 런타임에 모두 동작하도록 설계되었습니다. 이 문서는 " -"이 툴킷을 기반으로 작성할 것입니다. 빠르게 동작 가능한 프로그램을 만드는 데 " -"도움이 될 것이고, 필요한 경우에는 직접 로직을 작성하셔도 무방합니다. 직접 작" -"성하는 경우에도 XR 도구들이 힌트가 될 수 있을 것입니다." - -msgid "" -"The current stable release of Godot XR Tools available on the Asset Library " -"is the version for Godot 3. The port of Godot XR Tools for Godot 4 is " -"available for download from the github website. We will walk through the " -"step of downloading and installing it here. We will update the documentation " -"once Godot XR Tools becomes available for Godot 4 through the asset library." -msgstr "" -"애셋 라이브러리에서 다운받을 수 있는 Godot XR 도구의 안정적인(Stable) 버전은 " -"Godot 3 버전용입니다. Godot 4를 위한 Godot XR 도구는 깃허브 웹사이트에서 다운" -"로드 할 수 있습니다. 다운로드하고 설치하는 방법을 여기서 알아보겠습니다. 애" -"셋 라이브러리를 통해 Godot 4 버전의 Godot XR 도구가 가용 가능해지면, 문서를 " -"업데이트 할 예정입니다." - -msgid "Installing XR Tools" -msgstr "XR 도구 설치" - -msgid "" -"Continuing on from our project we started in :ref:`doc_setting_up_xr` we " -"want to add in the Godot XR Tools library. This can be downloaded from the " -"`Godot XR Tools releases page `_. Simply find the latest pre-release for Godot 4 and then under " -"assets download the ``godot-xr-tools.zip`` file." -msgstr "" -":ref:`doc_setting_up_xr` 에서 설정한 프로젝트에서부터 Godot XR 도구 라이브러" -"리를 추가할 것입니다. `Godot XR Tools releases page `_ 에서 다운로드 할 수 있습니다. Godot 4 버전" -"의 pre-release 최신 버전을 찾아서 ``godot-xr-tools.zip`` 파일을 assets에 다운" -"로드하세요." - -msgid "" -"Once downloaded unzip the file. You will notice the files are held within a " -"``godot-xr-tools`` subfolder. Inside of this folder you will find an " -"``addons`` folder. It is this folder that you want to copy in its entirety " -"to your Godot project folder, your project should now look something like " -"this:" -msgstr "" -"다운로드가 완료되면 압축을 푸세요. 그러면 파일들이 ``godot-xr-tools`` 폴더 아" -"래 있는 것을 확인할 수 있습니다. 그 안에 ``addons`` 폴더가 있고, 이 폴더를 복" -"사해서 여러분의 Godot 프로젝트 폴더에 복사하시면 프로젝트가 아래와 같은 상황" -"이 될 것입니다:" - -msgid "" -"Now open up your project in Godot, if you haven't already, and give it a " -"minute or so to import all the resources of the plugin." -msgstr "" -"이제 Godot에서 프로젝트를 열고, 필요하다면 플러그인의 리소스 가져오기가 완료" -"될 때까지 몇 분 기다리세요." - -msgid "" -"Next open the ``Project`` menu and select ``Project Settings..``. Now go to " -"the ``Plugins`` tab and enable the plugin." -msgstr "" -"다음으로 ``프로젝트`` 메뉴에서 ``프로젝트 설정``을 열고 ``플러그인`` 탭으로 " -"가서 플러그인을 활성화 하세요." - -msgid "Basic hands" -msgstr "기본 손 설정" - -msgid "" -"Just to get a feel of things we're going to add a few standard components " -"that dress up our scene starting with hands for our player." -msgstr "" -"어떻게 동작하는지를 보여드리기 위해 먼저 플레이어의 손 모델을, 몇 가지 표준적" -"인 컴포넌트를 씬에 추가해서 만들어 보겠습니다." - -msgid "" -"OpenXR supports full hand tracking however there currently are significant " -"differences in capabilities between the different XR Runtimes." -msgstr "" -"OpenXR에서는 핸드 트래킹을 지원하지만 서로 다른 XR 런타임들간에 큰 기능 차이" -"가 존재합니다." - -msgid "" -"As a reliable alternative Godot XR Tools comes with a number of rigged hand " -"scenes that react on trigger and grip inputs of your controller. These hands " -"come in low and high poly versions, come in a few configurations, a number " -"of animation files to control finger positions and a number of different " -"textures." -msgstr "" -"이에 대한 대안으로 Godot XR 도구는 몇 개의 리깅된 손 씬을 제공하며, 이는 여러" -"분 컨트롤러의 트리거와 그립(grip) 입력에 반응합니다. 로우 폴리곤과 하이 폴리" -"곤 버전들이 있고, 몇 가지 설정들과 손가락 위치를 제어하는 애니메이션 파일, 그" -"리고 텍스처들을 제공합니다." - -msgid "" -"In your scene tree select your left hand :ref:`XRController3D " -"` node. Now click on the ``instantiate Child Scene`` " -"button to add a child scene. And select ``addons/godot-xr-tools/hands/scenes/" -"lowpoly/left_hand_low.tscn``." -msgstr "" -"씬 트리에서 왼손의 :ref:`XRController3D ` 노드를 선택하" -"세요. ``자식 씬 인스턴스화`` 버튼을 눌러서 자식 씬으로 ``addons/godot-xr-" -"tools/hands/scenes/lowpoly/left_hand_low.tscn`` 를 추가하세요." - -msgid "" -"As you can see from the path of this scene, low poly models are in the " -"``lowpoly`` subfolder while high poly models are in the ``highpoly`` " -"subfolder. You will want to use the low poly versions if you plan to release " -"your game on mobile devices." -msgstr "" -"씬 경로에서 볼 수 있듯이 로우 폴리곤 모델은 ``lowpoly`` 폴더에 있고 하이 폴리" -"곤 모델은 ``highpoly`` 폴더에 있습니다. 모바일 장치로 게임을 출시할 예정이면 " -"로우 폴리곤 버전을 사용하는 것이 좋습니다." - -msgid "The default hand we chose is just a hand. The other options are:" -msgstr "기본 손 모델은 단순한 손 모양입니다. 다른 옵션으로는:" - -msgid "tac_glove - the hand is wearing a glove with fingers exposed" -msgstr "tac_glove - 손가락이 노출된 장갑을 낀 손" - -msgid "full_glove - the hand is wearing a glove that covers the entire hand" -msgstr "full_glove - 손 전체를 덮는 장갑을 낀 손" - -msgid "" -"Finally each hand comes in a ``physics`` version. This exposes all the " -"bones. We'll look at how that can be used in another tutorial." -msgstr "" -"마지막으로 각 손 모델에는 ``physics`` 버전이 존재합니다. 이 모델은 모든 뼈" -"(bone)에 접근이 가능합니다. 사용 방법에 대해서는 다른 튜토리얼에서 살펴보도" -"록 하겠습니다." - -msgid "We repeat the same for the right hand." -msgstr "오른손에 대해서도 같은 작업을 반복합니다." - -msgid "More information" -msgstr "추가 정보" - -msgid "" -"We'll continue with adding features to our tutorial project using Godot XR " -"tools in the next couple of pages. More detailed information about the " -"toolkit can be found `on the toolkits help pages `_." -msgstr "" -"다음 몇 장에 걸쳐서 Godot XR 도구를 사용해서 튜토리얼 프로젝트에 기능들을 추" -"가해 볼 것입니다. 툴킷에 대한 세부 정보는 `툴킷의 도움 페이지`_ 에서 보실 수 있습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po b/sphinx/po/ko/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po b/sphinx/po/ko/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po b/sphinx/po/ko/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po deleted file mode 100644 index f149aee5f7..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "소개" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/openxr_settings.po b/sphinx/po/ko/LC_MESSAGES/tutorials/xr/openxr_settings.po deleted file mode 100644 index 8999081e0a..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/openxr_settings.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Enabled" -msgstr "활성화됨" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/setting_up_xr.po b/sphinx/po/ko/LC_MESSAGES/tutorials/xr/setting_up_xr.po deleted file mode 100644 index 076264d5b8..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/setting_up_xr.po +++ /dev/null @@ -1,338 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Setting up XR" -msgstr "XR 설정" - -msgid "Introduction to the XR system in Godot" -msgstr "Godot의 XR 시스템 소개" - -msgid "" -"Godot provides a modular XR system that abstracts many of the different XR " -"platform specifics away from the user. At the core sits the :ref:`XRServer " -"` which acts as a central interface to the XR system that " -"allows users to discover interfaces and interact with the components of the " -"XR system." -msgstr "" -"Godot는 사용자가 서로 다른 XR 플랫폼들의 특수한 사항을 신경쓰지 않게 하기 위" -"해서 추상화된 모듈화 XR 시스템을 제공합니다. 그 핵심은 :ref:`XRServer " -"`로 XR 시스템과의 일원화된 인터페이스이며 사용자는 여기서 XR " -"시스템의 인터페이스를 찾을 수 있고, 컴포넌트와 상호작용할 수 있습니다." - -msgid "" -"Each supported XR platform is implemented as an :ref:`XRInterface " -"`. Supported interfaces register themselves with the :ref:" -"`XRServer ` and can be queried with the ``find_interface`` " -"method on the :ref:`XRServer `. When the desired interface " -"is found it can be initialized by calling ``initialize`` on the interface." -msgstr "" -"지원하는 각각의 XR 플랫폼은 :ref:`XRInterface `로 구현되" -"어 있습니다. 지원하는 인터페이스는 :ref:`XRServer `에 등록되" -"고 ``find_interface`` 메서드를 사용해 쿼리할 수 있습니다. 의도한 인터페이스" -"를 찾았다면 ``initialize``를 호출하여 초기화 할 수 있습니다." - -msgid "" -"A registered interface means nothing more than that the interface is " -"available, if the interface is not supported by the host system, " -"initialization may fail and return ``false``. This can have many reasons and " -"sadly the reasons differ from platform to platform. It can be because the " -"user hasn't installed the required software, or that the user simply hasn't " -"plugged in their headset. You as a developer must thus react properly on an " -"interface failing to initialize." -msgstr "" -"인터페이스가 등록되었다는 것은 단순히 그 인터페이스가 사용 가능하다는 의미이" -"며, 만일 호스트 시스템에서 그 인터페이스를 지원하지 않는다면 초기화가 실패하" -"고 ``false``를 반환합니다. 이런 일이 발생하는 원인은 다양하며, 안타깝게도 플" -"랫폼별로 그 이유가 다를 수 있습니다. 사용자가 필요한 소프트웨어를 설치하지 않" -"아서 일 수도 있고, 헤드셋을 연결하지 않았기 때문일 수도 있습니다. 여러분은 개" -"발자로써, 인터페이스의 초기화가 실패할 경우 그에 따라 적절히 반응하도록 개발" -"하셔야 합니다." - -msgid "" -"Due to the special requirements for output in XR, especially for head " -"mounted devices that supply different images to each eye, the :ref:`XRServer " -"` in Godot will override various features in the rendering " -"system. For stand-alone devices this means the final output is handled by " -"the :ref:`XRInterface ` and Godot's usual output system " -"is disabled. For desktop XR devices that work as a second screen it is " -"possible to dedicate a separate :ref:`Viewport ` to handle " -"the XR output, leaving the main Godot window available for displaying " -"alternative content." -msgstr "" -"XR로의 출력은 특수한 요구사항을 만족해야 하는데, 특히 양 눈에 다른 이미지를 " -"보여줘야 하는 HMD 장비와 같은 경우 Godot의 :ref:`XRServer `" -"는 렌더링 시스템의 다양한 기능을 오버라이드 하게 됩니다. 독립형(stand-alone) " -"장치의 경우 이는 :ref:`XRInterface `가 최종 출력을 책임진" -"다는 뜻이고 Godot의 사용자 출력 시스템은 비활성화됩니다. 데스크탑 XR 장치의 " -"경우 두 번째 화면처럼 동작하므로 XR 출력을 위한 별도의 :ref:`Viewport " -"`가 이를 처리하도록 할 수 있습니다. 이런 경우 Godot의 메인 윈" -"도우는 다른 컨텐츠를 출력할 수도 있습니다." - -msgid "" -"Note that only one interface can be responsible for handling the output to " -"an XR device, this is known as the primary interface and by default will be " -"the first interface that is initialized. Godot currently thus only supports " -"implementations with a single headset. It is possible, but increasingly " -"uncommon, to have a secondary interface, for example to add tracking to an " -"otherwise 3DOF only device." -msgstr "" -"하나의 인터페이스로만 XR 장치의 출력을 관리할 수 있다는 점에 유의하십시오. 이" -"를 주(primary) 인터페이스라 하고 기본적으로 가장 먼저 초기화된 인터페이스가 " -"됩니다. Godot는 현재 하나의 헤드셋만 지원하도록 구현되어 있습니다. 아주 드물" -"게 두 번째 인터페이스가 있는 경우가 있는데 예를 들어 3DOF만을 지원하는 장치" -"에 추가적인 트래킹을 더하는 경우가 그 예시입니다." - -msgid "" -"There are three XR specific node types that you will find in nearly all XR " -"applications:" -msgstr "" -"거의 대부분의 XR 응용 프로그램에서 사용하는, XR을 위한 노드 타입이 세 가지 있" -"습니다:" - -msgid "" -":ref:`XROrigin3D ` represents, for all intents and " -"purposes, the center point of your play space. That is an oversimplified " -"statement but we'll go into more detail later. All objects tracked in " -"physical space by the XR platform are positioned in relation to this point." -msgstr "" -":ref:`XROrigin3D ` 는 여러분의 플레이 공간의 중심점입니다. " -"이 설명은 지나치게 단순하긴 한데 자세한 사항은 뒤쪽에서 살펴볼 것입니다. 물리" -"적인 공간에서 XR 플랫폼에 의해서 트래킹되는 모든 물체는 이 중심점에 상대적으" -"로 위치하게 됩니다." - -msgid "" -":ref:`XRCamera3D ` represents the (stereo) camera that is " -"used when rendering output for the XR device. The positioning of this node " -"is controlled by the XR system and updated automatically using the tracking " -"information provided by the XR platform." -msgstr "" -":ref:`XRCamera3D ` 는 XR 장치의 출력을 렌더링하는 (스테레" -"오) 카메라를 의미합니다. 이 노드의 위치는 XR 시스템에 의해 제어되는데 XR 플랫" -"폼이 제공하는 트래킹 정보에 의해 자동으로 업데이트됩니다." - -msgid "" -":ref:`XRController3D ` represents a controller used by " -"the player, commonly there are two, one held in each hand. These nodes give " -"access to various states on these controllers and send out signals when the " -"player presses buttons on them. The positioning of this node is controlled " -"by the XR system and updated automatically using the tracking information " -"provided by the XR platform." -msgstr "" -":ref:`XRController3D ` 는 플레이어가 사용하는 컨트롤러" -"를 의미하며 일반적으로 양 손에 하나씩 두 개가 있습니다. 이 노드는 그 컨트롤러" -"들의 다양한 상태 정보에 접근 가능하게 하며 플레이어가 버튼을 누르면 시그널을 " -"발생시킵니다. 이 노드의 위치는 XR 시스템에 의해 제어되며 XR 플랫폼이 제공하" -"는 트래킹 정보에 의해 자동적으로 업데이트됩니다." - -msgid "" -"There are other XR related nodes and there is much more to say about these " -"three nodes, but we'll get into that later on." -msgstr "" -"다른 XR 관련 노드들도 존재하며, 위 세 노드에 대해서도 설명할 것들이 많지만 이" -"는 나중에 다루도록 하겠습니다." - -msgid "Prerequisites for XR in Godot 4" -msgstr "Godot 4에서 XR을 사용하기 위한 준비사항" - -msgid "" -"While in Godot 3 most things worked out of the box, Godot 4 needs a little " -"more setup. This is mainly due to the more advanced nature of the Vulkan " -"renderer. There are many rendering features in Vulkan the XR system uses " -"that aren't enabled by default. They are very easy to turn on, simply open " -"up your project settings and tick the XR shaders tickbox in the XR section:" -msgstr "" -"Godot 3에서는 대부분의 것들이 함께 제공되었지만, Godot 4에서는 설정 과정이 " -"좀 더 필요합니다. 이는 Vulkan 렌더러의 특성 때문입니다. XR 시스템이 사용하는 " -"많은 Vulkan의 렌더링 기능들이 있는데 이것들은 기본적으로 활성화 되어있지 않습" -"니다. 활성화 시키는 것은 어렵지 않은데 프로젝트 설정을 열고 XR 섹션에서 XR 셰" -"이더 항목을 체크해 주면 됩니다:" - -msgid "" -"As Godot 4 is still in development, many post process effects have not yet " -"been updated to support stereoscopic rendering. Using these will have " -"adverse effects." -msgstr "" -"Godot 4는 아직 개발 중이므로, 많은 포스트 프로세싱 효과들은 아직 스테레오 렌" -"더링을 지원하지 않습니다. 사용하는 경우 부작용이 나타날 수 있습니다." - -msgid "" -"Godot 4 has 3 renderer options, Compatibility, Mobile, and Forward+. In the " -"future XR desktop projects should use Forward+, and projects for stand-alone " -"headsets should use Mobile. However Compatibility is the recommended " -"renderer for now due to it having the best XR performance." -msgstr "" -"Godot 4에는 Compatibility, Mobile, Forward+의 세 가지 렌더링 옵션이 있습니" -"다. 나중에는 XR 데스크탑 프로젝트의 경우 Forward+를, 독립형 헤드셋의 경우 " -"Mobile을 사용해야 할 겁니다. 하지만 지금은 Compatibility를 사용하는 것이 추천" -"되는데, 이 옵션이 가장 높은 XR 성능을 보입니다." - -msgid "OpenXR" -msgstr "OpenXR" - -msgid "" -"OpenXR is a new industry standard that allows different XR platforms to " -"present themselves through a standardised API to XR applications. This " -"standard is an open standard maintained by the Khronos Group and thus aligns " -"very well with Godot's interests." -msgstr "" -"OpenXR은 XR 응용 프로그램에서 표준화된 API를 사용함으로써 서로 다른 XR 플랫폼" -"에서 동작 가능하게 하는 새로운 산업 표준입니다. 이 표준은 Khronos 그룹에서 관" -"리하는 공개 표준이므로 Godot와 아주 잘 어울립니다." - -msgid "" -"The Vulkan implementation of OpenXR is closely integrated with Vulkan, " -"taking over part of the Vulkan system. This requires tight integration of " -"certain core graphics features in the Vulkan renderer which are needed " -"before the XR system is setup. This was one of the main deciding factors to " -"include OpenXR as a core interface." -msgstr "" -"OpenXR의 Vulkan 구현은 Vulkan 시스템의 일부를 대신하여 Vulkan과 긴밀하게 통합" -"됩니다. 이를 위해서는 Vulkan 렌더러의 특정 핵심(core) 그래픽스 기능과의 통합" -"이 필요하며, XR 시스템을 설정하기 전에 이러한 작업이 수행되어야 합니다. 이를 " -"통해 OpenXR이 핵심 인터페이스에 포함할지 여부가 결정됩니다." - -msgid "" -"This also means OpenXR needs to be enabled when Godot starts in order to set " -"things up correctly. The required setting can be found in your project " -"settings:" -msgstr "" -"따라서 OpenXR은 Godot 실행 시에 활성화되어야 합니다. 프로젝트 설정에서 관련" -"된 설정을 찾으실 수 있습니다:" - -msgid "" -"As setup is brought forward with OpenXR you can find several other settings " -"related to OpenXR here as well. These can't be changed while your " -"application is running. The default settings will get us started and we will " -"go into detail in another section of the documentation." -msgstr "" -"OpenXR로 설정되었으므로 여기서는 OepnXR과 관련한 다른 설정들이 함께 나타나게 " -"됩니다. 이 값들은 어플리케이션이 실행되고 있는 도중에는 바꿀 수 없습니다. 기" -"본값을 사용하면 되며, 문서의 다른 부분에서 상세하게 설명할 예정입니다." - -msgid "Setting up the XR scene" -msgstr "XR 씬 설정" - -msgid "" -"Every XR application needs at least an :ref:`XROrigin3D ` " -"and an :ref:`XRCamera3D ` node. Most will have two :ref:" -"`XRController3D `, one for the left hand and one for " -"the right. Keep in mind that the camera and controller nodes should be " -"children of the origin node. Add these nodes to a new scene and rename the " -"controller nodes to ``LeftHand`` and ``RightHand``, your scene should look " -"something like this:" -msgstr "" -"모든 XR 어플리케이션은 최소한 :ref:`XROrigin3D `와 :ref:" -"`XRCamera3D ` 노드가 필요합니다. 또한 대부분의 경우 왼손과 " -"오른손 두 개의 :ref:`XRController3D `가 필요할 것입니" -"다. 카메라와 컨트롤러 노드는 origin 노드의 자식이어야 한다는 것에 유의하십시" -"오. 이것들을 새로운 씬에 추가하고 컨트롤러 노드의 이름을 ``LeftHand``와 " -"``RightHand``로 변경하면 아래와 같이 될 것입니다:" - -msgid "" -"Next you need to configure the controllers, select the left hand and set it " -"up as follows:" -msgstr "" -"다음으로 컨트롤러를 설정해야 하며, 왼손 노드를 선택하고 아래와 같이 설정합니" -"다:" - -msgid "And the right hand:" -msgstr "오른 손은 아래와 같습니다:" - -msgid "" -"Right now all these nodes are on the floor, they will be positioned " -"correctly in runtime. To help during development, it can be helpful to move " -"the camera upwards so its ``y`` is set to ``1.7``, and move the controller " -"nodes to ``-0.5, 1.0, -0.5`` and ``0.5, 1.0, -0.5`` for respectively the " -"left and right hand." -msgstr "" -"지금 이 노드들은 바닥에 위치해 있지만, 런타임에는 제대로 위치하게 될겁니다. " -"개발의 편의성을 위해 카메라를 위로 옮겨서 ``y`` 값을 ``1.7`` 로 설정하고 컨트" -"롤러 노드들을 왼손과 오른손 각각 ``-0.5, 1.0, -0.5``, ``0.5, 1.0, -0.5`` 로 " -"옮깁시다." - -msgid "" -"Next we need to add a script to our root node. Add the following code into " -"this script:" -msgstr "" -"다음으로 루트 노드에 스트립트를 추가하고, 아래 코드를 스크립트에 추가합니다:" - -msgid "" -"This code fragment assumes we are using OpenXR, if you wish to use any of " -"the other interfaces you can change the ``find_interface`` call." -msgstr "" -"위 코드는 OpenXR을 사용한다고 가정하고 작성되었으며 다른 인터페이스를 사용하" -"는 경우 ``find_interface`` 호출 부분을 수정해야 합니다." - -msgid "" -"As you can see in the code snippet above, we turn off v-sync. When using " -"OpenXR you are outputting the rendering results to an HMD that often " -"requires us to run at 90Hz or higher. If your monitor is a 60hz monitor and " -"v-sync is turned on, you will limit the output to 60 frames per second." -msgstr "" -"위 코드 조각에서 볼 수 있는 것처럼 v-sync는 비활성화 하였습니다. OpenXR을 사" -"용하는 경우 렌더링 결과가 HMD로 90Hz 이상으로 전달되어야만 합니다. 여러분의 " -"모니터가 60Hz인데 v-sync가 켜져 있으면 출력이 초당 60프레임으로 제한됩니다." - -msgid "XR interfaces like OpenXR perform their own sync." -msgstr "OpenXR과 같은 XR 인터페이스는 자체적인 동기화를 수행합니다." - -msgid "" -"Also note that by default the physics engine runs at 60Hz as well and this " -"can result in choppy physics. You should set ``Engine." -"physics_ticks_per_second`` to a higher value." -msgstr "" -"또 유의해야 할 것은 물리 엔진은 기본적으로 60Hz로 동작하기 때문에 불안정한 결" -"과가 나타날 수 있습니다. ``Engine.physics_ticks_per_second`` 도 더 높은 값으" -"로 설정해야 합니다." - -msgid "" -"If you run your project at this point in time, everything will work but you " -"will be in a dark world. So to finish off our starting point add a :ref:" -"`DirectionalLight3D ` and a :ref:`WorldEnvironment " -"` node to your scene. You may wish to also add a " -"mesh instance as a child to each controller node just to temporarily " -"visualise them. Make sure you configure a sky in your world environment." -msgstr "" -"이제 프로젝트를 실행하면 모든 것들이 잘 동작하지만 검은 화면이 보일 것입니" -"다. 따라서 마지막으로 :ref:`DirectionalLight3D ` " -"와 :ref:`WorldEnvironment ` 노드를 씬에 추가하는 것으" -"로 마치도록 하겠습니다. 메시 인스턴스를 컨트롤러 노드의 자식으로 추가하여 임" -"시로 손의 위치를 보여줄 수도 있습니다. 하늘(sky)을 월드 환경에 추가하는 것을 " -"잊지 마세요." - -msgid "" -"Now run your project, you should be floating somewhere in space and be able " -"to look around." -msgstr "" -"이제 프로젝트를 실행하면 여러분은 어딘가에 떠 있는 상태로 주변을 둘러 볼 수 " -"있게 됩니다." - -msgid "" -"While traditional level switching can definitely be used with XR " -"applications, where this scene setup is repeated in each level, most find it " -"easier to set this up once and loading levels as a subscene. If you do " -"switch scenes and replicate the XR setup in each one, do make sure you do " -"not run ``initialize`` multiple times. The effect can be unpredictable " -"depending on the XR interface used." -msgstr "" -"XR 어플리케이션에서도 기존처럼 레벨 전환을 수행할 수 있습니다. 이는 각 레벨마" -"다 씬을 설정하는 방식인데 한 번 설정하면 레벨을 서브씬으로 로딩하기 간단합니" -"다. 만일 씬을 전환하면서 XR 설정을 복사하게 되는 경우 ``initialize`` 를 여러 " -"번 수행하지 않도록 주의하십시오. XR 인터페이스에 따라 예측이 불가능한 결과가 " -"나타날 수 있습니다." - -msgid "" -"For the rest of this basic tutorial series we will create a game that uses a " -"single scene." -msgstr "" -"이 튜토리얼 시리즈에서는 하나의 씬만 사용하는 게임으로 진행하도록 하겠습니다." diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/xr_action_map.po b/sphinx/po/ko/LC_MESSAGES/tutorials/xr/xr_action_map.po deleted file mode 100644 index 87768ff676..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/xr_action_map.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Value" -msgstr "값" - -msgid "Description" -msgstr "설명" - -msgid "1" -msgstr "1" - -msgid "2" -msgstr "2" - -msgid "3" -msgstr "3" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/xr_next_steps.po b/sphinx/po/ko/LC_MESSAGES/tutorials/xr/xr_next_steps.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/xr_next_steps.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/xr_room_scale.po b/sphinx/po/ko/LC_MESSAGES/tutorials/xr/xr_room_scale.po deleted file mode 100644 index 2846edecfc..0000000000 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/xr/xr_room_scale.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ko\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/about/complying_with_licenses.po b/sphinx/po/pl/LC_MESSAGES/about/complying_with_licenses.po deleted file mode 100644 index 267e7783c3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/about/complying_with_licenses.po +++ /dev/null @@ -1,93 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Complying with licenses" -msgstr "Zgodność z licencjami" - -msgid "What are licenses?" -msgstr "Czym są licencje?" - -msgid "" -"The license is the legal requirement for you (or your company) to use and " -"distribute the software (and derivative projects, including games made with " -"it). Your game or project can have a different license, but it still needs " -"to comply with the original one." -msgstr "" -"Licencja to wymóg prawny obowiązujący Ciebie (lub Twoją firmę) dotyczący " -"używania i rozpowszechniania oprogramowania (oraz projektów pochodnych, w " -"tym stworzonych przy użyciu Godot gier). Twoja gra lub projekt może mieć " -"inną licencję, ale nadal musi zachować zgodność z oryginalną licencją." - -msgid "Requirements" -msgstr "Wymagania" - -msgid "" -"In the case of the MIT license, the only requirement is to include the " -"license text somewhere in your game or derivative project." -msgstr "" -"W przypadku licencji MIT jedynym wymogiem jest umieszczenie tekstu licencji " -"w dowolnym miejscu w grze lub innym projekcie pochodnym." - -msgid "" -"Your games do not need to be under the same license. You are free to release " -"your Godot projects under any license and to create commercial games with " -"the engine." -msgstr "" -"Twoja gra nie musi być na takiej samej licencji. Możesz dowolnie wydawać " -"swoje projekty stworzone w Godot pod jakąkolwiek licencją chcesz i tworzyć " -"komercyjne gry używając tego silnika (oryg: Your games do not need to be " -"under the same license. You are free to release your Godot projects under " -"any license and to create commercial games with the engine)." - -msgid "Inclusion" -msgstr "Załączanie" - -msgid "Credits screen" -msgstr "Ekran autorów i napisów końcowych gry (Credits screen)" - -msgid "" -"Include the above license text somewhere in the credits screen. It can be at " -"the bottom after showing the rest of the credits. Most large studios use " -"this approach with open source licenses." -msgstr "" -"Umieść powyższy tekst licencji gdzieś na ekranie napisów końcowych. Może " -"znajdować się na samym końcu, po ukazaniu się wszystkich ułożonych przez " -"Ciebie napisów końcowych. Większość dużych studiów stosuje to podejście w " -"przypadku licencji typu open-source." - -msgid "Licenses screen" -msgstr "Ekran licencji" - -msgid "Output log" -msgstr "Dziennik na wyjściu aplikacji (output log)" - -msgid "Accompanying file" -msgstr "Załączony plik" - -msgid "Printed manual" -msgstr "Wydrukowana instrukcja" - -msgid "Link to the license" -msgstr "Link do licencji" - -msgid "" -"The Godot Engine developers consider that a link to ``godotengine.org/" -"license`` in your game documentation or credits would be an acceptable way " -"to satisfy the license terms." -msgstr "" -"Twórcy Godot Engine uważają, że link do ``godotengine.org/license`` w " -"dokumentacji gry lub napisach końcowych byłby akceptowalnym sposobem " -"spełnienia warunków licencji." - -msgid "Third-party licenses" -msgstr "Licencje firm trzecich" diff --git a/sphinx/po/pl/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/pl/LC_MESSAGES/about/docs_changelog.po deleted file mode 100644 index 59df36a430..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/about/docs_changelog.po +++ /dev/null @@ -1,346 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Documentation changelog" -msgstr "Dziennik zmian w dokumentacji" - -msgid "About" -msgstr "O Godocie" - -msgid "2D" -msgstr "2D" - -msgid "Contributing" -msgstr "Wkład w rozwój Godota" - -msgid "Rendering" -msgstr "Renderowanie" - -msgid "C#" -msgstr "C#" - -msgid "Development" -msgstr "Rozwój" - -msgid "Platform-specific" -msgstr "Specyficzne dla platformy" - -msgid "Physics" -msgstr "Fizyka" - -msgid "3D" -msgstr "3D" - -msgid "Animation" -msgstr "Animacja" - -msgid "Assets pipeline" -msgstr "Potoki zasobów" - -msgid "Scripting" -msgstr "Programowanie" - -msgid "Shaders" -msgstr "Shadery" - -msgid "Editor" -msgstr "Edytor" - -msgid "C++" -msgstr "C++" - -msgid "GDScript" -msgstr "GDScript" - -msgid ":ref:`doc_3d_rendering_limitations`" -msgstr "wydajność 3D i ograniczenia :ref:`doc_3d_rendering_limitations`" - -msgid "Community" -msgstr "Społeczność" - -msgid ":ref:`doc_editor_and_docs_localization`" -msgstr "" -"Więcej szczegółów znajdziesz w sekcji :ref:`doc_editor_and_docs_localization`" - -msgid "Export" -msgstr "Eksportuj" - -msgid "Input" -msgstr "Wejście" - -msgid "Math" -msgstr "Matematyka" - -msgid "Project workflow" -msgstr "Workflow projektu" - -msgid ":ref:`doc_2d_sprite_animation`" -msgstr ":ref:`doc_2d_sprite_animation`" - -msgid "Audio" -msgstr "Audio" - -msgid ":ref:`doc_recording_with_microphone`" -msgstr ":ref:`doc_recording_with_microphone`" - -msgid ":ref:`doc_sync_with_audio`" -msgstr ":ref:`doc_sync_with_audio`" - -msgid ":ref:`doc_beziers_and_curves`" -msgstr ":ref:`doc_beziers_and_curves`" - -msgid ":ref:`doc_interpolation`" -msgstr ":ref:`doc_interpolation`" - -msgid "Inputs" -msgstr "Wejścia" - -msgid ":ref:`doc_input_examples`" -msgstr ":ref:`doc_input_examples`" - -msgid "Internationalization" -msgstr "Internacjonalizacja" - -msgid ":ref:`doc_localization_using_gettext`" -msgstr ":ref:`doc_localization_using_gettext`" - -msgid "Shading" -msgstr "Shadery" - -msgid "Your First Shader Series:" -msgstr "Seria \"Twój pierwszy shader\":" - -msgid ":ref:`doc_introduction_to_shaders`" -msgstr ":ref:`doc_introduction_to_shaders`" - -msgid ":ref:`doc_your_first_canvasitem_shader`" -msgstr ":ref:`doc_your_first_canvasitem_shader`" - -msgid ":ref:`doc_your_first_spatial_shader`" -msgstr ":ref:`doc_your_first_spatial_shader`" - -msgid ":ref:`doc_your_second_spatial_shader`" -msgstr ":ref:`doc_your_second_spatial_shader`" - -msgid ":ref:`doc_visual_shaders`" -msgstr ":ref:`doc_visual_shaders`" - -msgid "Networking" -msgstr "Sieć" - -msgid ":ref:`doc_webrtc`" -msgstr ":ref:`doc_webrtc`" - -msgid "Plugins" -msgstr "Wtyczki" - -msgid ":ref:`doc_android_plugin`" -msgstr ":ref:`doc_android_plugin`" - -msgid ":ref:`doc_inspector_plugins`" -msgstr ":ref:`doc_inspector_plugins`" - -msgid ":ref:`doc_visual_shader_plugins`" -msgstr ":ref:`doc_visual_shader_plugins`" - -msgid "Multi-threading" -msgstr "Wielowątkowość" - -msgid ":ref:`doc_using_multiple_threads`" -msgstr ":ref:`doc_using_multiple_threads`" - -msgid "Creating content" -msgstr "Tworzenie zawartości" - -msgid "Procedural geometry series:" -msgstr "Geometria proceduralna:" - -msgid ":ref:`Procedural geometry `" -msgstr ":ref:`Geometria generowana procedularnie `" - -msgid ":ref:`doc_arraymesh`" -msgstr ":ref:`doc_arraymesh`" - -msgid ":ref:`doc_surfacetool`" -msgstr ":ref:`doc_surfacetool`" - -msgid ":ref:`doc_meshdatatool`" -msgstr ":ref:`doc_meshdatatool`" - -msgid "Optimization" -msgstr "Optymalizacja" - -msgid ":ref:`doc_using_multimesh`" -msgstr ":ref:`doc_using_multimesh`" - -msgid ":ref:`doc_using_servers`" -msgstr ":ref:`doc_using_servers`" - -msgid "Legal" -msgstr "Informacje prawne" - -msgid ":ref:`doc_complying_with_licenses`" -msgstr ":ref:`doc_complying_with_licenses`" - -msgid "Step by step" -msgstr "Krok po kroku" - -msgid ":ref:`doc_signals`" -msgstr ":ref:`doc_signals`" - -msgid "Exporting" -msgstr "Eksportowanie" - -msgid ":ref:`doc_gdscript_static_typing`" -msgstr ":ref:`Typowanie statyczne w GDscript `" - -msgid "Best Practices:" -msgstr "Najlepsze praktyki:" - -msgid ":ref:`doc_introduction_best_practices`" -msgstr "" -":ref:`Najlepsze praktyki: wprowadzenie `" - -msgid ":ref:`doc_what_are_godot_classes`" -msgstr ":ref:`Czym są klasy w Godot? `" - -msgid ":ref:`doc_scene_organization`" -msgstr ":ref:`Organizacja sceny `" - -msgid ":ref:`doc_scenes_versus_scripts`" -msgstr ":ref:`Sceny i skrypty `" - -msgid ":ref:`doc_autoloads_versus_internal_nodes`" -msgstr "" -":ref:`Automatycznie ładowane skrypty kontra węzły wewnętrzne " -"`" - -msgid ":ref:`doc_node_alternatives`" -msgstr ":ref:`Alternatywy węzłów `" - -msgid ":ref:`doc_godot_interfaces`" -msgstr ":ref:`Interfejs Godot `" - -msgid ":ref:`doc_godot_notifications`" -msgstr ":ref:`Powiadomienia w Godot `" - -msgid ":ref:`doc_data_preferences`" -msgstr ":ref:`Preferencje danych `" - -msgid ":ref:`doc_logic_preferences`" -msgstr ":ref:`Preferencje logiki `" - -msgid ":ref:`doc_2d_lights_and_shadows`" -msgstr ":ref:`Oświetlenie i cienie 2D `" - -msgid ":ref:`doc_2d_meshes`" -msgstr ":ref:`Meshe 2D`" - -msgid ":ref:`doc_csg_tools`" -msgstr ":ref:`Narzędzia CSG `" - -msgid ":ref:`doc_animating_thousands_of_fish`" -msgstr ":ref:`Animowanie tysięcy ryb `" - -msgid ":ref:`doc_controlling_thousands_of_fish`" -msgstr ":ref:`doc_controlling_thousands_of_fish`" - -msgid ":ref:`doc_ragdoll_system`" -msgstr ":ref:`doc_ragdoll_system`" - -msgid ":ref:`doc_soft_body`" -msgstr ":ref:`doc_soft_body`" - -msgid ":ref:`doc_2d_skeletons`" -msgstr ":ref:`Szkielety 2D `" - -msgid ":ref:`doc_animation_tree`" -msgstr ":ref:`AnimationTree `" - -msgid "GUI" -msgstr "GUI" - -msgid ":ref:`doc_gui_containers`" -msgstr ":ref:`doc_gui_containers`" - -msgid "Viewports" -msgstr "Viewporty" - -msgid ":ref:`doc_viewport_as_texture`" -msgstr ":ref:`Używanie Viewportu jako tekstury`" - -msgid ":ref:`doc_custom_postprocessing`" -msgstr ":ref:`Niestandardowy post-processing `" - -msgid ":ref:`doc_advanced_postprocessing`" -msgstr "Zaawansowany post-processing" - -msgid "Shading Reference:" -msgstr "O Shaderach:" - -msgid ":ref:`doc_shading_language`" -msgstr ":ref:`Język shaderów `" - -msgid ":ref:`doc_spatial_shader`" -msgstr ":ref:`Shadery przestrzenne `" - -msgid ":ref:`doc_canvas_item_shader`" -msgstr ":ref:`Shader Canvas Item`" - -msgid ":ref:`doc_particle_shader`" -msgstr ":ref:`doc_particle_shader`" - -msgid ":ref:`doc_making_main_screen_plugins`" -msgstr "" -":ref:`Tworzenie wtyczek dla ekranu głównego `" - -msgid ":ref:`doc_customizing_html5_shell`" -msgstr "" -":ref:`Dostosowanie eksportu do strony HTML `" - -msgid ":ref:`doc_thread_safe_apis`" -msgstr ":ref:`Bezpieczne API Thread`" - -msgid ":ref:`doc_making_trees`" -msgstr ":ref:`Tworzenie drzew `" - -msgid "Miscellaneous" -msgstr "Różne" - -msgid ":ref:`doc_jitter_stutter`" -msgstr ":ref:`doc_jitter_stutter`" - -msgid ":ref:`doc_running_code_in_the_editor`" -msgstr "" -":ref:`Tworzenie kodu działającego w edytorze " -"`" - -msgid ":ref:`doc_change_scenes_manually`" -msgstr ":ref:`Ręczna zmiana sceny`" - -msgid "Compiling" -msgstr "Kompilowanie" - -msgid ":ref:`doc_optimizing_for_size`" -msgstr ":ref:`Optymalizacja rozmiaru projektu `" - -msgid ":ref:`doc_compiling_with_script_encryption_key`" -msgstr "" -":ref: Kompilowanie z szyfrowaniem skryptów " -"`doc_compiling_with_script_encryption_key`" - -msgid "Engine development" -msgstr "Rozwój silnika" - -msgid ":ref:`doc_binding_to_external_libraries`" -msgstr ":ref:`doc_binding_to_external_libraries`" diff --git a/sphinx/po/pl/LC_MESSAGES/about/faq.po b/sphinx/po/pl/LC_MESSAGES/about/faq.po deleted file mode 100644 index e3e567d4e0..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/about/faq.po +++ /dev/null @@ -1,1044 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "FAQ" -msgstr "FAQ" - -msgid "Frequently asked questions" -msgstr "Często zadawane pytania" - -msgid "" -"What can I do with Godot? How much does it cost? What are the license terms?" -msgstr "" -"Co mogę zrobić z Godotem? Ile będzie mnie to kosztować? Jakie są warunki " -"licencji?" - -msgid "" -"Godot is `Free and open source Software `_ available under the `OSI-approved `_ MIT license. This means it is free as in " -"\"free speech\" as well as in \"free beer.\"" -msgstr "" -"Godot jest darmowym, `Wolnym i otwartym oprogramowaniem `_ dostępnym na " -"zatwierdzonej przez OSI licencji: `MIT `_. Co znaczy za darmo, jak w przypadku \"wolności słowa” i \"darmowego " -"piwa.”" - -msgid "In short:" -msgstr "W skrócie:" - -msgid "" -"You are free to download and use Godot for any purpose: personal, non-" -"profit, commercial, or otherwise." -msgstr "" -"Możesz pobrać Godota i używać go w dowolnych celach: prywatnych, nie " -"dających zysków, komercyjnych, czy jakichkolwiek innych." - -msgid "" -"You are free to modify, distribute, redistribute, and remix Godot to your " -"heart's content, for any reason, both non-commercially and commercially." -msgstr "" -"Możesz dowolnie modyfikować i rozprowadzać Godota według własnego uznania, w " -"jakichkolwiek celach, zarówno niekomercyjnie jak i komercyjnie." - -msgid "" -"All the contents of this accompanying documentation are published under the " -"permissive Creative Commons Attribution 3.0 (`CC BY 3.0 `_) license, with attribution to \"Juan " -"Linietsky, Ariel Manzur and the Godot Engine community.\"" -msgstr "" -"Cała zawartość tej towarzyszącej dokumentacji jest udostępniona licencji " -"Creative Commons Attribution 3.0 (`CC-BY 3.0 `_), z przypisaniem autorstwa dla \"Juan Linietsky, Ariel " -"Manzur and the Godot Engine community.\"" - -msgid "" -"Logos and icons are generally under the same Creative Commons license. Note " -"that some third-party libraries included with Godot's source code may have " -"different licenses." -msgstr "" -"Loga i ikony są zazwyczaj objęte tą samą licencją Creative Commons. Zauważ, " -"że niektóre biblioteki innych firm dołączone do kodu źródłowego Godota mogą " -"mieć inne licencje." - -msgid "" -"Also, see `the license page on the Godot website `_." -msgstr "" -"Zobacz również `stronę z licencją Godota `_." - -msgid "Which platforms are supported by Godot?" -msgstr "Jakie platformy są obsługiwane przez Godota?" - -msgid "**For the editor:**" -msgstr "**Do tworzenia:**" - -msgid "Windows" -msgstr "Windows" - -msgid "macOS" -msgstr "macOS" - -msgid "Linux, \\*BSD" -msgstr "Linux, \\*BSD" - -msgid "Android (experimental)" -msgstr "Android (eksperymentalne)" - -msgid "`Web `__ (experimental)" -msgstr "`Przeglądarka `__ (eksperymentalne)" - -msgid "**For exporting your games:**" -msgstr "**Eksport gier dla:**" - -msgid "Android" -msgstr "Android" - -msgid "iOS" -msgstr "iOS" - -msgid "Web" -msgstr "Przeglądarka (HTML5)" - -msgid "" -"Both 32- and 64-bit binaries are supported where it makes sense, with 64 " -"being the default. Official macOS builds support Apple Silicon natively as " -"well as x86_64." -msgstr "" -"Zarówno 32- i 64-bitowe pliki wykonywalne są wspierane tam, gdzie ma to " -"sens, jednak 64-bitowe są domyślne. Oficjalne kompilacje na macOS obsługują " -"natywnie zarówno Apple Silicon jak i x86_64." - -msgid "" -"Some users also report building and using Godot successfully on ARM-based " -"systems with Linux, like the Raspberry Pi." -msgstr "" -"Niektórzy użytkownicy również Informują że można używać Godot na systemach z " -"Linuxem opartych na architekturze ARM, jak np. Raspberry Pi." - -msgid "" -"The Godot team can't provide an open source console export due to the " -"licensing terms imposed by console manufacturers. Regardless of the engine " -"you use, though, releasing games on consoles is always a lot of work. You " -"can read more about :ref:`doc_consoles`." -msgstr "" -"Zespół Godota nie może zapewnić eksportu na konsole ze względu na warunki " -"licencyjne nałożone przez producentów konsol. Niezależnie od tego, jakiego " -"silnika używasz, wydawanie gier na konsole zawsze wymaga dużo pracy. Więcej " -"na ten temat możesz przeczytać tutaj: :ref:`doc_consoles`." - -msgid "" -"For more on this, see the sections on :ref:`exporting ` and :ref:`compiling Godot yourself `." -msgstr "" -"Po więcej informacji, sprawdź rozdział o :ref:`eksportowaniu ` i :ref:`kompilowaniu Godota `." - -msgid "" -"Godot 3 also had support for Universal Windows Platform (UWP). This platform " -"port was removed in Godot 4 due to lack of maintenance, and it being " -"deprecated by Microsoft. It is still available in the current stable release " -"of Godot 3 for interested users." -msgstr "" -"Godot 3 miał także wsparcie dla Universal Windows Platform (UWP). Ten port " -"platformy został usunięty w Godot 4 z powodu braku utrzymywania, i jest " -"porzucone wsparcie przez Microsoft. Platforma jest ciągle dostępna w " -"stabilnej wersji Godot 3 dla zainteresowanych użytkowników." - -msgid "Which programming languages are supported in Godot?" -msgstr "Jakie języki programowania wspiera Godot?" - -msgid "" -"The officially supported languages for Godot are GDScript, C#, and C++. See " -"the subcategories for each language in the :ref:`scripting ` section." -msgstr "" -"Oficjalnie wspierane języki w Godocie to GDScript, C# oraz C++. Więcej na " -"temat danego języka znajdziesz w sekcji :ref:`skryptów `." - -msgid "" -"If you are just starting out with either Godot or game development in " -"general, GDScript is the recommended language to learn and use since it is " -"native to Godot. While scripting languages tend to be less performant than " -"lower-level languages in the long run, for prototyping, developing Minimum " -"Viable Products (MVPs), and focusing on Time-To-Market (TTM), GDScript will " -"provide a fast, friendly, and capable way of developing your games." -msgstr "" -"Jeśli zaczynasz swoją przygode z Godot albo nawet tworzeniem gier, GDScript " -"jest zalecanym językiem do nauki i użycia gdyż jest on podstawowy dla Godot. " -"Podczas gdy języki skryptowe mają skłonność do bycia mniej wydajnymi niż " -"języki niskiego poziomu na dłuższą metę, w prototypowaniu i rozwijaniu gry " -"minimalnie gotowej do wydania i skupianiu się na jak najszybszym jej " -"wydaniu, GDScript zapewni szybki, przyjazny i użyteczny sposób do tworzenia " -"twojej gry." - -msgid "" -"As for new languages, support is possible via third parties with " -"GDExtensions. (See the question about plugins below). Work is currently " -"underway, for example, on unofficial bindings for Godot to `Python `_ and `Nim `_." -msgstr "" -"Jeśli chodzi o obsługę nowych języków, wsparcie dla nich jest możliwe za " -"pomocą GDExtensions. (Zobacz: poniższe pytanie dotyczące wtyczek). Aktualnie " -"użytkownicy pracują nad połączeniami z językami `Python `_ oraz `Nim `_." - -msgid "What is GDScript and why should I use it?" -msgstr "Czym jest GDScript i dlaczego powinienem z niego korzystać?" - -msgid "" -"GDScript is Godot's integrated scripting language. It was built from the " -"ground up to maximize Godot's potential in the least amount of code, " -"affording both novice and expert developers alike to capitalize on Godot's " -"strengths as fast as possible. If you've ever written anything in a language " -"like Python before, then you'll feel right at home. For examples and a " -"complete overview of the power GDScript offers you, check out the :ref:" -"`GDScript scripting guide `." -msgstr "" -"GDScript to zintegrowany język skryptowy Godota. Został stworzony od " -"podstaw, by zmaksymalizować potencjał silnika, używając jak najmniejszej " -"ilości kodu. Ma to pozwolić możliwie jak najszybciej wykorzystać mocne " -"strony Godota zarówno przez doświadczonych jak i nowych programistów. Jeżeli " -"kiedyś programowałeś w Pythonie, poczujesz się jak w domu. Przykłady, " -"historię oraz kompletną dokumentację na temat możliwości GDScript znajdziesz " -"w `Przewodniku po GDScript`_." - -msgid "" -"The original intent of creating a tightly integrated, custom scripting " -"language for Godot was two-fold: first, it reduces the amount of time " -"necessary to get up and running with Godot, giving developers a rapid way of " -"exposing themselves to the engine with a focus on productivity; second, it " -"reduces the overall burden of maintenance, attenuates the dimensionality of " -"issues, and allows the developers of the engine to focus on squashing bugs " -"and improving features related to the engine core, rather than spending a " -"lot of time trying to get a small set of incremental features working across " -"a large set of languages." -msgstr "" -"Pierwotny zamiar stworzenia ściśle zintegrowanego, niestandardowego języka " -"skryptowego dla Godota był dwojaki: po pierwsze, skraca czas potrzebny na " -"rozpoczęcie pracy z Godotem, dając programistom szybki sposób na poznanie " -"silnika z naciskiem na produktywność; po drugie, zmniejsza ogólne obciążenie " -"związane z konserwacją, zmniejsza wymiarowość problemów i pozwala " -"programistom silnika skupić się na usuwaniu błędów i ulepszaniu funkcji " -"związanych z rdzeniem silnika, zamiast spędzać dużo czasu na próbach " -"uzyskania małego zestawu przyrostowych funkcji działających w dużym zestawie " -"języków." - -msgid "" -"More information about getting comfortable with GDScript or dynamically " -"typed languages can be found in the :ref:`doc_gdscript_more_efficiently` " -"tutorial." -msgstr "" -"Więcej informacji na temat komfortowego posługiwania się GDScriptem lub " -"dynamicznie pisanymi językami można znaleźć w samouczku :ref:" -"`doc_gdscript_more_efficiently`." - -msgid "What were the motivations behind creating GDScript?" -msgstr "Jakie były motywy tworzenia GDScript?" - -msgid "" -"In the early days, the engine used the `Lua `__ " -"scripting language. Lua can be fast thanks to LuaJIT, but creating bindings " -"to an object-oriented system (by using fallbacks) was complex and slow and " -"took an enormous amount of code. After some experiments with `Python " -"`__, that also proved difficult to embed." -msgstr "" -"W początkowym okresie silnik używał języka skryptowego `Lua `__. Lua jest szybka, ale tworzenie wiązań do obiektowo zorientowanego " -"systemu było skomplikowane i powolne oraz zajmowało olbrzymią ilość kodu. Po " -"kilku eksperymentach z `Pythonem `__, język ten " -"również się okazał trudny do poprawnej implementacji." - -msgid "" -"The main reasons for creating a custom scripting language for Godot were:" -msgstr "" -"Głównymi powodami tworzenia niestandardowego języka skryptowego dla Godota " -"były:" - -msgid "" -"Poor threading support in most script VMs, and Godot uses threads (Lua, " -"Python, Squirrel, JavaScript, ActionScript, etc.)." -msgstr "" -"Słaba obsługa wątków w większości skryptowych maszyn wirtualnych, a Godot " -"używa wątków (Lua, Python, Squirrel, JavaScript, ActionScript, itp.)." - -msgid "" -"Poor class-extending support in most script VMs, and adapting to the way " -"Godot works is highly inefficient (Lua, Python, JavaScript)." -msgstr "" -"Słabe wsparcie dla rozszerzania klas w większości skryptowych maszyn " -"wirtualnych i dostosowywanie do sposobu działania Godota jest wysoce " -"nieefektywne (Lua, Python, JavaScript)." - -msgid "" -"Many existing languages have horrible interfaces for binding to C++, " -"resulting in a large amount of code, bugs, bottlenecks, and general " -"inefficiency (Lua, Python, Squirrel, JavaScript, etc.). We wanted to focus " -"on a great engine, not a great number of integrations." -msgstr "" -"Wiele istniejących języków ma okropne interfejsy do wiązania z C++, co " -"skutkuje dużą ilością kodu, błędów, wąskich gardeł i ogólnej nieefektywności " -"(Lua, Python, Squirrel, JavaScript, itp.). Chcieliśmy skupić się na świetnym " -"silniku, a nie na dużej ilości integracji." - -msgid "" -"Garbage collector results in stalls or unnecessarily large memory usage " -"(Lua, Python, JavaScript, ActionScript, etc.)." -msgstr "" -"Odśmiecacz pamięci skutkuje przestojami i niepotrzebnie dużym zużyciem " -"pamięci (Lua, Python, JavaScript, ActionScript, itd.)." - -msgid "" -"Difficulty integrating with the code editor for providing code completion, " -"live editing, etc. (all of them)." -msgstr "" -"Trudności ze zintegrowaniem edytora kodu dla auto-uzupełniania, edycji w " -"czasie rzeczywistym, itd. (każdy z nich)." - -msgid "GDScript was designed to curtail the issues above, and more." -msgstr "" -"GDScript został zaprojektowany tak, żeby zredukować te problemy i nie tylko." - -msgid "What 3D model formats does Godot support?" -msgstr "Jakie typy plików 3D obsługuje Godot?" - -msgid "" -"You can find detailed information on supported formats, how to export them " -"from your 3D modeling software, and how to import them for Godot in the :ref:" -"`doc_importing_3d_scenes` documentation." -msgstr "" -"Szczegółowe informacje na temat obsługiwanych formatów, sposobu ich eksportu " -"z oprogramowania do modelowania 3D oraz importu do Godot, można znaleźć w " -"dokumentacji :ref:`doc_importing_3d_scenes`." - -msgid "" -"Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?" -msgstr "" -"Czy w przyszłości zostanie dodane wsparcie dla [tu wstaw zamknięte SDK, " -"takie jak PhysX, GameWorks, itp.]?" - -msgid "" -"The aim of Godot is to create a free and open source MIT-licensed engine " -"that is modular and extendable. There are no plans for the core engine " -"development community to support any third-party, closed-source/proprietary " -"SDKs, as integrating with these would go against Godot's ethos." -msgstr "" -"Celem Godot jest stworzenie darmowego i otwarto-źródłowego silnika opartego " -"na licencji MIT, który jest modularny i rozszerzalny. Nie ma planów, aby " -"społeczność rozwijająca rdzeń silnika wspierała jakiekolwiek SDK firm " -"trzecich które posiada zamknięte źródła czy jest własnościowe. Taka " -"integracja byłaby sprzeczna z etyką Godot'a." - -msgid "" -"That said, because Godot is open source and modular, nothing prevents you or " -"anyone else interested in adding those libraries as a module and shipping " -"your game with them, as either open- or closed-source." -msgstr "" -"Ponieważ Godot jest \"open-source\" i modularny, nic nie stoi na " -"przeszkodzie abyś ty lub ktokolwiek inny zainteresowany dodał te biblioteki " -"jako moduł i stworzył grę z ich pomocą – jako oprogramowanie z otwartym lub " -"zamkniętym źródłem." - -msgid "" -"To see how support for your SDK of choice could still be provided, look at " -"the Plugins question below." -msgstr "" -"Aby sprawdzić, czy nadal dostarczane jest wsparcie dla wybranego przez " -"Ciebie SDK, sprawdź pytanie o Wtyczki znajdujące się poniżej." - -msgid "" -"If you know of a third-party SDK that is not supported by Godot but that " -"offers free and open source integration, consider starting the integration " -"work yourself. Godot is not owned by one person; it belongs to the " -"community, and it grows along with ambitious community contributors like you." -msgstr "" -"Jeśli znasz zewnętrzne SDK, które nie jest jeszcze wspierane przez Godota, a " -"oferuje możliwość integracji zgodnie z licencją open-source, rozważ " -"rozpoczęcie pracy nad integracją na własną rękę. Godot nie należy do jednej " -"osoby. Należy do społeczności, a ona rozwija się dzięki ambitnym członkom, " -"takim jak Ty." - -msgid "How can I extend Godot?" -msgstr "Jak mogę rozbudować Godota?" - -msgid "" -"For extending Godot, like creating Godot Editor plugins or adding support " -"for additional languages, take a look at :ref:`EditorPlugins " -"` and tool scripts." -msgstr "" -"Jeżeli chcesz rozszerzyć funkcjonalność silnika, np. poprzez stworzenie " -"wtyczki do edytora lub dodając wsparcie dla kolejnego języka, poczytaj o :" -"ref:`tworzeniu wtyczek ` i skryptach narzędziowych." - -msgid "" -"How do I install the Godot editor on my system (for desktop integration)?" -msgstr "" -"Jak mogę zainstalować edytor Godot'a na moim systemie (dla integracji z " -"pulpitem)?" - -msgid "" -"Since you don't need to actually install Godot on your system to run it, " -"this means desktop integration is not performed automatically. There are two " -"ways to overcome this. You can install Godot from `Steam `__ (all platforms), `Scoop " -"`__ (Windows), `Homebrew `__ (macOS) or " -"`Flathub `__ " -"(Linux). This will automatically perform the required steps for desktop " -"integration." -msgstr "" -"Ponieważ nie musisz instalować Godota na swoim urządzeniu, aby móc go " -"uruchamiać, integracja desktopowa nie jest wykonywana automatycznie. Są dwa " -"sposoby na obejście tego. Możesz zainstalować Godota przy pomocy instalatora " -"ze `Steam `__ (dla " -"wszystkich platform), `Scoop `__ (dla Windows), `Homebrew " -"`__ (dla macOS) or `Flathub `__ (dla Linux). Instalator sam wykona " -"wszystkie kroki potrzebne dla integracji desktopowej." - -msgid "" -"Alternatively, you can manually perform the steps that an installer would do " -"for you:" -msgstr "" -"Ewentualnie, możesz samemu wykonać wszystkie czynności, które miał wykonać " -"za ciebie instalator:" - -msgid "" -"Move the Godot executable to a stable location (i.e. outside of your " -"Downloads folder), so you don't accidentally move it and break the shortcut " -"in the future." -msgstr "" -"Przenieś plik wykonywalny Godot'a do stabilnej lokalizacji (tj. poza folder " -"Pobrane), aby przez przypadek nie przenieść go w przyszłości, co mogłoby " -"uszkodzić wszystkie utworzone do niego skróty." - -msgid "Right-click the Godot executable and choose **Create Shortcut**." -msgstr "" -"Kliknij prawym przyciskiem myszy na plik wykonywalny Godot i wybierz opcję " -"**Utwórz skrót**." - -msgid "" -"Move the created shortcut to ``%APPDATA%\\Microsoft\\Windows\\Start " -"Menu\\Programs``. This is the user-wide location for shortcuts that will " -"appear in the Start menu. You can also pin Godot in the task bar by right-" -"clicking the executable and choosing **Pin to Task Bar**." -msgstr "" -"Przenieś utworzony skrót do ``\\ProgramData\\Microsoft\\Windows\\Menu " -"Start\\Programy``. Jest to miejsce, z którego system Windows pobiera skróty, " -"które pojawią się w menu Start. Możesz również przypiąć Godot'a do paska " -"zadań poprzez kliknięcie prawym przyciskiem myszy na plik wykonywalny i " -"wybranie opcji **Przypnij do paska zadań**." - -msgid "" -"Drag the extracted Godot application to ``/Applications/Godot.app``, then " -"drag it to the Dock if desired. Spotlight will be able to find Godot as long " -"as it's in ``/Applications`` or ``~/Applications``." -msgstr "" -"Przeciągnij wypakowaną aplikację Godot do ``/Applications/Godot.app``, a " -"następnie przeciągnij ją do Dock, jeśli chcesz. Spotlight będzie w stanie " -"znaleźć Godot, o ile znajduje się on w ``/Applications`` lub ``~/" -"Applications``." - -msgid "Linux" -msgstr "Linuks" - -msgid "" -"Move the Godot binary to a stable location (i.e. outside of your Downloads " -"folder), so you don't accidentally move it and break the shortcut in the " -"future." -msgstr "" -"Przenieś pliki binarne Godot'a w bezpieczną lokalizację (np. poza folder " -"\"Pobrane\"), by niechcący ich nie usunąć albo przenieść w przyszłości." - -msgid "" -"Rename and move the Godot binary to a location present in your ``PATH`` " -"environment variable. This is typically ``/usr/local/bin/godot`` or ``/usr/" -"bin/godot``. Doing this requires administrator privileges, but this also " -"allows you to :ref:`run the Godot editor from a terminal " -"` by entering ``godot``." -msgstr "" -"Zmień nazwę i przenieś pliki binarne Godot'a do lokalizacji widocznej w " -"twojej wartości ``PATH`` środowiska. Wartość ta to zazwyczaj ``/usr/local/" -"bin/godot`` lub ``/usr/bin/godot``. Do zrobienia tego potrzebne są " -"uprawnienia administratora, ale to również pozwoli Ci do uruchomienia " -"edytora przy użyciu terminala." - -msgid "" -"If you cannot move the Godot editor binary to a protected location, you can " -"keep the binary somewhere in your home directory, and modify the ``Path=`` " -"line in the ``.desktop`` file linked below to contain the full *absolute* " -"path to the Godot binary." -msgstr "" -"Jeśli nie możesz przenieść plików binarnych edytora do bezpiecznej " -"lokalizacji, możesz je trzymać gdzieś w folderze domowym i później " -"zmodyfikować wartość ``Path=`` w pliku poniżej ``.desktop``, który jest ma " -"przechowywać całą (bezwzględną) ścieżką do plików binarnych Godot'a." - -msgid "Is the Godot editor a portable application?" -msgstr "Czy edytor Godot jest aplikacją przenośną?" - -msgid "" -"In its default configuration, Godot is *semi-portable*. Its executable can " -"run from any location (including non-writable locations) and never requires " -"administrator privileges." -msgstr "" -"W domyślnej konfiguracji Godot jest *częściowo przenośny*. Jego plik " -"wykonywalny może działać z dowolnej lokalizacji (w tym z lokalizacji tylko " -"do odczytu) i nigdy nie wymaga uprawnień administratora." - -msgid "" -"However, configuration files will be written to the user-wide configuration " -"or data directory. This is usually a good approach, but this means " -"configuration files will not carry across machines if you copy the folder " -"containing the Godot executable. See :ref:`doc_data_paths` for more " -"information." -msgstr "" -"Jednakże pliki konfiguracyjne będą zapisywane w katalogu konfiguracji " -"użytkownika lub w katalogu danych. Zwykle jest to dobre podejście, ale " -"oznacza to, że pliki konfiguracyjne nie będą przenoszone między komputerami, " -"jeśli skopiujesz folder zawierający plik wykonywalny Godota. Zobacz :ref:" -"`doc_data_paths`, aby uzyskać więcej informacji." - -msgid "" -"Godot aims for cross-platform compatibility and open standards first and " -"foremost. OpenGL and Vulkan are the technologies that are both open and " -"available on (nearly) all platforms. Thanks to this design decision, a " -"project developed with Godot on Windows will run out of the box on Linux, " -"macOS, and more." -msgstr "" -"Godot dąży przede wszystkim do niezależności od platformy oraz do wspierania " -"otwartych standardów. OpenGL i Vulkan są technologiami zarówno otwartymi jak " -"i dostępnymi (niemalże) na wszystkich platformach. Dzięki tej decyzji, " -"projekt rozwijany w Godot na Windowsie będzie działał od ręki na Linuksie, " -"macOS i innych systemach." - -msgid "Why does Godot aim to keep its core feature set small?" -msgstr "" -"Dlaczego Godot dąży do tego ,aby jego podstawowe funkcje były niewielkie?" - -msgid "" -"Godot intentionally does not include features that can be implemented by add-" -"ons unless they are used very often. One example of something not used often " -"is advanced artificial intelligence functionality." -msgstr "" -"Godot celowo nie zawiera funkcji, które mogą być zaimplementowane przez " -"addony, chyba że są one bardzo często używane. Jednym z przykładów może być " -"zaawansowana funkcjonalność sztucznej inteligencji." - -msgid "There are several reasons for this:" -msgstr "Istnieje ku temu kilka powodów:" - -msgid "" -"**Code maintenance and surface for bugs.** Every time we accept new code in " -"the Godot repository, existing contributors often take the responsibility of " -"maintaining it. Some contributors don't always stick around after getting " -"their code merged, which can make it difficult for us to maintain the code " -"in question. This can lead to poorly maintained features with bugs that are " -"never fixed. On top of that, the \"API surface\" that needs to be tested and " -"checked for regressions keeps increasing over time." -msgstr "" -"**Utrzymanie kodu oraz wykrywanie błędów.** Przy każdorazowej akceptacji " -"kodu do repozytorium silnika Godot, istniejący kontrybutor bierze na siebie " -"obowiązek jego utrzymania. Niektórzy kontrybutorzy nie zawsze biorą na " -"siebie ten obowiązek, co może prowadzić do problemów z utrzymaniem dodanego " -"kodu. To z kolei może prowadzić do słabo utrzymanych obszarów z błędami " -"które nigdy nie zostają naprawione. Dodatkowo, \"powierzchnia API\" która " -"musi być testowana i sprawdzana regresji która się zwiększa z czasem." - -msgid "" -"**Ease of contribution.** By keeping the codebase small and tidy, it can " -"remain fast and easy to compile from source. This makes it easier for new " -"contributors to get started with Godot, without requiring them to purchase " -"high-end hardware." -msgstr "" -"**Łatwość kontrybucji.** Trzymając bazę kodu małą i czystą, może ona być " -"łatwiejsza i szybsza w kompilacji. To z kolei przedkłada się na łatwość " -"rozpoczęcia pracy w Godot dla nowych kontrybutorów, bez wymogu kupna " -"szybkiego i drogiego sprzętu." - -msgid "" -"**Keeping the binary size small for the editor.** Not everyone has a fast " -"Internet connection. Ensuring that everyone can download the Godot editor, " -"extract it and run it in less than 5 minutes makes Godot more accessible to " -"developers in all countries." -msgstr "" -"**Utrzymanie małego rozmiaru obiektowego dla edytora.** Nie każdy ma szybkie " -"łącze internetowe. Upewnienie się, aby każdy mógł pobrać edytor Godot, " -"wypakować go i uruchomić w mniej niż 5 minut czyni Godota bardziej dostępnym " -"dla deweloperów we wszystkich krajach." - -msgid "" -"How should assets be created to handle multiple resolutions and aspect " -"ratios?" -msgstr "Jak tworzyć assety by wspierały różne rozdzielczości i proporcje?" - -msgid "" -"This question pops up often and it's probably thanks to the misunderstanding " -"created by Apple when they originally doubled the resolution of their " -"devices. It made people think that having the same assets in different " -"resolutions was a good idea, so many continued towards that path. That " -"originally worked to a point and only for Apple devices, but then several " -"Android and Apple devices with different resolutions and aspect ratios were " -"created, with a very wide range of sizes and DPIs." -msgstr "" -"Pytanie to pojawia się często i prawdopodobnie wynika z niezrozumienia, " -"jakie stworzyło Apple, który pierwotnie podwoiło rozdzielczość swoich " -"urządzeń. Skłoniło to ludzi do myślenia, że posiadanie tych samych zasobów w " -"różnych rozdzielczościach to dobry pomysł i wiele osób podążyło tą drogą. " -"Początkowo w pewnym stopniu to działało na urządzeniach firmy Apple. Jednak " -"później powstały podobne urządzenia z systemem Android oraz Apple o różnych " -"rozdzielczościach i współczynnikach proporcji, z bardzo szeroką gamą " -"rozmiarów i interfejsów DPI." - -msgid "" -"Determine a minimum resolution and then decide if you want your game to " -"stretch vertically or horizontally for different aspect ratios, or if there " -"is one aspect ratio and you want black bars to appear instead. This is also " -"explained in :ref:`doc_multiple_resolutions`." -msgstr "" -"Określ minimalną rozdzielczość, a następnie zdecyduj, czy chcesz, żeby gra " -"rozciągała się pionowo czy poziomo dla różnych proporcji, czy używała jednej " -"proporcji i czarnych pasków. Jest to wyjaśnione w :ref:" -"`doc_multiple_resolutions`." - -msgid "" -"For user interfaces, use the :ref:`anchoring ` to " -"determine where controls should stay and move. If UIs are more complex, " -"consider learning about Containers." -msgstr "" -"Dla interfejsu użytkownika, użyj :ref:`anchoring ` aby " -"określić gdzie powinny się znajdować i jak poruszać elementy sterujące. " -"Jeśli interfejsy użytkownika są bardziej złożone, należy rozważyć zapoznanie " -"się z kontenerami." - -msgid "And that's it! Your game should work in multiple resolutions." -msgstr "I to koniec! Twoja gra powinna działać w wielu rozdzielczościach." - -msgid "When is the next release of Godot out?" -msgstr "Kiedy zostanie wydana następna wersja Godota?" - -msgid "" -"When it's ready! See :ref:`doc_release_policy_when_is_next_release_out` for " -"more information." -msgstr ":ref:`Uruchamianie kodu w edytorze `." - -msgid "Which Godot version should I use for a new project?" -msgstr "Którą wersję Godota powinienem użyć w nowym projekcie?" - -msgid "" -"We recommend using Godot 4.x for new projects, but depending on the feature " -"set you need, it may be better to use 3.x instead. See :ref:" -"`doc_release_policy_which_version_should_i_use` for more information." -msgstr "" -"Rekomendujemy używanie Godot 4.x w przypadku nowych projektów, ale w " -"zależności od zestawu funkcji, których potrzebujesz, czasem lepszym " -"rozwiązaniem może okazać się użycie wersji 3.x. Zobacz :ref:" -"`doc_release_policy_ Which_version_should_i_use`, aby uzyskać więcej " -"informacji." - -msgid "Should I upgrade my project to use new Godot versions?" -msgstr "" -"Czy powinienem zaktualizować swój projekt, aby korzystać z nowych wersji " -"silnika Godot?" - -msgid "" -"Some new versions are safer to upgrade to than others. In general, whether " -"you should upgrade depends on your project's circumstances. See :ref:" -"`doc_release_policy_should_i_upgrade_my_project` for more information." -msgstr "" -"Nie zawsze uaktualnienie wersji jest bezpieczne. Ogólnie, to czy podnosić " -"wersję zależy od specyficznych uwarunkowań Twojego projektu. Sięgnij do :ref:" -"`doc_release_policy_should_i_upgrade_my_project` po więcej informacji." - -msgid "I would like to contribute! How can I get started?" -msgstr "Chcę się przyczynić do rozwoju Godota! Jak mogę zacząć?" - -msgid "" -"The best way to start contributing to Godot is by using it and reporting any " -"`issues `_ that you might " -"experience. A good bug report with clear reproduction steps helps your " -"fellow contributors fix bugs quickly and efficiently. You can also report " -"issues you find in the `online documentation `_." -msgstr "" -"Najlepszym sposobem na rozpoczęcie współtworzenia silnika Godot jest " -"korzystanie z niego i zgłaszanie wszelkich `problemów `_, które możesz napotkać. Dobry raport o błędach z " -"jasnymi krokami jak odtworzyć problem, pomaga innym współautorom szybko i " -"skutecznie naprawiać silnik. Możesz także zgłosić problemy znalezione w " -"`dokumentacji online `_." - -msgid "" -"If you feel ready to submit your first PR, pick any issue that resonates " -"with you from one of the links above and try your hand at fixing it. You " -"will need to learn how to compile the engine from sources, or how to build " -"the documentation. You also need to get familiar with Git, a version control " -"system that Godot developers use." -msgstr "" -"Jeśli czujesz się gotowy, aby zacząć wysyłać żądanie zatwierdzenia zmian do " -"projektu (z ang. PR, skrót od Pull Request), wybierz dowolny problem, który " -"Cię dotyczy, z jednego z powyższych linków i spróbuj go naprawić. Będziesz " -"musiał nauczyć się, jak skompilować silnik ze źródeł lub jak zbudować " -"dokumentację. Musisz także zapoznać się z Git, czyli systemem kontroli " -"wersji, z którego korzystają programiści Godot." - -msgid "" -"We explain how to work with the engine source, how to edit the " -"documentation, and what other ways to contribute are there in our :ref:" -"`documentation for contributors `." -msgstr "" -"Wyjaśniamy, jak pracować ze źródłem silnika, jak edytować dokumentację i " -"jakie są inne sposoby wnoszenia swojego wkładu, wszystko to znajdziesz w " -"naszej :ref:`dokumentacji dla autorów `." - -msgid "I have a great idea for Godot. How can I share it?" -msgstr "Mam świetny pomysł dla Godot'a. Jak mogę się nim podzielić?" - -msgid "" -"We are always looking for suggestions about how to improve the engine. User " -"feedback is the main driving force behind our decision-making process, and " -"limitations that you might face while working on your project are a great " -"data point for us when considering engine enhancements." -msgstr "" -"Zawsze czekamy na sugestie, jak ulepszyć silnik. Opinie użytkowników są " -"główną siłą napędową naszego procesu decyzyjnego, a ograniczenia, które " -"możesz napotkać podczas pracy nad projektem, są dla nas doskonałym punktem " -"odniesienia przy rozważaniu ulepszeń silnika." - -msgid "" -"If you experience a usability problem or are missing a feature in the " -"current version of Godot, start by discussing it with our `community " -"`_. There may be other, perhaps better, " -"ways to achieve the desired result that community members could suggest. And " -"you can learn if other users experience the same issue, and figure out a " -"good solution together." -msgstr "" -"Jeśli masz problemy z używaniem Godot lub brakuje Ci jakiejś funkcji w " -"aktualnej wersji, zacznij od omówienia tego z naszą `społecznością `_. Mogą istnieć alternatywne, być może lepsze, " -"sposoby osiągnięcia pożądanego rezultatu, które mogą zasugerować członkowie " -"społeczności. Możesz także dowiedzieć się, czy inni użytkownicy doświadczają " -"tego samego problemu i wspólnie z nimi znaleźć dobre rozwiązanie." - -msgid "" -"If you come up with a well-defined idea for the engine, feel free to open a " -"`proposal issue `_. " -"Try to be specific and concrete while describing your problem and your " -"proposed solution — only actionable proposals can be considered. It is not " -"required, but if you want to implement it yourself, that's always " -"appreciated!" -msgstr "" -"Jeśli masz dobrze zdefiniowany, dokładnie określony pomysł na rozwój " -"silnika, nie wahaj się otworzyć `proponowanego usprawnienia `_. Staraj się być dokładny i " -"konkretny opisując swój problem oraz proponowane rozwiązanie — można brać " -"pod uwagę tylko to, co da się zrobić. Jeśli chcesz to napisać i wdrożyć do " -"silnika samodzielnie, zawsze jest to mile widziane (ale nie jest to " -"wymagane)!" - -msgid "" -"If you only have a general idea without specific details, you can open a " -"`proposal discussion `_. These can be anything you want, and allow for a free-form " -"discussion in search of a solution. Once you find one, a proposal issue can " -"be opened." -msgstr "" -"Jeśli masz tylko ogólny pomysł bez konkretnych szczegółów, możesz otworzyć " -"`propozycję dyskusji `_. Mogą to być cokolwiek co Cię interesuje i co umożliwia " -"swobodną dyskusję w poszukiwaniu rozwiązania. Po znalezieniu takowego może " -"zostać utworzone proponowane usprawnienie." - -msgid "" -"Please, read the `readme `_ document before creating a proposal to learn more " -"about the process." -msgstr "" -"Proszę, zapoznaj się z dokumentem `czytaj-mnie `_ przed utworzeniem " -"propozycji, aby dowiedzieć się więcej o procesie." - -msgid "Is it possible to use Godot to create non-game applications?" -msgstr "Czy jest możliwe używać Godota do tworzenia aplikacji innych niż gry?" - -msgid "" -"Yes! Godot features an extensive built-in UI system, and its small " -"distribution size can make it a suitable alternative to frameworks like " -"Electron or Qt." -msgstr "" -"Tak! Godot oferuje rozbudowany system UI, a jego niewielki rozmiar " -"dystrybucji może uczynić go odpowiednią alternatywą dla frameworków takich " -"jak Electron czy Qt." - -msgid "" -"When creating a non-game application, make sure to enable :ref:`low-" -"processor mode ` in the Project Settings to decrease CPU and GPU usage." -msgstr "" -"Przy tworzeniu aplikacji nie będącej grą, upewnij się by włączyć :ref: `tryb " -"niskiego wykorzystania procesora ` w Ustawieniach Projektu by zmniejszyć zużycie " -"procesora oraz karty graficznej." - -msgid "" -"Check out `Material Maker `__ " -"and `Pixelorama `__ for " -"examples of open source applications made with Godot." -msgstr "" -"Sprawdź `Material Maker `__ " -"oraz`Pixelorama `__ dla " -"przykładów open-source aplikacji stworzonych z Godotem." - -msgid "Is it possible to use Godot as a library?" -msgstr "Czy jest możliwe używać Godota jako biblioteki?" - -msgid "" -"Godot is meant to be used with its editor. We recommend you give it a try, " -"as it will most likely save you time in the long term. There are no plans to " -"make Godot usable as a library, as it would make the rest of the engine more " -"convoluted and difficult to use for casual users." -msgstr "" -"Godot jest zaprojektowany tak żeby używać go z jego edytorem. Zalecamy " -"sprawdzić go w użyciu ponieważ w dłuższej perspektywie zaoszczędzi wam czas. " -"Nie ma w planach uczynienia Godota użytecznego jako biblioteki ponieważ " -"uczyniłoby to resztę silnika bardziej zawiłą i trudną w użyciu dla " -"przeciętnych użytkowników." - -msgid "" -"If you want to use a rendering library, look into using an established " -"rendering engine instead. Keep in mind rendering engines usually have " -"smaller communities compared to Godot. This will make it more difficult to " -"find answers to your questions." -msgstr "" -"Jeżeli chesz użyć bibliotek renderowania, lepiej po prostu poszukaj silnika. " -"Pamiętaj jednak że mają one zazwyczaj mniejszą społeczność w porównaniu do " -"Godota. To może utrudnić znalezienie odpowiedzi na twoje pytania." - -msgid "What user interface toolkit does Godot use?" -msgstr "Jakiego zestawu narzędzi do obsługi interfejsu używa Godot?" - -msgid "" -"Godot does not use a standard :abbr:`GUI (Graphical User Interface)` toolkit " -"like GTK, Qt or wxWidgets. Instead, Godot uses its own user interface " -"toolkit, rendered using OpenGL ES or Vulkan. This toolkit is exposed in the " -"form of Control nodes, which are used to render the editor (which is written " -"in C++). These Control nodes can also be used in projects from any scripting " -"language supported by Godot." -msgstr "" -"Godot nie używa standardowego :abbr:`GUI (Graphical User Interface)` zestawy " -"narzędzi jak GTK, Qt czy wxWidgets. Zamiast tego Godot używa własnego " -"zestawu narzędzi do interfejsu, renderowane używając OpenGL ES lub Vulcan. " -"Te zestawy narzędzi są dostępne w postaci Węzłów kontrolnych, które są " -"używane do renderowania edytora (napisanego w C++). Te Węzły Kontrolne mogą " -"także być używane w projektach za pomocą każdego języka skryptowego " -"wspieranego przez Godot." - -msgid "" -"This custom toolkit makes it possible to benefit from hardware acceleration " -"and have a consistent appearance across all platforms. On top of that, it " -"doesn't have to deal with the LGPL licensing caveats that come with GTK or " -"Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor " -"itself is one of the most complex users of Godot's UI system." -msgstr "" -"Ten niestandardowy zestaw narzędzi umożliwia korzystanie z akceleracji " -"sprzętowej i zapewnia spójny wygląd na wszystkich platformach. Co więcej, " -"nie musi radzić sobie z zastrzeżeniami licencyjnymi LGPL, które są " -"dostarczane z GTK lub Qt. Wreszcie, oznacza to, że Godot nie korzysta z " -"zewnętrznych edytorów/narzędzi , ponieważ sam edytor jest jednym z " -"najbardziej złożonych użytkowników systemu interfejsu Godota." - -msgid "" -"This custom UI toolkit :ref:`can't be used as a library " -"`, but you can still :ref:`use Godot to create " -"non-game applications by using the editor `." -msgstr "" -"Ten niestandardowy zestaw narzędzi interfejsu użytkownika :ref:`nie może być " -"używany jako biblioteka `, ale nadal możesz :" -"ref:`używać Godota do tworzenia aplikacji innych niż gry za pomocą edytora " -"`." - -msgid "" -"Godot uses the `SCons `__ build system. There are no " -"plans to switch to a different build system in the near future. There are " -"many reasons why we have chosen SCons over other alternatives. For example:" -msgstr "" -"Godot używa systemu kompilacji `SCons `__. Nie ma " -"planów przejścia na inny system budowania projektu w najbliższej " -"przyszłości. Istnieje wiele powodów, dla których wybraliśmy SCons zamiast " -"innych alternatyw. Na przykład:" - -msgid "" -"Godot can be compiled for a dozen different platforms: all PC platforms, all " -"mobile platforms, many consoles, and WebAssembly." -msgstr "" -"Projekty w Godot można skompilować na kilkanaście różnych platform: " -"wszystkie platformy PC, wszystkie platformy mobilne, wiele konsol i " -"WebAssembly." - -msgid "" -"Developers often need to compile for several of the platforms **at the same " -"time**, or even different targets of the same platform. They can't afford " -"reconfiguring and rebuilding the project each time. SCons can do this with " -"no sweat, without breaking the builds." -msgstr "" -"Programiści często kompilują swoje produkty na kilka platform **w tym samym " -"czasie** lub nawet różne konfiguracje dla celów tej samej platformy. Nie " -"mogą sobie pozwolić za każdym razem na rekonfigurowanie wszystkiego i " -"przebudowę projektu. SCons może to zrobić bez zająknięcia i bez " -"niedziałających kompilacji." - -msgid "" -"SCons will *never* break a build no matter how many changes, configurations, " -"additions, removals etc." -msgstr "" -"SCons *nigdy* nie zepsuje Twojej kompilacji, bez względu na liczbę zmian, " -"konfiguracji, dodatków, usunięć etc." - -msgid "" -"Godot's build process is not simple. Several files are generated by code " -"(binders), others are parsed (shaders), and others need to offer " -"customization (:ref:`modules `). This requires " -"complex logic which is easier to write in an actual programming language " -"(like Python) rather than using a mostly macro-based language only meant for " -"building." -msgstr "" -"Proces budowania gry w Godot nie jest prosty. Kilka plików jest generowanych " -"przez kod (binders), inne są parsowane (shaders), a jeszcze inne muszą " -"umożliwiać dostosowywanie (:ref:`modułów `). Taką " -"logikę łatwiej jest napisać w rzeczywistym języku programowania (takim jak " -"Python), zamiast używać języka opartego głównie na makrach, przeznaczonego " -"wyłącznie do budowania." - -msgid "" -"Please try to keep an open mind and get at least a little familiar with " -"SCons if you are planning to build Godot yourself." -msgstr "" -"Jeśli planujesz samemu konfigurować budowanie w Godot, postaraj się zachować " -"otwarty umysł i przynajmniej trochę zapoznać się z SCons." - -msgid "Why does Godot not use STL (Standard Template Library)?" -msgstr "Dlaczego Godot nie używa STL (Standard Template Library)?" - -msgid "" -"STL templates create very large symbols, which results in huge debug " -"binaries. We use few templates with very short names instead." -msgstr "" -"Szablony STL tworzą bardzo dużo symbolów, czego rezultatem są bardzo duże " -"debug binaries. W zamian używamy szablonów w małą ilością nazw." - -msgid "" -"Most of our containers cater to special needs, like Vector, which uses copy " -"on write and we use to pass data around, or the RID system, which requires " -"O(1) access time for performance. Likewise, our hash map implementations are " -"designed to integrate seamlessly with internal engine types." -msgstr "" -"Większość naszych kontenerów jest dostosowanych do specjalnych potrzeb, tak " -"jak Vector, który używa kopiowania podczas zapisu, zaś my używamy go do " -"przekazywania danych, albo systemu RID, który wymaga wydajności czasu " -"dostępu O(1). Również, nasze implementacje mapy hash są stworzone, by " -"integrować się płynnie z wewnętrznymi elementami silnika." - -msgid "" -"Our containers have memory tracking built-in, which helps better track " -"memory usage." -msgstr "" -"Nasze kontenery posiadają wbudowane śledzenie pamięci, co pozwala na lepszą " -"obserwację jej zużycia." - -msgid "" -"For large arrays, we use pooled memory, which can be mapped to either a " -"preallocated buffer or virtual memory." -msgstr "" -"Dla dużych tablic, używamy puli pamięci, która może być zmapowana do " -"wstępnie przydzielonego bufora, jak i do pamięci wirtualnej." - -msgid "" -"We use our custom String type, as the one provided by STL is too basic and " -"lacks proper internationalization support." -msgstr "" -"Używamy naszego własnego typu String, ponieważ ten wprowadzony przez " -"bibliotekę STL jest zbyt prosty i brakuje mu wsparcia internacjonalizacji." - -msgid "Why does Godot not use exceptions?" -msgstr "Dlaczego Godot nie używa mechanizmu wyjątków?" - -msgid "" -"We believe games should not crash, no matter what. If an unexpected " -"situation happens, Godot will print an error (which can be traced even to " -"script), but then it will try to recover as gracefully as possible and keep " -"going." -msgstr "" -"Wierzymy, że gry powinny działać stabilnie, niezależnie od wszystkiego. " -"Jeśli wydarzy się coś niespodziewanego Godot wskaże błąd (który można " -"prześledzić w skrypcie), ale potem spróbuje przywrócić program do " -"prawidłowego działania, tak dobrze jak jest to możliwe." - -msgid "Does Godot use an ECS (Entity Component System)?" -msgstr "Czy Godot używa ECS (Entity Component System)?" - -msgid "" -"Godot does **not** use an ECS and relies on inheritance instead. While there " -"is no universally better approach, we found that using an inheritance-based " -"approach resulted in better usability while still being fast enough for most " -"use cases." -msgstr "" -"Godot **nie** używa ECS i zamiast tego opiera się na dziedziczeniu. Chociaż " -"nie ma podejścia, które można jednoznacznie określić lepszym, to odkryliśmy, " -"że zastosowanie podejścia opartego na dziedziczeniu zapewnia lepszą " -"użyteczność, a jednocześnie jest w większości przypadków wystarczająco " -"szybkie." - -msgid "" -"That said, nothing prevents you from making use of composition in your " -"project by creating child Nodes with individual scripts. These nodes can " -"then be added and removed at run-time to dynamically add and remove " -"behaviors." -msgstr "" -"Niemniej nic nie stoi na przeszkodzie, abyś preferował kompozycję ponad " -"dziedziczenie w swoim projekcie, tworząc węzły podrzędne z indywidualnymi " -"skryptami. Węzły te można później dodawać i usuwać w czasie działania gry, " -"aby zmieniać powiązane z nimi zachowania." - -msgid "" -"More information about Godot's design choices can be found in `this article " -"`__." -msgstr "" -"Więcej informacji na temat wyborów projektowych w Godot można znaleźć w `tym " -"artykule `__." - -msgid "" -"The vast majority of games do not need this and Godot provides handy helpers " -"to do the job for most cases when you do." -msgstr "" -"Znaczna większość gier nie potrzebuje tego i Godot zapewnia przydatne " -"narzędzia dla większości przypadków, w których by to było potrzebne." - -msgid "How can I support Godot development or contribute?" -msgstr "Jak mogę wesprzeć rozwój Godota?" - -msgid "See :ref:`doc_ways_to_contribute`." -msgstr "Zobacz :ref:`doc_ways_to_contribute`." - -msgid "Who is working on Godot? How can I contact you?" -msgstr "Kto pracuje nad Godotem? Jak mogę się z Tobą skontaktować?" - -msgid "" -"See the corresponding page on the `Godot website `_." -msgstr "" -"Zobacz stronę do kontaktu `Kontakt - Godot `_." diff --git a/sphinx/po/pl/LC_MESSAGES/about/introduction.po b/sphinx/po/pl/LC_MESSAGES/about/introduction.po deleted file mode 100644 index 58f1894947..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/about/introduction.po +++ /dev/null @@ -1,198 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "" -"Welcome to the official documentation of **Godot Engine**, the free and open " -"source community-driven 2D and 3D game engine! Behind this mouthful, you " -"will find a powerful yet user-friendly tool that you can use to develop any " -"kind of game, for any platform and with no usage restriction whatsoever." -msgstr "" -"Witaj w oficjalnej dokumentacji **silnika Godot**, darmowego i rozwijanego " -"przez społeczność silnika do tworzenia gier 2D oraz 3D. Za tymi słowami stoi " -"potężne, lecz przyjazne użytkownikowi narzędzie, dzięki któremu możesz " -"stworzyć dowolny rodzaj gry, na dowolną platformę i bez żadnych ograniczeń." - -msgid "" -"This page gives a broad overview of the engine and of this documentation, so " -"that you know where to start if you are a beginner or where to look if you " -"need information on a specific feature." -msgstr "" -"Ta strona przedstawia obszerny opis możliwości silnika oraz zawartości " -"dokumentacji. Dzięki temu dowiesz się od czego zacząć, jeśli jesteś " -"początkujący, lub gdzie szukać informacji, jeśli potrzebujesz wiedzy na " -"konkretny temat." - -msgid "Before you start" -msgstr "Zanim zaczniesz" - -msgid "" -"The :ref:`Tutorials and resources ` page lists " -"video tutorials contributed by the community. If you prefer video to text, " -"consider checking them out. Otherwise, :ref:`Getting Started " -"` is a great starting point." -msgstr "" -"Strona :ref:`Kursy i zasoby ` zawiera listę " -"poradników wideo stworzonych przez społeczność. Jeśli wolisz materiały wideo " -"zamiast tekstu, może warto się im przyjrzeć. W przeciwnym razie, :ref:" -"`Rozpoczynanie ` jest dobrym punktem początkowym." - -msgid "About Godot Engine" -msgstr "O silniku Godot" - -msgid "" -"A game engine is a complex tool and difficult to present in a few words. " -"Here's a quick synopsis, which you are free to reuse if you need a quick " -"write-up about Godot Engine:" -msgstr "" -"Silnik do gier to złożone narzędzie, które trudno opisać w kilku słowach. " -"Poniżej podajemy krótkie podsumowanie, z którego możesz swobodnie korzystać, " -"jeśli chcesz szybko przedstawić czym jest Silnik Godot:" - -msgid "" -"Godot Engine is a feature-packed, cross-platform game engine to create 2D " -"and 3D games from a unified interface. It provides a comprehensive set of " -"common tools, so that users can focus on making games without having to " -"reinvent the wheel. Games can be exported with one click to a number of " -"platforms, including the major desktop platforms (Linux, macOS, Windows), " -"mobile platforms (Android, iOS), as well as Web-based platforms and consoles." -msgstr "" -"Silnik Godot to rozbudowany, wieloplatformowy silnik do tworzenia gier 2D i " -"3D z poziomu ujednoliconego interfejsu. Dzięki kompleksowemu zestawowi " -"narzędzi, użytkownicy mogą skupić się na tworzeniu gier, bez konieczności " -"odkrywania na nowo Ameryki. Ponadto, za pomocą jednego kliknięcia możesz " -"wyeksportować projekt na wiele platform, w tym na najpopularniejsze systemy " -"na komputery stacjonarne (Linux, macOS, Windows) i mobilne (Android i iOS), " -"jak również platformę webową (HTML5)." - -msgid "" -"Godot is completely free and open source under the :ref:`permissive MIT " -"license `. No strings attached, no royalties, " -"nothing. Users' games are theirs, down to the last line of engine code. " -"Godot's development is fully independent and community-driven, empowering " -"users to help shape their engine to match their expectations. It is " -"supported by the `Godot Foundation `_ not-for-" -"profit." -msgstr "" -"Godot jest całkowicie wolnym i otwartym oprogramowaniem na :ref:`bardzo " -"liberalnej licencji MIT `. Bez zobowiązań, " -"opłat i niczego podobnego. Gry stworzone przez użytkowników są ich " -"własnością, aż do ostatniej linii kodu silnika. Rozwój Godota jest w pełni " -"niezależny i napędzany przez społeczność, dając użytkownikom możliwość " -"modyfikacji silnika tak, aby spełniał ich oczekiwania. Jest on wspierany " -"przez `Fundację Godota `_ działającą nie-dla-" -"zysku." - -msgid "Organization of the documentation" -msgstr "Organizacja dokumentacji" - -msgid "This documentation is organized into several sections:" -msgstr "Ta dokumentacja jest podzielona na kilka sekcji:" - -msgid "" -"**About** contains this introduction as well as information about the " -"engine, its history, its licensing, authors, etc. It also contains the :ref:" -"`doc_faq`." -msgstr "" -"**O** zawiera to wprowadzenie, jak również informacje o silniku, jego " -"historii, licencji, autorach, itd. Zawiera również :ref:`Często Zadawane " -"Pytania `." - -msgid "" -"**Getting Started** contains all necessary information on using the engine " -"to make games. It starts with the :ref:`Step by step ` tutorial which should be the entry point for all new users. " -"**This is the best place to start if you're new!**" -msgstr "" -"**Rozpoczynanie** zawiera wszystkie konieczne informacje o używaniu tego " -"silnika do tworzenia gier. Zaczyna się od poradnika :ref:`Krok po kroku `, który powinien być punktem wyjścia dla wszystkich " -"nowych użytkowników. **To jest najlepsze miejsce na początek jeśli jesteś " -"nowy!**" - -msgid "" -"The **Manual** can be read or referenced as needed, in any order. It " -"contains feature-specific tutorials and documentation." -msgstr "" -"**Poradnik** może być czytany lub sprawdzany w miarę potrzeby, w dowolnej " -"kolejności. Zawiera poradniki i dokumentację do konkretnych funkcjonalności." - -msgid "" -"**Contributing** gives information related to contributing to Godot, whether " -"to the core engine, documentation, demos or other parts. It describes how to " -"report bugs, how contributor workflows are organized, etc. It also contains " -"sections intended for advanced users and contributors, with information on " -"compiling the engine, contributing to the editor, or developing C++ modules." -msgstr "" -"**Współtworzenie** podaje informacji odnośnie współtworzenia Godota, czy to " -"samego silnika, czy dokumentacji, demonstracji i innych elementów. Opisuje " -"jak zgłaszać błędy, jak współtworzenie jest organizowane, itd. Zawiera " -"również rozdziały dla zaawansowanych użytkowników i współtwórców, z " -"informacjami o kompilowaniu silnika, modyfikowaniu edytora, czy rozwijaniu " -"modułów C++." - -msgid "" -"Finally, the **Class reference** documents the full Godot API, also " -"available directly within the engine's script editor. You can find " -"information on all classes, functions, signals and so on here." -msgstr "" -"W końcu, **Opis klas** dokumentuje całe API Godota, jest również dostępny " -"bezpośrednio z edytora skryptów w silniku. Możesz tu znaleźć informacje o " -"wszystkich klasach, funkcjach, sygnałach i tak dalej." - -msgid "" -"In addition to this documentation, you may also want to take a look at the " -"various `Godot demo projects `_." -msgstr "" -"Oprócz tej dokumentacji możesz również rzucić okiem na różne `projekty " -"demonstracyjne Godota " -"`_." - -msgid "About this documentation" -msgstr "O tej dokumentacji" - -msgid "" -"Members of the Godot Engine community continuously write, correct, edit, and " -"improve this documentation. We are always looking for more help. You can " -"also contribute by opening Github issues or translating the documentation " -"into your language. If you are interested in helping, see :ref:`Ways to " -"contribute ` and :ref:`Writing documentation " -"`, or get in touch with the " -"`Documentation team `_ on " -"`Godot Contributors Chat `_." -msgstr "" -"Członkowie społeczności Silnika Godot stale piszą, poprawiają, edytują i " -"ulepszają tę dokumentację. Zawsze jest tu coś do zrobienia. Możesz również " -"pomóc otwierając zgłoszenia na GitHubie lub tłumacząc tę dokumentację na " -"własny język. Jeśli chcesz pomóc, sprawdź :ref:`Sposoby współtworzenia " -"` i :ref:`Pisanie dokumentacji " -"`, albo skontaktuj się z `zespołem " -"tworzącym Dokumentację `_ on " -"`Czacie Twórców Godota `_." - -msgid "" -"All documentation content is licensed under the permissive Creative Commons " -"Attribution 3.0 (`CC BY 3.0 `_) license, with attribution to \"*Juan Linietsky, Ariel Manzur, and the " -"Godot Engine community*\" unless otherwise noted." -msgstr "" -"Cała dokumentacja jest udostępniona na wolnej licencji Creative Commons " -"Attribution 3.0 (`CC BY 3.0 `_), z przypisaniem autorstwa dla \"*Juan Linietsky, Ariel Manzur, and the " -"Godot Engine community*\" o ile nie zaznaczono inaczej." - -msgid "*Have fun reading and making games with Godot Engine!*" -msgstr "*Miłej zabawy podczas czytania i tworzenia gier w silniku Godot!*" diff --git a/sphinx/po/pl/LC_MESSAGES/about/list_of_features.po b/sphinx/po/pl/LC_MESSAGES/about/list_of_features.po deleted file mode 100644 index 50a5eee7fa..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/about/list_of_features.po +++ /dev/null @@ -1,1345 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "List of features" -msgstr "Lista funkcji" - -msgid "This page aims to list **all** features currently supported by Godot." -msgstr "" -"Ta strona ma na celu wyszczególnienie wszystkich funkcji aktualnie " -"obsługiwanych przez Godot." - -msgid "Platforms" -msgstr "Platformy" - -msgid "" -"See :ref:`doc_system_requirements` for hardware and software version " -"requirements." -msgstr "" -"Zobacz sekcję :ref:`doc_system_requirements` aby zapoznać się z wymaganiami " -"systemowymi oraz sprzętowymi." - -msgid "**Can run both the editor and exported projects:**" -msgstr "**Można uruchomić zarówno edytor jak i wyeksportowane projekty:**" - -msgid "macOS (x86 and ARM, 64-bit only)." -msgstr "macOS (x86 oraz ARM, wyłącznie 64-bitowy)." - -msgid "Linux (x86 and ARM, 64-bit and 32-bit)." -msgstr "Linux (x86 oraz ARM 64-bitowy i 32-bitowy)." - -msgid "" -"Binaries are statically linked and can run on any distribution if compiled " -"on an old enough base distribution." -msgstr "" -"Pliki binarne są połączone statycznie i mogą działać w każdym rozkładzie, " -"jeśli zostały skompilowane na wystarczająco starej dystrybucji bazowej." - -msgid "Android (editor support is experimental)." -msgstr "Android (obsługa edytora jest eksperymentalna)." - -msgid "" -":ref:`Web browsers `. Experimental in 4.0, using " -"Godot 3.x is recommended instead when targeting HTML5." -msgstr "" -":ref:` Przeglądarki internetowe `. Eksperymentalne " -"w wersji 4.0, zamiast tego zaleca się korzystanie z Godot 3.x, gdy celem " -"jest HTML5." - -msgid "**Runs exported projects:**" -msgstr "**Uruchamia wyeksportowane projekty:**" - -msgid "iOS." -msgstr "iOS." - -msgid ":ref:`Consoles `." -msgstr "1: :ref:`Konsole`." - -msgid "" -"Godot aims to be as platform-independent as possible and can be :ref:`ported " -"to new platforms ` with relative ease." -msgstr "" -"Godot ma na celu być jak najbardziej niezależny od platform i może być " -"względnie prosto :ref:`przeniesiony na nowe " -"platformy`." - -msgid "" -"Projects written in C# using Godot 4 currently cannot be exported to the web " -"platform. To use C# on that platform, consider Godot 3 instead. Android and " -"iOS platform support is available as of Godot 4.2, but is experimental and :" -"ref:`some limitations apply `." -msgstr "" -"Projekty napisane w C# używające Godot 4 obecnie nie mogą być eksportowane " -"do platformy web. Aby użyć C# dla tej platformy, rozważ Godot 3 w zamian. " -"Wsparcie dla Platformy Android i iOS jest dostępne od wersji Godot 4.2, ale " -"jest eksperymentalna and :ref:`." - -msgid "Editor" -msgstr "Edytor" - -msgid "**Features:**" -msgstr "**Funkcje**" - -msgid "Scene tree editor." -msgstr "Edytor edytor hierarchii węzłów." - -msgid "Built-in script editor." -msgstr "Wbudowany edytor skryptów." - -msgid "" -"Support for :ref:`external script editors ` such as " -"Visual Studio Code or Vim." -msgstr "" -"Wsparcie dla :ref:`zewnętrznych edytorów kodu ` takich " -"jak Visual Studio Code lub Vim." - -msgid "GDScript :ref:`debugger `." -msgstr ":ref:`Debuger ` GDScript." - -msgid "Support for debugging in threads is available since 4.2." -msgstr "Wsparcie dla debugowania w wątkach jest dostępne od wersji 4.2." - -msgid "" -"Visual profiler with CPU and GPU time indications for each step of the " -"rendering pipeline." -msgstr "" -"Wizualny profiler ze wskazaniami czasu CPU i GPU dla każdego etapu potoku " -"renderowania." - -msgid "" -"Performance monitoring tools, including :ref:`custom performance monitors " -"`." -msgstr "" -"Narzędzia do monitorowania wydajności, w tym :ref:`custom performance " -"monitors `." - -msgid "Live script reloading." -msgstr "Zmiana skryptu podczas działania programu." - -msgid "Live scene editing." -msgstr "Edycja scen podczas działania programu." - -msgid "" -"Changes will reflect in the editor and will be kept after closing the " -"running project." -msgstr "" -"Zmiany zostaną odzwierciedlone w edytorze i zostaną zachowane po zamknięciu " -"uruchomionego projektu." - -msgid "Remote inspector." -msgstr "Zdalny inspektor." - -msgid "" -"Changes won't reflect in the editor and won't be kept after closing the " -"running project." -msgstr "" -"Zmiany nie zostaną odzwierciedlone w edytorze i nie zostaną zapisane po " -"zamknięciu uruchomionego projektu." - -msgid "Live camera replication." -msgstr "Przejęcie kontroli nad kamerą." - -msgid "Move the in-editor camera and see the result in the running project." -msgstr "Ruszanie kamerą w edytorze wpływa na kamerę w uruchomionym projekcie." - -msgid "Built-in offline class reference documentation." -msgstr "Wbudowane odnośniki do klas w dokumentacji offline." - -msgid "Use the editor in dozens of languages contributed by the community." -msgstr "Używaj edytora w dziesiątkach języków dodanych przez społeczność." - -msgid "**Plugins:**" -msgstr "**Wtyczki:**" - -msgid "" -"Editor plugins can be downloaded from the :ref:`asset library " -"` to extend editor functionality." -msgstr "" -"Wtyczki edytora można pobrać z :ref:'biblioteki zasobów " -"', aby rozszerzyć funkcjonalność edytora." - -msgid "" -":ref:`Create your own plugins ` using GDScript to add " -"new features or speed up your workflow." -msgstr "" -":ref:`Twórz swoje własne wtyczki ` wykorzystując " -"GDScript, by dodać nowe funkcjonalności lub przyspieszyć swoją pracę." - -msgid "" -":ref:`Download projects from the asset library ` " -"in the Project Manager and import them directly." -msgstr "" -":ref:`Pobierz projekty z biblioteki zasobów ` w " -"Menadżerze Projektów i importuj je bezpośrednio." - -msgid "Rendering" -msgstr "Renderowanie" - -msgid "" -"3 rendering *methods* (running over 2 rendering *drivers*) are available:" -msgstr "" -"Dostępne są 3 *metody* renderowania (działające na 2 *sterownikach* " -"renderowania):" - -msgid "" -"**Forward+**, running over Vulkan 1.0 (with optional Vulkan 1.1 and 1.2 " -"features). The most advanced graphics backend, suited for desktop platforms " -"only. Used by default on desktop platforms." -msgstr "" -"**Forward+**, działający na Vulkan 1.0 (z opcjonalnymi funkcjami Vulkan 1.1 " -"i 1.2). Najbardziej zaawansowany backend graficzny, odpowiedni tylko dla " -"platform desktopowych. Używany domyślnie na platformach desktopowych." - -msgid "" -"**Forward Mobile**, running over Vulkan 1.0 (with optional Vulkan 1.1 and " -"1.2 features). Less features, but renders simple scenes faster. Suited for " -"mobile and desktop platforms. Used by default on mobile platforms." -msgstr "" -"**Forward Mobile**, działający na Vulkan 1.0 (z opcjonalnymi funkcjami " -"Vulkan 1.1 i 1.2). Mniej funkcji, ale szybciej renderuje proste sceny. " -"Odpowiedni dla platform mobilnych i stacjonarnych. Używany domyślnie na " -"platformach mobilnych." - -msgid "" -"**Compatibility**, running over OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. The " -"least advanced graphics backend, suited for low-end desktop and mobile " -"platforms. Used by default on the web platform." -msgstr "" -"**Kompatybilność**, działa z OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. " -"Najmniej zaawansowany backend graficzny, odpowiedni dla low-endowych " -"platform desktopowych i mobilnych. Używany domyślnie na platformie " -"internetowej." - -msgid "2D graphics" -msgstr "Grafika 2D" - -msgid "Sprite, polygon and line rendering." -msgstr "Renderowanie duszków, wielokątów i linii." - -msgid "" -"High-level tools to draw lines and polygons such as :ref:`class_Polygon2D` " -"and :ref:`class_Line2D`, with support for texturing." -msgstr "" -"Wysoko-poziomowe narzędzia do rysowania linii i wielokątów, takie jak :ref:" -"`class_Polygon2D` i :ref:`class_Line2D` ze wsparciem dla teksturowania." - -msgid "AnimatedSprite2D as a helper for creating animated sprites." -msgstr "AnimatedSprite2D jako pomoc przy tworzeniu animowanych sprite'ów." - -msgid "Parallax layers." -msgstr "Płótna." - -msgid "Pseudo-3D support including preview in the editor." -msgstr "Obsługa pseudo-3D wraz z podglądem w edytorze." - -msgid "" -":ref:`2D lighting ` with normal maps and specular " -"maps." -msgstr "" -":ref:` Oświetlenie 2D ` z mapami normalnymi i " -"mapami lustrzanymi." - -msgid "Point (omni/spot) and directional 2D lights." -msgstr "Punktowe (dookólne/miejscowe) i kierunkowe światła 2D." - -msgid "Hard or soft shadows (adjustable on a per-light basis)." -msgstr "Twarde lub miękkie cienie (regulowane na podstawie światła)." - -msgid "" -"Custom shaders can access a real-time :abbr:`SDF (Signed Distance Field)` " -"representation of the 2D scene based on :ref:`class_LightOccluder2D` nodes, " -"which can be used for improved 2D lighting effects including 2D global " -"illumination." -msgstr "" -"Niestandardowe shadery mogą uzyskać dostęp do reprezentacji 2D sceny w " -"czasie rzeczywistym :abbr:`SDF (Signed Distance Field)` w oparciu o węzły :" -"ref:`class_LightOccluder2D`, które mogą być wykorzystane do ulepszonych " -"efektów oświetlenia 2D, w tym globalnego oświetlenia 2D." - -msgid "" -":ref:`Font rendering ` using bitmaps, rasterization " -"using FreeType or multi-channel signed distance fields (MSDF)." -msgstr "" -"ref:`Renderowanie czcionek ` przy użyciu bitmap, " -"rasteryzacja przy użyciu FreeType lub wielokanałowych podpisanych pól " -"odległości (MSDF)." - -msgid "" -"Bitmap fonts can be exported using tools like BMFont, or imported from " -"images (for fixed-width fonts only)." -msgstr "" -"Czcionki bitmapowe mogą zostać wyeksportowane przy użyciu narzędzi takich " -"jak BMFont, lub zostać zaimportowane z obrazów (tylko dla czcionek z stałą " -"szerokością)." - -msgid "" -"Dynamic fonts support monochrome fonts as well as colored fonts (e.g. for " -"emoji). Supported formats are TTF, OTF, WOFF1 and WOFF2." -msgstr "" -"Dynamic Font obsługuje zarówno czcionki monochromatyczne, jak i kolorowe " -"(np. emotikony). Obsługiwane formaty to TTF, OTF, WOFF1 oraz WOFF2." - -msgid "" -"Dynamic fonts support optional font outlines with adjustable width and color." -msgstr "" -"Dynamic Font obsługuje opcjonalne kontury z regulowaną szerokością i kolorem." - -msgid "" -"Dynamic fonts support variable fonts and OpenType features including " -"ligatures." -msgstr "" -"Czcionki dynamiczne obsługują zmienne czcionki i funkcje OpenType, w tym " -"ligatury." - -msgid "" -"Dynamic fonts support simulated bold and italic when the font file lacks " -"those styles." -msgstr "" -"Czcionki dynamiczne obsługują symulowane pogrubienie i kursywę, gdy plik " -"czcionki nie zawiera tych stylów." - -msgid "" -"Dynamic fonts support oversampling to keep fonts sharp at higher resolutions." -msgstr "" -"Dynamic Fonts wspiera nadpróbkowania w celu utrzymania ostrości przy " -"wyższych rozdzielczościach." - -msgid "" -"Dynamic fonts support subpixel positioning to make fonts crisper at low " -"sizes." -msgstr "" -"Dynamiczne czcionki obsługują pozycjonowanie subpikseli, dzięki czemu " -"czcionki są wyraźniejsze przy małych rozmiarach." - -msgid "" -"Dynamic fonts support LCD subpixel optimizations to make fonts even crisper " -"at low sizes." -msgstr "" -"Dynamiczne czcionki obsługują optymalizacje subpikseli LCD, aby czcionki " -"były jeszcze wyraźniejsze przy małych rozmiarach." - -msgid "" -"Signed distance field fonts can be scaled at any resolution without " -"requiring re-rasterization. Multi-channel usage makes SDF fonts scale down " -"to lower sizes better compared to monochrome SDF fonts." -msgstr "" -"Czcionki Signed Distance Field można skalować w dowolnej rozdzielczości bez " -"konieczności ponownej rasteryzacji. Użycie wielu kanałów sprawia, że " -"czcionki SDF skalują się do niższych rozmiarów lepiej niż monochromatyczne " -"czcionki SDF." - -msgid "CPU-based particles." -msgstr "Cząsteczki oparte na CPU." - -msgid "" -"Optional :ref:`2D HDR rendering " -"` for better glow " -"capabilities." -msgstr "" -"Nieobowiązkowy :ref:`2D HDR rendering " -"` dla lepszych " -"możliwości." - -msgid "2D tools" -msgstr "Narzędzia 2D" - -msgid ":ref:`TileMaps ` for 2D tile-based level design." -msgstr "" -"ref:`TileMaps ` do projektowania poziomów opartych na " -"kafelkach 2D." - -msgid "2D camera with built-in smoothing and drag margins." -msgstr "Kamera 2D z wbudowanym wygładzaniem i marginesami przeciągania." - -msgid "Path2D node to represent a path in 2D space." -msgstr "Węzeł Path2D reprezentujący ścieżkę w przestrzeni 2D." - -msgid "Can be drawn in the editor or generated procedurally." -msgstr "Może być narysowany w edytorze lub wygenerowany proceduralnie." - -msgid "PathFollow2D node to make nodes follow a Path2D." -msgstr "Węzeł PathFollow2D pozwalający węzłom podążać za Path2D." - -msgid "2D physics" -msgstr "Fizyka 2D" - -msgid "**Physics bodies:**" -msgstr "**Obiekty fizyczne:**" - -msgid "Static bodies." -msgstr "Obiekty statyczne." - -msgid "" -"Animatable bodies (for objects moving only by script or animation, such as " -"doors and platforms)." -msgstr "" -"Animowane obiekty (dla obiektów poruszających się tylko za pomocą skryptu " -"lub animacji, takich jak drzwi i platformy)." - -msgid "Rigid bodies." -msgstr "Obiekty sztywne." - -msgid "Character bodies." -msgstr "Obiekty postaci." - -msgid "Joints." -msgstr "Połączenia." - -msgid "Areas to detect bodies entering or leaving it." -msgstr "Obszary wykrywające wchodzące lub opuszczające obiekty." - -msgid "**Collision detection:**" -msgstr "**Detekcja kolizji:**" - -msgid "" -"Built-in shapes: line, box, circle, capsule, world boundary (infinite plane)." -msgstr "" -"Wbudowane kształty: linia, prostokąt, koło, kapsuła, granica świata " -"(nieskończona płaszczyzna)." - -msgid "" -"Collision polygons (can be drawn manually or generated from a sprite in the " -"editor)." -msgstr "" -"Wielokąty kolizyjne (mogą być narysowane manualnie lub wygenerowane ze " -"sprite w edytorze)." - -msgid "3D graphics" -msgstr "Grafika 3D" - -msgid "HDR rendering with sRGB." -msgstr "Renderowanie HDR z sRGB." - -msgid "Perspective, orthographic and frustum-offset cameras." -msgstr "" -"Kamery perspektywiczne, ortograficzne oraz z przesuniętą bryłą widzenia." - -msgid "" -"When using the Forward+ backend, a depth prepass is used to improve " -"performance in complex scenes by reducing the cost of overdraw." -msgstr "" -"Podczas korzystania z zaplecza Forward+, wstępne przejście głębokości jest " -"używane w celu poprawy wydajności w złożonych scenach poprzez zmniejszenie " -"kosztów przerysowania." - -msgid "" -":ref:`doc_variable_rate_shading` on supported GPUs in Forward+ and Forward " -"Mobile." -msgstr "" -":ref:`doc_variable_rate_shading` na obsługiwanych układach GPU w Forward+ i " -"Forward Mobile." - -msgid "**Physically-based rendering (built-in material features):**" -msgstr "**Renderowanie oparte na fizyce (wbudowane właściwości materiałów):**" - -msgid "Follows the Disney PBR model." -msgstr "Naśladuje model PBR Disneya." - -msgid "" -"Supports Burley, Lambert, Lambert Wrap (half-Lambert) and Toon diffuse " -"shading modes." -msgstr "" -"Obsługuje tryby cieniowania: Burley, Lambert, Lambert Wrap (half-Lambert) " -"oraz Toon." - -msgid "Supports Schlick-GGX, Toon and Disabled specular shading modes." -msgstr "Wspiera Schlick-GGX, Toon i wyłączone tryby cieniowania lustrzanego." - -msgid "Uses a roughness-metallic workflow with support for ORM textures." -msgstr "" -"Wykorzystuje przepływ pracy zbudowany wokół skali metaliczność-chropowatość " -"z obsługą tekstur ORM." - -msgid "" -"Uses horizon specular occlusion (Filament model) to improve material " -"appearance." -msgstr "" -"Wykorzystuje okluzję zwierciadlaną horyzontu (model Filament), aby poprawić " -"wygląd materiału." - -msgid "Normal mapping." -msgstr "Mapowanie normalnych." - -msgid "" -"Parallax/relief mapping with automatic level of detail based on distance." -msgstr "" -"Mapowanie paralaksy / wypukłości z automatycznym poziomem szczegółowości na " -"podstawie odległości." - -msgid "Detail mapping for the albedo and normal maps." -msgstr "" -"Mapowanie szczegółów (detali) dla albedo (kolor bazowy) i map normal " -"(wypukłość)." - -msgid "Sub-surface scattering and transmittance." -msgstr "Pod-powierzchowne rozpraszanie i przepuszczalność." - -msgid "" -"Screen-space refraction with support for material roughness (resulting in " -"blurry refraction)." -msgstr "" -"Refrakcja ze wsparciem dla chropowatości materiału (skutkująca rozmytym " -"załamaniem)." - -msgid "Dithering can be determined on a per-pixel or per-object basis." -msgstr "Dithering można określić na podstawie co-piksel lub co-obiekt." - -msgid "**Real-time lighting:**" -msgstr "**Oświetlenie w czasie rzeczywistym:**" - -msgid "Directional lights (sun/moon). Up to 4 per scene." -msgstr "Światła kierunkowe (słońce/księżyc). Do 4 na scenę." - -msgid "Omnidirectional lights." -msgstr "Wielokierunkowe światła." - -msgid "Spot lights with adjustable cone angle and attenuation." -msgstr "Światła punktowe z modyfikowalnym kątem stożka i osłabianiem." - -msgid "" -"Specular, indirect light, and volumetric fog energy can be adjusted on a per-" -"light basis." -msgstr "" -"Energia światła lustrzanego, pośredniego i wolumetrycznego mgły może być " -"regulowana odzielnie dla każdego źródła światła." - -msgid "" -"Adjustable light \"size\" for fake area lights (will also make shadows " -"blurrier)." -msgstr "" -"Regulowany \"rozmiar\" światła dla sztucznego obszaru światła (spowoduje że " -"cienie będą rozmyte)." - -msgid "" -"Optional distance fade system to fade distant lights and their shadows, " -"improving performance." -msgstr "" -"Nieobowiązkowy system zanikania na odległość aby światła znikały i ich " -"cienie, poprawiając wydajność." - -msgid "" -"When using the Forward+ backend (default on desktop), lights are rendered " -"with clustered forward optimizations to decrease their individual cost. " -"Clustered rendering also lifts any limits on the number of lights that can " -"be used on a mesh." -msgstr "" -"Kiedy używając backendu Forward+ (domyślny dla pulpitu), światła są " -"renderowane przy użyciu grupowych optymalizacji aby zredukować ich " -"indywidualny koszt. Grupowe renderowanie także podnosi każdy limit na liczbę " -"świateł które mogły być użyte na siatce." - -msgid "" -"When using the Forward Mobile backend, up to 8 omni lights and 8 spot lights " -"can be displayed per mesh resource. Baked lighting can be used to overcome " -"this limit if needed." -msgstr "" -"W przypadku używania części backendu Forward Mobile, aż do 8 wszech świateł " -"i 8 punktowych świateł może być wyświetlane na zasób sieci. Wbudowane " -"światło może być użyte do przekroczenia tego limitu." - -msgid "**Shadow mapping:**" -msgstr "**Mapowanie cieni**" - -msgid "" -"*DirectionalLight:* Orthogonal (fastest), PSSM 2-split and 4-split. Supports " -"blending between splits." -msgstr "" -"*DirectionalLight:* Ortogonalny (najszybszy), PSSM 2-częściowy i 4-" -"częściowy. Obsługuje mieszanie między podziałami." - -msgid "" -"*OmniLight:* Dual paraboloid (fast) or cubemap (slower but more accurate). " -"Supports colored projector textures in the form of panoramas." -msgstr "" -"*OmniLight:* Podwójna paraboloida (szybka) lub cubemapa (wolniejsza, ale " -"dokładniejsza). Obsługuje kolorowe tekstury nakładane w postaci panoram." - -msgid "*SpotLight:* Single texture. Supports colored projector textures." -msgstr "" -"*Reflektor:* Pojedyncza tekstura. Wspiera kolorowe tekstury projektora." - -msgid "" -"Shadow normal offset bias and shadow pancaking to decrease the amount of " -"visible shadow acne and peter-panning." -msgstr "" -"Normalne przesunięcie cienia i rozpłaszcznia cienia w celu zmniejszenia " -"ilości widocznych zanieczyszceń obrazu, a tak że peter-panning." - -msgid "" -":abbr:`PCSS (Percentage Closer Soft Shadows)`-like shadow blur based on the " -"light size and distance from the surface the shadow is cast on." -msgstr "" -":abbr:`PCSS (Percentage Closer Soft Shadows)`- podobnie do rozmycia cienia " -"jest opartegy na rozmiarze swiatła i odległości od powierzchni na, którą " -"pada cień." - -msgid "Adjustable shadow blur on a per-light basis." -msgstr "Dostosowywalne rozmycie cienia, odzielnie dla konkretnych swiateł." - -msgid "**Global illumination with indirect lighting:**" -msgstr "**Globalne oświetlenie z pośrednim światłem:**" - -msgid "" -":ref:`Baked lightmaps ` (fast, but can't be updated " -"at run-time)." -msgstr "" -":ref:`Oświetlenie policzone w czsie kompilacji ` " -"(szybkie, ale nie mogą być aktualizowane w czasie działania aplikacji)." - -msgid "" -"Supports baking indirect light only or baking both direct and indirect " -"lighting. The bake mode can be adjusted on a per-light basis to allow for " -"hybrid light baking setups." -msgstr "" -"Obsługuje baking tylko światła pośredniego lub baking zarówno światła " -"bezpośredniego, jak i pośredniego. Tryb bakingu można regulować w zależności " -"od światła, aby umożliwić hybrydowe ustawienia bakingu przy świetle." - -msgid "" -"Supports lighting dynamic objects using automatic and manually placed probes." -msgstr "" -"Obsługuje oświetlenie dynamicznych obiektów za pomocą automatycznie i " -"ręcznie ustawionych próbników." - -msgid "" -"Optionally supports directional lighting and rough reflections based on " -"spherical harmonics." -msgstr "" -"Okazjonalnie wspiera oświetlenie skierowane i surowe odbicia oparte na " -"harmoni sferycznej." - -msgid "" -"Lightmaps are baked on the GPU using compute shaders (much faster compared " -"to CPU lightmapping). Baking can only be performed from the editor, not in " -"exported projects." -msgstr "" -"Mapy oświetlenia są wypalane(wyliczne) na GPU za pomocą shaderów (jest to " -"szybsze w porównaniu do mapowania oświetlenia na CPU). Wypalania można " -"dokonać tylko w edytorze, nie w wyeksportowanym projekcie." - -msgid "" -":ref:`Voxel-based GI probes `. Supports dynamic lights " -"*and* dynamic occluders, while also supporting reflections. Requires a fast " -"baking step which can be performed in the editor or at run-time (including " -"from an exported project)." -msgstr "" -":ref:`Sondy GI oparte na Wokselach `. Wspiera dynamiczne " -"światła *jak i* okludery, *a tak że* i odbicia. Wymaga szybkiego wypalenia, " -"które może zostać wykonane w edytorze lub w czasie działania programu(w tym " -"także tego wyeksportowanego)." - -msgid "" -":ref:`Signed-distance field GI ` designed for large open " -"worlds. Supports dynamic lights, but not dynamic occluders. Supports " -"reflections. No baking required." -msgstr "" -":ref:`Signed-distance field GI ` Zaprojektowany dla dużych, " -"otwartych światów. Obsługuje dynamiczne światła ale nie dynamiczne " -"przesłony. Obsługuje odbicia. Nie wymaga bake\\'owania (wypiekania)." - -msgid "" -":ref:`Screen-space indirect lighting (SSIL) " -"` at half or full resolution. " -"Fully real-time and supports any kind of emissive light source (including " -"decals)." -msgstr "" -":ref:`Screen-space indirect lighting (SSIL) " -"` W połowie lub pełnej " -"rozdzielczości. W pełni w czasie rzeczywistym i obsługuje dowolne emisyjne " -"źródło światła (w tym naklejki (decals))." - -msgid "" -"VoxelGI and SDFGI use a deferred pass to allow for rendering GI at half " -"resolution to improve performance (while still having functional MSAA " -"support)." -msgstr "" -"VoxelGI i SDFGI używają przejścia odroczonego, aby umożliwić renderowanie GI " -"w połowie rozdzielczości w celu poprawy wydajności (przy zachowaniu " -"funkcjonalnego wsparcia dla MSAA)." - -msgid "**Reflections:**" -msgstr "**Odbicia:**" - -msgid "" -"Fast baked reflections or slow real-time reflections using ReflectionProbe. " -"Parallax box correction can optionally be enabled." -msgstr "" -"Szybkie generowane odbicia lub wolne odbicia w czasie rzeczywistym przy " -"użyciu ReflectionProbe. Opcjonalnie można włączyć korekcję paralaksy." - -msgid "Screen-space reflections with support for material roughness." -msgstr "" -"Odbicia w przestrzeni ekranu posiadające wsparcie dla " -"chropowatość(roughness) materiału." - -msgid "" -"Reflection techniques can be mixed together for greater accuracy or " -"scalability." -msgstr "" -"Techniki odbicia mogą być za sobą łączone w celu osiągnięcia większej " -"dokładności." - -msgid "" -"When using the Forward Mobile backend, up to 8 reflection probes can be " -"displayed per mesh resource." -msgstr "" -"Podczas używania silnika Forward Mobile, do 8 próbników odbiciowych może być " -"wyświetlonych na każdy zasób siatki." - -msgid "" -"Support for nearest, bilinear, trilinear or anisotropic texture filtering " -"(configured globally)." -msgstr "" -"Wsparcie dla bliskiego, dwuliniowego, trójliniowego lub anizotropicznego " -"filtrowania (skonfigurowane globalnie)." - -msgid "" -"Optional distance fade system to fade distant decals, improving performance." -msgstr "" -"Opcjonalny system zanikania odległościowego dla kalkomanii, poprawiający " -"wydajność." - -msgid "" -"When using the Forward Mobile backend, up to 8 decals can be displayed per " -"mesh resource." -msgstr "" -"Podczas używania silnika Forward Mobile, do 8 próbników odbiciowych może być " -"wyświetlonych na każdy zasób siatki." - -msgid "**Sky:**" -msgstr "**Niebo:**" - -msgid "Panorama sky (using an HDRI)." -msgstr "Panoramiczne niebo (używając HDRI)." - -msgid "" -"Procedural sky and Physically-based sky that respond to the " -"DirectionalLights in the scene." -msgstr "" -"Niebo generowane proceduralnie i niebo oparte na fizyce, które reaguje na " -"DirectionalLight umieszczone w scenie." - -msgid "**Fog:**" -msgstr "**Mgła:**" - -msgid "Exponential depth fog." -msgstr "Wykładnicza mgła głębokościowa." - -msgid "Exponential height fog." -msgstr "Wykładnicza mgła wysokościowa." - -msgid "" -"Support for automatic fog color depending on the sky color (aerial " -"perspective)." -msgstr "" -"Wsparcie dla automatycznego koloru głębi mgły w zależności od koloru nieba " -"(perspektywa powietrzna)." - -msgid "Support for sun scattering in the fog." -msgstr "Wsparcie dla rozproszenia światła w mgle." - -msgid "" -"Support for controlling how much fog rendering should affect the sky, with " -"separate controls for traditional and volumetric fog." -msgstr "" -"Wsparcie do kontrolowania jak bardzo renderowanie mgły powinno mieć wpływ na " -"niebo, z oddzielnym ustawieniami dla mgły tradycyjnej i objętościowej." - -msgid "Support for making specific materials ignore fog." -msgstr "Wsparcie dla ignorowania mgły przez wybrane materiały." - -msgid "**Volumetric fog:**" -msgstr "**Mgła objętościowa:**" - -msgid "" -"Volumetric fog can take indirect light into account when using VoxelGI or " -"SDFGI." -msgstr "" -"Mgła objętościowa może wziąć pod uwagę światło pośrednie, kiedy użyty jest " -"VoxelGI lub SDFGI." - -msgid "**Particles:**" -msgstr "**Cząsteczki:**" - -msgid "**Post-processing:**" -msgstr "**Post-processing:***" - -msgid "Tonemapping (Linear, Reinhard, Filmic, ACES)." -msgstr "Mapowanie tonów (liniowe, Reinharda, filmowe, ACES)." - -msgid "" -"Glow/bloom with optional bicubic upscaling and several blend modes " -"available: Screen, Soft Light, Add, Replace, Mix." -msgstr "" -"Blask z opcjonalnym dwu-sześciennym skalowaniem i kilkoma typami mieszania: " -"Ekran(Screen), Miękkie światło(Soft Light), Dodaj(Add), Zamień(Replace), " -"Mieszany(Mix)." - -msgid "Brightness, contrast and saturation adjustments." -msgstr "Dostosowanie jasności, kontrastu oraz nasycenia." - -msgid "**Texture filtering:**" -msgstr "**Filtrowanie tekstur:**" - -msgid "Nearest, bilinear, trilinear or anisotropic filtering." -msgstr "Filtrowanie, bliskie, dwuliniowe, trójliniowe lub anizotropiczne." - -msgid "**Texture compression:**" -msgstr "**Kompresja tekstur:**" - -msgid "BPTC for high-quality compression (not supported on macOS)." -msgstr "BPTC dla wysokiej jakości kompresji (nie wspierane w systemie macOS)." - -msgid "ETC2 (not supported on macOS)." -msgstr "ETC2 (nie wspierane w systemie macOS)." - -msgid "S3TC (not supported on mobile/Web platforms)." -msgstr "S3TC (nie wspierane w platformach mobilnych oraz webowych)." - -msgid "Fast approximate antialiasing (FXAA)." -msgstr "Szybki aproksymacyjny antyaliasing (FXAA)." - -msgid "**Resolution scaling:**" -msgstr "**Skalowanie rozdzielczości:**" - -msgid "3D tools" -msgstr "Narzędzia 3D" - -msgid "" -"Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad, " -"torus, ribbon, tube." -msgstr "" -"Wbudowane siatki: sześcian, cylinder/stożek, (pół)kula, pryzmat, " -"płaszczyzna, wielokąt, torus, wstążka, rura." - -msgid "" -":ref:`Constructive solid geometry ` (intended for " -"prototyping)." -msgstr "" -":ref:`Konstruktywna geometria ` (przydatne prototypowaniu)." - -msgid "" -"Tools for :ref:`procedural geometry generation `." -msgstr ":ref:`Geometria generowana procedularnie `." - -msgid "Path3D node to represent a path in 3D space." -msgstr "Węzeł Path3D (Ścieżka3D) by pokazać ścieżkę w przestrzeni 3D." - -msgid "PathFollow3D node to make nodes follow a Path3D." -msgstr "" -"Węzeł PathFollow3D (ŚledzenieŚcieżki3D) by węzeł podążał za Path3D " -"(Ścieżka3D)." - -msgid "3D physics" -msgstr "Fizyka 3D" - -msgid "Vehicle bodies (intended for arcade physics, not simulation)." -msgstr "Ciała pojazdów (stworzone dla fizyki arcade, nie symulacji)." - -msgid "Soft bodies." -msgstr "Miękkie ciała." - -msgid "Ragdolls." -msgstr "Ragdolle." - -msgid "" -"Built-in shapes: cuboid, sphere, capsule, cylinder, world boundary (infinite " -"plane)." -msgstr "" -"Wbudowane kształty: prostopadłościan, kula, kapsułka, walec, granica świata " -"(nieskończona płaszczyzna)." - -msgid "Generate triangle collision shapes for any mesh from the editor." -msgstr "Generuj trójkątne kształty kolizji dla dowolnej siatki z edytora." - -msgid "" -"Generate one or several convex collision shapes for any mesh from the editor." -msgstr "" -"Wygeneruj jeden lub parę wypukłych kształtów kolizji dla dowolnej siatki " -"obiektu 3D z edytora." - -msgid "Shaders" -msgstr "Shadery" - -msgid "*2D:* Custom vertex, fragment, and light shaders." -msgstr "*2D:* niestandardowe wierzchołki, fragmenty oraz shadery światła." - -msgid "*3D:* Custom vertex, fragment, light, and sky shaders." -msgstr "" -"*3D:* Niestandardowe wierzchołki, fragmenty, światło oraz shadery nieba." - -msgid "Visual shader editor." -msgstr "Wizualny edytor shaderów." - -msgid "Support for visual shader plugins." -msgstr "Wsparcie dla wizualnego tworzenia wtyczek." - -msgid "Scripting" -msgstr "Programowanie" - -msgid "**General:**" -msgstr "**Ogólne:**" - -msgid "Object-oriented design pattern with scripts extending nodes." -msgstr "Wzorzec zorientowany obiektowo z skryptami rozszerzającymi węzły." - -msgid "Signals and groups for communicating between scripts." -msgstr "Sygnały i grupy do komunikacji pomiędzy skryptami." - -msgid "" -"Support for :ref:`cross-language scripting `." -msgstr "" -"Wsparcie dla :ref:`międzyjęzykowego pisania skryptów " -"`." - -msgid "" -"Many 2D, 3D and 4D linear algebra data types such as vectors and transforms." -msgstr "" -"Wiele typów danych algebry liniowej 2D, 3D o 4D, takich jak wektory i " -"transformaty." - -msgid ":ref:`GDScript: `" -msgstr ":ref:`GDScript: `" - -msgid "" -":ref:`High-level interpreted language ` with :ref:`optional " -"static typing `." -msgstr "" -":ref:`Wysokopoziomowy język interpretowany ` z :ref:" -"`opcjonalną statyczną typizacją `." - -msgid "Syntax highlighting is provided on GitHub." -msgstr "Podświetlenie składni jest dostępne na GitHubie." - -msgid "" -":ref:`Use threads ` to perform asynchronous " -"actions or make use of multiple processor cores." -msgstr "" -":ref:`Użyj wątków ` by wykonywać działania " -"asynchroniczne bądź spożytkować wiele rdzeni procesora." - -msgid ":ref:`C#: `" -msgstr ":ref:`C#: `" - -msgid "Packaged in a separate binary to keep file sizes and dependencies down." -msgstr "" -"Pakowane w osobnym pliku binarnym, by utrzymać mały rozmiar plików i niską " -"ilość zależności." - -msgid "Full support for the C# 10.0 syntax and features." -msgstr "Pełne wsparcie dla składni i funkcji C# 10.0." - -msgid "" -"Using an external editor is recommended to benefit from IDE functionality." -msgstr "" -"Używanie zewnętrznego edytora jest rekomendowane, by korzystać z wszystkich " -"funkcjonalności IDE." - -msgid "" -"When you need it, link to native libraries for higher performance and third-" -"party integrations." -msgstr "" -"Kiedy tego potrzebujesz, połącz do natywnych bibliotek dla wyższej " -"wydajności i integracji osób trzecich." - -msgid "" -"For scripting game logic, GDScript or C# are recommended if their " -"performance is suitable." -msgstr "" -"Dla programowania logiki gry, rekomendujemy GDScript lub C# pod warunkiem, " -"że ich wydajność jest odpowiednia." - -msgid "Use any build system and language features you wish." -msgstr "Użyj dowolnego systemu budowy i funkcji języków." - -msgid "Audio" -msgstr "Audio" - -msgid "Mono, stereo, 5.1 and 7.1 output." -msgstr "Wyjście mono, stereo, 5.1 i 7.1." - -msgid "Non-positional and positional playback in 2D and 3D." -msgstr "Niepozycyjny i pozycyjny playback w 2D i 3D." - -msgid "Optional Doppler effect in 2D and 3D." -msgstr "Opcjonalny efekt Dopplera w 2D i 3D." - -msgid "" -"Support for re-routable :ref:`audio buses ` and effects " -"with dozens of effects included." -msgstr "" -"Obsługa kanałów :ref:`audio bus ` przez które można " -"przepuszczać dane audio - zawiera dziesiątki różnych efektów." - -msgid "Support for random volume and pitch." -msgstr "Wsparcie dla losowego poziomu głośności i wysokości dźwięku." - -msgid "Support for real-time pitch scaling." -msgstr "Wsparcie dla skalowania wysokości dźwięku w czasie rzeczywistym." - -msgid "" -"Listener2D and Listener3D nodes to listen from a position different than the " -"camera." -msgstr "" -"Węzły Listener2D i Listener3D do nasłuchiwania dźwięku z innego miejsca niż " -"pozycja kamery." - -msgid "MIDI input." -msgstr "Wejście MIDI." - -msgid "No support for MIDI output yet." -msgstr "Brak wsparcia z wyniku MIDI ,jeszcze." - -msgid "**APIs used:**" -msgstr "**używane API:**" - -msgid "*Windows:* WASAPI." -msgstr "*Windows:* WASAPI." - -msgid "*macOS:* CoreAudio." -msgstr "*macOS:* CoreAudio." - -msgid "*Linux:* PulseAudio or ALSA." -msgstr "*Linux:* PulseAudio lub ALSA." - -msgid "Import" -msgstr "Zaimportuj" - -msgid "Support for :ref:`custom import plugins `." -msgstr "Wsparcie dla :ref:`własny import wtyczek `." - -msgid "**Formats:**" -msgstr "**Formaty:**" - -msgid "*Audio:*" -msgstr "*Dźwięk:*" - -msgid "WAV with optional IMA-ADPCM compression." -msgstr "WAV z opcjonalną kompresją IMA-ADPCM." - -msgid "Ogg Vorbis." -msgstr "Ogg Vorbis." - -msgid "MP3." -msgstr "MP3." - -msgid "glTF 2.0 *(recommended)*." -msgstr "glTF 2.0 *(zalecane)*." - -msgid "Collada (.dae)." -msgstr "Collada (.dae)." - -msgid "" -"Support for loading glTF 2.0 scenes at run-time, including from an exported " -"project." -msgstr "" -"Wsparcie dla ładowania scen glTF 2.0 w czasie rzeczywistym, również z " -"wyeksportowanego projektu." - -msgid "" -"3D meshes use `Mikktspace `__ to generate " -"tangents on import, which ensures consistency with other 3D applications " -"such as Blender." -msgstr "" -"Siatki 3D używają `Mikktspace `__ do generowania " -"stycznych podczas importu, co zapewnia spójność z innymi aplikacjami 3D, " -"takimi jak Blender." - -msgid "Input" -msgstr "Wejście" - -msgid "" -"Axis values can be mapped to two different actions with a configurable " -"deadzone." -msgstr "" -"Wartości osi mogą być przypisane do dwóch różnych akcji z konfigurowalną " -"martwą strefą." - -msgid "Use the same code to support both keyboards and gamepads." -msgstr "Użyj takiego samego codu ,by wspierać oba: klawiaturę i gamypad'y." - -msgid "Keyboard input." -msgstr "Klawiatura." - -msgid "" -"Keys can be mapped in \"physical\" mode to be independent of the keyboard " -"layout." -msgstr "" -"Klucze mogą być mapowane w modzie \"fizycznym\" ,by być niezależne od układu " -"klawiatury." - -msgid "Mouse input." -msgstr "Mysz." - -msgid "" -"The mouse cursor can be visible, hidden, captured or confined within the " -"window." -msgstr "" -"Kursor myszy może być widoczny, schowany, złapany lub ograniczony w obrębie " -"okna." - -msgid "" -"When captured, raw input will be used on Windows and Linux to sidestep the " -"OS' mouse acceleration settings." -msgstr "" -"Po przechwyceniu surowe dane wejściowe zostaną użyte w systemach Windows i " -"Linux, aby ominąć ustawienia przyspieszenia myszy w systemie operacyjnym." - -msgid "Gamepad input (up to 8 simultaneous controllers)." -msgstr "Wejście gamepada (do 8 jednoczesnych kontrolerów)." - -msgid "Pen/tablet input with pressure support." -msgstr "Wejście pióra/tabletu graficznego z obsługą nacisku." - -msgid "Navigation" -msgstr "Nawigacja" - -msgid "" -"Generate navigation meshes from the editor or at run-time (including from an " -"exported project)." -msgstr "" -"Generuj siatki nawigacyjne z edytora lub w czasie wykonywania (w tym z " -"wyeksportowanego projektu)." - -msgid "Networking" -msgstr "Sieć" - -msgid "Supports HTTPS out of the box using bundled certificates." -msgstr "" -"Obsługuje HTTPS bez dodatkowych konfiguracji z użyciem pakietowanych " -"certyfikatów." - -msgid "Automatic replication using remote procedure calls (RPCs)." -msgstr "" -"Automatyczna replikacja z użyciem zdalnych wezwań proceduralnych (ang. RPC - " -"Remote Procedure Calls)." - -msgid "Supports unreliable, reliable and ordered transfers." -msgstr "Obsługuje zawodne, niezawodne i zamówione transfery." - -msgid "Internationalization" -msgstr "Internacjonalizacja" - -msgid "" -"Store localization strings using :ref:`CSV ` " -"or :ref:`gettext `." -msgstr "" -"Zapisywanie tekstów dla lokalizacji językowych przy użyciu :ref:`CSV " -"` lub :ref:`gettext " -"`." - -msgid "" -"Use localized strings in your project automatically in GUI elements or by " -"using the ``tr()`` function." -msgstr "" -"Użyj lokalizowanych ciągów w swoim projekcie automatycznie w elementach GUI " -"lub poprzez zastosowanie funkcji ``tr()``." - -msgid "Windowing and OS integration" -msgstr "Integracja okien i systemu operacyjnego" - -msgid "Change the window title and icon." -msgstr "Zmień nazwę i ikonę okna." - -msgid "" -"Request attention (will cause the title bar to blink on most platforms)." -msgstr "Żądanie uwagi (spowoduje miganie paska tytułu na większości platform)." - -msgid "Fullscreen mode." -msgstr "Tryb pełnoekranowy." - -msgid "Global menu integration on macOS." -msgstr "Globalna integracja menu w systemie macOS." - -msgid "" -"Open file paths and URLs using default or custom protocol handlers (if " -"registered on the system)." -msgstr "" -"Otwieranie ścieżek plików i adresów URL przy użyciu domyślnych lub " -"niestandardowych programów obsługi protokołów (jeśli są zarejestrowane w " -"systemie)." - -msgid "Parse custom command line arguments." -msgstr "Wywoływanie własnych komend wiersza poleceń." - -msgid "Mobile" -msgstr "Mobilny" - -msgid "Support for advertisements using third-party modules." -msgstr "Obsługa reklam przy użyciu modułów firm trzecich." - -msgid "XR support (AR and VR)" -msgstr "Wsparcie dla XR (AR i VR)" - -msgid "GUI system" -msgstr "System interfejsu" - -msgid "" -"Godot's GUI is built using the same Control nodes used to make games in " -"Godot. The editor UI can easily be extended in many ways using add-ons." -msgstr "" -"Interfejs graficzny Godot jest zbudowany przy użyciu tych samych węzłów " -"(Control nodes), których używa się podczas projektowania gry w Godot. Sam " -"edytor można bezproblemowo rozszerzyć na wiele sposobów za pomocą dodatków " -"(add-ons)." - -msgid "**Nodes:**" -msgstr "**Węzły:**" - -msgid "Buttons." -msgstr "Przyciski." - -msgid "Checkboxes, check buttons, radio buttons." -msgstr "Pola wyboru, przyciski wyboru, przyciski radiowe." - -msgid "Scrollbars." -msgstr "Paski przewijania." - -msgid "Labels." -msgstr "Labels (Etykiety)." - -msgid "Trees (can also be used to represent tables)." -msgstr "Drzewa (mogą być również używane do reprezentowania tablic)." - -msgid "Color picker with RGB and HSV modes." -msgstr "Możliwość wyboru koloru (color picker) za pomocą trybu RGB lub HSV." - -msgid "Controls can be rotated and scaled." -msgstr "Elementy sterujące można obracać i skalować." - -msgid "**Sizing:**" -msgstr "**Zmiany rozmiaru:**" - -msgid "Anchors to keep GUI elements in a specific corner, edge or centered." -msgstr "" -"Kotwice trzymające elementy graficznego interfejsu użytkownika w wybranych " -"rogach, krawędziach, albo wyśrodkowane." - -msgid "Containers to place GUI elements automatically following certain rules." -msgstr "" -"Kontenery do automatycznego umieszczania elementów GUI podlegają określonym " -"regułom." - -msgid ":ref:`Stack ` layouts." -msgstr ":ref:`Stos `." - -msgid ":ref:`Grid ` layouts." -msgstr ":ref:`Siatka `." - -msgid "**Theming:**" -msgstr "**Motywy:**" - -msgid "Built-in theme editor." -msgstr "Wbudowany edytor motywów." - -msgid "Generate a theme based on the current editor theme settings." -msgstr "" -"Tworzenie nowego motywu w oparciu o aktualne ustawienia motywu w edytorze." - -msgid "Procedural vector-based theming using :ref:`class_StyleBoxFlat`." -msgstr "" -"Motywy oparte na proceduralnej grafice wektorowej stworzone przy pomocy :ref:" -"`class_StyleBoxFlat`." - -msgid "Texture-based theming using :ref:`class_StyleBoxTexture`." -msgstr "Motywy oparte na teksturach używające :ref:`class_StyleBoxTexture`." - -msgid "" -"Godot's small distribution size can make it a suitable alternative to " -"frameworks like Electron or Qt." -msgstr "" -"Mały rozmiar dystrybucji Godot może czynić go wartościową alternatywą dla " -"frameworków takich jak Electron czy Qt." - -msgid "Animation" -msgstr "Animacja" - -msgid "Direct kinematics and inverse kinematics." -msgstr "Bezpośrednia kinematyka i kinematyka odwrócona." - -msgid "Support for animating any property with customizable interpolation." -msgstr "Obsługa animacji i właściwości z konfigurowalną interpolacją." - -msgid "Support for playing sounds in animation tracks." -msgstr "Obsługa odgrywania dźwięków w ścieżkach animacji (animation tracks)." - -msgid "Support for Bézier curves in animation." -msgstr "Obsługa krzywych Béziera w animacjach." - -msgid "File formats" -msgstr "Formaty plików" - -msgid "" -"Scenes and resources can be saved in :ref:`text-based " -"` or binary formats." -msgstr "" -"Sceny i zasoby można zapisać w :ref:` tekstowym ` bądź " -"binarnym formacie." - -msgid "" -"Text-based formats are human-readable and more friendly to version control." -msgstr "" -"Formaty tekstowe są czytelne i bardziej przystosowane do systemu kontroli " -"wersji." - -msgid "Binary formats are faster to save/load for large scenes/resources." -msgstr "" -"W przypadku dużych scen/zasobów formaty binarne są szybciej zapisywane/" -"ładowane." - -msgid "Can optionally be compressed or encrypted." -msgstr "Mogą być opcjonalnie skompresowane lub zaszyfrowane." - -msgid "Read and write :ref:`class_JSON` files." -msgstr "Odczyt i zapis plików :ref:`class_JSON`." - -msgid "" -"Read and write INI-style configuration files using :ref:`class_ConfigFile`." -msgstr "" -"Odczyt i zapis konfiguracji w formacie INI przy pomocy :ref:" -"`class_ConfigFile`." - -msgid "Can (de)serialize any Godot datatype, including Vector2/3, Color, ..." -msgstr "" -"Można zserializować/zdeserializować dowolny typ danych Godot, włączając w to " -"Vector2/3, Color, ..." - -msgid "Read XML files using :ref:`class_XMLParser`." -msgstr "Odczyt plików XML przy użyciu :ref:`class_XMLParser`." - -msgid "" -"Pack game data into a PCK file (custom format optimized for fast seeking), " -"into a ZIP archive, or directly into the executable for single-file " -"distribution." -msgstr "" -"Pakowanie danych gry do pliku PCK (własny format plików zoptymalizowany pod " -"kątem szybkiego wyszukiwania), do archiwum ZIP, lub bezpośrednio do " -"pojedynczego pliku EXE do rozpowszechniania dalej." - -msgid "" -":ref:`Export additional PCK files` that can be read by " -"the engine to support mods and DLCs." -msgstr "" -":ref:`Eksport dodatkowych plików PCK`, które silnik może " -"traktować jako mody i DLC." - -msgid "Miscellaneous" -msgstr "Różne" - -msgid "Export and deploy projects using continuous integration platforms." -msgstr "" -"Wyeksportuj i postaw projekty używając ciągłych platform integracyjnych." - -msgid "Licensed under the permissive MIT license." -msgstr "Licencjonowane na swobodnej licencji MIT." diff --git a/sphinx/po/pl/LC_MESSAGES/about/release_policy.po b/sphinx/po/pl/LC_MESSAGES/about/release_policy.po deleted file mode 100644 index 8bcb6b5a5f..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/about/release_policy.po +++ /dev/null @@ -1,225 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot release policy" -msgstr "Polityka wydawnicza Godota" - -msgid "Godot versioning" -msgstr "**Wersja Godota**" - -msgid "" -"Godot loosely follows `Semantic Versioning `__ with a " -"``major.minor.patch`` versioning system, albeit with an interpretation of " -"each term adapted to the complexity of a game engine:" -msgstr "" -"Godot luźno podąża za ``Wersjonowaniem semantycznym `__' z systemem wersjonowania ``major.minor.patch``, aczkolwiek " -"dostosowując zasady wersjonowania do złożoności silnika gry:" - -msgid "" -"The ``major`` version is incremented when major compatibility breakages " -"happen which imply significant porting work to move projects from one major " -"version to another." -msgstr "" -"Numer wersji „głównej” (``major``) jest zwiększany, gdy zdarzają się poważne " -"braki kompatybilności, co pociąga za sobą znaczne prace związane z " -"przenoszeniem projektów z jednej wersji silnika do drugiej." - -msgid "" -"The ``patch`` version is incremented for maintenance releases which focus on " -"fixing bugs and security issues, implementing new requirements for platform " -"support, and backporting safe usability enhancements. Patch releases are " -"backwards compatible." -msgstr "" -"Numer poprawki, czyli \"łatki'' (``patch``) jest zwiększana w przypadku " -"wydań konserwacyjnych, które skupiają się na naprawianiu błędów i problemów " -"związanych z bezpieczeństwem, wdrażaniu nowych wymagań dotyczących obsługi " -"platformy i wdrażaniu nieinwazyjnych usprawnień, które mogą znacznie " -"poprawić ogólne wrażenia użytkownika podczas interakcji z silnikiem. Wydania " -"poprawek są kompatybilne wstecz." - -msgid "" -"Patch versions may include minor new features which do not impact the " -"existing API, and thus have no risk of impacting existing projects." -msgstr "" -"\"Łatka\" może zawierać też nowe funkcje, które nie mają wpływu na " -"istniejące API, czyli nie stwarzają ryzyka zaszkodzenia obecnemu projektowi." - -msgid "" -"Updating to new patch versions is therefore considered safe and strongly " -"recommended to all users of a given stable branch." -msgstr "" -"Aktualizacja do najnowszych numerów \"łatek\" jest zatem uważana za " -"bezpieczną i zdecydowanie zalecana wszystkim użytkownikom silnika (w " -"przypadku skompilowania go na podstawie stabilnej gałęzi)." - -msgid "Release support timeline" -msgstr "Porządek chronologiczny wspierania wersji" - -msgid "" -"In a given minor release series, only the latest patch release receives " -"support. If you experience an issue using an older patch release, please " -"upgrade to the latest patch release of that series and test again before " -"reporting an issue on GitHub." -msgstr "" -"W przypadku \"pomniejszych\" wydań wsparcie otrzymuje tylko najnowsza wersja " -"\"łatki\". Jeśli wystąpią problemy podczas korzystania ze starszej " -"\"łatki\", zanim zgłosisz problem w serwisie GitHub, zaktualizuj wydanie do " -"najnowszej \"łatki\" a następnie, przetestuj wszystko ponownie." - -msgid "**Version**" -msgstr "**Wersja**" - -msgid "**Release date**" -msgstr "**Data wydania**" - -msgid "**Support level**" -msgstr "**Poziom wsparcia**" - -msgid "Godot 4.0" -msgstr "Godot 4.0" - -msgid "Godot 3.5" -msgstr "Godot 3.5" - -msgid "August 2022" -msgstr "Sierpień 2022" - -msgid "Godot 3.4" -msgstr "Godot 3.4" - -msgid "November 2021" -msgstr "Listopad 2021" - -msgid "Godot 3.3" -msgstr "W Godot 3.3" - -msgid "April 2021" -msgstr "Kwiecień 2021" - -msgid "Godot 3.2" -msgstr "W Godot 3.2" - -msgid "January 2020" -msgstr "Styczeń 2020" - -msgid "Godot 3.1" -msgstr "W Godot 3.1" - -msgid "March 2019" -msgstr "Marzec 2019" - -msgid "Godot 3.0" -msgstr "Godot 3.0" - -msgid "January 2018" -msgstr "Styczeń 2018" - -msgid "|eol| No longer supported (last update: 3.0.6)." -msgstr "|eol| Nie jest już dłużej wspierany (ostatnia aktualizacja 3.0.6)." - -msgid "Godot 2.1" -msgstr "Godot 2.1" - -msgid "July 2016" -msgstr "Czerwiec 2016" - -msgid "Godot 2.0" -msgstr "Godot 2.0" - -msgid "February 2016" -msgstr "Luty 2016" - -msgid "|eol| No longer supported (last update: 2.0.4.1)." -msgstr "|eol| Już nie jest wspierany (ostatnia aktualizacja 2.0.4.1).." - -msgid "Godot 1.1" -msgstr "Godot 1.1" - -msgid "May 2015" -msgstr "Maj 2015" - -msgid "|eol| No longer supported." -msgstr "|eol| Już nie wspierany." - -msgid "Godot 1.0" -msgstr "Godot 1.0" - -msgid "December 2014" -msgstr "Grudzień 2014" - -msgid "" -"**Legend:** |supported| Full support – |partial| Partial support – |eol| No " -"support (end of life) – |unstable| Development version" -msgstr "" -"**Legenda:** |wspierane| Pełne wsparcie - |częściowe| Częściowe wsparcie - |" -"eol| Brak wsparcia (end of life) - |niestabilne| Wersje deweloperskie" - -msgid "" -"Pre-release Godot versions aren't intended to be used in production and are " -"provided for testing purposes only." -msgstr "" -"Wczesne wersje Godot, nie powinny być wykorzystywane do produkcji gier i są " -"wydawane jako działające w wystarczającym stopniu." - -msgid "Which version should I use for a new project?" -msgstr "Której wersji powinienem używać w nowym projekcie?" - -msgid "" -"We recommend using Godot 4.x for new projects, as the Godot 4.x series will " -"be supported long after 3.x stops receiving updates in the future. One " -"caveat is that a lot of third-party documentation hasn't been updated for " -"Godot 4.x yet. If you have to follow a tutorial designed for Godot 3.x, we " -"recommend keeping :ref:`doc_upgrading_to_godot_4` open in a separate tab to " -"check which methods have been renamed (if you get a script error while " -"trying to use a specific node or method that was renamed in Godot 4.x)." -msgstr "" -"Zalecamy używanie Godot 4.x do nowych projektów, ponieważ seria Godot 4.x " -"będzie obsługiwana długo po tym, jak wersja 3.x przestanie otrzymywać " -"aktualizacje w przyszłości. Jedynym zastrzeżeniem jest to, że wiele " -"dokumentacji stron trzecich nie zostało jeszcze zaktualizowanych dla silnika " -"Godot 4.x. Jeśli musisz skorzystać z samouczka zaprojektowanego dla Godot 3." -"x, zalecamy pozostawienie otwartego pliku :ref:`doc_upgrading_to_godot_4` w " -"osobnej zakładce, aby sprawdzić, które nazwy metod zmieniono (jeśli wystąpi " -"błąd skryptu podczas próby użycia określonego węzła lub metoda, której nazwa " -"została zmieniona w Godot 4.x)." - -msgid "Should I upgrade my project to use new engine versions?" -msgstr "Czy powinienem zaktualizować mój projekt do nowej wersji silnika?" - -msgid "" -"Upgrading software while working on a project is inherently risky, so " -"consider whether it's a good idea for your project before attempting an " -"upgrade. Also, make backups of your project or use version control to " -"prevent losing data in case the upgrade goes wrong." -msgstr "" -"Uaktualnianie oprogramowania podczas pracy nad projektem jest z natury " -"ryzykowne, dlatego przed przystąpieniem do aktualizacji zastanów się, czy " -"jest to dobry pomysł w przypadku Twojego projektu. Wykonuj także kopie " -"zapasowe swojego projektu lub korzystaj z kontroli wersji, aby zapobiec " -"utracie danych w przypadku gdy aktualizacja pójdzie niepomyślnie." - -msgid "When is the next release out?" -msgstr "Kiedy będzie wydana następna wersja?" - -msgid "" -"Maintenance (patch) releases are released as needed with potentially very " -"short development cycles, to provide users of the current stable branch with " -"the latest bug fixes for their production needs." -msgstr "" -"Wydania konserwacyjne (\"łatki\") są tworzone w razie potrzeby, mając " -"potencjalnie bardzo krótki cykl rozwoju, aby zapewnić użytkownikom aktualnej " -"stabilnej gałęzi poprawki błędów potrzebne ich produkcjom." - -msgid "Significant new features." -msgstr "Lista najważniejszych funkcjonalności." diff --git a/sphinx/po/pl/LC_MESSAGES/about/system_requirements.po b/sphinx/po/pl/LC_MESSAGES/about/system_requirements.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/about/system_requirements.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/asset_library/index.po b/sphinx/po/pl/LC_MESSAGES/community/asset_library/index.po deleted file mode 100644 index aa1687aeb2..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/community/asset_library/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Asset Library" -msgstr "Biblioteka zasobów" diff --git a/sphinx/po/pl/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po b/sphinx/po/pl/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po deleted file mode 100644 index c0d41427a9..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po +++ /dev/null @@ -1,45 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Submitting to the Asset Library" -msgstr "Wysyłanie zasobu do Biblioteki Zasobów" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Requirements" -msgstr "Wymagania" - -msgid "|image0|" -msgstr "|image0|" - -msgid "**Asset Name**:" -msgstr "**Nazwa Zasobu**:" - -msgid "**Category**:" -msgstr "**Kategoria**:" - -msgid "**Godot version**:" -msgstr "**Wersja Godota**:" - -msgid "**Version**:" -msgstr "**Wersja**:" - -msgid "**License**:" -msgstr "**Licencje**:" - -msgid "**Description**:" -msgstr "**Description**:" - -msgid "**Type**:" -msgstr "**Type**:" diff --git a/sphinx/po/pl/LC_MESSAGES/community/asset_library/using_assetlib.po b/sphinx/po/pl/LC_MESSAGES/community/asset_library/using_assetlib.po deleted file mode 100644 index 2ef98fcbf7..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/community/asset_library/using_assetlib.po +++ /dev/null @@ -1,90 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "On the website" -msgstr "Na stronie" - -msgid "Overview" -msgstr "Przegląd" - -msgid "|image0|" -msgstr "|image0|" - -msgid "Searching" -msgstr "Szukanie" - -msgid "|image1|" -msgstr "|image1|" - -msgid "|image2|" -msgstr "|image2|" - -msgid "Asset's name." -msgstr "Nazwa zasobów." - -msgid "Current version number of the asset." -msgstr "Aktualna wersja zasobu." - -msgid "Asset's category, Godot version, and support status." -msgstr "Kategoria zasobu, wersja Godota i status wsparcia." - -msgid "Asset's original author/submitter." -msgstr "Oryginalny autor zasób." - -msgid "The license the asset is distributed under." -msgstr "Licencja pod którą dystrybuowany jest zasób." - -msgid "Images and videos showcasing the asset." -msgstr "Obrazy i filmiki pokazujące dany zasób." - -msgid "Registering and logging in" -msgstr "Rejestracja i logowanie" - -msgid "|image3|" -msgstr "|image3|" - -msgid "|image4|" -msgstr "|image4|" - -msgid "|image5|" -msgstr "|image5|" - -msgid "|image6|" -msgstr "|image6|" - -msgid "|image7|" -msgstr "|image7|" - -msgid "|image14|" -msgstr "|image14|" - -msgid "|image8|" -msgstr "|image8|" - -msgid "When you click on an asset, you will see more information about it." -msgstr "Po kliknięciu na asset , możesz znaleźć tam więcej informacji." - -msgid "|image9|" -msgstr "|image9|" - -msgid "|image10|" -msgstr "|image10|" - -msgid "|image11|" -msgstr "|image11|" - -msgid "|image12|" -msgstr "|image12|" - -msgid "|image13|" -msgstr "|image13|" diff --git a/sphinx/po/pl/LC_MESSAGES/community/asset_library/what_is_assetlib.po b/sphinx/po/pl/LC_MESSAGES/community/asset_library/what_is_assetlib.po deleted file mode 100644 index ad65e4bc31..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/community/asset_library/what_is_assetlib.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "About the Asset Library" -msgstr "O Bibliotece Zasobów" - -msgid "Frequently asked questions" -msgstr "Często zadawane pytania" - -msgid "Can paid assets be uploaded to the asset library?" -msgstr "Czy płatne zasoby będą możliwe do pobrania z Biblioteki Zasobów?" diff --git a/sphinx/po/pl/LC_MESSAGES/community/channels.po b/sphinx/po/pl/LC_MESSAGES/community/channels.po deleted file mode 100644 index 03efa32154..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/community/channels.po +++ /dev/null @@ -1,22 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"So, where is the Godot community and where can you ask questions and get " -"help?" -msgstr "" -"Gdzie szukać członków społeczności Godot i gdzie można zadawać pytania oraz " -"prosić o pomoc?" - -msgid "Language-based communities" -msgstr "Społeczności nieanglojęzyczne" diff --git a/sphinx/po/pl/LC_MESSAGES/community/tutorials.po b/sphinx/po/pl/LC_MESSAGES/community/tutorials.po deleted file mode 100644 index 4850457244..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/community/tutorials.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Tutorials and resources" -msgstr "Samouczki i materiały do nauki" - -msgid "Where to start" -msgstr "Gdzie zacząć naukę" - -msgid "Video tutorials" -msgstr "Poradniki wideo" - -msgid "Text tutorials" -msgstr "Samouczki tekstowe" - -msgid "`GDScript website by Andrew Wilkes `__" -msgstr "`GDScript strona Andrew Wilkes `__" - -msgid "Devlogs" -msgstr "Devlogi" - -msgid "Resources" -msgstr "Zasoby" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po deleted file mode 100644 index c114140fd3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po +++ /dev/null @@ -1,110 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Best practices for engine contributors" -msgstr "Najlepsze praktyki dla wspierających rozwój silnika" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Language" -msgstr "Język" - -msgid "" -"The scope of this document is to be a list of best practices for " -"contributors to follow, as well as to create a language they can use to " -"refer to common situations that arise in the process of submitting their " -"contributions." -msgstr "" -"Zakres tego dokumentu to lista najlepszych praktyk do zastosowania dla " -"rozwijających kod, jak i do tworzenie języka, którego mogą używać " -"w odniesieniu do powszechnych sytuacji, które powstają w procesie oddawania " -"ich zmian." - -msgid "" -"Contributions are most of the time categorized as bug fixes, enhancements or " -"new features. To abstract this idea, we will call them *Solutions*, because " -"they always seek to solve something that can be described as a *Problem*." -msgstr "" -"Wsparcie najczęściej jest klasyfikowane jako naprawa błędów, ulepszenia lub " -"nowe funkcjonalności. By uogólnić to pojęcie, nazwiemy je *Rozwiązaniami*, " -"ponieważ zawsze starają się rozwiązać coś, co można określić jako *Problem*." - -msgid "Best Practices" -msgstr "Najlepsze praktyki" - -msgid "#1: The problem always comes first" -msgstr "#1: Problem jest zawsze na pierwszym miejscu" - -msgid "#2: To solve the problem, it has to exist in the first place" -msgstr "#2: By rozwiązać problem, najpierw musi on istnieć" - -msgid "" -"This is a variation of the previous practice. Adding anything unnecessary is " -"not a good idea, but what constitutes what is necessary and what isn't?" -msgstr "" -"Jest to odmiana poprzedniej praktyki. Dodawanie czegokolwiek niepotrzebnego " -"nie jest dobrym pomysłem, ale co stanowi o tym, co jest potrzebne a co nie?" - -msgid "" -"Believing that problems may arise in the future and that the software needs " -"to be ready to solve them by the time they appear is called *\"Future " -"proofing\"* and its characterized by lines of thought such as:" -msgstr "" -"Wiara w to, że w przyszłości mogą powstać problemy, oraz że oprogramowanie " -"musi być gotowe do ich rozwiązania zanim się pojawią nazywa się " -"*\"Zabezpieczeniem na przyszłość\"* i charakteryzuje się sposobami myślenia " -"takimi jak:" - -msgid "I think it would be useful for users to..." -msgstr "Myślę, że użytkownikom przydałoby się..." - -msgid "I think users will eventually need to..." -msgstr "Myślę, że koniec końców użytkownicy będą potrzebować..." - -msgid "" -"This is generally considered a bad habit because trying to solve problems " -"that *don't actually exist* in the present will often lead to code that will " -"be written but never used, or that is considerably more complex to use and " -"maintain than it needs to be." -msgstr "" -"Ogólnie uważa się to za zły nawyk, ponieważ próba rozwiązania problemów, " -"które obecnie *właściwie nie istnieją*, często prowadzi do powstania kodu, " -"który będzie napisany ale nigdy nie będzie użyty, lub który jest znacznie " -"bardziej skomplikowany w użyciu i utrzymaniu niż powinien być." - -msgid "#3: The problem has to be complex or frequent" -msgstr "#3: Problem musi być złożony lub częsty" - -msgid "The complexity of the problem" -msgstr "Złożoność problemu" - -msgid "The frequency the problem" -msgstr "Częstotliwość występowania problemu" - -msgid "#4: The solution must be discussed with others" -msgstr "#4: Rozwiązanie musi być przedyskutowane z innymi" - -msgid "" -"Also, Godot's philosophy is to favor ease of use and maintenance over " -"absolute performance. Performance optimizations will be considered, but they " -"may not be accepted if they make something too difficult to use or if they " -"add too much complexity to the codebase." -msgstr "" -"Filozofią Godota jest, również, faworyzować łatwość użycia i utrzymania " -"ponad absolutną wydajność. Optymalizacje wydajności będą wzięte pod uwagę, " -"ale nie mogą być zaakceptowane, jeśli czynią coś zbyt trudnym w użyciu lub " -"dodają zbyt dużo zawiłości do bazy kodu." - -msgid "#5: To each problem, its own solution" -msgstr "#5: Do każdego problemu, jego własne rozwiązanie" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/code_style_guidelines.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/code_style_guidelines.po deleted file mode 100644 index 0de2fce9f4..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/code_style_guidelines.po +++ /dev/null @@ -1,48 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Code style guidelines" -msgstr "Styl pisania kodu źródłowego Godota" - -msgid "C++ and Objective-C" -msgstr "C++ i Objective-C" - -msgid "Using clang-format locally" -msgstr "Używanie lokalnie formatu clanga" - -msgid "Installation" -msgstr "Instalacja" - -msgid "Here's how to install clang-format:" -msgstr "Tutaj jest pokazane jak zainstalować clang-format:" - -msgid "Manual usage" -msgstr "Ręczne użycie" - -msgid "IDE plugin" -msgstr "Wtyczka do IDE" - -msgid "Example:" -msgstr "Na przykład:" - -msgid "Java" -msgstr "Java" - -msgid "Python" -msgstr "Python" - -msgid "**Example:**" -msgstr "**Przykład:**" - -msgid "**Bad:**" -msgstr "**Źle:**" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po deleted file mode 100644 index 53e88f8371..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po +++ /dev/null @@ -1,50 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Compiling for Android" -msgstr "Kompilowanie dla Androida" - -msgid "Note" -msgstr "Notować" - -msgid "Requirements" -msgstr "Wymagania" - -msgid "For compiling under Windows, Linux or macOS, the following is required:" -msgstr "Kompilacja pod Windows, Linux lub macOS wymaga następujących kroków:" - -msgid "" -"`Android SDK `_ " -"(command-line tools are sufficient)." -msgstr "`Android SDK `_." - -msgid "Setting up the buildsystem" -msgstr "Ustawianie systemu budowania" - -msgid "Adding support for x86 devices" -msgstr "Dodanie wsparcia dla urządzeń x86" - -msgid "Using the export templates" -msgstr "Używanie szablonów eksportu" - -msgid "Installing the templates" -msgstr "Instalowanie szablonu" - -msgid "Troubleshooting" -msgstr "Rozwiązywanie problemów" - -msgid "Application not installed" -msgstr "Aplikacja nie zainstalowana" - -msgid "Application exits immediately" -msgstr "Aplikacja wyłącza się natychmiast" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po deleted file mode 100644 index c6843e5753..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Compiling for iOS" -msgstr "Kompilowanie dla iOS" - -msgid "Requirements" -msgstr "Wymagania" - -msgid "Compiling" -msgstr "Kompilowanie" - -msgid "Run" -msgstr "Uruchom" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po deleted file mode 100644 index 64ea9a38eb..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po +++ /dev/null @@ -1,38 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Wymagania" - -msgid "" -"For compiling under Linux or other Unix variants, the following is required:" -msgstr "" -"Dla kompilacji pod Linuxem i innymi systemami UNIX, poniższe komponenty są " -"wymagane:" - -msgid "*Optional* - libudev (build with ``udev=yes``)." -msgstr "*Opcjonalne* - libudev (budowane z ``udev=yes``)." - -msgid "Compiling" -msgstr "Kompilowanie" - -msgid "If you wish to compile using Clang rather than GCC, use this command:" -msgstr "" -"Jeśli chcesz możesz skompilować to używając Clang zamiast GCC, używając " -"następujących komend:" - -msgid "(32 bits)" -msgstr "(32 bity)" - -msgid "(64 bits)" -msgstr "(64 bity)" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po deleted file mode 100644 index 65c20c4ada..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Wymagania" - -msgid "" -"`Xcode `_ (or the more " -"lightweight Command Line Tools for Xcode)." -msgstr "" -"`Xcode `_ (albo lżejsza)." - -msgid "Compiling" -msgstr "Kompilowanie" - -msgid "Start a terminal, go to the root directory of the engine source code." -msgstr "Otwórz terminal, przejdź do głównego katalogu kodu źródłowego silnika." diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po deleted file mode 100644 index f40da6c4b5..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po +++ /dev/null @@ -1,23 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Compiling for the Web" -msgstr "Kompilowanie dla sieci Web" - -msgid "Requirements" -msgstr "Wymagania" - -msgid "To compile export templates for the Web, the following is required:" -msgstr "" -"By skompilować szablony eksportu dla sieci Web, wymagane są następujące " -"kroki:" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po deleted file mode 100644 index bc19359c4f..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po +++ /dev/null @@ -1,48 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Compiling for Windows" -msgstr "Kompilowanie dla Windowsa" - -msgid "Requirements" -msgstr "Wymagania" - -msgid "For compiling under Windows, the following is required:" -msgstr "By kompilować pod Windowsem, następujące kroki są wymagane:" - -msgid "Setting up SCons" -msgstr "Ustawianie SCons" - -msgid "Downloading Godot's source" -msgstr "Pobieranie kodu źródłowego dla Godota" - -msgid "Compiling" -msgstr "Kompilowanie" - -msgid "Running SCons" -msgstr "Uruchamianie SCons" - -msgid "**Debian** / **Ubuntu**" -msgstr "**Debian** / **Ubuntu**" - -msgid "**Fedora**" -msgstr "**Fedora**" - -msgid "**macOS**" -msgstr "**macOS**" - -msgid "**Mageia**" -msgstr "**Mageia**" - -msgid "Troubleshooting" -msgstr "Rozwiązywanie problemów" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po deleted file mode 100644 index 62be5e19a1..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Wymagania" - -msgid "Examples" -msgstr "Przykłady" - -msgid "Example (Windows)" -msgstr "Przykład (Windows)" - -msgid "Editor" -msgstr "Edytor" - -msgid "Export templates" -msgstr "Szablony do eksportu" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po deleted file mode 100644 index 614e2db734..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Step by step" -msgstr "Krok po kroku" - -msgid "Troubleshooting" -msgstr "Rozwiązywanie problemów" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po deleted file mode 100644 index 4fe0da91e1..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Disclaimer" -msgstr "Zrzeczenie się" - -msgid "Requirements" -msgstr "Wymagania" - -msgid "This also has some extra dependencies: automake, autogen, libtool." -msgstr "Ma to kilka dodatkowych zależności: automake, autogen, libtool." - -msgid "Configuring the environment" -msgstr "Konfigurowanie środowiska" - -msgid "Preparing the SDK" -msgstr "Przygotowanie SDK" - -msgid "Extract the iOS SDK:" -msgstr "Wypakuj iOS SDK:" - -msgid "Toolchain" -msgstr "Narzędzie łańcuch" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/getting_source.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/getting_source.po deleted file mode 100644 index fdbf3accf6..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/getting_source.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Getting the source" -msgstr "Zdobywanie kodu źródłowego" - -msgid "Downloading the Godot source code" -msgstr "Pobieranie kodu źródłowego Godota" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/index.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/index.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po deleted file mode 100644 index f64f8cb8c2..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to the buildsystem" -msgstr "Wstęp do systemu budowania" - -msgid "Platform selection" -msgstr "Wybór platformy" - -msgid "Target" -msgstr "Cel" - -msgid "Other build options" -msgstr "Inne opcje budowania" - -msgid "Export templates" -msgstr "Szablony do eksportu" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po deleted file mode 100644 index 18faec3593..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid ":ref:`doc_overriding_build_options`." -msgstr ":ref:`Interfejs Godota `." - -msgid "Web" -msgstr "Przeglądarka (HTML5)" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po deleted file mode 100644 index 63e626a09e..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Android Studio's welcome window." -msgstr "Okno powitalne Android." diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po deleted file mode 100644 index 15bbcf7c04..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating a new project" -msgstr "Tworzenie nowego projektu" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/index.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/index.po deleted file mode 100644 index 7806ff8f7a..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Configuring an IDE" -msgstr "Konfigurowanie IDE" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po deleted file mode 100644 index 800a8767e0..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Build Directory" -msgstr "Zbuduj to" - -msgid "Enable" -msgstr "Włącz" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po deleted file mode 100644 index c0b78640d7..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Command" -msgstr "Command" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po deleted file mode 100644 index 7965374a49..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Then select **Others**." -msgstr "Zaznacz **stwórz grupy**." diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po deleted file mode 100644 index 2f489a5ca3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Xcode" -msgstr "Xcode" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po deleted file mode 100644 index f20c23bb44..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Binding to external libraries" -msgstr "Łączenie zewnętrznych bibliotek z Godotem (jak PhysX, FMOD itp)" - -msgid "Modules" -msgstr "Moduły" - -msgid "Using the module" -msgstr "Używanie modułu" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po deleted file mode 100644 index f8baad69e9..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "There are two types of internationalization in Godot's codebase:" -msgstr "Są dwa typy połączenia:" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/core_types.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/core_types.po deleted file mode 100644 index 85665ff51f..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/core_types.po +++ /dev/null @@ -1,63 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Definitions" -msgstr "Definicje" - -msgid "References:" -msgstr "Odniesienia:" - -msgid "Memory model" -msgstr "Model pamięci" - -msgid "Allocating memory" -msgstr "Alokowanie pamięci" - -msgid "For C-style allocation, Godot provides a few macros:" -msgstr "Dla stylu alokacji jak w C, Godot zapewnia kilka makr:" - -msgid "For C++-style allocation, special macros are provided:" -msgstr "Dla alokacji w stylu C++, stworzone zostały następujące makra:" - -msgid "which are equivalent to new, delete, new[] and delete[]." -msgstr "które są odpowiednikiem dla new, delete, new[] i delete[]." - -msgid "Containers" -msgstr "Zbiorniki" - -msgid "Vector" -msgstr "Wektor" - -msgid "List" -msgstr "List" - -msgid "Set" -msgstr "Ustaw" - -msgid "Map" -msgstr "Mapa" - -msgid "String" -msgstr "String" - -msgid "StringName" -msgstr "StringName" - -msgid "Math types" -msgstr "Typy Matematyczne" - -msgid "NodePath" -msgstr "NodePath" - -msgid "RID" -msgstr "Pozbądź się" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po deleted file mode 100644 index 1f23cde168..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Custom AudioStreams" -msgstr "Własny AudioStreams" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "" -"AudioStream is the base class of all audio emitting objects. " -"AudioStreamPlayer binds onto an AudioStream to emit PCM data into an " -"AudioServer which manages audio drivers." -msgstr "" -"AudioStream jest podstawową klasą obiektów emitujący dźwięk. " -"AudioStreamPlayer wiąże się z AudioStream, aby emitować dane PCM do serwera " -"audio, który zarządza sterownikami audio." - -msgid "References:" -msgstr "Odniesienia:" - -msgid "What for?" -msgstr "Po co?" - -msgid "Create an AudioStream" -msgstr "Tworzenie AudioStream" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po deleted file mode 100644 index 930a74fbc6..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po +++ /dev/null @@ -1,54 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Custom Godot servers" -msgstr "Własne serwery Godot" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "References" -msgstr "Odniesienia" - -msgid "What for?" -msgstr "Po co?" - -msgid "Adding custom asynchronous threads." -msgstr "Asynchroniczne metody." - -msgid "Adding support for a new input device." -msgstr "Dodawanie wsparcia dla wielu formatów plików." - -msgid "Adding writing threads." -msgstr "Dodawanie granatów." - -msgid "Adding a custom VoIP protocol." -msgstr "Dodanie własnego protokołu VoIP." - -msgid "And more..." -msgstr "I więcej..." - -msgid "Custom managed resource data" -msgstr "Własne zarządzanie zasobami" - -msgid ":ref:`RID`" -msgstr ":ref:`RID`" - -msgid "References:" -msgstr "Odniesienia:" - -msgid "Here is the GDScript sample code:" -msgstr "Oto przykładowy kod GDScript:" - -msgid "Notes" -msgstr "Uwagi" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po deleted file mode 100644 index 51d7704e04..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po +++ /dev/null @@ -1,54 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Custom modules in C++" -msgstr "Własne moduły w C++" - -msgid "Modules" -msgstr "Moduły" - -msgid "What for?" -msgstr "Po co?" - -msgid "Binding an external library to Godot (like PhysX, FMOD, etc)." -msgstr "Łączenie zewnętrznych bibliotek z Godotem (jak PhysX, FMOD itp.)." - -msgid "Optimize critical parts of a game." -msgstr "Optymalizacja krytycznych fragmentów gry." - -msgid "Adding new functionality to the engine and/or editor." -msgstr "Dodanie nowej funkcjonalności do silnika i/lub edytora." - -msgid "Write a whole, new game in C++ because you can't live without C++." -msgstr "Pisanie całej nowej gry w C++ ponieważ nie możesz żyć bez C++." - -msgid "Creating a new module" -msgstr "Tworzenie nowej wtyczki" - -msgid "And then the cpp file." -msgstr "Dodaj plik cpp." - -msgid "Using the module" -msgstr "Używanie modułu" - -msgid "Now we can generate the documentation:" -msgstr "Teraz możemy wygenerować dokumentacje:" - -msgid "Run command:" -msgstr "Wykonaj polecenie:" - -msgid "Summing up" -msgstr "Podsumowując" - -msgid "Remember to:" -msgstr "Pamiętaj by:" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po deleted file mode 100644 index a474f709c1..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po +++ /dev/null @@ -1,60 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Custom resource format loaders" -msgstr "Dołącz obraz jako zasób {ścieżka}" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "References" -msgstr "Odniesienia" - -msgid ":ref:`ResourceLoader`" -msgstr ":ref:`ResourceLoader`" - -msgid "What for?" -msgstr "Po co?" - -msgid "Adding new support for many file formats" -msgstr "Dodawanie wsparcia dla wielu formatów plików" - -msgid "Audio formats" -msgstr "Formaty dźwięku" - -msgid "Video formats" -msgstr "Formaty Video" - -msgid "Machine learning models" -msgstr "Modele maszynowego uczenia" - -msgid "What not?" -msgstr "Dlaczego nie?" - -msgid "Raster images" -msgstr "Obrazy rastrowe" - -msgid "ImageFormatLoader should be used to load images." -msgstr "ImageFormatLoader powinien zostać użyty do załadowania obrazu." - -msgid "Here is an example of creating a custom datatype:" -msgstr "Oto przykład jak stworzyć własny typ danych:" - -msgid "Considerations" -msgstr "Rozważania" - -msgid "Loading it on GDScript" -msgstr "Ładowanie go do GDScript" - -msgid "Then attach the following script to any node::" -msgstr "Stwórz Węzeł i załącz do niego skrypt:" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/index.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/index.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po deleted file mode 100644 index 22fe85474d..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Object" -msgstr "Obiekt" - -msgid "Reference" -msgstr "Odniesienie" - -msgid "Control" -msgstr "Control" - -msgid "Node2D" -msgstr "Node2D" - -msgid "Source files: :download:`class_tree.zip `." -msgstr "Pliki źródłowe: :download:`class_tree.zip `." diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po deleted file mode 100644 index f2d61e0fcf..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Forward+" -msgstr "Przedni+" - -msgid "Compatibility" -msgstr "Kompatybilny" - -msgid "Vulkan" -msgstr "Vulkan" - -msgid "OpenGL" -msgstr "OpenGL" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/object_class.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/object_class.po deleted file mode 100644 index 90ab564bac..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/object_class.po +++ /dev/null @@ -1,65 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Object class" -msgstr "Obiekt klasy" - -msgid "General definition" -msgstr "Ogólna definicja" - -msgid "References:" -msgstr "Odniesienia:" - -msgid "Constants" -msgstr "Stałe" - -msgid "Properties (set/get)" -msgstr "Właściwości (set/get)" - -msgid "Serializing and deserializing the object." -msgstr "Serializacja i deserializacja obiektu." - -msgid "For example:" -msgstr "Na przykład:" - -msgid "Another example:" -msgstr "Inny przykład:" - -msgid "Dynamic casting" -msgstr "Dynamiczne rzutowanie" - -msgid "Signals" -msgstr "Sygnały" - -msgid "Notifications" -msgstr "Powiadomienia" - -msgid "References" -msgstr "Odniesienia" - -msgid "Resources" -msgstr "Zasoby" - -msgid "Resource loading" -msgstr "Wczytywanie zasobów" - -msgid "resourceinteractiveloader (TODO)" -msgstr "resourceinteractiveloader (TODO)" - -msgid "Resource saving" -msgstr "Zapisywanie zasobów" - -msgid "Saving a resource can be done with the resource saver API:" -msgstr "" -"Zapisywanie zasobów może być wykonane za pomocą specjalnego API do " -"zapisywania takich zasobów:" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po deleted file mode 100644 index 873490e956..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript" -msgstr "GDScript" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po deleted file mode 100644 index 209877e5f0..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Description**" -msgstr "**Opis**" - -msgid "Description" -msgstr "Opis" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po deleted file mode 100644 index 172d358d17..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po +++ /dev/null @@ -1,35 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Variant class" -msgstr "Klasa Wariant" - -msgid "About" -msgstr "O Godocie" - -msgid "Be serialized as binary and stored to disk, or transferred via network." -msgstr "" -"Być serializowany jako binarne dane zapisywane na dysk lub przesyłane przez " -"sieć." - -msgid "Be used for dictionaries, arrays, parsers, etc." -msgstr "Używane dla słowników, tablic, parserów itp." - -msgid "References" -msgstr "Odniesienia" - -msgid "Type" -msgstr "Typ" - -msgid "Notes" -msgstr "Uwagi" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po deleted file mode 100644 index fe20036012..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Standard Template Library" -msgstr "Standard Template Library" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/debugging/index.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/debugging/index.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/debugging/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/debugging/macos_debug.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/debugging/macos_debug.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/debugging/macos_debug.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po deleted file mode 100644 index 4c5aaba80c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Web" -msgstr "Przeglądarka (HTML5)" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/debugging/vulkan/index.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/debugging/vulkan/index.po deleted file mode 100644 index aec6b8a2e2..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/debugging/vulkan/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Vulkan" -msgstr "Vulkan" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po deleted file mode 100644 index 2c4483ae0b..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Windows" -msgstr "Windows" - -msgid "macOS" -msgstr "macOS" - -msgid "Linux, \\*BSD" -msgstr "Linux, \\*BSD" - -msgid "Android" -msgstr "Android" - -msgid "iOS" -msgstr "iOS" - -msgid "Web" -msgstr "Przeglądarka (HTML5)" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/editor/creating_icons.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/editor/creating_icons.po deleted file mode 100644 index fa4b08cd70..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/editor/creating_icons.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Rozwiązywanie problemów" - -msgid "References" -msgstr "Odniesienia" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/editor/editor_style_guide.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/editor/editor_style_guide.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/editor/editor_style_guide.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/editor/index.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/editor/index.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/editor/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/file_formats/index.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/file_formats/index.po deleted file mode 100644 index 21fed6c461..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/file_formats/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot file formats" -msgstr "Formaty plików Godot" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/file_formats/tscn.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/file_formats/tscn.po deleted file mode 100644 index 8ceefbbab6..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/file_formats/tscn.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Nodes" -msgstr "Węzły" - -msgid "Connections" -msgstr "Połączenia" - -msgid "The scene tree" -msgstr "Drzewo scen" - -msgid "NodePath" -msgstr "NodePath" - -msgid "Here's an example of a skeleton node with two bones:" -msgstr "Poniżej znajduje się przykładowy plik klasy:" - -msgid "Resources" -msgstr "Zasoby" - -msgid "Some example external resources are:" -msgstr "Przykładami zewnętrznych zasobów są:" - -msgid "Animation" -msgstr "Animacja" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/development/index.po b/sphinx/po/pl/LC_MESSAGES/contributing/development/index.po deleted file mode 100644 index 2bb9208b37..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/development/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Engine development" -msgstr "Rozwój silnika" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/documentation/building_the_manual.po b/sphinx/po/pl/LC_MESSAGES/contributing/documentation/building_the_manual.po deleted file mode 100644 index c7cb0a1f14..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/documentation/building_the_manual.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Windows" -msgstr "Windows" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/documentation/class_reference_primer.po b/sphinx/po/pl/LC_MESSAGES/contributing/documentation/class_reference_primer.po deleted file mode 100644 index 7c48701ff9..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/documentation/class_reference_primer.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "``" -msgstr "`` (stała)" - -msgid "How to edit class XML" -msgstr "Jak edytować klasę XML" - -msgid "Example" -msgstr "Przykład" - -msgid "Result" -msgstr "Wynik" - -msgid "Bold" -msgstr "Pogrubienie" - -msgid "Italic" -msgstr "Kursywa" - -msgid "``[kbd]`` ``[/kbd]``" -msgstr "``[kbd]`` ``[/kbd]``" - -msgid "``[code]`` ``[/code]``" -msgstr "``[code]`` ``[/code]``" - -msgid "For example:" -msgstr "Na przykład:" - -msgid "Will display as:" -msgstr "Wyświetli się jako:" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/documentation/content_guidelines.po b/sphinx/po/pl/LC_MESSAGES/contributing/documentation/content_guidelines.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/documentation/content_guidelines.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po b/sphinx/po/pl/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po deleted file mode 100644 index b2ba7f024a..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po +++ /dev/null @@ -1,34 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Contributing to the documentation" -msgstr "Wspieranie dokumentacji" - -msgid "Getting started" -msgstr "Jak rozpocząć" - -msgid "What is the Godot documentation" -msgstr "Co to jest dokumentacja Godota" - -msgid "Titles" -msgstr "Tytuły" - -msgid "License" -msgstr "Licencja" - -msgid "" -"By contributing to the documentation on the GitHub repository, you agree " -"that your changes are distributed under this license." -msgstr "" -"Pisząc dokumentację w repozytorium GitHub, zgadzasz się na dystrybuowanie " -"twoich zmian z powyższą licencją." diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po b/sphinx/po/pl/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po b/sphinx/po/pl/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po deleted file mode 100644 index a960854cb4..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po +++ /dev/null @@ -1,69 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "In summary, always try to:" -msgstr "Podsumowując, zawsze próbuj:" - -msgid "Use precise action verbs" -msgstr "Używaj precyzyjnych czasowników" - -msgid "There are 3 rules to describe classes:" -msgstr "Istnieją 3 reguły do opisu klasy:" - -msgid "Passive:" -msgstr "Pasywny:" - -msgid "Active:" -msgstr "Aktywny:" - -msgid "**Don't** use the passive voice:" -msgstr "**Nie** używaj trybu biernego:" - -msgid "**Do** use the node's name as a noun:" -msgstr "**Używaj** nazw węzłów jako rzeczowników:" - -msgid "Ban these 8 words" -msgstr "Zbanowane 8 słów" - -msgid "**Don't** ever use these 8 banned words:" -msgstr "**Nigdy** nie używaj tych 8 zbanowanych słów:" - -msgid "obvious" -msgstr "oczywisty" - -msgid "simple" -msgstr "prosty" - -msgid "basic" -msgstr "podstawowy" - -msgid "easy" -msgstr "łatwy" - -msgid "actual" -msgstr "aktualnie" - -msgid "just" -msgstr "właśnie" - -msgid "clear" -msgstr "wyczyść" - -msgid "From the Oxford dictionary:" -msgstr "Ze słownika oksfordzkiego:" - -msgid "**Do** write constants and variables with dynamic typing:" -msgstr "Zalety i wady dynamicznie typowanego języka:" - -msgid "**Do** write functions using dynamic typing:" -msgstr "Pisz funkcje używając dynamicznego pisania:" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po b/sphinx/po/pl/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/documentation/index.po b/sphinx/po/pl/LC_MESSAGES/contributing/documentation/index.po deleted file mode 100644 index c0754fd950..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/documentation/index.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Writing documentation" -msgstr "Pisanie dokumentacji" - -msgid "Guidelines" -msgstr "Poradniki" - -msgid "The pages below focus on the class reference." -msgstr "Strony poniżej skupiają się na referencji klas." diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po b/sphinx/po/pl/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/how_to_contribute.po b/sphinx/po/pl/LC_MESSAGES/contributing/how_to_contribute.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/how_to_contribute.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/workflow/bisecting_regressions.po b/sphinx/po/pl/LC_MESSAGES/contributing/workflow/bisecting_regressions.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/workflow/bisecting_regressions.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po b/sphinx/po/pl/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po deleted file mode 100644 index dacbc1ae2b..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po +++ /dev/null @@ -1,120 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Bug triage guidelines" -msgstr "Wytyczne dotyczące usuwania błędów" - -msgid "Issues management" -msgstr "Zarządzanie problemami" - -msgid "Labels" -msgstr "Labels(Etykiety)" - -msgid "**Categories:**" -msgstr "**Kategorie:**" - -msgid "" -"*Archived*: either a duplicate of another issue, or invalid. Such an issue " -"would also be closed." -msgstr "" -"*Archived*: opisuje duplikaty innych zgłoszeń błędów, lub jest niepoprawny. " -"Może zostać zamknięty." - -msgid "*Bug*: describes something that is not working properly." -msgstr "*Bug*: opisuje coś, co nie działa poprawnie." - -msgid "" -"*Confirmed*: has been confirmed by at least one other contributor than the " -"bug reporter (typically for *Bug* reports). The purpose of this label is to " -"let developers know which issues are still reproducible when they want to " -"select what to work on. It is therefore a good practice to add in a comment " -"on what platform and what version or commit of Godot the issue could be " -"reproduced; if a developer looks at the issue one year later, the " -"*Confirmed* label may not be relevant anymore." -msgstr "" -"*Confirmed*: został potwierdzony przez co najmniej jednego użytkownika niż " -"zgłaszający błąd . Celem tej etykiety jest poinformowanie programistów, " -"które problemy są możliwe do odtworzenia, aby móc łatwo znaleźć błąd i jego " -"przyczynę. Dlatego też dobrą praktyką jest dodanie w komentarzu, na jakiej " -"platformie i w jakiej wersji Godota(również nieoficjalnych) sprawa ta " -"mogłaby zostać powielona; jeśli deweloper rozpatrzy problem dopiero rok " -"później, oznaczenie *Confirmed* może już nie mieć znaczenia." - -msgid "" -"*Discussion*: the issue is not consensual and needs further discussion to " -"define what exactly should be done to address the topic." -msgstr "" -"*Discussion*: kwestia ta nie jest jednomyślna i wymaga dalszych dyskusji w " -"celu określenia, co dokładnie należy zrobić, aby dojść do rozwiązania " -"problemu lub dojścia do kompromisu." - -msgid "" -"*Enhancement*: describes a proposed enhancement to an existing functionality." -msgstr "" -"*Enhancement*: opisuje proponowane rozszerzenie istniejącej funkcjonalności." - -msgid "" -"*Needs testing*: the issue/pull request could not be completely tested and " -"thus need further testing. This can mean that it needs to be tested on " -"different hardware/software configurations or even that the steps to " -"reproduce are not certain." -msgstr "" -"*Needs testing*: Zgłoszenie błędu/Pull Request potrzebuje testów by " -"wyeliminować problemy. Może to oznaczać, że musi być przetestowany na " -"różnych konfiguracjach sprzętu/oprogramowania lub nawet, że kroki do " -"odtworzenia określonych zachowań nie są pewne." - -msgid "" -"*Tracker*: issue used to track other issues (like all issues related to the " -"plugin system)." -msgstr "" -"*Tracker*: Zgłoszenie problemu który służy do śledzenia powiązanych ze sobą " -"problemów lub pull requestów(np. związanych z systemem rozszerzeń)." - -msgid "**Topics:**" -msgstr "**Tematy:**" - -msgid "*Assetlib*: relates to issues with the asset library." -msgstr "*Assetlib*: odnosi się do kwestii związanych z biblioteką zasobów." - -msgid "*Audio*: relates to the audio features (low and high level)." -msgstr "" -"*Audio*:odnosi się do dźwięku (zarówno wysoko jak i niskopoziomowego API)." - -msgid "" -"*Buildsystem*: relates to building issues, either linked to the SCons " -"buildsystem or to compiler peculiarities." -msgstr "" -"*Buildsystem*: odnosi się do problemów z budowaniem programu, połączeniem z " -"SCons i kompilacją." - -msgid "*Editor*: relates to issues in the editor (mainly UI)." -msgstr "*Editor*: odnosi się do edytora (głównie UI)." - -msgid "*GDScript*: relates to GDScript." -msgstr "*GDScript*: odnosi się do GDScript." - -msgid "*Physics*: relates to the physics engine (2D/3D)." -msgstr "*Physics*: odnosi się do silnika fizyki (2D/3D)." - -msgid "*Plugin*: relates to problems encountered while writing plugins." -msgstr "*Plugin*: odnosi się do problemów z pisaniem wtyczek." - -msgid "*Rendering*: relates to the 2D and 3D rendering engines." -msgstr "*Rendering*: odnosi się do błędów renderowania silnika 2D i 3D." - -msgid "**Platforms:**" -msgstr "**Platformy:**" - -msgid "Milestones" -msgstr "Kamienie Milowe" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/workflow/first_steps.po b/sphinx/po/pl/LC_MESSAGES/contributing/workflow/first_steps.po deleted file mode 100644 index c93cb88b5b..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/workflow/first_steps.po +++ /dev/null @@ -1,240 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Contributing code" -msgstr "Pisanie kodu silnika" - -msgid "" -"The possibility to study, use, modify and redistribute modifications of the " -"engine's source code are the fundamental rights that Godot's `MIT `_ license grants you, making it `free and " -"open source software `_." -msgstr "" -"Możliwość studiowania, używania, modyfikacji i redystrybucji modyfikacji " -"kodu źródłowego silnika to fundamentalne prawa, które daje Ci licencja `MIT " -"`_ Godota, czyniąc go `wolnym i " -"otwartym oprogramowaniem `_." - -msgid "" -"As such, everyone is entitled to modify `Godot's source code `_, and send those modifications back to the upstream " -"project in the form of a patch (a text file describing the changes in a " -"ready-to-apply manner) or - in the modern workflow that we use - via a so-" -"called \"pull request\" (PR), i.e. a proposal to directly merge one or more " -"Git commits (patches) into the main development branch." -msgstr "" -"Skoro tak, to każdy jest uprawniony do modyfikacji `kodu źródłowego Godota " -"`_, oraz wysyłania tych modyfikacji " -"z powrotem do pierwotnego projektu, w formie patcha (pliku tekstowego " -"opisującego zmiany w gotowy do zastosowania sposób), lub - we współczesnym " -"cyklu pracy, który wykorzystujemy - przez tak zwany \"pull request\" (PR), " -"np. propozycję bezpośredniego połączenia jednego lub więcej commitów Gita " -"(patchy) z główną gałęzią deweloperską." - -msgid "Contributing code changes upstream has two big advantages:" -msgstr "Pisanie oficjalnych zmian w kodzie silnika ma dwie duże zalety:" - -msgid "" -"Your own code will be reviewed and improved by other developers, and will be " -"further maintained directly in the upstream project, so you won't have to " -"reapply your own changes every time you move to a newer version. On the " -"other hand it comes with a responsibility, as your changes have to be " -"generic enough to be beneficial to all users, and not just your project; so " -"in some cases it might still be relevant to keep your changes only for your " -"own project, if they are too specific." -msgstr "" -"Twój własny kod będzie zrewidowany i ulepszony przez innych deweloperów " -"i będzie dalej utrzymywany już bezpośrednio w głównym projekcie, więc nie " -"będziesz musiał ponownie aplikować swoich własnych zmian za każdym razem, " -"kiedy przenosisz się do nowszej wersji. Z drugiej strony wiąże się to " -"z odpowiedzialnością, jako że Twoje zmiany muszą być wystarczająco ogólne, " -"aby były przydatne dla wszystkich użytkowników, a nie tylko dla Twojego " -"projektu; więc w pewnych wypadkach wciąż może być właściwe zachowanie swoich " -"zmian tylko do własnego projektu, jeśli są one zbyt specyficzne." - -msgid "" -"To ensure good collaboration and overall quality, the Godot developers " -"enforce some rules for code contributions, for example regarding the style " -"to use in the C++ code (indentation, brackets, etc.) or the Git and PR " -"workflow." -msgstr "" -"Aby zapewnić dobrą współpracę i ogólną jakość, twórcy Godota narzucają pewne " -"zasady dotyczące pisania kodu, na przykład odnośnie stylu używanego w C++ " -"(wcięcia, nawiasy itp.) lub sposobu pracy z Git i PR." - -msgid "" -"A good place to start is by searching for issues tagged as `good first issue " -"`_ on GitHub." -msgstr "" -"Dobry sposób, aby zacząć to wyszukanie na GitHubie problemów oznaczonych " -"jako `good first issue `_." - -msgid "" -"Technical details about the PR workflow are outlined in a specific section, :" -"ref:`doc_pr_workflow`." -msgstr "" -"Szczegóły techniczne na temat sposobu pracy z PR nakreślone są w odrębnej " -"sekcji, :ref:`doc_pr_workflow`." - -msgid "" -"Details about the code style guidelines and the ``clang-format`` tool used " -"to enforce them are outlined in :ref:`doc_code_style_guidelines`." -msgstr "" -"Szczegóły na temat wytycznych stylu kodu oraz narzędzia ``clang-format`` " -"używanego do ich egzekwowania są nakreślone w sekcji :ref:" -"`doc_code_style_guidelines`." - -msgid "" -"All pull requests must go through a review process before being accepted. " -"Depending on the scope of the changes, it may take some time for a " -"maintainer responsible for the modified part of the engine to provide their " -"review. We value all of our contributors and ask them to be patient in the " -"meantime, as it is expected that in an open source project like Godot, there " -"is going to be way more contributions than people validating them." -msgstr "" -"Wszystkie pull requesty, zanim zostaną zaakceptowane, muszą przejść przez " -"proces rewizji. Zależnie od zakresu zmian, dokonanie przeglądu osobie " -"odpowiedzialnej za zmodyfikowaną część silnika może zająć trochę czasu. " -"Tymczasem cenimy wszystkich naszych wspierających i prosimy ich " -"o cierpliwość, ponieważ można się spodziewać, że w projekcie otwarto-" -"źródłowym, takim jak Godot, będzie dużo więcej wspierających, niż ludzi ich " -"sprawdzających." - -msgid "" -"To make sure that your time and efforts aren't wasted, it is recommended to " -"vet the idea first before implementing it and putting it for a review as a " -"PR. To that end, Godot has a `proposal system `_. Its usage is encouraged to plan changes and " -"discuss them with the community. Implementation details can also be " -"discussed with other contributors on the `Godot Contributors Chat `_." -msgstr "" -"Aby upewnić się, że Twój czas i wysiłek nie pójdzie na marne, zaleca się " -"najpierw zweryfikować pomysł przed jego implementacją i umieścić go do " -"recenzji jako PR. W tym celu Godot posiada `system propozycji `_. Zachęca się do jego użycia w celu " -"zaplanowania zmian i omówienia ich ze społecznością. Na `Czacie " -"Wspierających Godota `_ można także " -"przedyskutować z innymi wspierającymi szczegóły implementacyjne." - -msgid "" -"Proposals are only required when working on an enhancement or a new feature. " -"Bug reports are sufficient for fixing issues." -msgstr "" -"Propozycje są wymagane tylko w przypadku pracy nad udoskonaleniami i nową " -"funkcjonalnością. W celu naprawy problemów wystarczą zgłoszenia błędów." - -msgid "Testing and reporting issues" -msgstr "Testowanie i zgłaszanie problemów" - -msgid "" -"Another great way of contributing to the engine is to test development " -"releases or the development branch and to report issues. It is also helpful " -"to report issues discovered in stable releases, so that they can be fixed in " -"the development branch and in future maintenance releases." -msgstr "" -"Innym świetnym sposobem na udoskonalenie silnika jest testowanie wersji " -"rozwojowych lub gałęzi rozwojowej i zgłaszanie problemów. Pomocne jest " -"również zgłaszanie problemów wykrytych w stabilnych wersjach, tak aby " -"w gałęzi rozwojowej i przyszłych wersjach użytkowych można je było naprawić." - -msgid "Testing development versions" -msgstr "Testowanie wersji deweloperskich" - -msgid "To help with the testing, you have several possibilities:" -msgstr "Masz kilka możliwości by pomóc z testowaniem:" - -msgid "" -"Compile the engine from source yourself, following the instructions of the :" -"ref:`Compiling ` page for your platform." -msgstr "" -"Skompiluj samodzielnie silnik ze źródła, postępując zgodnie z instrukcjami " -"dla Twojej platformy na stronie :ref:`Kompilowanie `." - -msgid "" -"Test official pre-release binaries when they are announced (usually on the " -"blog and other community platforms), such as alpha, beta and release " -"candidate (RC) builds." -msgstr "" -"Testuj oficjalne przedpremierowe wydania tuż po ich ogłoszeniu (zazwyczaj na " -"blogu i innych platformach społecznościowych), takie jak kompilacje alfa, " -"beta i kandydaci do wydania (RC)." - -msgid "" -"Test \"trusted\" unofficial builds of the development branch; just ask " -"community members for reliable providers. Whenever possible, it's best to " -"use official binaries or to compile yourself though, to be sure about the " -"provenance of your binaries." -msgstr "" -"Testuj \"zaufane\" nieoficjalne kompilacje gałęzi rozwojowej; po prostu " -"zapytaj członków społeczności o wiarygodnych dostawców. Jeśli to tylko " -"możliwe, najlepiej jest użyć oficjalnych plików binarnych lub jednak " -"skompilować samemu, aby mieć pewność ich pochodzenia." - -msgid "" -"As mentioned previously, it is also helpful to keep your eyes peeled for " -"potential bugs that might still be present in the stable releases, " -"especially when using some niche features of the engine which might get less " -"testing by the developers." -msgstr "" -"Jak wspomniano poprzednio, dobrze jest także mieć oczy szeroko otwarte na " -"potencjalne błędy, które wciąż mogą być obecne w stabilnych wersjach, " -"zwłaszcza podczas używania jakichś niszowych funkcjonalności silnika, które " -"mogą być słabiej przetestowane przez deweloperów." - -msgid "Filing an issue on GitHub" -msgstr "Zgłaszanie problemu na GitHubie" - -msgid "Contributing to the documentation" -msgstr "Wspieranie dokumentacji" - -msgid "" -"There are two separate resources referred to as \"documentation\" in Godot:" -msgstr "W Godocie istnieją dwa oddzielne zasoby zwane \"dokumentacją\":" - -msgid "" -"**The tutorials and engine documentation and its translations.** This is the " -"part you are reading now, which is distributed in the HTML format. Its " -"contents are generated from plain text files in the reStructured Text (rst) " -"format, to which you can contribute via pull requests on the `godot-docs " -"`_ GitHub repository. See :ref:" -"`doc_contributing_to_the_documentation` for more details." -msgstr "" -"**Poradniki i dokumentacja silnika oraz ich tłumaczenia** To ta część, którą " -"teraz czytasz, a która jest rozpowszechniana w formacie HTML. Jej zawartość " -"jest generowana z plików tekstowych w formacie reStructured Text (rst), do " -"których rozwoju możesz się przyczynić poprzez pull requesty w repozytorium " -"GitHuba `godot-docs `_. Po więcej " -"szczegółów zajrzyj do sekcji :ref:`doc_documentation_guidelines`." - -msgid "Contributing translations" -msgstr "Wspieranie tłumaczeń" - -msgid "" -"To make Godot accessible to everyone, including users who may prefer " -"resources in their native language instead of English, our community helps " -"translate both the Godot editor and its documentation in many languages." -msgstr "" -"By uczynić Godota dostępnym dla wszystkich, włączając użytkowników, którzy " -"mogą preferować zasoby w swoim ojczystym języku a nie w angielskim, nasza " -"społeczność pomaga tłumaczyć na wiele języków zarówno edytor Godota jaki " -"i jego dokumentację." - -msgid "See :ref:`doc_editor_and_docs_localization` for more details." -msgstr "" -"Więcej szczegółów znajdziesz w sekcji :ref:" -"`doc_editor_and_docs_localization`." diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/workflow/index.po b/sphinx/po/pl/LC_MESSAGES/contributing/workflow/index.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/workflow/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po b/sphinx/po/pl/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/workflow/pr_workflow.po b/sphinx/po/pl/LC_MESSAGES/contributing/workflow/pr_workflow.po deleted file mode 100644 index ce0ada44cd..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/workflow/pr_workflow.po +++ /dev/null @@ -1,57 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Git source repository" -msgstr "Repozytorium kodu źródłowego git" - -msgid "" -"The `repository on GitHub `_ is a `Git " -"`_ code repository together with an embedded issue " -"tracker and PR system." -msgstr "" -"Repozytorium na GitHubie `_ jest " -"repozytorium kodu `Git `_ wraz z wbudowanym narzędziem " -"do zarządzania zgłoszeniami błędów i systemem Pull Requestów." - -msgid "The branches on the Git repository are organized as follows:" -msgstr "Gałęzie w repozytorium Gita są zorganizowane w następujący sposób:" - -msgid "Forking and cloning" -msgstr "Forkowanie i klonowanie" - -msgid "Branching" -msgstr "Tworzenie gałęzi" - -msgid "This command is equivalent:" -msgstr "Ta komenda odpowiada:" - -msgid "If you want to go back to the ``master`` branch, you'd use:" -msgstr "Jeśli chcesz powrócić do gałęzi ``master`` musisz użyć:" - -msgid "Updating your branch" -msgstr "Aktualizacja twojej gałęzi" - -msgid "Making changes" -msgstr "Tworzenie zmian" - -msgid "Pushing changes to a remote" -msgstr "Wysyłanie zmian zdalnie" - -msgid "Modifying a pull request" -msgstr "Modyfikowanie pull request" - -msgid "Deleting a Git branch" -msgstr "Usuwanie gałęzi Git" - -msgid "Next, to delete the remote branch on GitHub use this command:" -msgstr "Następnie, usuń zdalną gałąź na GitHubie za pomocą komendy:" diff --git a/sphinx/po/pl/LC_MESSAGES/contributing/workflow/testing_pull_requests.po b/sphinx/po/pl/LC_MESSAGES/contributing/workflow/testing_pull_requests.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/contributing/workflow/testing_pull_requests.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po b/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po deleted file mode 100644 index 0185930d49..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po +++ /dev/null @@ -1,88 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Setting up the project" -msgstr "Tworzenie nowego projektu" - -msgid "In this short first part, we'll set up and organize the project." -msgstr "W tej krótkiej części utworzymy i uporządkujemy projekt." - -msgid "Launch Godot and create a new project." -msgstr "Uruchom Godot'a i utwórz nowy projekt." - -msgid "" -"When creating the new project, you only need to choose a valid *Project " -"Path*. You can leave the other default settings alone." -msgstr "" -"Podczas tworzenia nowego projekt wystarczy, że podasz poprawną *Ścieżkę do " -"projektu*. Na razie pozostałe ustawienia możesz zostawić domyślne." - -msgid "GDScript" -msgstr "GDScript" - -msgid "" -"Download `dodge_the_creeps_2d_assets.zip `_. The archive contains the images and " -"sounds you'll be using to make the game. Extract the archive and move the " -"``art/`` and ``fonts/`` directories to your project's directory." -msgstr "" -"Pobierz `dodge_the_creeps_2d_assets.zip `_. Archiwum to zawiera pliki graficzne i " -"dźwiękowe, których będziesz używać do tworzenia gry. Rozpakuj archiwum i " -"przenieś katalogi ``art/`` and ``fonts/`` do katalogu z projektem." - -msgid "C#" -msgstr "C#" - -msgid "" -"Ensure that you have the required dependencies to use C# in Godot. You need " -"the latest stable .NET SDK, and an editor such as VS Code. See :ref:" -"`doc_c_sharp_setup`." -msgstr "" -"Upewnij się, że masz wszystkie zależności wymagane do korzystania z C# w " -"Godocie. Potrzebujesz najnowszą stabilną wersję .NET SDK oraz edytor kodu, " -"np. VS Code. Patrz :ref:`doc_c_sharp_setup`." - -msgid "C++" -msgstr "C++" - -msgid "" -"The C++ part of this tutorial wasn't rewritten for the new GDExtension " -"system yet." -msgstr "" -"Wersja C++ tego samouczka nie została jeszcze przepisana dla nowego systemu " -"GDExtension." - -msgid "Your project folder should look like this." -msgstr "Twój folder projektu powinien wyglądać tak jak ten." - -msgid "" -"Also, under the **Stretch** options, set **Mode** to ``canvas_items`` and " -"**Aspect** to ``keep``. This ensures that the game scales consistently on " -"different sized screens." -msgstr "" -"Również w tej sekcji, przy opcjach **Rozciągnij** ustaw **Tryb** na " -"``canvas_items`` i **Aspekt** na ``keep`` (zachowaj). Zapewni nam to, że gra " -"będzie prawidłowo skalować się na ekranach o różnych rozmiarach." - -msgid "Organizing the project" -msgstr "Organizacja projektu" - -msgid "" -"In this project, we will make 3 independent scenes: ``Player``, ``Mob``, and " -"``HUD``, which we will combine into the game's ``Main`` scene." -msgstr "" -"W tym projekcie utworzymy 3 niezależne sceny: ``Player``, ``Mob`` oraz " -"``HUD``, które połączymy ze sobą w głównej scenie gry ``Main``." diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po b/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po deleted file mode 100644 index e536128073..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po +++ /dev/null @@ -1,75 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"The first scene will define the ``Player`` object. One of the benefits of " -"creating a separate Player scene is that we can test it separately, even " -"before we've created other parts of the game." -msgstr "" -"Pierwszą sceną, którą stworzymy, będzie ``Player``. Jedną z zalet stworzenia " -"oddzielnej sceny Player jest to, że możemy ją przetestować oddzielnie, nawet " -"zanim utworzymy inne części gry." - -msgid "Node structure" -msgstr "Struktura węzłów" - -msgid "" -"To begin, we need to choose a root node for the player object. As a general " -"rule, a scene's root node should reflect the object's desired functionality " -"- what the object *is*. Click the \"Other Node\" button and add an :ref:" -"`Area2D ` node to the scene." -msgstr "" -"Na początek musimy wybrać węzeł główny obiektu gracza. Zazwyczaj węzeł " -"główny sceny powinien odzwierciedlać pożądaną funkcjonalność obiektu - to, " -"czym obiekt *jest*. Kliknij przycisk \"Inny węzeł\" i dodaj węzeł :ref:" -"`Area2D ` na scenę." - -msgid "" -"With ``Area2D`` we can detect objects that overlap or run into the player. " -"Change the node's name to ``Player`` by double-clicking on it. Now that " -"we've set the scene's root node, we can add additional nodes to give it more " -"functionality." -msgstr "" -"Za pomocą ``Area2D`` możemy wykrywać obiekty, które zachodzą na siebie lub " -"wpływają na gracza. Zmieńmy jego nazwę na ``Player`` klikając dwukrotnie na " -"nazwę węzła. Jest to główny węzeł sceny i możemy dodać do niego dodatkowe " -"węzły, aby zwiększyć jego funkcjonalność." - -msgid "" -"Save the scene. Click Scene -> Save, or press :kbd:`Ctrl + S` on Windows/" -"Linux or :kbd:`Cmd + S` on macOS." -msgstr "" -"Zapisz scenę. Kliknij Scena -> Zapisz lub naciśnij ``Ctrl+S`` w Windowsie/" -"Linuksie lub ``Command+S`` na systemie Mac." - -msgid "For this project, we will be following the Godot naming conventions." -msgstr "" -"Dla tego projektu, będziemy korzystać z konwencji nazewnictwa typowych dla " -"Godota." - -msgid "" -"**GDScript**: Classes (nodes) use PascalCase, variables and functions use " -"snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." -msgstr "" -"**GDScript**: W klasach (węzłach) używać będziemy PascalCase, w zmiennych i " -"funkcjach snake_case, a w stałych ALL_CAPS. Wszystkie nazwy zapisywane będą " -"bez znaków diakrytycznych (Więcej o :ref:`doc_gdscript_styleguide`)." - -msgid "Sprite animation" -msgstr "Animacja węzła Sprite" - -msgid "When you're finished, your ``Player`` scene should look like this:" -msgstr "Po zakończeniu, scena ``Player`` powinna wyglądać w ten sposób:" - -msgid "Make sure to save the scene again after these changes." -msgstr "Pamiętaj o ponownym zapisaniu sceny po tych zmianach." diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po b/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po deleted file mode 100644 index 3f4dae3daf..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po +++ /dev/null @@ -1,224 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"In the script settings window, you can leave the default settings alone. " -"Just click \"Create\":" -msgstr "" -"W oknie ustawień skryptu możesz pozostawić ustawienia domyślne. Kliknij na " -"\"Utwórz\":" - -msgid "" -"If you're creating a C# script or other languages, select the language from " -"the `language` drop down menu before hitting create." -msgstr "" -"Jeśli tworzysz skrypt w języku C# lub innym, wybierz odpowiedni język z " -"rozwijanego menu `Język` przed naciśnięciem przycisku Utwórz." - -msgid "Start by declaring the member variables this object will need:" -msgstr "" -"Zacznij od zadeklarowania zmiennych, których ten obiekt będzie potrzebował:" - -msgid "" -"The ``_ready()`` function is called when a node enters the scene tree, which " -"is a good time to find the size of the game window:" -msgstr "" -"Funkcja ``_ready()`` jest wywoływana, gdy węzeł wchodzi do drzewa sceny, co " -"jest dobrym momentem, aby ustalić rozmiar okna gry:" - -msgid "" -"Now we can use the ``_process()`` function to define what the player will " -"do. ``_process()`` is called every frame, so we'll use it to update elements " -"of our game, which we expect will change often. For the player, we need to " -"do the following:" -msgstr "" -"Teraz możemy użyć funkcji ``_process()`` do zdefiniowania, co gracz będzie " -"robił. ``_process()`` jest wywoływany co klatkę, więc użyjemy go do " -"aktualizacji elementów naszej gry, które, jak się spodziewamy, będą się " -"często zmieniać. W przypadku naszego gracza, musimy zrobić, co następuje:" - -msgid "Check for input." -msgstr "Sprawdzić dane wejściowe." - -msgid "Move in the given direction." -msgstr "Przesunąć gracza w określonym kierunku." - -msgid "Play the appropriate animation." -msgstr "Odtworzyć odpowiednią animację." - -msgid "" -"You can detect whether a key is pressed using ``Input.is_action_pressed()``, " -"which returns ``true`` if it's pressed or ``false`` if it isn't." -msgstr "" -"Za pomocą ``Input.is_action_pressed()`` możesz sprawdzić, czy klawisz jest " -"wciśnięty. Naciśnięty klawisz zwraca ``true``. Wartość ``false`` zostanie " -"zwrócona, gdy klawisz nie jest wciśnięty." - -msgid "" -"We start by setting the ``velocity`` to ``(0, 0)`` - by default, the player " -"should not be moving. Then we check each input and add/subtract from the " -"``velocity`` to obtain a total direction. For example, if you hold ``right`` " -"and ``down`` at the same time, the resulting ``velocity`` vector will be " -"``(1, 1)``. In this case, since we're adding a horizontal and a vertical " -"movement, the player would move *faster* diagonally than if it just moved " -"horizontally." -msgstr "" -"Zaczniemy od ustawienia ``velocity`` na ``(0, 0)`` - domyślnie gracz nie " -"powinien się poruszać. Sprawdzamy każde wejście i dodajemy/odejmujemy od " -"``velocity``(prędkość), aby uzyskać kierunek całkowity. Na przykład, jeśli " -"przytrzymasz jednocześnie ``prawo`` i `dół``, otrzymany wektor ``velocity`` " -"będzie ``(1, 1) ``. W tym przypadku, ponieważ dodajemy ruch poziomy i " -"pionowy, gracz poruszałby się *szybciej* niż gdyby po prostu poruszał się " -"poziomo." - -msgid "" -"We can prevent that if we *normalize* the velocity, which means we set its " -"*length* to ``1``, then multiply by the desired speed. This means no more " -"fast diagonal movement." -msgstr "" -"Możemy tego uniknąć, jeśli *znormalizujemy* prędkość, co oznacza ustawienie " -"jej *length* (długości) na ``1`` i pomnożymy ją przez pożądaną prędkość. " -"Oznacza to rezygnację z szybszego ruchu po przekątnej." - -msgid "" -"If you've never used vector math before, or need a refresher, you can see an " -"explanation of vector usage in Godot at :ref:`doc_vector_math`. It's good to " -"know but won't be necessary for the rest of this tutorial." -msgstr "" -"Jeśli nigdy wcześniej nie używałeś matematyki wektorowej lub potrzebujesz " -"przypomnienia, możesz zobaczyć wyjaśnienie użycia wektorów w Godocie (:ref:" -"`doc_vector_math`). Ogólnie dobrze jest to wiedzieć, jednak wiedza ta nie " -"będzie konieczna dla reszty tego poradnika." - -msgid "" -"Now that we have a movement direction, we can update the player's position. " -"We can also use ``clamp()`` to prevent it from leaving the screen. " -"*Clamping* a value means restricting it to a given range. Add the following " -"to the bottom of the ``_process`` function (make sure it's not indented " -"under the `else`):" -msgstr "" -"Teraz, gdy mamy kierunek ruchu, możemy zaktualizować położenie gracza. " -"Możemy również użyć ``clamp()``, aby zapobiec opuszczenia ekranu przez naszą " -"postać. *Klampowanie* wartości oznacza ograniczenie jej do danego zakresu. " -"Dodaj na dole funkcji ``_process`` podany fragment kodu (upewnij się przy " -"tym, że nie zostanie on wciągnięty pod `else`):" - -msgid "" -"The `delta` parameter in the `_process()` function refers to the *frame " -"length* - the amount of time that the previous frame took to complete. Using " -"this value ensures that your movement will remain consistent even if the " -"frame rate changes." -msgstr "" -"Parametr `delta` w funkcji `_process()` odnosi się do *długości ramki* - " -"czasu, jaki zajęło wykonanie poprzedniej ramki. Użycie tej wartości " -"zapewnia, że ruch pozostanie spójny nawet w przypadku zmiany ilości klatek." - -msgid "If you get an error in the \"Debugger\" panel that says" -msgstr "Jeśli otrzymasz błąd w panelu \"Debugger\", mówiący" - -msgid "" -"``Attempt to call function 'play' in base 'null instance' on a null " -"instance``" -msgstr "" -"``Próba wywołania funkcji 'play' w podstawowej 'instancji null' w instancji " -"o wartości null``" - -msgid "Choosing animations" -msgstr "Wybieranie animacji" - -msgid "" -"The boolean assignments in the code above are a common shorthand for " -"programmers. Since we're doing a comparison test (boolean) and also " -"*assigning* a boolean value, we can do both at the same time. Consider this " -"code versus the one-line boolean assignment above:" -msgstr "" -"Przypisania logiczne w powyższym kodzie są częstym skrótem dla programistów. " -"Ponieważ robimy test porównawczy (boolean), a także *przypisanie* wartości " -"logicznej boolean, możemy wykonać obie te czynności w tym samym czasie. " -"Rozważmy pokazany tu kod w porównaniu do powyższego jednowierszowego " -"przypisania logicznego:" - -msgid "" -"Play the scene again and check that the animations are correct in each of " -"the directions." -msgstr "" -"Odtwórz scenę ponownie i sprawdź, czy wszystkie animacje są odtwarzane " -"poprawnie w każdym z kierunków." - -msgid "" -"A common mistake here is to type the names of the animations wrong. The " -"animation names in the SpriteFrames panel must match what you type in the " -"code. If you named the animation ``\"Walk\"``, you must also use a capital " -"\"W\" in the code." -msgstr "" -"Częstym błędem jest tu podanie niepoprawnych nazw animacji. Nazwy animacji w " -"panelu SpriteFrames muszą odpowiadać nazwom wpisanym w kodzie. Jeśli " -"nazywamy animację ``\"Walk\"``, musimy również użyć nazwy pisanej z wielkiej " -"litery \"W\" w kodzie." - -msgid "" -"When you're sure the movement is working correctly, add this line to " -"``_ready()``, so the player will be hidden when the game starts:" -msgstr "" -"Gdy upewnisz się, że mechanika poruszania się działa poprawnie, dodaj " -"pokazaną linijkę do ``_ready()``, aby ukryć naszego gracza przy starcie gry:" - -msgid "Preparing for collisions" -msgstr "Przygotowanie do kolizji" - -msgid "" -"We want ``Player`` to detect when it's hit by an enemy, but we haven't made " -"any enemies yet! That's OK, because we're going to use Godot's *signal* " -"functionality to make it work." -msgstr "" -"Chcemy, aby ``Player`` wykrywał, kiedy zostanie uderzony przez wroga, jednak " -"nie mamy jeszcze żadnych wrogów! Nie ma się jednak co tym przejmować, " -"ponieważ korzystać będziemy z Godotowej funkcji *sygnału* (signal)." - -msgid "" -"This defines a custom signal called \"hit\" that we will have our player " -"emit (send out) when it collides with an enemy. We will use ``Area2D`` to " -"detect the collision. Select the ``Player`` node and click the \"Node\" tab " -"next to the Inspector tab to see the list of signals the player can emit:" -msgstr "" -"Definiuje on niestandardowy sygnał zwany \"hit\"(trafieniem), który nasz " -"gracz wyemituje (wyśle), kiedy zderzy się z wrogiem. Do wykrywania kolizji " -"użyjemy ``Area2D``. Wybierzmy węzeł ``Player`` i kliknijmy zakładkę " -"\"Węzeł\" obok zakładki Inspektor, aby zobaczyć listę sygnałów, które nasz " -"gracz może emitować:" - -msgid "" -"Each time an enemy hits the player, the signal is going to be emitted. We " -"need to disable the player's collision so that we don't trigger the ``hit`` " -"signal more than once." -msgstr "" -"Za każdym razem, gdy wróg uderzy w gracza, wysłany zostanie sygnał. Po tym " -"zdarzeniu musimy wyłączyć kolizje gracza, aby nie wywołać więcej niż jednego " -"sygnału ``hit``." - -msgid "" -"Disabling the area's collision shape can cause an error if it happens in the " -"middle of the engine's collision processing. Using ``set_deferred()`` tells " -"Godot to wait to disable the shape until it's safe to do so." -msgstr "" -"Wyłączenie obszaru kształtu kolizji może spowodować błąd, jeśli nastąpi to w " -"środku procesu przetwarzania kolizji przez silnik. Użycie " -"``set_deferred()```powie Godotowi, aby czekał na wyłączenie kształtu do " -"momentu, aż bezpiecznie będzie można to zrobić." - -msgid "" -"The last piece is to add a function we can call to reset the player when " -"starting a new game." -msgstr "" -"Ostatnim elementem naszego gracza jest dodanie funkcji, którą możemy " -"wywołać, aby go zresetować podczas uruchomienia nowej gry." diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po b/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po deleted file mode 100644 index 48166b53c3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po +++ /dev/null @@ -1,75 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Now it's time to make the enemies our player will have to dodge. Their " -"behavior will not be very complex: mobs will spawn randomly at the edges of " -"the screen, choose a random direction, and move in a straight line." -msgstr "" -"Nadszedł czas, aby stworzyć przeciwników, których nasz gracz będzie musiał " -"unikać. Ich zachowanie nie będzie zbyt skomplikowane: przeciwnicy będą " -"pojawiać się losowo na krawędziach ekranu i poruszać w losowym kierunku po " -"linii prostej, a następnie usuwać się, gdy \"wyjdą\" poza granicę ekranu po " -"przeciwnej stronie." - -msgid "" -"We'll create a ``Mob`` scene, which we can then *instance* to create any " -"number of independent mobs in the game." -msgstr "" -"Stworzymy scenę ``Mob``(Przeciwnik), której będziemy mogli tworzyć " -"*instancje*, czyli powielać ją dowolną razy, tworząc niezależnych " -"przeciwników w grze." - -msgid "Node setup" -msgstr "Konfiguracja węzła" - -msgid ":ref:`RigidBody2D ` (named ``Mob``)" -msgstr ":ref:`RigidBody2D ` (o nazwie ``Mob``)" - -msgid ":ref:`CollisionShape2D `" -msgstr ":ref:`CollisionShape2D `" - -msgid "" -"Don't forget to set the children so they can't be selected, like you did " -"with the Player scene." -msgstr "" -"Nie zapomnij ustawić dzieci tak, aby nie mogły być wybierane, tak jak " -"zrobiliśmy to w przypadku sceny z graczem." - -msgid "" -"We'll select one of these animations randomly so that the mobs will have " -"some variety." -msgstr "" -"Będziemy wybrać jedną z tych animacji losowo, stąd nasi przeciwnicy będą w " -"jakiś sposób różnorodni." - -msgid "Save the scene." -msgstr "Zapisz scenę." - -msgid "Enemy script" -msgstr "Skrypt wroga" - -msgid "" -"We then need to pick a random number between ``0`` and ``2`` to select one " -"of these names from the list (array indices start at ``0``). ``randi() % n`` " -"selects a random integer between ``0`` and ``n-1``." -msgstr "" -"Następnie uzyskujemy losową wartość pomiędzy ``0`` a ``2``, aby na jej " -"podstawie móc uzyskać nazwę znajdującą się na wylosowanym miejscu na liście " -"(tablica zaczyna liczenie miejsc od ``0`` - to znaczy, że na naszej liście " -"nazwa ``walk`` kryje się pod wartością ``0``, nazwa ``swim`` pod ``1``, zaś " -"nazwa ``fly`` pod ``2``). Funkcja ``randi() % n`` wybiera losową liczbę " -"pomiędzy zerem, a ``n-1``." - -msgid "This completes the `Mob` scene." -msgstr "To kończy tworzenie sceny `Mob`." diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po b/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po deleted file mode 100644 index b966fa0a4f..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po +++ /dev/null @@ -1,125 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Create a new scene and add a :ref:`Node ` named ``Main``. (The " -"reason we are using Node instead of Node2D is because this node will be a " -"container for handling game logic. It does not require 2D functionality " -"itself.)" -msgstr "" -"Utwórz nową scenę i dodaj a :ref:`Node ` o nazwie ``Main``. " -"(Powodem, dla którego używamy Node zamiast Node2D jest to, że węzeł ten " -"będzie kontenerem zajmującym się logiką gry. Sam nie wymaga funkcjonalności " -"2D.)" - -msgid "" -":ref:`Timer ` (named ``MobTimer``) - to control how often mobs " -"spawn" -msgstr "" -":ref:`Timer ` (o nazwie ``MobTimer``) - czasomierz do kontroli " -"częstotliwości tworzenia przeciwników" - -msgid "" -":ref:`Timer ` (named ``ScoreTimer``) - to increment the score " -"every second" -msgstr "" -":ref:`Timer ` (o nazwie ``ScoreTimer``) - czasomierz mający co " -"sekundę zwiększać liczbę zdobytych punktów" - -msgid "" -":ref:`Timer ` (named ``StartTimer``) - to give a delay before " -"starting" -msgstr "" -":ref:`Timer ` (o nazwie ``StartTimer``) - czasomierz służący " -"podaniu opóźnienia przed rozpoczęciem" - -msgid "``MobTimer``: ``0.5``" -msgstr "``MobTimer``: ``0.5``" - -msgid "``ScoreTimer``: ``1``" -msgstr "``ScoreTimer``: ``1``" - -msgid "``StartTimer``: ``2``" -msgstr "``StartTimer``: ``2``" - -msgid "" -"In addition, set the ``One Shot`` property of ``StartTimer`` to \"On\" and " -"set ``Position`` of the ``StartPosition`` node to ``(240, 450)``." -msgstr "" -"Dodatkowo, ustawmy właściwość ``One Shot`` w ``StartTimer`` na \"Włącz\" i " -"ustaw właściwość ``Position`` z węzła ``StartPosition`` na ``(240, 450)`` " -"(znajduje się pod Transform w Inspektorze)." - -msgid "Spawning mobs" -msgstr "Tworzenie przeciwników" - -msgid "" -"The Main node will be spawning new mobs, and we want them to appear at a " -"random location on the edge of the screen. Add a :ref:`Path2D " -"` node named ``MobPath`` as a child of ``Main``. When you " -"select ``Path2D``, you will see some new buttons at the top of the editor:" -msgstr "" -"Węzeł główny Main odpowiadał będzie za tworzenie nowych przeciwników. " -"Chcemy, aby pojawiali się oni w losowych miejscach na krawędzi ekranu. " -"Dodajmy węzeł :ref:`Path2D ` o nazwie ``MobPath`` jako dziecko " -"``Main``. Po wybraniu ``Path2D`` na górze edytora pojawi się kilka nowych " -"przycisków:" - -msgid "" -"Draw the path in *clockwise* order, or your mobs will spawn pointing " -"*outwards* instead of *inwards*!" -msgstr "" -"Narysuj ścieżkę zgodnie z ruchem zegara, albo twoi przeciwnicy będą tworzyli " -"się na zewnątrz zamiast do wewnątrz!" - -msgid "" -"After placing point ``4`` in the image, click the \"Close Curve\" button and " -"your curve will be complete." -msgstr "" -"Po umieszczeniu punktu ``4``, kliknijmy przycisk \"Zamknij krzywą\", a " -"krzywa zostanie ukończona." - -msgid "" -"Now that the path is defined, add a :ref:`PathFollow2D ` " -"node as a child of ``MobPath`` and name it ``MobSpawnLocation``. This node " -"will automatically rotate and follow the path as it moves, so we can use it " -"to select a random position and direction along the path." -msgstr "" -"Teraz, gdy ścieżka jest zdefiniowana, dodaj węzeł :ref:`PathFollow2D " -"`jako dziecko ``MobPath`` i nazwij go " -"``MobSpawnLocation``. Węzeł ten będzie automatycznie obracał się i podążał " -"ścieżką, tak abyśmy mogli go wykorzystać do wybrania losowego położenia i " -"kierunku wzdłuż ścieżki." - -msgid "Your scene should look like this:" -msgstr "Twoja scena powinna wyglądać tak:" - -msgid "Main script" -msgstr "Główny skrypt" - -msgid "You can assign this property's value in two ways:" -msgstr "Możesz przypisać wartość dla tej właściwości na dwa sposoby:" - -msgid "" -"Note that a new instance must be added to the scene using ``add_child()``." -msgstr "Nowa instancja musi być dodana do sceny za pomocą ``add_child()``." - -msgid "Testing the scene" -msgstr "Testowanie sceny" - -msgid "" -"You should be able to move the player around, see mobs spawning, and see the " -"player disappear when hit by a mob." -msgstr "" -"Powinieneś móc poruszać postacią gracza, widzieć pojawiające się potwory i " -"znikającą postać gracza, gdy zostanie uderzona przez potwora." diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po b/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po deleted file mode 100644 index 0572f7fc14..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po +++ /dev/null @@ -1,146 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"The :ref:`CanvasLayer ` node lets us draw our UI elements " -"on a layer above the rest of the game, so that the information it displays " -"isn't covered up by any game elements like the player or mobs." -msgstr "" -"Węzeł :ref:`CanvasLayer ` pozwala nam narysować nasze " -"elementy interfejsu użytkownika na warstwie będącą przed resztą gry, tak aby " -"wyświetlane przez niego informacje nie były zakryte żadnymi elementami gry, " -"takimi jak gracz lub przeciwnik." - -msgid "The HUD needs to display the following information:" -msgstr "HUD powinien wyświetlić następujące informacje:" - -msgid "Score, changed by ``ScoreTimer``." -msgstr "Wynik, zmieniany przez ``ScoreTimer``." - -msgid "A message, such as \"Game Over\" or \"Get Ready!\"" -msgstr "Wiadomości takie jak \"Koniec Gry\" lub \"Przygotuj Się!\"" - -msgid "A \"Start\" button to begin the game." -msgstr "Przycisk \"Start\" rozpoczyna grę." - -msgid "" -"The basic node for UI elements is :ref:`Control `. To create " -"our UI, we'll use two types of :ref:`Control ` nodes: :ref:" -"`Label ` and :ref:`Button `." -msgstr "" -"Podstawowym węzłem elementów interfejsu użytkownika jest :ref:`Control " -"`. Aby utworzyć nasz interfejs użytkownika, będziemy używać " -"dwóch typów węzła ref:`Control ` - :ref:`Label ` " -"oraz :ref:`Button `." - -msgid "Create the following as children of the ``HUD`` node:" -msgstr "Utwórz je jako dzieci węzła ``HUD``:" - -msgid ":ref:`Label ` named ``ScoreLabel``." -msgstr ":ref:`Label ` nazwany ``ScoreLabel``." - -msgid ":ref:`Label ` named ``Message``." -msgstr ":ref:`Label ` nazwany ``Message``." - -msgid ":ref:`Button ` named ``StartButton``." -msgstr "Przycisk :ref:`Button ` o nazwie ``StartButton``." - -msgid ":ref:`Timer ` named ``MessageTimer``." -msgstr ":ref:`Timer ` o nazwie ``MessageTimer``." - -msgid "" -"Click on the ``ScoreLabel`` and type a number into the ``Text`` field in the " -"Inspector. The default font for ``Control`` nodes is small and doesn't scale " -"well. There is a font file included in the game assets called \"Xolonium-" -"Regular.ttf\". To use this font, do the following:" -msgstr "" -"Domyślna czcionka dla węzłów ``Control`` jest mała i nie skaluje się dobrze. " -"W zasobach gry znajduje się plik czcionki o nazwie \"Xolonium-Regular.ttf\". " -"Aby użyć tej czcionki, wykonaj następujące czynności dla każdego z trzech " -"węzłów ``Control``:" - -msgid "" -"Arrange the nodes as shown below. You can drag the nodes to place them " -"manually, or for more precise placement, use \"Anchor Presets\"." -msgstr "" -"Rozmieść węzły, jak pokazano poniżej. Możesz przeciągać węzły, aby " -"rozmieścić je ręcznie, lub użyć opcji „Anchor Presets”, aby uzyskać bardziej " -"precyzyjne rozmieszczenie." - -msgid "ScoreLabel" -msgstr "ScoreLabel" - -msgid "Add the text ``0``." -msgstr "Dodaj tekst ``0``." - -msgid "Message" -msgstr "Wiadomość" - -msgid "Add the text ``Dodge the Creeps!``." -msgstr "Dodaj tekst : ``Dodge the Creeps!``." - -msgid "StartButton" -msgstr "Przycisk Start" - -msgid "Add the text ``Start``." -msgstr "Dodaj tekst: ``Start``." - -msgid "" -"On the ``MessageTimer``, set the ``Wait Time`` to ``2`` and set the ``One " -"Shot`` property to \"On\"." -msgstr "" -"Ta funkcja jest wywoływana, gdy chcemy tymczasowo wyświetlić komunikat, taki " -"jak \"Przygotuj się\". W ``MessageTimer`` ustaw ``Czas oczekiwania`` na " -"``2`` i ustaw właściwość ``Jednokrotny`` na \"Włączone\"." - -msgid "Now add this script to ``HUD``:" -msgstr "Teraz dodaj ten skrypt do ``HUD``:" - -msgid "" -"This function is called when the player loses. It will show \"Game Over\" " -"for 2 seconds, then return to the title screen and, after a brief pause, " -"show the \"Start\" button." -msgstr "" -"Ta funkcja jest wywoływana, gdy gracz przegrywa. Przez 2 sekundy na ekranie " -"będzie wyświetlał się napis \"Game Over\" (Koniec Gry), następnie powróci do " -"ekranu tytułowego i pojawi się przycisk \"Start\"." - -msgid "Connecting HUD to Main" -msgstr "Podłączenie HUD do Main" - -msgid "" -"Now that we're done creating the ``HUD`` scene, go back to ``Main``. " -"Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene. " -"The scene tree should look like this, so make sure you didn't miss anything:" -msgstr "" -"Teraz, kiedy już stworzyłeś scenę ``HUD``, zapisz ją i wróć do `Main``. " -"Stwórz instancję ``HUD`` w ``Main`` tak, jak zrobiłeś to ``Player`` scenę i " -"umieść ją na dole drzewa. Pełne drzewo powinno wyglądać tak, więc upewnij " -"się, że niczego nie przegapiłeś:" - -msgid "" -"Now we need to connect the ``HUD`` functionality to our ``Main`` script. " -"This requires a few additions to the ``Main`` scene:" -msgstr "" -"Teraz musimy podłączyć funkcję ``HUD`` do naszego skryptu ``Main``. Wymaga " -"to paru poprawek do sceny ``Main``:" - -msgid "" -"In ``new_game()``, update the score display and show the \"Get Ready\" " -"message:" -msgstr "" -"W ``new_game()``, zaktualizuj wyświetlany wynik i pokaż komunikat " -"\"Przygotuj się\":" - -msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:" -msgstr "W ``game_over()`` musimy wywołać odpowiednią funkcję w ``HUD``:" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po b/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po deleted file mode 100644 index 308fb8f131..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po +++ /dev/null @@ -1,45 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Finishing up" -msgstr "Kończenie" - -msgid "Background" -msgstr "Tło" - -msgid "Sound effects" -msgstr "Efekty dźwiękowe" - -msgid "" -"Add two :ref:`AudioStreamPlayer ` nodes as children " -"of ``Main``. Name one of them ``Music`` and the other ``DeathSound``. On " -"each one, click on the ``Stream`` property, select \"Load\", and choose the " -"corresponding audio file." -msgstr "" -"Dodaj dwa węzły :ref:`AudioStreamPlayer ` jako " -"dzieci ``Main``. Nazwij jedną z nich ``muzykę``, a drugą ``DeathSound``. Na " -"każdym z nich kliknij na właściwość ``Stream``, wybierz opcję \"Wczytaj\" i " -"wybierz odpowiedni plik audio." - -msgid "" -"To play the music, add ``$Music.play()`` in the ``new_game()`` function and " -"``$Music.stop()`` in the ``game_over()`` function." -msgstr "" -"Aby odtwarzać muzykę, dodaj ``$Music.play()`` w funkcji ``new_game()`` i " -"``$Music.stop( )`` w funkcji ``game_over()``." - -msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function." -msgstr "Na koniec dodaj ``$DeathSound.play()`` do funkcji ``game_over()``." - -msgid "Keyboard shortcut" -msgstr "Skrót klawiszowy" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/index.po deleted file mode 100644 index edbe2992f1..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/first_2d_game/index.po +++ /dev/null @@ -1,111 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Your first 2D game" -msgstr "Twoja pierwsza gra 2D" - -msgid "" -"In this step-by-step tutorial series, you will create your first complete 2D " -"game with Godot. By the end of the series, you will have a simple yet " -"complete game of your own, like the image below." -msgstr "" -"W tej serii samouczków krok po kroku stworzysz swoją pierwszą, pełnoprawną " -"grę 2D w Godocie. Po ukończeniu tych samouczków będziesz mieć swoją prostą, " -"ale skończoną grę, taką jak na obrazku poniżej." - -msgid "|image0|" -msgstr "|image0|" - -msgid "" -"You will learn how the Godot editor works, how to structure a project, and " -"build a 2D game." -msgstr "" -"Ten samouczek pomoże ci stworzyć pierwszy projekt w Godot. Dowiesz się, jak " -"działa edytor Godot, jak ustawić strukturę projektu i jak zbudować grę 2D." - -msgid "" -"The game is called \"Dodge the Creeps!\". Your character must move and avoid " -"the enemies for as long as possible." -msgstr "" -"Gra nazywa się \"Dodge the Creeps!\" Twoja postać musi się przemieszczać i " -"unikać wrogów tak długo, jak to możliwe." - -msgid "You will learn to:" -msgstr "Nauczysz się jak:" - -msgid "Create a complete 2D game with the Godot editor." -msgstr "stworzyć kompletną grę 2D z pomogą edytora Godota." - -msgid "Structure a simple game project." -msgstr "uporządkować projekt małej gry." - -msgid "Move the player character and change its sprite." -msgstr "poruszać postacią gracza oraz zmienić jej grafikę." - -msgid "Spawn random enemies." -msgstr "dodać losowo pojawiających się przeciwników." - -msgid "Count the score." -msgstr "zliczać wynik." - -msgid "" -"You'll find another series where you'll create a similar game but in 3D. We " -"recommend you to start with this one, though." -msgstr "" -"Znajdziesz również inną serię samouczków, gdzie stworzysz podobną grę, ale w " -"3D. Zalecamy jednak, abyś zaczął od tej." - -msgid "**Why start with 2D?**" -msgstr "**Czemu zacząć od 2D?**" - -msgid "" -"If you are new to game development or unfamiliar with Godot, we recommend " -"starting with 2D games. This will allow you to become comfortable with both " -"before tackling 3D games, which tend to be more complicated." -msgstr "" -"Jeżeli dopiero zaczynasz tworzyć gry lub nie znasz dobrze Godota, to " -"zalecamy rozpocząć od gier 2D. Pozwoli ci to na nabranie wprawy w obu tych " -"aspektach, zanim weźmiesz się za gry 3D, które zazwyczaj są bardziej " -"skomplikowane." - -msgid "Prerequisites" -msgstr "Wymagania wstępne" - -msgid "" -"This step-by-step tutorial is intended for beginners who followed the " -"complete :ref:`Getting Started `." -msgstr "" -"Ten samouczek jest przeznaczony dla początkujących, którzy zapoznali się z: :" -"ref:`Getting Started `." - -msgid "" -"We prepared some game assets you'll need to download so we can jump straight " -"to the code." -msgstr "" -"Przygotowaliśmy kilka zasobów (assetów) do pobrania, dzięki czemu będziemy " -"mogli od razu przejść do kodowania gry." - -msgid "You can download them by clicking the link below." -msgstr "Możesz pobrać je klikając w link poniżej." - -msgid "" -"`dodge_the_creeps_2d_assets.zip `_." -msgstr "" -"`dodge_the_creeps_2d_assets.zip `_." - -msgid "Contents" -msgstr "Zawartość" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po b/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po deleted file mode 100644 index 07028103e7..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po +++ /dev/null @@ -1,111 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"In this first part, we're going to set up the game area. Let's get started " -"by importing the start assets and setting up the game scene." -msgstr "" -"W tej pierwszej części przygotujemy obszar gry. Zacznijmy od zaimportowania " -"początkowych zasobów (assets) i ustawieniu sceny gry." - -msgid "" -"We've prepared a Godot project with the 3D models and sounds we'll use for " -"this tutorial, linked in the index page. If you haven't done so yet, you can " -"download the archive here: `Squash the Creeps assets `__." -msgstr "" -"Przygotowaliśmy projekt Godot z modelami 3D i dźwiękami, których będziemy " -"używać w tym samouczku. Łącze do niego znajduje się na początkowej stronie. " -"Jeśli jeszcze tego nie zrobiłeś, możesz pobrać archiwum tutaj: `zasoby " -"Zmiażdż Creepsów `__." - -msgid "" -"Once you downloaded it, extract the .zip archive on your computer. Open the " -"Godot Project Manager and click the *Import* button." -msgstr "" -"Rozpakuj ten projekt na komputerze. Następnie otwórz Godot i w Menedżerze " -"Projektu, kliknij przycisk *Zaimportuj*, aby zaimportować projekt." - -msgid "" -"In the import popup, enter the full path to the freshly created directory " -"``squash_the_creeps_start/``. You can click the *Browse* button on the right " -"to open a file browser and navigate to the ``project.godot`` file the folder " -"contains." -msgstr "" -"W wyskakującym okienku wpisz pełną ścieżkę do nowo stworzonego katalogu " -"``squash_the_creeps_start/``. Kliknij przycisk *Przeglądaj* po prawej " -"stronie by otworzyć przeglądanie plików i przejść do pliku ``project." -"godot``, który znajduje się w tym katalogu." - -msgid "Click *Import & Edit* to open the project in the editor." -msgstr "Kliknij *Importuj i Edytuj* by otworzyć projekt w Edytorze." - -msgid "" -"The start project contains an icon and two folders: ``art/`` and ``fonts/``. " -"There, you will find the art assets and music we'll use in the game." -msgstr "" -"Projekt zawiera ikonkę oraz dwa foldery: ``art/`` i ``fonts/``. Znajdziesz " -"tam zasoby graficzne i muzykę, których będziemy używać w grze." - -msgid "" -"There are two 3D models, ``player.glb`` and ``mob.glb``, some materials that " -"belong to these models, and a music track." -msgstr "" -"Są tam dwa modele 3D, ``player.glb`` i ``mob.glb``, materiały będące " -"składowymi tych modeli oraz plik z muzyką." - -msgid "Setting up the playable area" -msgstr "Ustawianie obszaru, gdzie będzie toczyć się gra" - -msgid "" -"We'll start by adding a floor that'll prevent the characters from falling. " -"To create static colliders like the floor, walls, or ceilings, you can use :" -"ref:`StaticBody3D ` nodes. They require :ref:" -"`CollisionShape3D ` child nodes to define the " -"collision area. With the ``Main`` node selected, add a :ref:`StaticBody3D " -"` node, then a :ref:`CollisionShape3D " -"`. Rename the :ref:`StaticBody3D " -"` to ``Ground``." -msgstr "" -"Zaczniemy od dodania poziomu podłogi, która zapobiegnie opadaniu postaci. " -"Aby utworzyć *statyczne kolidery* (static collider), takie jak podłogi, " -"ściany lub inne nieruchome przeszkody, możesz użyć węzłów :ref:`StaticBody3D " -"`. Wymagane jest dodanie węzłów podrzędnych :ref:" -"`CollisionShape3D ` w celu zdefiniowania obszaru " -"kolizji. Po wybraniu węzła ``Main`` dodaj węzeł :ref:`StaticBody3D " -"`, a następnie :ref:`CollisionShape3D " -"`. Zmień nazwę :ref:`StaticBody3D " -"` na ``Ground``." - -msgid "Your scene tree should look like this" -msgstr "Twoja scena powinna wyglądać tak" - -msgid "" -"To create a shape, select the :ref:`CollisionShape3D " -"` node, head to the *Inspector* and click the " -"** field next to the *Shape* property. Create a new *BoxShape3D*." -msgstr "" -"Aby utworzyć kształt, wybierz węzeł :ref:`CollisionShape3D " -"`, przejdź do *Inspektora* i kliknij pole ** " -"obok właściwości *Shape*. Utwórz nowy *BoxShape3D*." - -msgid "" -"The box shape is perfect for flat ground and walls. Its thickness makes it " -"reliable to block even fast-moving objects." -msgstr "" -"Kształt pudełka jest idealnie dopasowany do płaskiego podłoża i ścian. Jego " -"grubość sprawia, że niezawodnie blokuje nawet szybko poruszające się obiekty." - -msgid "At this point, your project should look like this." -msgstr "Na tym etapie, Twój projekt powinien wyglądać tak." diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po b/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po deleted file mode 100644 index 2fc00b3893..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po +++ /dev/null @@ -1,256 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Player scene and input actions" -msgstr "Scena gracza i akcje wejścia" - -msgid "" -"In the next two lessons, we will design the player scene, register custom " -"input actions, and code player movement. By the end, you'll have a playable " -"character that moves in eight directions." -msgstr "" -"W ciągu następnych dwóch lekcji zaprojektujemy scenę gracza, zarejestrujemy " -"swoje własne akcje wejściowe i zakodujemy poruszanie się gracza. Na koniec " -"będziesz mieć postać, którą można grać i porusza się w ośmiu kierunkach." - -msgid "" -"Create a new scene by going to the Scene menu in the top-left and clicking " -"*New Scene*." -msgstr "" -"Utwórz nową scenę, przechodząc do menu Scena w lewym górnym rogu i klikając " -"*Nowa scena*." - -msgid "|image0|" -msgstr "|image0|" - -msgid "" -"Create a :ref:`CharacterBody3D ` node as the root" -msgstr "" -"Utwórz węzeł :ref:`CharacterBody3D ` ustawiając go " -"jako węzeł główny (węzeł korzenia kompozycji - root)" - -msgid "" -"Name the :ref:`CharacterBody3D ` to ``Player``. " -"Character bodies are complementary to the area and rigid bodies used in the " -"2D game tutorial. Like rigid bodies, they can move and collide with the " -"environment, but instead of being controlled by the physics engine, **you** " -"dictate their movement. You will see how we use the node's unique features " -"when we code the jump and squash mechanics." -msgstr "" -"Nazwij węzeł :ref:`CharacterBody3D ` ``Gracz``. " -"Obiekty typu ciało-postaci (character body) są uzupełnieniem planszy i " -"sztywnych brył (rigid bodies) używanych w samouczku gry 2D. Podobnie jak " -"sztywne bryły, mogą się poruszać i zderzać z otoczeniem, ale zamiast być " -"kontrolowane przez silnik fizyczny, **ty** decydujesz o ich ruchu. " -"Zrozumiesz, jak wykorzystujemy unikalne funkcje węzła, kodując mechanikę " -"skoków i zgniatania." - -msgid "" -"To learn more about the different physics node types, see the :ref:" -"`doc_physics_introduction`." -msgstr "" -"Aby dowiedzieć się więcej o różnych typach węzłów z fizyką, zobacz :ref:" -"`doc_physics_introduction`." - -msgid "" -"For now, we're going to create a basic rig for our character's 3D model. " -"This will allow us to rotate the model later via code while it plays an " -"animation." -msgstr "" -"Na razie stworzymy podstawowy zestaw dla naszej postaci 3D. Umożliwi nam to " -"późniejsze obrócenie modelu za pomocą kodu podczas odtwarzania animacji." - -msgid "" -"Add a :ref:`Node3D ` node as a child of ``Player`` and name it " -"``Pivot``" -msgstr "" -"Dodaj węzeł :ref:`Node3D ` jako element podrzędny ``Player`` i " -"nazwij go ``Pivot``" - -msgid "" -"Then, in the FileSystem dock, expand the ``art/`` folder by double-clicking " -"it and drag and drop ``player.glb`` onto ``Pivot``." -msgstr "" -"Następnie w doku FileSystem rozwiń folder ``art/``, klikając go dwukrotnie, " -"a następnie przeciągnij i upuść ``player.glb`` na ``Pivot``." - -msgid "|image1|" -msgstr "|image1|" - -msgid "" -"This should instantiate the model as a child of ``Pivot``. You can rename it " -"to ``Character``." -msgstr "" -"To powinno utworzyć instancję modelu będącego dzieckiem ``Pivot``. Możesz " -"zmienić jego nazwę na ``Character``." - -msgid "|image2|" -msgstr "|image2|" - -msgid "" -"As with all kinds of physics nodes, we need a collision shape for our " -"character to collide with the environment. Select the ``Player`` node again " -"and add a child node :ref:`CollisionShape3D `. In " -"the *Inspector*, on the *Shape* property, add a new :ref:`SphereShape3D " -"`." -msgstr "" -"Podobnie jak w przypadku wszystkich rodzajów węzłów fizyki, potrzebujemy " -"kształtu kolizji, aby nasza postać mogła zderzać się z otoczeniem. Wybierz " -"ponownie węzeł ``Player`` i dodaj węzeł potomny :ref:`CollisionShape3D " -"`. W *Inspektorze*, we właściwości *Shape* " -"(kształt), dodaj nowy węzeł typu :ref:`SphereShape3D `." - -msgid "The sphere's wireframe appears below the character." -msgstr "Siatka sfery pojawia się pod postacią." - -msgid "|image3|" -msgstr "|image3|" - -msgid "|image4|" -msgstr "|image4|" - -msgid "|image5|" -msgstr "|image5|" - -msgid "Save the scene as ``player.tscn``" -msgstr "Zapisz scenę jako ``player.tscn``" - -msgid "" -"With the nodes ready, we can almost get coding. But first, we need to define " -"some input actions." -msgstr "" -"Mając gotowe węzły, możemy już prawie rozpocząć kodowanie. Ale najpierw " -"musimy zdefiniować kilka akcji wejściowych." - -msgid "Creating input actions" -msgstr "Tworzenie akcji wejściowych" - -msgid "" -"To move the character, we will listen to the player's input, like pressing " -"the arrow keys. In Godot, while we could write all the key bindings in code, " -"there's a powerful system that allows you to assign a label to a set of keys " -"and buttons. This simplifies our scripts and makes them more readable." -msgstr "" -"Aby poruszać postacią, będziemy sprawdzać dane wejściowe, takie jak " -"naciskanie klawiszy strzałek. W Godocie moglibyśmy napisać wszystkie " -"powiązania klawiszy w kodzie, ale istnieje potężny system, który pozwala " -"przypisać etykietę do zestawu klawiszy i przycisków. Upraszcza to nasze " -"skrypty i czyni je bardziej czytelnymi." - -msgid "" -"This system is the Input Map. To access its editor, head to the *Project* " -"menu and select *Project Settings*." -msgstr "" -"Ten system to mapa wejściowa (Input Map). Aby uzyskać dostęp edytora mapy, " -"przejdź do menu *Projekt* i wybierz *Ustawienia projektu*." - -msgid "|image6|" -msgstr "|image6|" - -msgid "" -"At the top, there are multiple tabs. Click on *Input Map*. This window " -"allows you to add new actions at the top; they are your labels. In the " -"bottom part, you can bind keys to these actions." -msgstr "" -"U góry znajduje się wiele zakładek. Kliknij na *Input Map*. To okno " -"umożliwia dodawanie nowych akcji u góry. W dolnej części można przypisać " -"klawisze do tych akcji." - -msgid "|image7|" -msgstr "|image7|" - -msgid "" -"We're going to name our actions ``move_left``, ``move_right``, " -"``move_forward``, ``move_back``, and ``jump``." -msgstr "" -"Nazwiemy nasze akcje ``move_left``, ``move_right``, ``move_forward``, " -"``move_back`` i ``jump``." - -msgid "To add an action, write its name in the bar at the top and press Enter." -msgstr "Aby dodać akcję, wpisz jej nazwę na pasku u góry i naciśnij Enter." - -msgid "|image8|" -msgstr "|image8|" - -msgid "Create the following five actions:" -msgstr "Utwórz pięć następujących akcji:" - -msgid "|image9|" -msgstr "|image9|" - -msgid "" -"To bind a key or button to an action, click the \"+\" button to its right. " -"Do this for ``move_left``. Press the left arrow key and click *OK*." -msgstr "" -"Aby powiązać klawisz lub przycisk z akcją, kliknij przycisk \"+\" po jego " -"prawej stronie. Zrób to dla ``move_left``. Naciśnij klawisz strzałki w lewo " -"i kliknij *OK*." - -msgid "Bind also the :kbd:`A` key, onto the action ``move_left``." -msgstr "Powiąż również klawisz :kbd:`A` z akcją ``move_left``." - -msgid "|image12|" -msgstr "|image12|" - -msgid "" -"Let's now add support for a gamepad's left joystick. Click the \"+\" button " -"again but this time, select *Manual Selection -> Joypad Axes*." -msgstr "" -"Dodajmy teraz obsługę lewego joysticka gamepada. Ponownie kliknij przycisk " -"\"+\", ale tym razem wybierz *Manual Selection -> Joypad Axes*." - -msgid "Select the negative X axis of the left joystick." -msgstr "Wybierz ujemną oś X lewego joysticka." - -msgid "Leave the other values as default and press *OK*" -msgstr "Pozostaw pozostałe wartości domyślne i naciśnij *OK*" - -msgid "" -"If you want controllers to have different input actions, you should use the " -"Devices option in Additional Options. Device 0 corresponds to the first " -"plugged gamepad, Device 1 corresponds to the second plugged gamepad, and so " -"on." -msgstr "" -"Jeśli chcesz, aby kontrolery miały różne akcje wejściowe, powinieneś użyć " -"opcji Urządzenia w Opcjach Dodatkowych. Urządzenie 0 odpowiada pierwszemu " -"podłączonemu gamepadowi, urządzenie 1 odpowiada drugiemu podłączonemu " -"gamepadowi itd." - -msgid "" -"Do the same for the other input actions. For example, bind the right arrow, " -"D, and the left joystick's positive axis to ``move_right``. After binding " -"all keys, your interface should look like this." -msgstr "" -"Zrób to samo dla innych akcji wejściowych. Na przykład, przypisz strzałkę w " -"prawo, D i dodatnią oś lewego joysticka do ``move_right``. Po przypisaniu " -"wszystkich klawiszy interfejs powinien wyglądać następująco." - -msgid "" -"The final action to set up is the ``jump`` action. Bind the Space key and " -"the gamepad's A button." -msgstr "" -"Ostatnią akcją do skonfigurowania jest akcja ``skok``. Powiąż klawisz spacji " -"i przycisk A gamepada." - -msgid "Your jump input action should look like this." -msgstr "Sterowanie dla akcji skoku powinno wyglądać następująco." - -msgid "" -"That's all the actions we need for this game. You can use this menu to label " -"any groups of keys and buttons in your projects." -msgstr "" -"To wszystkie akcje, których potrzebujemy w tej grze. Możesz użyć tego menu " -"do oznaczenia dowolnych grup klawiszy i przycisków w swoich projektach." - -msgid "In the next part, we'll code and test the player's movement." -msgstr "W następnej części zakodujemy i przetestujemy ruchy gracza." diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po b/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po deleted file mode 100644 index 54d7f8c9b7..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po +++ /dev/null @@ -1,88 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"It's time to code! We're going to use the input actions we created in the " -"last part to move the character." -msgstr "" -"Nadszedł czas na kodowanie! Użyjemy akcji wejściowych, które stworzyliśmy w " -"ostatniej części, aby poruszać postacią." - -msgid "For this project, we will be following the Godot naming conventions." -msgstr "" -"Dla tego projektu, będziemy korzystać z konwencji nazewnictwa typowych dla " -"Godota." - -msgid "" -"**GDScript**: Classes (nodes) use PascalCase, variables and functions use " -"snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." -msgstr "" -"**GDScript**: W klasach (węzłach) używać będziemy PascalCase, w zmiennych i " -"funkcjach snake_case, a w stałych ALL_CAPS. Wszystkie nazwy zapisywane będą " -"bez znaków diakrytycznych (Więcej o :ref:`doc_gdscript_styleguide`)." - -msgid "|image0|" -msgstr "|image0|" - -msgid "" -"Let's start with the class's properties. We're going to define a movement " -"speed, a fall acceleration representing gravity, and a velocity we'll use to " -"move the character." -msgstr "" -"Zacznijmy od właściwości klasy. Zdefiniujemy prędkość ruchu, przyśpieszenie " -"upadku reprezentujące grawitację oraz prędkość, której użyjemy do poruszania " -"postacią." - -msgid "" -"These are common properties for a moving body. The ``target_velocity`` is a :" -"ref:`3D vector ` combining a speed with a direction. Here, we " -"define it as a property because we want to update and reuse its value across " -"frames." -msgstr "" -"Są to typowe właściwości dla poruszającego się ciała. ``Target_velocity`` " -"(docelowa prędkość) to :ref:`wektor 3D ` (połączenie " -"prędkości z kierunkiem). Tutaj definiujemy ją jako właściwość, ponieważ " -"chcemy ją aktualizować i ponownie wykorzystywać w różnych klatkach." - -msgid "|image1|" -msgstr "|image1|" - -msgid "|image2|" -msgstr "|image2|" - -msgid "|image3|" -msgstr "|image3|" - -msgid "|image4|" -msgstr "|image4|" - -msgid "|image11|" -msgstr "|image11|" - -msgid "|image5|" -msgstr "|image5|" - -msgid "|image6|" -msgstr "|image6|" - -msgid "|image7|" -msgstr "|image7|" - -msgid "|image8|" -msgstr "|image8|" - -msgid "|image9|" -msgstr "|image9|" - -msgid "|image10|" -msgstr "|image10|" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po b/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po deleted file mode 100644 index d27237d91e..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po +++ /dev/null @@ -1,55 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Designing the mob scene" -msgstr "Zaprojektuj scenę dla postaci" - -msgid "" -"In this part, you're going to code the monsters, which we'll call mobs. In " -"the next lesson, we'll spawn them randomly around the playable area." -msgstr "" -"W tej części dochodzi do kodowania potworów, które nazywamy mobami. W " -"następnej lekcji, będziemy tworzyć je losowo w grywalnej przestrzeni." - -msgid "You can rename the newly created ``mob`` node into ``Character``." -msgstr "Możesz zmienić nazwę nowo utworzonego węzła ``mob`` do ``Character``." - -msgid "|image0|" -msgstr "|image0|" - -msgid "|image1|" -msgstr "|image1|" - -msgid "|image2|" -msgstr "|image2|" - -msgid "|image4|" -msgstr "|image4|" - -msgid "|image5|" -msgstr "|image5|" - -msgid "|image6|" -msgstr "|image6|" - -msgid "|image7|" -msgstr "|image7|" - -msgid "|image8|" -msgstr "|image8|" - -msgid "|image9|" -msgstr "|image9|" - -msgid "|image10|" -msgstr "|image10|" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po b/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po deleted file mode 100644 index 0e1651ed81..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po +++ /dev/null @@ -1,66 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "|image0|" -msgstr "|image0|" - -msgid "|image1|" -msgstr "|image1|" - -msgid "|image2|" -msgstr "|image2|" - -msgid "|image3|" -msgstr "|image3|" - -msgid "|image4|" -msgstr "|image4|" - -msgid "|image5|" -msgstr "|image5|" - -msgid "|image6|" -msgstr "|image6|" - -msgid "|image7|" -msgstr "|image7|" - -msgid "|image8|" -msgstr "|image8|" - -msgid "|image9|" -msgstr "|image9|" - -msgid "|image10|" -msgstr "|image10|" - -msgid "|image11|" -msgstr "|image11|" - -msgid "|image12|" -msgstr "|image12|" - -msgid "|image13|" -msgstr "|image13|" - -msgid "|image14|" -msgstr "|image14|" - -msgid "Your path should look like this." -msgstr "Twoja ścieżka powinna wyglądać tak jak ta." - -msgid "Connect it to the *Main* node." -msgstr "Podłącz go do węzła *Main*." - -msgid "Add the mob as a child of the *Main* node." -msgstr "Dodaj mob'a jako dziecko węzła *Main*." diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po b/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po deleted file mode 100644 index 8ce77067f5..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po +++ /dev/null @@ -1,39 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "|image0|" -msgstr "|image0|" - -msgid "|image1|" -msgstr "|image1|" - -msgid "|image2|" -msgstr "|image2|" - -msgid "|image3|" -msgstr "|image3|" - -msgid "|image4|" -msgstr "|image4|" - -msgid "|image5|" -msgstr "|image5|" - -msgid "|image6|" -msgstr "|image6|" - -msgid "|image7|" -msgstr "|image7|" - -msgid "|image8|" -msgstr "|image8|" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po b/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po deleted file mode 100644 index 95d684c3c1..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "|image0|" -msgstr "|image0|" - -msgid "|image1|" -msgstr "|image1|" - -msgid "|image2|" -msgstr "|image2|" - -msgid "|image3|" -msgstr "|image3|" - -msgid "|image4|" -msgstr "|image4|" - -msgid "|image5|" -msgstr "|image5|" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po b/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po deleted file mode 100644 index 3bf5cf5667..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po +++ /dev/null @@ -1,54 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "|image1|" -msgstr "|image1|" - -msgid "|image2|" -msgstr "|image2|" - -msgid "|image3|" -msgstr "|image3|" - -msgid "|image4|" -msgstr "|image4|" - -msgid "|image5|" -msgstr "|image5|" - -msgid "|image6|" -msgstr "|image6|" - -msgid "|image7|" -msgstr "|image7|" - -msgid "|image8|" -msgstr "|image8|" - -msgid "|image9|" -msgstr "|image9|" - -msgid "|image10|" -msgstr "|image10|" - -msgid "|image11|" -msgstr "|image11|" - -msgid "|image12|" -msgstr "|image12|" - -msgid "|image13|" -msgstr "|image13|" - -msgid "|image14|" -msgstr "|image14|" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po b/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po deleted file mode 100644 index f365f6013c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po +++ /dev/null @@ -1,70 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "|image0|" -msgstr "|image0|" - -msgid "We'll start with an introduction to using the animation editor." -msgstr "Zaczniemy od wprowadzenia do używania edytora animacji." - -msgid "|image1|" -msgstr "|image1|" - -msgid "|image2|" -msgstr "|image2|" - -msgid "Name the animation \"float\"." -msgstr "Nazwij tę animację „float”." - -msgid "|image3|" -msgstr "|image3|" - -msgid "|image4|" -msgstr "|image4|" - -msgid "|image5|" -msgstr "|image5|" - -msgid "|image6|" -msgstr "|image6|" - -msgid "|image7|" -msgstr "|image7|" - -msgid "|image8|" -msgstr "|image8|" - -msgid "|image9|" -msgstr "|image9|" - -msgid "|image10|" -msgstr "|image10|" - -msgid "|image11|" -msgstr "|image11|" - -msgid "|image12|" -msgstr "|image12|" - -msgid "|image13|" -msgstr "|image13|" - -msgid "|image14|" -msgstr "|image14|" - -msgid "And with that, you finished coding your first complete 3D game." -msgstr "" -"I w ten sposób zakończyłeś kodowanie swojej pierwszej kompletnej gry 3D." - -msgid "**Congratulations**!" -msgstr "**Gratulacje**!" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/going_further.po b/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/going_further.po deleted file mode 100644 index 7da46d3b99..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/going_further.po +++ /dev/null @@ -1,19 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"You can pat yourself on the back for having completed your first 3D game " -"with Godot." -msgstr "" -"Możesz poklepać się po plecach za ukończenie swojej pierwszej gry 3D w " -"silniku Godot." diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/index.po deleted file mode 100644 index aca2d4a5c4..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/first_3d_game/index.po +++ /dev/null @@ -1,123 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Your first 3D game" -msgstr "Twoja pierwsza gra 3D" - -msgid "" -"In this step-by-step tutorial series, you will create your first complete 3D " -"game with Godot. By the end of the series, you will have a simple yet " -"finished project of your own like the animated gif below." -msgstr "" -"W tej serii samouczków krok po kroku stworzysz swoją pierwszą w pełni " -"trójwymiarową grę w Godocie. Po ukończeniu tych samouczków będziesz mieć " -"swój prosty, ale skończony projekt - jak na zamieszonym poniżej animowanym " -"gifie." - -msgid "|image0|" -msgstr "|image0|" - -msgid "" -"The game we'll code here is similar to :ref:`doc_your_first_2d_game`, with a " -"twist: you can now jump and your goal is to squash the creeps. This way, you " -"will both **recognize patterns** you learned in the previous tutorial and " -"**build upon them** with new code and features." -msgstr "" -"Gra, którą tutaj kodujemy, jest podobna do :ref:`doc_your_first_2d_game`, z " -"tą różnicą, że możesz teraz skakać, a twoim celem jest zmiażdżenie innych " -"stworów. W ten sposób zarówno **rozpoznasz schematy i wzorce**, których " -"nauczyłeś się w poprzednim samouczku, jak i **zbudujesz na nich** nowy kod i " -"funkcje." - -msgid "You will learn to:" -msgstr "Nauczysz się jak:" - -msgid "Work with 3D coordinates with a jumping mechanic." -msgstr "Pracować ze współrzędnymi 3D tworząc mechanikę skoków." - -msgid "" -"Use kinematic bodies to move 3D characters and detect when and how they " -"collide." -msgstr "" -"Używać ciał kinematycznych (kinematic bodies), aby poruszać postaciami 3D i " -"wykrywać, kiedy i jak się zderzają." - -msgid "" -"Use physics layers and a group to detect interactions with specific entities." -msgstr "" -"Używać warstw fizycznych (physics layer) i grup (group), aby wykryć " -"interakcje z określonymi bytami." - -msgid "" -"Code basic procedural gameplay by instancing monsters at regular time " -"intervals." -msgstr "" -"Kodować podstawową rozgrywkę proceduralnie, tworząc instancje potworów w " -"regularnych odstępach czasu." - -msgid "Design a movement animation and change its speed at run-time." -msgstr "" -"Projektować animację ruchu i zmieniać jej prędkość w czasie wykonywania." - -msgid "Draw a user interface on a 3D game." -msgstr "Rysować interfejs użytkownika dla gry 3D." - -msgid "" -"This tutorial is for beginners who followed the complete getting started " -"series. We'll start slow with detailed instructions and shorten them as we " -"do similar steps. If you're an experienced programmer, you can browse the " -"complete demo's source code here: `Squash the Creep source code `__." -msgstr "" -"Ten samouczek jest przeznaczony dla początkujących, którzy przeszli całą " -"serię wprowadzającą. Zaczniemy powoli od dość dokładnych instrukcji i " -"będziemy je powoli skracać, gdy powtórzymy podobne kroki, co poprzednio. " -"Jeśli jesteś doświadczonym programistą, możesz przeglądać pełny kod źródłowy " -"wersji demonstracyjnej tutaj: `Zmiażdż Creepsów - kod źródłowy `__." - -msgid "" -"You can follow this series without having done the 2D one. However, if " -"you're new to game development, we recommend you to start with 2D. 3D game " -"code is always more complex and the 2D series will give you foundations to " -"follow along more comfortably." -msgstr "" -"Możesz śledzić tę serię bez konieczności robienia serii 2D. Jeśli jednak " -"dopiero zaczynasz przygodę z tworzeniem gier, zalecamy rozpoczęcie od 2D. " -"Kod gry 3D jest zawsze bardziej złożony, a seria 2D zapewni Ci podstawy do " -"swobodniejszego poruszania się po silniku." - -msgid "" -"We prepared some game assets so we can jump straight to the code. You can " -"download them here: `Squash the Creeps assets `__." -msgstr "" -"Przygotowaliśmy kilka gotowych zasobów (assets) do gry, abyśmy mogli od razu " -"przejść do kodu. Możesz je pobrać tutaj: `zasoby Zmiażdż Creepsów `__." - -msgid "" -"We will first work on a basic prototype for the player's movement. We will " -"then add the monsters that we'll spawn randomly around the screen. After " -"that, we'll implement the jump and squashing mechanic before refining the " -"game with some nice animation. We'll wrap up with the score and the retry " -"screen." -msgstr "" -"Najpierw będziemy pracować nad podstawowym prototypem ruchu gracza. " -"Następnie dodamy potwory, które będziemy losowo rozmieszczać na ekranie. " -"Potem zaimplementujemy mechanikę skoku i zgniatania, a następnie " -"udoskonalimy grę, dodając jakąś ładną animację. Zakończymy na wyświetlaniu " -"punktów i ekranie ponowienia gry." - -msgid "Contents" -msgstr "Zawartość" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po b/sphinx/po/pl/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po deleted file mode 100644 index 9ca24286af..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po +++ /dev/null @@ -1,116 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"This page will give you a brief overview of Godot's interface. We're going " -"to look at the different main screens and docks to help you situate yourself." -msgstr "" -"Znajdziesz tutaj krótki przegląd interfejsu Godota. Aby pomóc Ci lepiej " -"zorientować się w otoczeniu, pokażemy Ci różne okna główne oraz doki." - -msgid "" -"To learn the Project Manager's ins and outs, read :ref:`doc_project_manager`." -msgstr "" -"Aby poznać wszystkie tajniki Menadżera Projektów, przeczytaj :ref:" -"`doc_project_manager`." - -msgid "First look at Godot's editor" -msgstr "Pierwsze spojrzenie na edytor Godota" - -msgid "" -"On either side of the viewport sit the **docks**. And at the bottom of the " -"window lies the **bottom panel**." -msgstr "" -"Po obu stronach **rzutni** mieszczą się **doki**. A na dole okna znajduje " -"się **dolny panel**." - -msgid "The four main screens" -msgstr "Cztery główne okna" - -msgid "" -"You'll use the **2D screen** for all types of games. In addition to 2D " -"games, the 2D screen is where you'll build your interfaces." -msgstr "" -"Z **przestrzeni roboczej 2D** będziesz korzystać we wszystkich typach gier. " -"Poza grami 2D, przestrzeń robocza 2D jest miejscem gdzie budujesz swój " -"interfejs." - -msgid "" -"In the **3D screen**, you can work with meshes, lights, and design levels " -"for 3D games." -msgstr "" -"W **obszarze roboczym 3D** możesz pracować z siatkami, światłami i " -"projektować poziomy dla gier 3D." - -msgid "" -"Read :ref:`doc_introduction_to_3d` for more detail about the **3D main " -"screen**." -msgstr "" -"Przeczytaj :ref:`doc_introduction_to_3d` aby poznać więcej szczegółów o " -"**przestrzeni roboczej 3D**." - -msgid "" -"The **Script screen** is a complete code editor with a debugger, rich auto-" -"completion, and built-in code reference." -msgstr "" -"**Script** jest pełnoprawnym edytorem kodu z debuggerem, auto-uzupełnianiem " -"oraz wbudowanymi referencjami kodu." - -msgid "" -"You can learn more about the asset library in :ref:`doc_what_is_assetlib`." -msgstr "" -"Możesz więcej przeczytać o bibliotece zasobów w :ref:`doc_what_is_assetlib`." - -msgid "Integrated class reference" -msgstr "Wbudowane odniesienia do klasy" - -msgid "Godot comes with a built-in class reference." -msgstr "Godot posiada wbudowaną referencję klas." - -msgid "" -"You can search for information about a class, method, property, constant, or " -"signal by any one of the following methods:" -msgstr "" -"Możesz wyszukiwać informacje o klasach, metodach, właściwościach, stałych, " -"lub sygnałach na dowolny z następujących sposobów:" - -msgid "" -"Clicking the \"Search Help\" button in the top-right of the Script main " -"screen." -msgstr "" -"Klikając w przycisk \"Wyszukaj w pomocy\" w prawym górnym rogu okna " -"**Script**." - -msgid "Clicking on the Help menu and Search Help." -msgstr "Wybierając menu \"Pomoc\" i \"Wyszukaj w pomocy...\"." - -msgid "" -":kbd:`Ctrl + Click` (:kbd:`Cmd + Click` on macOS) on a class name, function " -"name, or built-in variable in the script editor." -msgstr "" -":kbd:`Ctrl + Click` (:kbd:`Cmd + Click` na macOS) nazwę klasy, nazwę " -"funkcji, lub wbudowaną zmienną w edytorze kodu." - -msgid "" -"When you do any of these, a window pops up. Type to search for any item. You " -"can also use it to browse available objects and methods." -msgstr "" -"Gdy skorzystasz z którejś z tych opcji, otworzy się nowe okno. Możesz " -"wyszukać dowolny element, w tym dostępne obiekty i metody." - -msgid "" -"Double-click on an item to open the corresponding page in the script main " -"screen." -msgstr "" -"Dwukrotne kliknięcie na elemencie otworzy powiązaną z nim stronę w edytorze " -"tekstu." diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po b/sphinx/po/pl/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po deleted file mode 100644 index a5ebcca88a..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po +++ /dev/null @@ -1,227 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot's design philosophy" -msgstr "Godot - filozofia projektowania" - -msgid "Now that you've gotten your feet wet, let's talk about Godot's design." -msgstr "Teraz nadszedł czas aby porozmawiać o konstrukcji samego Godota." - -msgid "" -"**Every game engine is different and fits different needs.** Not only do " -"they offer a range of features, but the design of each engine is unique. " -"This leads to different workflows and different ways to form your games' " -"structures. This all stems from their respective design philosophies." -msgstr "" -"**Wszystkie silniki do gier różnią się i nadają się do różnych projektów.** " -"Oferują one nie tylko szereg funkcji, ale również unikalną konstrukcję " -"każdego silnika. Prowadzi to do różnych sposobów formowania struktur gier. " -"Wszystko to wynika z filozofii ich projektowania." - -msgid "" -"This page is here to help you understand how Godot works, starting with some " -"of its core pillars. It is not a list of available features, nor is it an " -"engine comparison. To know if any engine can be a good fit for your project, " -"you need to try it out for yourself and understand its design and " -"limitations." -msgstr "" -"Ta strona ma pomóc Ci zrozumieć, jak działa Godot, zaczynając od niektórych " -"jego głównych filarów. Nie jest to lista dostępnych funkcji, ani porównanie " -"silnika. Aby wiedzieć, czy którykolwiek z silników może być odpowiedni do " -"twojego projektu, musisz wypróbować go na własną rękę i zrozumieć jego " -"konstrukcję oraz ograniczenia." - -msgid "Object-oriented design and composition" -msgstr "Obiektowo zorientowane projektowanie i kompozycja" - -msgid "" -"Godot embraces object-oriented design at its core with its flexible scene " -"system and Node hierarchy. It tries to stay away from strict programming " -"patterns to offer an intuitive way to structure your game." -msgstr "" -"Godot, dzięki elastycznemu systemowi scen i hierarchii węzłów, opiera się na " -"projektowaniu zorientowanym obiektowo. Próbuje trzymać się z dala od " -"ścisłych wzorców programowania, aby zaoferować intuicyjny sposób tworzenia " -"struktur gier." - -msgid "On top of that, you can **inherit** from any scene." -msgstr "Ponadto można **dziedziczyć** z każdej sceny." - -msgid "" -"A Godot scene could be a Weapon, a Character, an Item, a Door, a Level, part " -"of a level… anything you'd like. It works like a class in pure code, except " -"you're free to design it by using the editor, using only the code, or mixing " -"and matching the two." -msgstr "" -"Scena Godota może być bronią, postacią, przedmiotem, drzwiami, poziomem, " -"częścią poziomu... wszystkim, czym chcesz. Działa jak klasa w czystym " -"kodzie, z wyjątkiem tego, że możesz ją zaprojektować za pomocą edytora, " -"używając tylko kodu lub łącząc obydwa rozwiązania." - -msgid "" -"It's different from prefabs you find in several 3D engines, as you can then " -"inherit from and extend those scenes. You may create a Magician that extends " -"your Character. Modify the Character in the editor and the Magician will " -"update as well. It helps you build your projects so that their structure " -"matches the game's design." -msgstr "" -"Różni się on od prefabów, które można znaleźć w wielu silnikach 3D, ponieważ " -"możesz dziedziczyć i rozszerzać te sceny. Możesz utworzyć Magika, która " -"rozszerzy twoją postać. Zmodyfikuj postać w edytorze, a Magik również się " -"zaktualizuje. Pomaga to w budowaniu projektów tak, aby ich struktura " -"odpowiadała projektowi gry." - -msgid "|image0|" -msgstr "|image0|" - -msgid "" -"Also note that Godot offers many different types of objects called nodes, " -"each with a specific purpose. Nodes are part of a tree and always inherit " -"from their parents up to the Node class. Although the engine does feature " -"some nodes like collision shapes that a parent physics body will use, most " -"nodes work independently from one another." -msgstr "" -"Zauważ też, że Godot oferuje wiele odmiennych typów obiektów zwanych " -"węzłami, każdy o określonym przeznaczeniu. Węzły są częścią drzewa i zawsze " -"dziedziczą od swoich rodziców aż do podstawowej klasy węzła(Node). Chociaż " -"silnik posiada węzły takie jak obszar kolizji(collision shape), z którego " -"kożysta rodzic(physics body), są one wyjątkiem, a nie normą." - -msgid "|image1|" -msgstr "|image1|" - -msgid "All-inclusive package" -msgstr "Pakiet all-inclusive" - -msgid "" -"Godot tries to provide its own tools to answer most common needs. It has a " -"dedicated scripting workspace, an animation editor, a tilemap editor, a " -"shader editor, a debugger, a profiler, the ability to hot-reload locally and " -"on remote devices, etc." -msgstr "" -"Godot stara się dostarczać własne narzędzia na podstawowe zadania. Posiada " -"dedykowany obszar roboczy do skryptów, edytor animacji, edytor tilemap, " -"edytor shaderów, debugger, profiler, możliwość ładowania gry lokalnie i na " -"zdalnych urządzeniach itp." - -msgid "|image2|" -msgstr "|image2|" - -msgid "" -"GDScript lets you write code using an indentation-based syntax, yet it " -"detects types and offers a static language's quality of auto-completion. It " -"is also optimized for gameplay code with built-in types like Vectors and " -"Colors." -msgstr "" -"GDscript umożliwia pisanie prostego kodu przy użyciu składni podobnej do " -"Pythona, ale wykrywa typy oraz oferuje auto uzupełnianie jak w języku " -"statycznym. Jest również zoptymalizowany pod kątem kodowania gier i posiada " -"wbudowane typy, takie jak wektor czy kolor." - -msgid "" -"Note that the 3D workspace doesn't feature as many tools as the 2D " -"workspace. You'll need external programs or add-ons to edit terrains, " -"animate complex characters, and so on. Godot provides a complete API to " -"extend the editor's functionality using game code. See `The Godot editor is " -"a Godot game`_ below." -msgstr "" -"Zauważ, że obszar roboczy 3D nie zawiera tak wielu narzędzi, jak obszar " -"roboczy 2D. Będziesz potrzebował zewnętrznych programów lub dodatków do " -"edycji terenów, złożonych animacji postaci itd. Godot dostarcza kompletne " -"API rozszerzające funkcjonalność edytora za pomocą kodu gry. Zobacz `Edytor " -"Godot jest również grą Godot`_ poniżej." - -msgid "|image4|" -msgstr "|image4|" - -msgid "" -"*A State Machine editor plugin in Godot 2 by kubecz3k. It lets you manage " -"states and transitions visually.*" -msgstr "" -"*Dodatek do Godot'a 2 stworzony przez kubecz3k. Umożliwia wizualne " -"zarządzanie stanami i przejściami*" - -msgid "Open source" -msgstr "Otwartoźródłowy" - -msgid "" -"Godot offers a fully open source codebase under the **MIT license**. This " -"means all the technologies that ship with it have to be Free (as in freedom) " -"as well. For the most part, they're developed from the ground up by " -"contributors." -msgstr "" -"Godot oferuje w pełni otwartą bazę kodu źródłowego na licencji **MIT**. " -"Oznacza to, że wszystkie technologie, które są z nią dostarczane muszą być " -"również otwarte. W większości są one stworzone od podstaw przez deweloperów." - -msgid "" -"Anyone can plug in proprietary tools for the needs of their projects — they " -"just won't ship with the engine. This may include Google AdMob, or FMOD. Any " -"of these can come as third-party plugins instead." -msgstr "" -"Każdy może podłączyć prawnie zastrzeżone narzędzia na potrzeby swoich " -"projektów - po prostu nie będzie ich dystrybuował wraz z silnikiem. Może to " -"być Google AdMob albo FMOD. Każde z nich może być dostarczane jako wtyczki " -"innych producentów." - -msgid "" -"On the other hand, an open codebase means you can **learn from and extend " -"the engine** to your heart's content. You can also debug games easily, as " -"Godot will print errors with a stack trace, even if they come from the " -"engine itself." -msgstr "" -"Z drugiej strony, otwarta baza kodowa oznacza, że możesz **uczyć się i " -"rozszerzać możliwości silnika** do własnych potrzeb. Możesz również łatwo " -"debugować gry, ponieważ Godot będzie wypisywał błędy na stosie (stack " -"trace), nawet jeśli pochodzą one z samego silnika." - -msgid "" -"This **does not affect the work you do with Godot** in any way: there's no " -"strings attached to the engine or anything you make with it." -msgstr "" -"To w *żaden* sposób **nie wpływa na twoją pracę w Godocie**: Nie ma żadnej " -"etykiety przypiętej do silnika czy stworzonych przez ciebie programów." - -msgid "Community-driven" -msgstr "Tworzony przez społeczność" - -msgid "" -"**Godot is made by its community, for the community, and for all game " -"creators out there.** It's the needs of the users and open discussions that " -"drive the core updates. New features from the core developers often focus on " -"what will benefit the most users first." -msgstr "" -"**Godot jest tworzony przez społeczność, dla społeczności i dla wszystkich " -"twórców gier.** To potrzeby użytkowników i otwarte dyskusje są inspiracją " -"dla twórców silnika. Nowe funkcje wprowadzane przez głównych deweloperów " -"zazwyczaj koncentrują się na tym, co wspomoże prace większości użytkowników." - -msgid "The Godot editor is a Godot game" -msgstr "Edytor Godot jest również grą Godot" - -msgid "" -"The Godot editor runs on the game engine. It uses the engine's own UI " -"system, it can hot-reload code and scenes when you test your projects, or " -"run game code in the editor. This means you can **use the same code** and " -"scenes for your games, or **build plugins and extend the editor.**" -msgstr "" -"Edytor Godot działa na silniku gry. Wykorzystuje on własny system UI, może " -"ładować na bieżąco kod i sceny podczas testowania projektów lub uruchamiać " -"kod gry w edytorze. Oznacza to, że możesz **używać tego samego kodu** i scen " -"dla swoich gier, lub **budować wtyczki i rozszerzać możliwości edytora.**" - -msgid "|image5|" -msgstr "|image5|" - -msgid "Separate 2D and 3D engines" -msgstr "Osobny silnik 2D i 3D" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/introduction/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/introduction/index.po deleted file mode 100644 index 5c5621d7c4..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/introduction/index.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "" -"This series will introduce you to Godot and give you an overview of its " -"features." -msgstr "" -"W tej serii zapoznamy Cię z silnikiem Godot i przeglądniemy jego funkcje." - -msgid "" -"In the following pages, you will get answers to questions such as \"Is Godot " -"for me?\" or \"What can I do with Godot?\". We will then introduce the " -"engine's most essential concepts, run you through the editor's interface, " -"and give you tips to make the most of your time learning it." -msgstr "" -"Na kolejnych stronach znajdziesz odpowiedzi na pytania takie jak: „Czy Godot " -"jest dla mnie?” lub „Co mogę zrobić przy pomocy silnika Godot?”. Potem " -"przedstawimy najważniejsze koncepcje silnika, przeprowadzimy Cię przez " -"interfejs edytora i podamy wskazówki, jak najlepiej wykorzystać czas na " -"naukę." diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po b/sphinx/po/pl/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po deleted file mode 100644 index 59d6487f4c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po +++ /dev/null @@ -1,186 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to Godot" -msgstr "Wprowadzenie" - -msgid "" -"This article is here to help you figure out whether Godot might be a good " -"fit for you. We will introduce some broad features of the engine to give you " -"a feel for what you can achieve with it and answer questions such as \"what " -"do I need to know to get started?\"." -msgstr "" -"Ten artykuł ma pomóc Ci zrozumieć, czy Godot będzie dla Ciebie odpowiedni. " -"Przedstawimy kilka ogólnych funkcji silnika. To da Ci wyobrażenie na temat " -"tego, co możesz dzięki niemu osiągnąć. Otrzymasz też odpowiedź na pytanie - " -"„co muszę wiedzieć, aby zacząć?”." - -msgid "" -"This is by no means an exhaustive overview. We will introduce many more " -"features in this getting started series." -msgstr "" -"Nie jest to kompletny przegląd możliwości silnika. W serii dla " -"początkujących przedstawimy znacznie więcej funkcji." - -msgid "What is Godot?" -msgstr "Czym jest Godot?" - -msgid "" -"Godot is a general-purpose 2D and 3D game engine designed to support all " -"sorts of projects. You can use it to create games or applications you can " -"then release on desktop or mobile, as well as on the web." -msgstr "" -"Godot to silnik gier 2D i 3D ogólnego przeznaczenia, zaprojektowany do " -"obsługi wszelkiego rodzaju projektów. Możesz go używać do tworzenia gier lub " -"aplikacji, które możesz następnie wydać na komputer stacjonarny bądź " -"urządzenie mobilne, czy też umieścić w Internecie." - -msgid "" -"You can also create console games with it, although you either need strong " -"programming skills or a developer to port the game for you." -msgstr "" -"Możesz także tworzyć za jego pomocą gry na konsole, chociaż - w tym " -"przypadku - będziesz potrzebował doskonałych umiejętności programistycznych, " -"lub pomocy programisty, który przeportuje grę za Ciebie." - -msgid "What can the engine do?" -msgstr "Co potrafi silnik?" - -msgid "" -"Godot was initially developed in-house by an Argentinian game studio. Its " -"development started in 2001, and the engine was rewritten and improved " -"tremendously since its open source release in 2014." -msgstr "" -"Godot początkowo był tworzony na potrzeby własne, przez argentyńskie studio " -"gier. Prace nad nim rozpoczęto w 2001 roku, a sam silnik został przepisany " -"na nowo i doczekał się znaczących usprawnień, kiedy zmienił licencję - " -"stając się wolnym oprogramowaniem - w 2014 roku." - -msgid "" -"Some examples of games created with Godot include Ex-Zodiac and Helms of " -"Fury." -msgstr "Przykładami gier napisanymi w Godot są Ex-Zodiac i Helms of Fury." - -msgid "You can find many more examples in the `official showcase videos`_." -msgstr "" -"Możesz znaleźć wiele innych przykładów w filmach `official showcase videos`_." - -msgid "" -"The team strives to offer a feature-rich game editor with a consistent user " -"experience. While there is always room for improvement, the user interface " -"keeps getting refined." -msgstr "" -"Zespół stara się zaoferować bogaty w funkcje edytor gier zapewniający spójne " -"doświadczenia dla użytkownika. Jako, że zawsze można coś poprawić, interfejs " -"użytkownika jest stale udoskonalany." - -msgid "" -"Of course, if you prefer, you can work with external programs. We officially " -"support importing 3D scenes designed in Blender_ and maintain plugins to " -"code in VSCode_ and Emacs_ for GDScript and C#. We also support Visual " -"Studio for C# on Windows." -msgstr "" -"Oczywiście, jeśli wolisz, możesz pracować z programami zewnętrznymi. " -"Oficjalnie obsługujemy importowanie scen 3D zaprojektowanych w Blender_ i " -"rozwijamy wtyczki do pisania kodu w VSCode_ i Emacs_ dla GDScript i C#. " -"Obsługujemy także Visual Studio dla C# w systemie Windows." - -msgid "Let's talk about the available programming languages." -msgstr "Porozmawiajmy o dostępnych językach programowania." - -msgid "" -"You can code your games using :ref:`GDScript `, a Godot-specific and tightly integrated language with a " -"lightweight syntax, or :ref:`C# `, which is popular " -"in the games industry. These are the two main scripting languages we support." -msgstr "" -"Możesz pisać kod swoich gier używając :ref:`GDScript `, specyficznego dla silnika Godot i ściśle zintegrowanego z nim " -"języka o nieskomplikowanej (lekkiej) składni, lub :ref:`C# `, który jest popularny w branży gier. Są to dwa główne języki " -"skryptowe, które obsługujemy." - -msgid "" -"With the GDExtension technology, you can also write gameplay or high-" -"performance algorithms in C or C++ without recompiling the engine. You can " -"use this technology to integrate third-party libraries and other Software " -"Development Kits (SDK) in the engine." -msgstr "" -"Dzięki technologii GDExtension możesz zarówno tworzyć rozgrywkę w swojej " -"grze jak i algorytmy o wysokiej wydajności w C lub C++, bez konieczności " -"ponownej kompilacji silnika. Możesz użyć tej technologii do zintegrowania " -"bibliotek innych firm i innych zestawów programistycznych (SDK) w silniku." - -msgid "" -"Of course, you can also directly add modules and features to the engine, as " -"it's completely free and open source." -msgstr "" -"Oczywiście, możesz także bezpośrednio dodawać moduły i nowe funkcje do " -"silnika, ponieważ jest on całkowicie darmowy i stanowi otwarte " -"oprogramowanie." - -msgid "What do I need to know to use Godot?" -msgstr "Co muszę wiedzieć, żeby korzystać z Godot?" - -msgid "" -"Godot is a feature-packed game engine. With its thousands of features, there " -"is a lot to learn. To make the most of it, you need good programming " -"foundations. While we try to make the engine accessible, you will benefit a " -"lot from knowing how to think like a programmer first." -msgstr "" -"Godot to wypełniony możliwościami silnik do tworzenia gier. Z powodu tysięcy " -"funkcji jest naprawdę czego się uczyć. Aby w pełni wykorzystać potencjał w " -"nim drzemiący, potrzebujesz dobrych podstaw programistycznych. Chociaż " -"staramy się, aby silnik był przystępny dla każdego, sporo skorzystasz " -"wiedząc, jak myśli programista." - -msgid "" -"Godot relies on the object-oriented programming paradigm. Being comfortable " -"with concepts such as classes and objects will help you code efficiently in " -"it." -msgstr "" -"Godot opiera się na paradygmacie programowania obiektowego. Znajomość pojęć " -"takich jak klasy i obiekty pomoże Ci efektywnie używać silnika." - -msgid "" -"If you are entirely new to programming, we recommend following the `CS50 " -"open courseware`_ from Harvard University. It's a great free course that " -"will teach you everything you need to know to be off to a good start. It " -"will save you countless hours and hurdles learning any game engine afterward." -msgstr "" -"Jeśli dopiero zaczynasz programować, zalecamy zapoznanie się z otwartymi " -"materiałami szkoleniowymi CS50 z Uniwersytetu Harvarda ( `CS50 open " -"courseware`) . To świetny, bezpłatny kurs, który nauczy Cię wszystkiego, co " -"musisz wiedzieć, aby dobrze zacząć. Oszczędzi ci to niezliczone godziny i " -"przeszkody związane z nauką dowolnego silnika gry." - -msgid "" -"In CS50, you will learn multiple programming languages. Don't be afraid of " -"that: programming languages have many similarities. The skills you learn " -"with one language transfer well to others." -msgstr "" -"W CS50 nauczysz się wielu języków programowania. Nie bój się tego: języki " -"programowania mają wiele podobieństw. Umiejętności nabyte w jednym języku " -"dobrze sprawdzają się w innym." - -msgid "" -"We will provide you with more Godot-specific learning resources in :ref:" -"`doc_learning_new_features`." -msgstr "" -"Więcej zasobów edukacyjnych związanych z Godotem udostępnimy w :ref:" -"`doc_learning_new_features`." - -msgid "" -"In the next part, you will get an overview of the engine's essential " -"concepts." -msgstr "W części następnej pokażemy Ci podstawowe koncepcje silnika Godot." diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po b/sphinx/po/pl/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po deleted file mode 100644 index 107cc2271f..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po +++ /dev/null @@ -1,189 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Overview of Godot's key concepts" -msgstr "Przegląd podstawowych założeń Godot" - -msgid "" -"Every game engine revolves around abstractions you use to build your " -"applications. In Godot, a game is a **tree** of **nodes** that you group " -"together into **scenes**. You can then wire these nodes so they can " -"communicate using **signals**." -msgstr "" -"Każdy silnik do tworzenia gier bazuje na pewnych pojęciach, abstrakcjach " -"których używasz do budowy swojej aplikacji. W Godot, gra to drzewo węzłów (a " -"**tree** of **nodes**), które grupujesz razem na scenach (**scenes**). Węzły " -"mogą komunikować się między sobą za pomocą sygnałów ( **signals**)." - -msgid "" -"These are the four concepts you will learn here. We're going to look at them " -"briefly to give you a sense of how the engine works. In the getting started " -"series, you will get to use them in practice." -msgstr "" -"Oto cztery koncepcje, których się tutaj nauczysz. Przyjrzyjmy się im " -"pokrótce, żeby zobrazować jak silnik działa. W kolejnych rozdziałach, " -"będziesz miał szansę zastosować je w praktyce." - -msgid "Scenes" -msgstr "Sceny" - -msgid "" -"In Godot, you break down your game in reusable scenes. A scene can be a " -"character, a weapon, a menu in the user interface, a single house, an entire " -"level, or anything you can think of. Godot's scenes are flexible; they fill " -"the role of both prefabs and scenes in some other game engines." -msgstr "" -"W Godot dzielisz swoją grę na sceny, które można ponownie wykorzystać. Sceną " -"może być postać, broń, menu w interfejsie użytkownika, pojedynczy dom, cały " -"poziom lub cokolwiek innego, co przyjdzie Ci do głowy. Sceny w Godot można " -"elastycznie dopasować do swoich potrzeb, pełnią rolę zarówno prefabrykatów " -"(prefabs), jak i scen rozumianych jako całość kompozycji przedstawianej " -"graczowi (scen w ujęciu znanym z większości silników do tworzenia gier)." - -msgid "" -"You can also nest scenes. For example, you can put your character in a " -"level, and drag and drop a scene as a child of it." -msgstr "" -"Sceny możesz również zagnieżdżać. Na przykład, możesz najpierw umieścić " -"swoją postać na planszy, a następnie przeciągnąć i upuścić scenę jako " -"dziecko dla Twojej postaci." - -msgid "Nodes" -msgstr "Węzły" - -msgid "" -"A scene is composed of one or more **nodes**. Nodes are your game's smallest " -"building blocks that you arrange into trees. Here's an example of a " -"character's nodes." -msgstr "" -"Scena składa się z jednego, lub więcej węzłów (**nodes**). Węzły to Twoje " -"najmniejsze cegiełki, które układasz w postaci drzewa. Oto przykład, jak za " -"pomocą węzłów, możesz opisać swoją postać w grze." - -msgid "" -"It is made of a ``CharacterBody2D`` node named \"Player\", a ``Camera2D``, a " -"``Sprite2D``, and a ``CollisionShape2D``." -msgstr "" -"Postać składa się z węzła ``CharacterBody2D`` nazwanego \"Player\", oraz " -"``Camera2D``, ``Sprite2D`` i ``CollisionShape2D``." - -msgid "" -"The node names end with \"2D\" because this is a 2D scene. Their 3D " -"counterparts have names that end with \"3D\". Be aware that \"Spatial\" " -"Nodes are now called \"Node3D\" starting with Godot 4." -msgstr "" -"Nazwa węzła kończy się sufiksem \"2D\", bo jest to scena dwuwymiarowa. Węzeł " -"dla przestrzeni trójwymiarowej kończy się sufiksem \"3D\". Zauważ, że od " -"wersji 4 Godota Węzły \"Spatial\" zostały przemianowane na \"Node3D\"." - -msgid "" -"Notice how nodes and scenes look the same in the editor. When you save a " -"tree of nodes as a scene, it then shows as a single node, with its internal " -"structure hidden in the editor." -msgstr "" -"Zwróć uwagę na to, że węzły i sceny wyglądają tak samo w edytorze. Kiedy " -"zapiszesz drzewo węzłów jako scenę, będzie ono wyświetlane jako pojedynczy " -"węzeł z jego wewnętrzną strukturą ukrytą w edytorze." - -msgid "" -"Godot provides an extensive library of base node types you can combine and " -"extend to build more powerful ones. 2D, 3D, or user interface, you will do " -"most things with these nodes." -msgstr "" -"Godot dostarcza obszerną bibliotekę podstawowych typów węzłów, które można " -"łączyć i rozszerzać, aby tworzyć węzły o większych możliwościach. 2D, 3D lub " -"interfejs graficzny dla użytkownika - większość rzeczy wykonasz właśnie za " -"pomocą tych podstawowych węzłów." - -msgid "The scene tree" -msgstr "Drzewo scen" - -msgid "" -"All your game's scenes come together in the **scene tree**, literally a tree " -"of scenes. And as scenes are trees of nodes, the scene tree also is a tree " -"of nodes. But it's easier to think of your game in terms of scenes as they " -"can represent characters, weapons, doors, or your user interface." -msgstr "" -"Wszystkie sceny gry łączą się w drzewo scen (**scene tree**), jest to " -"dosłownie drzewo składające się ze scen. Ponieważ sceny są drzewami " -"złożonymi z węzłów, drzewo scen jest również drzewem węzłów. Ale łatwiej " -"jest myśleć o grze w kategoriach scen, ponieważ mogą one opisywać postacie, " -"broń, drzwi lub interfejs użytkownika." - -msgid "Signals" -msgstr "Sygnały" - -msgid "" -"Nodes emit signals when some event occurs. This feature allows you to make " -"nodes communicate without hard-wiring them in code. It gives you a lot of " -"flexibility in how you structure your scenes." -msgstr "" -"Węzły wysyłają sygnały w reakcji na jakieś zdarzenie. Ta funkcja umożliwia " -"komunikację między węzłami, bez konieczności dodawania wzajemnych referencji " -"w kodzie (brak wiązania na sztywno - patrz SOLID principle). Zapewnia to " -"dużą elastyczność w zakresie tego, jak możesz scenę ułożyć." - -msgid "" -"Signals are Godot's version of the *observer* pattern. You can read more " -"about it here: https://gameprogrammingpatterns.com/observer.html" -msgstr "" -"Sygnały to odpowiednik \"obserwatora\" z wzorców projektowych używanych w " -"grach, o którym możesz przeczytać więcej tutaj: https://" -"gameprogrammingpatterns.com/observer.html" - -msgid "" -"For example, buttons emit a signal when pressed. You can connect to this " -"signal to run code in reaction to this event, like starting the game or " -"opening a menu." -msgstr "" -"Dla przykładu, przyciski wysyłają sygnał po naciśnięciu. Możesz podłączyć " -"się do tego sygnału, aby uruchomić kod w reakcji na to zdarzenie, np. " -"uruchomić grę lub otworzyć menu." - -msgid "" -"Other built-in signals can tell you when two objects collided, when a " -"character or monster entered a given area, and much more. You can also " -"define new signals tailored to your game." -msgstr "" -"Inne, obecne w Godot sygnały mogą poinformować Cię, kiedy zderzyły się dwa " -"obiekty, kiedy postać lub potwór wszedł na dany obszar i wiele, wiele " -"więcej. Możesz także zdefiniować własne sygnały, skrojone na potrzeby Twojej " -"gry." - -msgid "Summary" -msgstr "Podsumowanie" - -msgid "" -"Nodes, scenes, the scene tree, and signals are four core concepts in Godot " -"that you will manipulate all the time." -msgstr "" -"Węzły, sceny, drzewo scen i sygnały to cztery podstawowe pojęcia w Godocie, " -"którymi będziesz cały czas żonglować." - -msgid "" -"Nodes are your game's smallest building blocks. You combine them to create " -"scenes that you then combine and nest into the scene tree. You can then use " -"signals to make nodes react to events in other nodes or different scene tree " -"branches." -msgstr "" -"Węzły to najmniejsze elementy składowe Twojej gry. Łączysz je, aby utworzyć " -"sceny, sceny łączysz i zagnieżdżasz na drzewie scen. Następnie używasz " -"sygnałów, aby węzły mogły reagować na zdarzenia zaistniałe w innych węzłach " -"bądź innych gałęziach drzewa scen." - -msgid "" -"After this short breakdown, you probably have many questions. Bear with us " -"as you will get many answers throughout the getting started series." -msgstr "" -"Po tym krótkim podsumowaniu prawdopodobnie masz mnóstwo pytań. Bądź " -"cierpliwy, bo w serii dla początkujących otrzymasz wiele odpowiedzi." diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po b/sphinx/po/pl/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po deleted file mode 100644 index 27b4995978..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po +++ /dev/null @@ -1,77 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Learn to code with GDScript" -msgstr "Naucz się programowania z GDScript" - -msgid "" -"In Godot, you can write code using the GDScript and C# programming languages." -msgstr "" -"Językami programowania jakie możesz użyć w silniku Godot są GDScript oraz C#." - -msgid "" -"If you are new to programming, we recommend starting with GDScript because " -"we designed it to be simpler than all-purpose languages like C#. It will be " -"both faster and easier to learn." -msgstr "" -"Jeżeli jest to Twój pierwszy kontakt z programowaniem zalecamy, aby zacząć " -"od GDScript. Język ten został zaprojektowany tak, aby był prostszy niż C#, " -"który jest bardziej uniwersalny. W ten sposób nauka będzie łatwiejsza i " -"szybsza." - -msgid "" -"While GDScript is a language specific to Godot, the techniques you will " -"learn with it will apply to other programming languages." -msgstr "" -"Pomimo tego, że GDScript jest integralną częścią Godota, to wszystkie " -"techniki jakich się nauczysz będą mogły zostać użyte w innych językach " -"programowania." - -msgid "" -"Note that it is completely normal for a programmer to learn and use multiple " -"languages. Programming languages have more similarities than differences, so " -"once you know one, you can learn another much faster." -msgstr "" -"Pamiętaj, że jest czymś absolutnie normalnym, że programiści uczą się i " -"korzystają z różnych języków programowania. Między nimi jest więcej " -"elementów wspólnych niż różnic. Jak już opanujesz jeden, nauka kolejnych " -"będzie dużo szybsza." - -msgid "Learn in your browser with the GDScript app" -msgstr "Ucz się GDScript w przeglądarce" - -msgid "" -"To learn GDScript, you can use the app Learn GDScript From Zero. It is a " -"complete beginner course with interactive practices you can do right in your " -"browser." -msgstr "" -"Do nauki GDScript możesz użyć aplikacji GDScript From Zero (obecnie " -"niedostępna po polsku). Oferuje ona kompletny kurs przeznaczony dla " -"początkujących. Zawiera interaktywne ćwiczenia, które możesz wykonywać " -"bezpośrednio w swojej przeglądarce." - -msgid "Click here to access the app: `Learn GDScript From Zero app`_" -msgstr "" -"Kliknij tutaj aby przejść do aplikacji: `Learn GDScript From Zero app`_" - -msgid "" -"This app is an open-source project. To report bugs or contribute, head to " -"the app's source code repository: `GitHub repository`_." -msgstr "" -"Aplikacja ta jest projektem typu open source. Aby zgłosić błędy lub " -"propozycje zrób to w repozytorium kodu: `GitHub repository`_." - -msgid "" -"In the next part, you will get an overview of the engine's essential " -"concepts." -msgstr "W części następnej pokażemy Ci podstawowe koncepcje silnika Godot." diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/introduction/learning_new_features.po b/sphinx/po/pl/LC_MESSAGES/getting_started/introduction/learning_new_features.po deleted file mode 100644 index 80efa0fef7..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/introduction/learning_new_features.po +++ /dev/null @@ -1,73 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Where the class exists in the inheritance hierarchy. You can click the top " -"links to jump to parent classes and see the properties and methods a type " -"inherits." -msgstr "" -"Tam gdzie klasa istnieje w hierarchi dziedziczenia, możesz wcisnąć link aby " -"przejść do klasy rodzica aby zobaczyć jakie metody i właściwości są " -"dziedziczone." - -msgid "A summary of the class's role and use cases." -msgstr "Podsumowanie roli i przypadków użycia klasy." - -msgid "" -"An explanation of the class's properties, methods, signals, enums, and " -"constants." -msgstr "" -"Wytłumaczenie metod, właściwości, sygnałów, enumeracji i stałych tej klasy." - -msgid "Links to manual pages further detailing the class." -msgstr "Łączy ze stronami podręcznika bardziej szczegółowo omawiającego klasę." - -msgid "" -"If the manual or class reference is missing or has insufficient information, " -"please open an Issue in the official `godot-docs `_ GitHub repository to report it." -msgstr "" -"Jeśli brakuje instrukcji albo opisu klasy lub jeśli posiadają " -"niewystarczjące informacje, to proszę otworzyć Issue na officialnej `stronie " -"repozytorium Godota `_ w " -"celu zgłoszenia tej kwestii." - -msgid "Learning with the community" -msgstr "Nauka wraz z społecznością" - -msgid "" -"Asking questions well and providing details will help others answer you " -"faster and better. When asking questions, we recommend including the " -"following information:" -msgstr "" -"Zadawanie pytań poprawnie i udzielanie dokładnych szczegółów pomoże innym w " -"szybszym i bardziej odpowiednim udzieleniu odpowiedzi. Podzczas zadawania " -"pytań, zamieść poniższe informacje:" - -msgid "" -"**Describe your goal**. You want to explain what you are trying to achieve " -"design-wise. If you are having trouble figuring out how to make a solution " -"work, there may be a different, easier solution that accomplishes the same " -"goal." -msgstr "**Opisz twój cel**..." - -msgid "" -"You can then use a service like `streamable `_ or a " -"cloud provider to upload and share your videos for free." -msgstr "" -"Następnie możesz skorzystać z takich serwisów jak `streamable `_ albo wykorzystać chmurę aby udostępnić filmy bez " -"ponoszenia kosztów." - -msgid "Community tutorials" -msgstr "Tutoriale społeczności" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/index.po deleted file mode 100644 index 01061d5ae1..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/index.po +++ /dev/null @@ -1,28 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Step by step" -msgstr "Krok po kroku" - -msgid "" -"The following lessons are here to prepare you for :ref:" -"`doc_your_first_2d_game`, a step-by-step tutorial where you will code a game " -"from scratch. By the end of it, you will have the necessary foundations to " -"explore more features in other sections. We also included links to pages " -"that cover a given topic in-depth where appropriate." -msgstr "" -"Poniższe lekcje mają na celu przygotowanie cię do :ref:" -"`doc_your_first_2d_game`, poradnik krok po kroku pomoże ci stworzyć twoją " -"pierwszą grę. Po jego zakończeniu, będziesz miał niezbędne podstawy do " -"odkrywania nowych możliwości w innych gałęziach silnika. Dodatkowo dodajemy " -"link do które szczegółowo omawiają dany temat." diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/instancing.po deleted file mode 100644 index cc68742bde..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ /dev/null @@ -1,213 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating instances" -msgstr "Tworzenie instancji" - -msgid "" -"In the previous part, we saw that a scene is a collection of nodes organized " -"in a tree structure, with a single node as its root. You can split your " -"project into any number of scenes. This feature helps you break down and " -"organize your game's different components." -msgstr "" -"W poprzedniej części nauczyliśmy się, że scena to kolekcja węzłów ułożonych " -"w strukturę drzewa, z jednym, głównym węzłem stanowiącym korzeń (root). " -"Możesz podzielić swój projekt na dowolną ilość scen. Ta funkcja pomoże Ci " -"wydzielić mniejsze części i zorganizować wszystkie składowe Twojej gry." - -msgid "" -"You can create as many scenes as you'd like and save them as files with the " -"``.tscn`` extension, which stands for \"text scene\". The ``label.tscn`` " -"file from the previous lesson was an example. We call those files \"Packed " -"Scenes\" as they pack information about your scene's content." -msgstr "" -"Możesz utworzyć dowolną liczbę scen i zapisać je jako pliki z rozszerzeniem " -"``.tscn``, co jest skrótem od angielskiego wyrażenia \"text scene\". " -"Przykładem jest plik ``label.tscn`` z poprzedniej lekcji. Nazywamy te pliki " -"\"spakowanymi scenami\" (\"Packed Scenes\"), ponieważ zapakowano do nich " -"informacje o zawartości sceny." - -msgid "" -"Here's an example of a ball. It's composed of a :ref:`RigidBody2D " -"` node as its root named Ball, which allows the ball to " -"fall and bounce on walls, a :ref:`Sprite2D ` node, and a :" -"ref:`CollisionShape2D `." -msgstr "" -"Oto przykład z piłką. Składa się z węzła :ref:`RigidBody2D " -"` będącego korzeniem o nazwie Ball - element ten pozwala " -"piłce spadać i odbijać się od ścian, węzła :ref:`Sprite2D ` " -"oraz :ref:`CollisionShape2D `." - -msgid "" -"As we mentioned in the previous part, instanced scenes behave like a node: " -"the editor hides their content by default. When you instance the Ball, you " -"only see the Ball node. Notice also how each duplicate has a unique name." -msgstr "" -"Jak wspomnieliśmy w poprzedniej części, instancje scen w edytorze zachowują " -"się jak węzły: edytor domyślnie ukrywa ich zawartość. Kiedy utworzysz " -"instancję Ball, zobaczysz tylko węzeł Ball. Zwróć także uwagę, że każdy " -"duplikat ma unikalną nazwę." - -msgid "" -"Every instance of the Ball scene starts with the same structure and " -"properties as ``ball.tscn``. However, you can modify each independently, " -"such as changing how they bounce, how heavy they are, or any property " -"exposed by the source scene." -msgstr "" -"Każda instancja sceny Ball powstaje mając tą samą strukturę i właściwości " -"jak oryginalny plik ``ball.tscn``. Można jednak modyfikować każdą instancję " -"niezależnie, na przykład zmieniać sposób odbijania się piłki, jej ciężar lub " -"dowolną właściwość sceny źródłowej." - -msgid "In practice" -msgstr "W praktyce" - -msgid "" -"Let's use instancing in practice to see how it works in Godot. We invite you " -"to download the ball's sample project we prepared for you: " -"`instancing_starter.zip `_." -msgstr "" -"Aby dowiedzieć się, jak w praktyce działa instancjonowanie, zacznijmy od " -"pobrania przykładowego projektu sceny z kulą (ball):`instancing_starter.zip " -"`_." - -msgid "" -"In the Project Manager, click the *Import* button to import the project." -msgstr "" -"Otwórz Godot i w Menedżerze Projektu, kliknij przycisk „Zaimportuj”, aby " -"zaimportować projekt." - -msgid "Finally, click the Import & Edit button." -msgstr "Na końcu, kliknij przycisk Importuj i Edytuj." - -msgid "" -"Let's add a ball as a child of the Main node. In the Scene dock, select the " -"Main node. Then, click the link icon at the top of the scene dock. This " -"button allows you to add an instance of a scene as a child of the currently " -"selected node." -msgstr "" -"Dodajmy kulkę jako element podrzędny węzła \"Main\". W doku \"Scena\" " -"wybierz węzeł \"Main\". Następnie kliknij ikonę \"łącze\" (ten łańcuch) w " -"doku \"Scena\". Przycisk ten umożliwia dodanie instancji sceny jako elementu " -"podrzędnego (dziecko węzła) dla aktualnie wybranego węzła." - -msgid "Double-click the ball scene to instance it." -msgstr "" -"Dwukrotnie kliknij scenę z kulką (\"Ball.tscn\"), by ją zainstancjonować." - -msgid "The ball appears in the top-left corner of the viewport." -msgstr "Kulka pojawi się w górnej części widoku perspektywy (viewport)." - -msgid "Click on it and drag it towards the center of the view." -msgstr "" -"Kliknij na kulkę i przeciągnij ją w kierunku centrum w widoku Perspektywy." - -msgid "" -"Play the game by pressing :kbd:`F5` (:kbd:`Cmd + B` on macOS). You should " -"see it fall." -msgstr "" -"Uruchom grę naciskając klawisz F5 (:kbd:`Cmd + B` na macOS). Powinieneś " -"zobaczyć jak kulka opada." - -msgid "You can repeat this process until you have several in the scene." -msgstr "Kontynuuj to działanie tworząc kilka kulek na scenie." - -msgid "" -"Play the game again. You should now see every ball fall independently from " -"one another. This is what instances do. Each is an independent reproduction " -"of a template scene." -msgstr "" -"Zagraj w grę ponownie. Powinieneś teraz zobaczyć, jak każda piłka spada " -"niezależnie od drugiej. Tak właśnie robią instancje. Każdy z nich jest " -"niezależnym odlewem z formy jaką jest scena." - -msgid "Editing scenes and instances" -msgstr "Edycja scen i instancji" - -msgid "There is more to instances. With this feature, you can:" -msgstr "" -"To nie wszystko odnośnie instancjonowania. Ta funkcja pozwala Ci również:" - -msgid "" -"Change the properties of one ball without affecting the others using the " -"Inspector." -msgstr "" -"Zmienić właściwości jednej kulki bez oddziaływania na inne kulki, przy " -"pomocy Inspektora (Inspector)." - -msgid "" -"Change the default properties of every Ball by opening the ``ball.tscn`` " -"scene and making a change to the Ball node there. Upon saving, all instances " -"of the Ball in the project will see their values update." -msgstr "" -"Zmienić domyślne właściwości każdej z kulek, otwierając scenę ``ball.tscn`` " -"i dokonując zmian w węźle Ball. Po zapisaniu wartości, wszystkie kulki " -"(instancje Ball) w projekcie zostaną zaktualizowane." - -msgid "" -"Changing a property on an instance always overrides values from the " -"corresponding packed scene." -msgstr "" -"Zmiana właściwości instancji nadpisuje właściwości na scenie, na której jest " -"umiejscowiona." - -msgid "" -"Set its Bounce property to ``0.5`` by clicking on the number field, typing " -"``0.5``, and pressing :kbd:`Enter`." -msgstr "" -"Ustaw jego właściwość Odbijanie (Bounce) na ``0,5``, klikając pole liczbowe, " -"wpisując ``0,5'' i naciskając :kbd:`Enter`." - -msgid "" -"Let's now adjust an individual instance. Head back to the Main scene by " -"clicking on the corresponding tab above the viewport." -msgstr "" -"Dostosujmy teraz pojedynczą instancję. Wróć do sceny głównej (Main), " -"klikając odpowiednią kartę nad widokiem perspektywy (viewport)." - -msgid "" -"Select one of the instanced Ball nodes and, in the Inspector, set its " -"Gravity Scale value to ``10``." -msgstr "" -"Wybierz jeden z węzłów Ball i w Inspektorze ustaw jego wartość Skali " -"Grawitacji (Gravity Scale) na ``10``." - -msgid "A grey \"revert\" button appears next to the adjusted property." -msgstr "" -"Obok dostosowanej właściwości pojawi się szary przycisk z zawiniętą strzałką " -"- przycisk \"przywróć\"." - -msgid "" -"This icon indicates you are overriding a value from the source packed scene. " -"Even if you modify the property in the original scene, the value override " -"will be preserved in the instance. Clicking the revert icon will restore the " -"property to the value in the saved scene." -msgstr "" -"Zauważ, że obok dostosowanej właściwości pojawia się szary przycisk " -"przywrócenia. Gdy przycisk ten jest obecny, oznacza to, że zmodyfikowano " -"właściwość instancji w celu zastąpienia jej wartości w zapisanej scenie. " -"Nawet jeśli ta właściwość zostanie zmodyfikowana w oryginalnej scenie, " -"wartość niestandardowa pozostanie. Naciśnięcie przycisku przywracania " -"spowoduje przywrócenie właściwości do wartości zapisanej sceny." - -msgid "" -"Rerun the game and notice how this ball now falls much faster than the " -"others." -msgstr "" -"Uruchom grę ponownie i zwróć uwagę, że ta kulka spada teraz znacznie " -"szybciej niż inne." - -msgid "Summary" -msgstr "Podsumowanie" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po deleted file mode 100644 index ad175c0ce8..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Nodes and Scenes" -msgstr "Węzły i sceny" - -msgid "Nodes" -msgstr "Węzły" - -msgid "A name." -msgstr "Nazwę." - -msgid "Scenes" -msgstr "Sceny" - -msgid "The Create Node dialog opens, showing the long list of available nodes." -msgstr "" -"Otworzy się okno dialogowe „Utwórz Węzeł”, pokazujące długą listę dostępnych " -"węzłów." - -msgid "" -"The next step is to change the Label's \"Text\" property. Let's change it to " -"\"Hello World\"." -msgstr "" -"Następnym krokiem będzie zmiana właściwości \"Text\" etykiety. Zmieńmy ją na " -"\"Witaj Świecie\"." diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po deleted file mode 100644 index d523b687dd..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Project setup" -msgstr "Konfiguracja projektu" - -msgid "Run the scene to see the Godot icon turn in-place." -msgstr "Uruchom scenę, aby zobaczyć, jak ikona Godota zmienia się." diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po deleted file mode 100644 index a2c4bd348a..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript" -msgstr "GDScript" - -msgid ".NET / C#" -msgstr ".NET / C#" - -msgid "" -"Projects written in C# using Godot 4 currently cannot be exported to the web " -"platform. To use C# on that platform, consider Godot 3 instead. Android and " -"iOS platform support is available as of Godot 4.2, but is experimental and :" -"ref:`some limitations apply `." -msgstr "" -"Projekty napisane w C# używające Godot 4 obecnie nie mogą być eksportowane " -"do platformy web. Aby użyć C# dla tej platformy, rozważ Godot 3 w zamian. " -"Wsparcie dla Platformy Android i iOS jest dostępne od wersji Godot 4.2, ale " -"jest eksperymentalna and :ref:`." - -msgid "Summary" -msgstr "Podsumowanie" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po deleted file mode 100644 index df9f30046f..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Summary" -msgstr "Podsumowanie" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/signals.po deleted file mode 100644 index 98c1100232..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/signals.po +++ /dev/null @@ -1,68 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Signal" -msgstr "Sygnał" - -msgid "" -"As mentioned in the introduction, signals are Godot's version of the " -"observer pattern. You can learn more about it in `Game Programming Patterns " -"`__." -msgstr "" -"Jak wspomniane w wprowadzeniu, sygnały to Godotowa wersja wzorca " -"projektowego obserwator. O wzorcu projektowym \"obserwator\", możesz " -"przeczytać więcej tutaj: `Game Programming Patterns `__." - -msgid "For this project, we will be following the Godot naming conventions." -msgstr "" -"Dla tego projektu, będziemy korzystać z konwencji nazewnictwa typowych dla " -"Godota." - -msgid "" -"**GDScript**: Classes (nodes) use PascalCase, variables and functions use " -"snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." -msgstr "" -"**GDScript**: W klasach (węzłach) używać będziemy PascalCase, w zmiennych i " -"funkcjach snake_case, a w stałych ALL_CAPS. Wszystkie nazwy zapisywane będą " -"bez znaków diakrytycznych (Więcej o :ref:`doc_gdscript_styleguide`)." - -msgid "Scene setup" -msgstr "Konfiguracja sceny" - -msgid "Your scene tree and viewport should look like this." -msgstr "Drzewo sceny i jej podgląd powinny wyglądać tak jak tu." - -msgid "" -"Run the scene now and click the button to see the sprite start and stop." -msgstr "" -"Uruchom teraz scenę i kliknij przycisk, aby zobaczyć, jak duszek rusza się " -"i zatrzymuje." - -msgid "Custom signals" -msgstr "Niestandardowe sygnały" - -msgid "" -"The signal arguments show up in the editor's node dock, and Godot can use " -"them to generate callback functions for you. However, you can still emit any " -"number of arguments when you emit signals. So it's up to you to emit the " -"correct values." -msgstr "" -"Argumenty Sygnału pojawią się w doku Węzłów edytora, Godot może użyć ich aby " -"wygenerować funkcje zwrotne za ciebie. Jednak wciąż możliwe jest " -"wyemitowanie dowolnej ilości argumentów emitując sygnał samemu. Aczkolwiek " -"to na programiście będzie w tedy spoczywała odpowiedzialność za wyemitowanie " -"poprawnych wartości." - -msgid "Summary" -msgstr "Podsumowanie" diff --git a/sphinx/po/pl/LC_MESSAGES/index.po b/sphinx/po/pl/LC_MESSAGES/index.po deleted file mode 100644 index 055c07c33b..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/index.po +++ /dev/null @@ -1,143 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "About" -msgstr "O Godocie" - -msgid "Getting started" -msgstr "Jak rozpocząć" - -msgid "Manual" -msgstr "Instrukcja obsługi" - -msgid "Contributing" -msgstr "Wkład w rozwój Godota" - -msgid "Community" -msgstr "Społeczność" - -msgid "Class reference" -msgstr "Referencja klas" - -msgid "" -"Godot's documentation is available in various languages and versions. Expand " -"the \"Read the Docs\" panel at the bottom of the sidebar to see the list." -msgstr "" -"Dokumentacja programu Godot jest dostępna w wielu językach oraz wersjach. " -"Rozwiń panel \"Read the Docs\" na dole menu, aby wyświetlić listę." - -msgid "" -"This documentation is translated from the `original English one `_ by community members on `Weblate `_." -msgstr "" -"Ta dokumentacja została przetłumaczona z `angielskiego oryginału `_ przez członków społeczności na portalu " -"`Weblate `_." - -msgid "" -"Depending on the translation effort's completion level, you may find " -"paragraphs or whole pages which are still in English. You can help the " -"community by providing new translations or reviewing existing ones on " -"Weblate." -msgstr "" -"W zależności od postępów tłumaczenia, możesz zauważyć, że niektóre akapity, " -"a nawet całe strony dostępne są wyłącznie w języku angielskim. Możesz pomóc " -"społeczności przez dodawanie nowych tłumaczeń lub ocenianie już istniejących." - -msgid "" -"For the time being, localized translations are only available for the " -"\"stable\" branch. You can still view the English documentation for other " -"engine versions using the \"Read the Docs\" panel at the bottom of the " -"sidebar." -msgstr "" -"Obecnie tłumaczenia dla języków innych niż angielski dostępne są wyłącznie " -"dla gałęzi \"stable\". Dokumentacje dla innych wersji silnika możesz " -"wyświetlić po angielsku korzystając z panelu \"Read the Docs\" na dole " -"bocznego paska." - -msgid "" -"Welcome to the official documentation of `Godot Engine `__, the free and open source community-driven 2D and 3D game engine! If " -"you are new to this documentation, we recommend that you read the :ref:" -"`introduction page ` to get an overview of what this " -"documentation has to offer." -msgstr "" -"Witamy w oficjalnej dokumentacji `silnika Godot `__, darmowego i otwartego, napędzanego przez społeczność silnika gier " -"2D i 3D! Początkującym zalecamy zapoznanie się ze :ref:`stroną wprowadzającą " -"`, aby mieć ogólne pojęcie co ta dokumentacja oferuje." - -msgid "" -"The table of contents in the sidebar should let you easily access the " -"documentation for your topic of interest. You can also use the search " -"function in the top-left corner." -msgstr "" -"Spis treści na pasku bocznym pozwoli Ci w łatwy sposób dotrzeć do " -"interesujących Cię materiałów. Możesz też skorzystać z funkcji wyszukiwania " -"w lewym górnym rogu." - -msgid "Get involved" -msgstr "Zaangażuj się" - -msgid "" -"Godot Engine is an open source project developed by a community of " -"volunteers. The documentation team can always use your feedback and help to " -"improve the tutorials and class reference. If you don't understand " -"something, or cannot find what you are looking for in the docs, help us make " -"the documentation better by letting us know!" -msgstr "" -"Silnik Godot to projekt open source, który rozwijany jest przez społeczność " -"ochotników. Twoje uwagi mogą zawsze okazać się przydatne dla zespołu " -"zajmującego się dokumentacją, aby ulepszyć samouczki i opis klas. Jeżeli " -"czegoś nie rozumiesz lub nie możesz znaleźć interesującej Cię informacji w " -"dokumentacji, pomóż nam ją ulepszyć informując nas o tym!" - -msgid "" -"Submit an issue or pull request on the `GitHub repository `_, help us `translate the documentation " -"`_ into your language, or " -"talk to us on the ``#documentation`` channel on the `Godot Contributors Chat " -"`_!" -msgstr "" -"Zgłoś problem lub zaproponuj zmianę w naszym `repozytorium na GitHubie " -"`_, pomóż w `tłumaczeniu " -"dokumentacji `_ na twój " -"język, lub odwiedź kanał ``#documentation`` na `Czacie Twórców Godota " -"`_!" - -msgid "weblate_widget" -msgstr "weblate_widget" - -msgid "Translation status" -msgstr "Status tłumaczenia" - -msgid "Offline documentation" -msgstr "Dokumentacja offline" - -msgid "" -"To browse the documentation offline, you can download an HTML copy (updated " -"every Monday): `stable `__, `latest " -"`__, `3.6 `__. Extract the ZIP archive then open the top-level ``index." -"html`` in a web browser." -msgstr "" -"W celu przeglądania dokumentacji offline, możesz pobrać kopię dokumentacji " -"HTML `__, z której możesz " -"korzystać bez dostępu do internetu (jest aktualizowana w każdy " -"poniedziałek). Wypakuj pobrane archiwum ZIP i otwórz w przeglądarce " -"internetowej plik ``index.html`` z głównego katalogu dokumentacji." diff --git a/sphinx/po/pl/LC_MESSAGES/sphinx.po b/sphinx/po/pl/LC_MESSAGES/sphinx.po deleted file mode 100644 index e63f212a15..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/sphinx.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Languages" -msgstr "Języki" - -msgid "Versions" -msgstr "Wersje" - -msgid "On Read the Docs" -msgstr "Na Read the Docs" - -msgid "Project Home" -msgstr "Strona projektu" - -msgid "Builds" -msgstr "Kompilacje" - -msgid "Downloads" -msgstr "Pobrania" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_antialiasing.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_antialiasing.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_antialiasing.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po deleted file mode 100644 index 3a535c2d8e..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Nodes" -msgstr "Węzły" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_meshes.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_movement.po deleted file mode 100644 index c2713d2922..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_movement.po +++ /dev/null @@ -1,61 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "" -"Every beginner has been there: \"How do I move my character?\" Depending on " -"the style of game you're making, you may have special requirements, but in " -"general the movement in most 2D games is based on a small number of designs." -msgstr "" -"Każdy początkujący zadaje sobie pytanie: \"Jak poruszać moją postacią?\". W " -"zależności od stylu gry, którą tworzysz, możesz mieć specjalne wymagania co " -"do sposobu poruszania się twojej postaci, jednak ogólnie rzecz biorąc ruch w " -"większości gier 2D opiera się na niewielkiej ilości rozwiązań." - -msgid "Setup" -msgstr "Konfiguracja" - -msgid "" -"Open ``Project -> Project Settings`` and select the \"Input Map\" tab. Add " -"the following input actions (see :ref:`InputEvent ` for " -"details):" -msgstr "" -"Otwórz ``Projekt -> Ustawienia projektu`` i wybierz zakładkę \"Mapowanie " -"wejścia\". Dodaj pokazane na poniższym wycinku akcje wejścia (po więcej " -"szczegółów skocz do :ref:`InputEvent `):" - -msgid "8-way movement" -msgstr "8-mio kierunkowy ruch" - -msgid "" -"In this scenario, you want the user to press the four directional keys (up/" -"left/down/right or W/A/S/D) and move in the selected direction. The name \"8-" -"way movement\" comes from the fact that the player can move diagonally by " -"pressing two keys at the same time." -msgstr "" -"W przypadku tego przykładu chcemy, żeby nasz użytkownik poprzez naciskanie " -"czterech klawiszy kierunków (góra/lewo/dół/prawo lub W/A/S/D) mógł poruszać " -"się w wybranych kierunkach. Nazwa \"8-mio kierunkowy ruch\" bierze się stąd, " -"że gracz może poruszać się na ukos, jeśli przytrzyma odpowiednie dwa " -"klawisze w tym samym czasie." - -msgid "Rotation + movement" -msgstr "Obrót i ruch" - -msgid "Rotation + movement (mouse)" -msgstr "Obrót i ruch (myszka)" - -msgid "Summary" -msgstr "Podsumowanie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_parallax.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_parallax.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_parallax.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po deleted file mode 100644 index ea2244e761..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Press \"Play\" on the animation to see how it looks." -msgstr "Wciśnij \"Play\" na animacji ,aby odtworzyć podgląd animacji." - -msgid "Summary" -msgstr "Podsumowanie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_transforms.po deleted file mode 100644 index 3efdc83bd3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ /dev/null @@ -1,88 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Viewport and canvas transforms" -msgstr "Viewport oraz Transformy Canvy (canvas tranform)" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "" -"The goal of this tutorial is to teach a way for feeding input events to the " -"Input with a position in the correct coordinate system." -msgstr "" -"Celem tego samouczka jest przedstawienie sposobu przekazywania zdarzeń " -"wejściowych do Input z pozycją we właściwym układzie współrzędnych." - -msgid "" -"A more extensive description of all coordinate systems and 2d transforms is " -"available in :ref:`doc_2d_coordinate_systems`." -msgstr "" -"Bardziej obszerny opis wszystkich układów współrzędnych i transformacji 2d " -"jest dostępny w :ref:`doc_2d_coordinate_systems`." - -msgid "Canvas transform" -msgstr "Transformacje Kanwy (Canvas transform)" - -msgid "" -"As mentioned in the previous tutorial, :ref:`doc_canvas_layers`, every " -"CanvasItem node (remember that Node2D and Control based nodes use CanvasItem " -"as their common root) will reside in a *Canvas Layer*. Every canvas layer " -"has a transform (translation, rotation, scale, etc.) that can be accessed as " -"a :ref:`Transform2D `." -msgstr "" -"Jak wspomniano w poprzednim samouczku, :ref:`doc_canvas_layers`, każdy węzeł " -"CanvasItem (pamiętaj, że węzły oparte na Node2D i Control używają CanvasItem " -"jako wspólnego korzenia) będzie znajdował się w *Canvas Layer*. Każda " -"warstwa kanwy ma transformację (translację, obrót, skalę itp.), która może " -"być dostępna jako :ref:`Transform2D `." - -msgid "" -"Also covered in the previous tutorial, nodes are drawn by default in Layer " -"0, in the built-in canvas. To put nodes in a different layer, a :ref:" -"`CanvasLayer ` node can be used." -msgstr "" -"Węzły są domyślnie rysowane w warstwie 0, we wbudowanym obszarze canvas. Aby " -"umieścić węzły w innej warstwie, można użyć węzła :ref:`CanvasLayer " -"`." - -msgid "Global canvas transform" -msgstr "Globalna transformacja kanwy" - -msgid "" -"Viewports also have a Global Canvas transform (also a :ref:`Transform2D " -"`). This is the master transform and affects all " -"individual *Canvas Layer* transforms. Generally, this is primarily used in " -"Godot's CanvasItem Editor." -msgstr "" -"Viewporty mają również globalną transformację Canvas (również :ref:" -"`Transform2D `). Jest to transformacja nadrzędna i wpływa " -"na wszystkie indywidualne transformacje *warstwy Canvas*. Ogólnie jest ona " -"używana głównie w edytorze CanvasItem Godota." - -msgid "Stretch transform" -msgstr "Transofrmacja - rozciąganie (Stretch transform)" - -msgid "" -"Finally, viewports have a *Stretch Transform*, which is used when resizing " -"or stretching the screen. This transform is used internally (as described " -"in :ref:`doc_multiple_resolutions`), but can also be manually set on each " -"viewport." -msgstr "" -"Viewporty posiadają *Stretch Transform*, który jest używany podczas zmiany " -"rozmiaru lub rozciągania ekranu. Ta transformacja jest używana wewnętrznie " -"(jak opisano w :ref:`doc_multiple_resolutions`), ale może być również " -"ustawiona ręcznie na każdym widoku." - -msgid "Window transform" -msgstr "Transformacje Okna" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/canvas_layers.po deleted file mode 100644 index e94d312f3a..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ /dev/null @@ -1,154 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Canvas layers" -msgstr "Warstwy Kanwy (Canvas layers)" - -msgid "Viewport and Canvas items" -msgstr "Rzut Widoku oraz Elementy Kanwy (Viewport and Canvas items)" - -msgid "" -":ref:`CanvasItem ` is the base for all 2D nodes, be it " -"regular 2D nodes, such as :ref:`Node2D `, or :ref:`Control " -"`. Both inherit from :ref:`CanvasItem `. " -"You can arrange canvas items in trees. Each item will inherit its parent's " -"transform: when the parent moves, its children move too." -msgstr "" -":ref:`CanvasItem ` jest podstawą wszystkich węzłów 2D, czy " -"to zwykłych takich jak :ref:`Node2D `, lub :ref:`Control " -"`. Oba dziedziczą od :ref:`CanvasItem `. " -"Elementy Kanwy można układać w struktury drzew. Każdy element dziedziczy " -"transformacje od swojego rodzica: gdy rodzic się porusza jego dzieci również " -"się poruszają." - -msgid "" -"CanvasItem nodes, and nodes inheriting from them, are direct or indirect " -"children of a :ref:`Viewport `, that displays them." -msgstr "" -"Węzeł CanvasItem oraz węzły od niego dziedziczące są bezpośrednio bądź " -"pośrednio dziećmi :ref:`Viewport `a, który je wyświetla." - -msgid "" -"The Viewport's property :ref:`Viewport.canvas_transform " -"`, allows to apply a custom :ref:" -"`Transform2D ` transform to the CanvasItem hierarchy it " -"contains. Nodes such as :ref:`Camera2D ` work by changing " -"that transform." -msgstr "" -"Właściwość Viewporta :ref:`Viewport.canvas_transform " -"`, pozwala na zastosowanie " -"niestandardowej transformacji :ref:`Transform2D ` w " -"ramach hierarchi CanvasItem . Węzły takie jak :ref:`Camera2D " -"` działają poprzez zmiane tej transformacji." - -msgid "" -"To achieve effects like scrolling, manipulating the canvas transform " -"property is more efficient than moving the root canvas item and the entire " -"scene with it." -msgstr "" -"Aby uzyskać efekt skrolowania, zmiana właściwości kanwy 'transform' jest " -"bardziej efektywna zamiast poruszać korzeniem elemnetów kanwy, który także " -"poruszy całą sceną." - -msgid "" -"Usually though, we don't want *everything* in the game or app to be subject " -"to the canvas transform. For example:" -msgstr "" -"Zazwyczaj jednak nie chcemy, aby *wszystko* w grze lub aplikacji podlegało " -"transformacji kanwy. Na przykład:" - -msgid "" -"**Parallax Backgrounds**: Backgrounds that move slower than the rest of the " -"stage." -msgstr "" -"**Parallax Backgrounds**: Tło które porusza się wolniej niż reszta sceny." - -msgid "" -"**UI**: Think of a user interface (UI) or head-up display (HUD) superimposed " -"on our view of the game world. We want a life counter, score display and " -"other elements to retain their screen positions even when our view of the " -"game world changes." -msgstr "" -"**UI**: Pomyślmy o interfejsie użytkownika (user inteface - UI) lub o head-" -"up display (HUD) nałożonych na nasz widok świata gry . Chcemy, aby licznik " -"żyć, wyświetlanie wyników i inne elementy zachowały swoje pozycje na " -"ekranie, nawet gdy nasz widok świata gry się zmienia." - -msgid "" -"**Transitions**: We may want visual effects used for transitions (fades, " -"blends) to remain at a fixed screen location." -msgstr "" -"**Transitions**: Możemy chcieć uzyskać wizualny efekt przejścia np. między " -"scenami (zanikanie, blendowanie) to chcemy aby efekt pozostał w stałej " -"lokalizacji ekranu." - -msgid "How to solve these problems in a single scene tree?" -msgstr "Jak mogę to rozwiązać za pomocą jednej sceny?" - -msgid "CanvasLayers" -msgstr "CanvasLayers" - -msgid "" -"The answer is :ref:`CanvasLayer `, which is a node that " -"adds a separate 2D rendering layer for all its children and grand-children. " -"Viewport children will draw by default at layer \"0\", while a CanvasLayer " -"will draw at any numeric layer. Layers with a greater number will be drawn " -"above those with a smaller number. CanvasLayers also have their own " -"transform and do not depend on the transform of other layers. This allows " -"the UI to be fixed in screen-space while our view on the game world changes." -msgstr "" -"Odpowiedzią jest :ref:`CanvasLayer `, który jest węzłem " -"dodającym oddzielną warstwę renderowania 2D dla wszystkich swoich dzieci i " -"wnuków (podwęzłów). Dzieci Viewporta będą domyślnie rysowane na warstwie " -"numer \"0\", podczas gdy CanvasLayer może być rysowanym na dowolnym numerze " -"warstwy. Warstwy z większym numerem będą rysowane wyżej od tych z mniejszym " -"numerem. Będą je przysłaniać. CanvasLayers mają również własną transformację " -"i nie zależą od transformacji innych warstw. Dzięki temu interfejs " -"użytkownika może być stały w przestrzeni ekranu, podczas gdy nasz widok na " -"świat gry się zmienia." - -msgid "" -"An example of this is creating a parallax background. This can be done with " -"a CanvasLayer at layer \"-1\". The screen with the points, life counter and " -"pause button can also be created at layer \"1\"." -msgstr "" -"Przykładem tego jest tworzenie tła paralaksy. Można to zrobić ustawiająć w " -"CanvasLayer warstwę na \"-1\". Ekran z punktami, ilością żyć bądź " -"przyciskiem pauzy można utworzyć na warstwie \"1\"." - -msgid "Here's a diagram of how it looks:" -msgstr "Tutaj jest diagram jak to powinno wyglądać:" - -msgid "" -"CanvasLayers are independent of tree order, and they only depend on their " -"layer number, so they can be instantiated when needed." -msgstr "" -"CanvasLayers są niezależne od pozycji w drzewie sceny i zależą wyłącznie od " -"numeru warstwy, więc możesz je dodać na dowolnym poziomie drzewa sceny." - -msgid "" -"CanvasLayers aren't necessary to control the drawing order of nodes. The " -"standard way to ensuring that a node is correctly drawn 'in front' or " -"'behind' others is to manipulate the order of the nodes in the scene panel. " -"Perhaps counterintuitively, the topmost nodes in the scene panel are drawn " -"on *behind* lower ones in the viewport. 2D nodes also have the :ref:" -"`CanvasItem.z_index ` property for " -"controlling their drawing order." -msgstr "" -"CanvasLayers nie są konieczne do kontrolowania kolejności widoczności " -"węzłów. Standardowym sposobem upewnienia się, że węzeł jest poprawnie " -"rysowany \"przed\" lub \"za\" innymi, jest ustawianie kolejności węzłów na " -"liście drzewa węzłów sceny. Wbrew intuicji najwyższe węzły w panelu sceny są " -"rysowane *za* niższymi w rzutni. Węzły 2D mają również właściwość :ref:" -"`CanvasItem.z_index ` do kontrolowania " -"ich kolejności rysowania." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po deleted file mode 100644 index b8418b2a17..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ /dev/null @@ -1,40 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Custom drawing in 2D" -msgstr "Niestandardowe rysowanie 2D" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Drawing" -msgstr "Rysowanie" - -msgid "Updating" -msgstr "Aktualizowanie" - -msgid "Tools" -msgstr "Narzędzia" - -msgid "Example 1: drawing a custom shape" -msgstr "Przykład 1: rysowanie niestandardowego kształtu" - -msgid "Animation" -msgstr "Animacja" - -msgid "" -"The width, color, and position of the starting point can be configured with " -"with the corresponding properties." -msgstr "" -"Szerokość, kolor i położenie punktu początkowego można skonfigurować za " -"pomocą odpowiednich właściwości." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/index.po deleted file mode 100644 index 4dff421424..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/index.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D" -msgstr "2D" - -msgid "Rendering" -msgstr "Renderowanie" - -msgid "Tools" -msgstr "Narzędzia" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/introduction_to_2d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/introduction_to_2d.po deleted file mode 100644 index f574332bb8..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/introduction_to_2d.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Coordinate system" -msgstr "System koordynatów" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/particle_systems_2d.po deleted file mode 100644 index b15de84eac..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ /dev/null @@ -1,208 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Intro" -msgstr "Wstęp" - -msgid "Texture" -msgstr "Tekstura" - -msgid "Lifetime" -msgstr "LifeTime" - -msgid "" -"The time in seconds that every particle will stay alive. When lifetime ends, " -"a new particle is created to replace it." -msgstr "" -"Czas w sekundach, w którym każda cząsteczka pozostanie przy życiu. Po " -"zakończeniu żywotności tworzona jest nowa cząstka, która ma ją zastąpić." - -msgid "Lifetime: 0.5" -msgstr "Lifetime: 0.5" - -msgid "Lifetime: 4.0" -msgstr "Lifetime: 4.0" - -msgid "One Shot" -msgstr "Wyemituj raz" - -msgid "Preprocess" -msgstr "Przetwarzanie wstępne" - -msgid "Speed Scale" -msgstr "Skala prędkości" - -msgid "" -"The speed scale has a default value of ``1`` and is used to adjust the speed " -"of a particle system. Lowering the value will make the particles slower " -"while increasing the value will make the particles much faster." -msgstr "" -"Skala prędkości ma domyślną wartość ``1`` i jest używana do regulacji " -"prędkości cząsteczek. Obniżenie tej wartości spowoduje spowolnienie " -"cząsteczek, a zwiększenie tej wartości znacznie przyspieszenie." - -msgid "Explosiveness" -msgstr "Wybuchowość" - -msgid "" -"If lifetime is ``1`` and there are 10 particles, it means a particle will be " -"emitted every 0.1 seconds. The explosiveness parameter changes this, and " -"forces particles to be emitted all together. Ranges are:" -msgstr "" -"Jeśli czas życia wynosi ``1`` i istnieje 10 cząstek, oznacza to, że cząstka " -"będzie emitowana co 0.1 sekundy. Zmienia to parametr explosiveness i wymusza " -"na cząsteczkach emitowanie razem. Zakresami są:" - -msgid "0: Emit particles at regular intervals (default value)." -msgstr "" -"0: Emitują cząstki stałe w regularnych odstępach czasu (wartość domyślna)." - -msgid "1: Emit all particles simultaneously." -msgstr "1: Jednocześnie emitować wszystkie cząstki." - -msgid "" -"Values in the middle are also allowed. This feature is useful for creating " -"explosions or sudden bursts of particles:" -msgstr "" -"Dozwolone są również wartości środkowe. Funkcja ta jest przydatna do " -"tworzenia eksplozji lub nagłych wybuchów cząstek:" - -msgid "Randomness" -msgstr "Losowość" - -msgid "" -"All physics parameters can be randomized. Random values range from ``0`` to " -"``1``. The formula to randomize a parameter is:" -msgstr "" -"Wszystkie parametry fizyki mogą być losowane. Wartości losowe wahają się od " -"``0`` do ``1``. Wzór do losowania parametru to:" - -msgid "Fixed FPS" -msgstr "Zablokowana wartość FPS" - -msgid "" -"This setting can be used to set the particle system to render at a fixed " -"FPS. For instance, changing the value to ``2`` will make the particles " -"render at 2 frames per second. Note this does not slow down the particle " -"system itself." -msgstr "" -"Ustawienie to można wykorzystać do ustawienia systemu cząsteczek na stałą " -"ilość klatek na sekundę. Na przykład, zmiana wartości na ``2`` spowoduje, że " -"cząstki będą renderować z szybkością 2 klatek na sekundę. Należy pamiętać, " -"że nie zwalnia to samego systemu cząsteczek." - -msgid "Fract Delta" -msgstr "Fraktal Delty" - -msgid "This can be used to turn Fract Delta on or off." -msgstr "Służy do włączania i wyłączania Fract Delta." - -msgid "Visibility Rect" -msgstr "Prostokąt widoczności" - -msgid "Local Coords" -msgstr "Lokalne koordynaty" - -msgid "" -"By default this option is on, and it means that the space that particles are " -"emitted to is relative to the node. If the node is moved, all particles are " -"moved with it:" -msgstr "" -"Domyślnie opcja jest zaznaczona, co oznacza, że przestrzeń, do której " -"emitowane są cząstki, jest ustawiona względem węzła. Jeśli węzeł jest " -"przenoszony, to wszystkie cząsteczki są przemieszczane razem z nim:" - -msgid "" -"If disabled, particles will emit to global space, meaning that if the node " -"is moved, already emitted particles are not affected:" -msgstr "" -"W przypadku wyłączenia, cząstki będą emitowane względem świata, co oznacza, " -"że jeśli węzeł zostanie przesunięty, nie będzie to miało wpływu na już " -"wyemitowane cząsteczki:" - -msgid "Draw Order" -msgstr "Rysowanie zamówień" - -msgid "" -"This controls the order in which individual particles are drawn. ``Index`` " -"means particles are drawn according to their emission order (default). " -"``Lifetime`` means they are drawn in order of remaining lifetime." -msgstr "" -"Kontroluje kolejność, w jakiej poszczególne cząsteczki są rysowane. " -"``Index`` oznacza, że cząstki są rysowane zgodnie z kolejnością emisji " -"(domyślnie). ``Lifetime`` oznacza, że zostały one narysowane odpowiednio od " -"czasu ich stworzenia." - -msgid "Spread" -msgstr "Rozpiętość" - -msgid "Gravity" -msgstr "Grawitacja" - -msgid "The gravity applied to every particle." -msgstr "Grawitacja oddziałuje na każdą cząsteczkę." - -msgid "Initial Velocity" -msgstr "Prędkość początkowa" - -msgid "Angular Velocity" -msgstr "Prędkość kątowa" - -msgid "Angular velocity is the initial angular velocity applied to particles." -msgstr "Prędkość kątowa to początkowa prędkość kątowa przyłożona do cząstek." - -msgid "Spin Velocity" -msgstr "Prędkość obrotu" - -msgid "" -"Spin velocity is the speed at which particles turn around their center (in " -"degrees/sec)." -msgstr "" -"Prędkość obrotu to prędkość, z jaką cząstki obracają się wokół własnego " -"środka (w stopniach/sekundę)." - -msgid "Linear Acceleration" -msgstr "Przyspieszenie liniowe" - -msgid "The linear acceleration applied to each particle." -msgstr "Przyspieszenie liniowe oddziałuje na każdą cząsteczkę." - -msgid "Tangential Acceleration" -msgstr "Przyspieszenie styczne" - -msgid "Damping" -msgstr "Tłumienie" - -msgid "Angle" -msgstr "Kąt" - -msgid "Scale" -msgstr "Skala" - -msgid "Determines the initial scale of the particles." -msgstr "Określa początkową skalę/wielkość cząstek." - -msgid "Color" -msgstr "Kolor" - -msgid "Used to change the color of the particles being emitted." -msgstr "Służy do zmiany koloru emitowanych cząstek." - -msgid "Animation" -msgstr "Animacja" - -msgid "Emission Mask" -msgstr "Maska emisji" - -msgid "Emission Colors" -msgstr "Kolory emisji" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/using_tilemaps.po deleted file mode 100644 index aa894ba48f..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Rendering" -msgstr "Renderowanie" - -msgid "Physics" -msgstr "Fizyka" - -msgid "Navigation" -msgstr "Nawigacja" - -msgid "Bucket Fill" -msgstr "Wypełnienie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/using_tilesets.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/using_tilesets.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/using_tilesets.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/3d_antialiasing.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/3d_antialiasing.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/3d_antialiasing.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/3d_text.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/3d_text.po deleted file mode 100644 index 1ff7fda003..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/3d_text.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Limitations" -msgstr "Ograniczenia" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/csg_tools.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/csg_tools.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po deleted file mode 100644 index 21448f2cb1..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ /dev/null @@ -1,37 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Environment" -msgstr "Środowisko" - -msgid "Background" -msgstr "Tło" - -msgid "Fog" -msgstr "Mgła" - -msgid "Tonemap" -msgstr "Mapa odcieni" - -msgid "Glow" -msgstr "Blask" - -msgid "" -"By default, even if the effect is enabled, it will be weak or invisible. One " -"of two conditions need to happen for it to actually show:" -msgstr "" -"Domyślnie, nawet jeśli efekt jest włączony, będzie słaby lub niewidoczny. " -"Jeden z dwóch warunków musi się spełnić, by się pojawił:" - -msgid "Example of using glow in a 2D scene" -msgstr "Przykład użycia poświaty w scenie 2D" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/global_illumination/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/global_illumination/index.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/global_illumination/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po deleted file mode 100644 index c3a28ffbdd..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Performance" -msgstr "Wydajność" - -msgid "Summary" -msgstr "Podsumowanie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po deleted file mode 100644 index 401c091306..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Limitations" -msgstr "Ograniczenia" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po deleted file mode 100644 index f13bc0a463..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Setting up" -msgstr "Konfigurowanie" - -msgid "Checking UV2" -msgstr "Sprawdzanie UV2" - -msgid "Disabled" -msgstr "Wyłączony" - -msgid "Dynamic" -msgstr "Dynamiczny" - -msgid "Static" -msgstr "Statyczny" - -msgid "Baking" -msgstr "Wypalanie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/high_dynamic_range.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/index.po deleted file mode 100644 index 563619eb28..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/index.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "3D" -msgstr "3D" - -msgid "Rendering" -msgstr "Renderowanie" - -msgid "Optimization" -msgstr "Optymalizacja" - -msgid "Tools" -msgstr "Narzędzia" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/introduction_to_3d.po deleted file mode 100644 index 3b1ab89ae6..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to 3D" -msgstr "Wprowadzenie do 3D" - -msgid "Coordinate system" -msgstr "System koordynatów" - -msgid "**X** is sides" -msgstr "**X** jest bokami" - -msgid "**Y** is up/down" -msgstr "**Y** jest górą/dołem" - -msgid "**Z** is front/back" -msgstr "**Z** jest przodem/tyłem" - -msgid "3D content" -msgstr "Zawartość 3D" - -msgid "2D in 3D" -msgstr "2D w 3D" - -msgid "Environment" -msgstr "Środowisko" - -msgid "Cameras" -msgstr "Kamery" - -msgid "Lights" -msgstr "Światła" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/lights_and_shadows.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/mesh_lod.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/mesh_lod.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/mesh_lod.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/occlusion_culling.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/occlusion_culling.po deleted file mode 100644 index cac50dc2f5..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/occlusion_culling.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Rozwiązywanie problemów" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/attractors.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/attractors.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/attractors.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/collision.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/collision.po deleted file mode 100644 index cac50dc2f5..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/collision.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Rozwiązywanie problemów" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/index.po deleted file mode 100644 index 739ef7a793..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/index.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Particles" -msgstr "Cząsteczki" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po deleted file mode 100644 index aa3a30fbe3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Angle" -msgstr "Kąt" - -msgid "Gravity" -msgstr "Grawitacja" - -msgid "Damping" -msgstr "Tłumienie" - -msgid "Scale" -msgstr "Skala" - -msgid "Color" -msgstr "Kolor" - -msgid "Animation" -msgstr "Animacja" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/properties.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/properties.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/properties.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/subemitters.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/subemitters.po deleted file mode 100644 index 401c091306..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/subemitters.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Limitations" -msgstr "Ograniczenia" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/trails.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/trails.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/trails.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/turbulence.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/turbulence.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/turbulence.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po deleted file mode 100644 index 099a2b6d9b..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Index" -msgstr "Indeks" - -msgid "0" -msgstr "0" - -msgid "1" -msgstr "1" - -msgid "2" -msgstr "2" - -msgid "3" -msgstr "3" - -msgid "4" -msgstr "4" - -msgid "5" -msgstr "5" - -msgid "10" -msgstr "10" - -msgid "11" -msgstr "11" - -msgid "12" -msgstr "12" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po deleted file mode 100644 index b91299f003..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Procedural geometry" -msgstr ":ref:`Shadery cząstek`" - -msgid "Tools" -msgstr "Narzędzia" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/resolution_scaling.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/resolution_scaling.po deleted file mode 100644 index cac50dc2f5..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/resolution_scaling.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Rozwiązywanie problemów" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/spring_arm.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/spring_arm.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/spring_arm.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/standard_material_3d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/standard_material_3d.po deleted file mode 100644 index 3c491e01d6..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/standard_material_3d.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Shading" -msgstr "Shadery" - -msgid "Vertex Color" -msgstr "Kolor wierzchołka" - -msgid "Subsurface Scattering" -msgstr "Rozpraszanie podpowierzchniowe" - -msgid "UV1 and UV2" -msgstr "UV1 i UV2" - -msgid "Filter" -msgstr "Filtr" - -msgid "Repeat" -msgstr "Powtórz" - -msgid "Transform" -msgstr "Przekształcanie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_decals.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_decals.po deleted file mode 100644 index 2186b8a2b9..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_decals.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Use cases" -msgstr "Używaj czasu przeszłego" - -msgid "Parameters" -msgstr "Parametry" - -msgid "Limitations" -msgstr "Ograniczenia" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_gridmaps.po deleted file mode 100644 index 13edcf8295..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ /dev/null @@ -1,75 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "" -"Collisions and navigation can also be added to the meshes, just like you " -"would do with the tiles of a tilemap." -msgstr "" -"Kolizje i nawigacja mogą być również dodawane do siatki, tak jak w przypadku " -"tile z tilemap." - -msgid "" -"Unzip this project and add it to the Project Manager using the \"Import\" " -"button." -msgstr "" -"Rozpakuj ten projekt i dodaj go do Menedżera Projektu za pomocą przycisku " -"\"Importuj\"." - -msgid "Creating a MeshLibrary" -msgstr "Tworzenie MeshLibrary" - -msgid "" -"If you don't need any physics in your scene, then you're done. However, in " -"most cases you'll want to assign collision bodies to the meshes." -msgstr "" -"Jeśli nie potrzebujesz żadnej fizyki w swojej scenie, to już jesteś gotowy. " -"Jednak w większości przypadków będziesz chciał przypisać kolizyjne obiekty " -"do siatek." - -msgid "Collisions" -msgstr "Kolizje" - -msgid "" -"Note that a \"Convex\" collision body will work better for simple meshes. " -"For more complex shapes, select \"Create Trimesh Static Body\". Once each " -"mesh has a physics body and collision shape assigned, your mesh library is " -"ready to be used." -msgstr "" -"Zwróć uwagę, że kolizja \"Convex\" będzie działała lepiej w przypadku " -"prostych siatek. W przypadku bardziej złożonych kształtów wybierz opcję " -"\"Utwórz statyczne ciało trójsiatki\". Gdy każda siatka ma przypisany ciało " -"fizyczne i kształt kolizji, twoja biblioteka siatek jest gotowa do użycia." - -msgid "Materials" -msgstr "Materiały" - -msgid "NavigationMeshes" -msgstr "Siatki nawigacji (NavigationMeshes)" - -msgid "Exporting the MeshLibrary" -msgstr "Eksportowanie MeshLibrary" - -msgid "Using GridMap" -msgstr "Korzystanie z GridMap" - -msgid "" -"Create a new scene and add a GridMap node. Add the mesh library by dragging " -"the resource file from the FileSystem dock and dropping it in the \"Theme\" " -"property in the Inspector." -msgstr "" -"Utwórz nową scenę i dodaj węzeł GridMap. Dodaj mesh library, przeciągając " -"plik źródłowy z panelu - system plików i upuszczając go w właściwości " -"\"Temat\" w inspektorze." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po deleted file mode 100644 index 2f9e2f2a45..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Source Mesh" -msgstr "Źródłowa siatka" - -msgid "The mesh you want duplicated on the target surface." -msgstr "Siatka, którą chcesz powielić na powierzchni docelowej." - -msgid "Random Rotation" -msgstr "Losowy obrót" - -msgid "Random Scale" -msgstr "Losowa skala" - -msgid "Scale" -msgstr "Skala" - -msgid "Amount" -msgstr "Ilość" - -msgid "The end result should look like this:" -msgstr "Na koniec wszystko powinno wyglądać tak:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_transforms.po deleted file mode 100644 index 896e9b89c1..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_transforms.po +++ /dev/null @@ -1,154 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "" -"If you have never made 3D games before, working with rotations in three " -"dimensions can be confusing at first. Coming from 2D, the natural way of " -"thinking is along the lines of *\"Oh, it's just like rotating in 2D, except " -"now rotations happen in X, Y and Z\"*." -msgstr "" -"Gdy pierwszy raz tworzymy grę 3D, praca z rotacjami może się okazać " -"skomplikowana. Osoby pracujące wcześniej w 2D mogą pomyśleć, że jest *„to " -"samo co w 2D, z tym że obracamy wokół osi X, Y i Z”*." - -msgid "" -"Angles in three dimensions are most commonly referred to as \"Euler Angles\"." -msgstr "Kąty obracające w trzech wymiarach zwykle nazywa się „kątami Eulera”." - -msgid "" -"Euler angles were introduced by mathematician Leonhard Euler in the early " -"1700s." -msgstr "" -"Kąty Eulera zostały wprowadzone przez matematyka Leonarda Eulera na początku " -"osiemnastego wieku." - -msgid "Problems of Euler angles" -msgstr "Problemy z kątami Eulera" - -msgid "" -"While it may seem intuitive that each axis has a rotation, the truth is that " -"it's just not practical." -msgstr "" -"Obracanie wokół poszczególnych osi może i wydaje się intuicyjne, ale jest " -"niepraktyczne." - -msgid "Axis order" -msgstr "Kolejność osi" - -msgid "" -"The main reason for this is that there isn't a *unique* way to construct an " -"orientation from the angles. There isn't a standard mathematical function " -"that takes all the angles together and produces an actual 3D rotation. The " -"only way an orientation can be produced from angles is to rotate the object " -"angle by angle, in an *arbitrary order*." -msgstr "" -"Głównym problemem jest brak jednej, konsekwentnej metody wyznaczającej " -"orientację na podstawie kątów. Nie ma w matematyce zwyczajnej funkcji, która " -"dla trzech kątów stworzy nam obrót w 3D. Jedyne, co możemy zrobić, to " -"wykonać kolejne obroty, jeden po drugim, w *pewnej kolejności*." - -msgid "" -"This could be done by first rotating in *X*, then *Y* and then in *Z*. " -"Alternatively, you could first rotate in *Y*, then in *Z* and finally in " -"*X*. Anything works, but depending on the order, the final orientation of " -"the object will *not necessarily be the same*. Indeed, this means that there " -"are several ways to construct an orientation from 3 different angles, " -"depending on *the order of the rotations*." -msgstr "" -"Możemy najpierw obrócić wokół osi *X*, potem *Y*, a następnie *Z*. Możemy " -"też wybrać najpierw oś *Y*, potem *Z* i na końcu *X*. Tak czy inaczej obrót " -"się wykona, ale w zależności od przyjętej kolejności *rezultat niekoniecznie " -"będzie ten sam*. To oznacza, że mamy kilka sposobów na wyznaczenie " -"orientacji na podstawie trzech kątów, różniących się *kolejnością " -"poszczególnych rotacji*." - -msgid "" -"Imagine you are working on a first-person controller (e.g. an FPS game). " -"Moving the mouse left and right controls your view angle parallel to the " -"ground, while moving it up and down moves the player's view up and down." -msgstr "" -"Wyobraź sobie, że pracujesz nad kamerą pierwszoosobową (np. w FPS-ie). " -"Poruszanie myszką w lewo i prawo powinno obracać widok równolegle do ziemi. " -"Ruch myszką w górę i w dół oznacza natomiast patrzenie się w górę i w dół." - -msgid "" -"In this case to achieve the desired effect, rotation must be applied first " -"in the *Y* axis (\"up\" in this case, since Godot uses a \"Y-Up\" " -"orientation), followed by rotation in the *X* axis." -msgstr "" -"Żeby osiągnąć zamierzony efekt, trzeba najpierw obrócić wokół osi *Y* (w " -"Godocie oś *Y* jest skierowana ku górze), a następnie wokół osi *X*." - -msgid "" -"If we were to apply rotation in the *X* axis first, and then in *Y*, the " -"effect would be undesired:" -msgstr "" -"Jeżeli zrobimy to w odwrotnej kolejności, tj. najpierw oś *X*, a następnie " -"*Y*, uzyskamy coś nieoczekiwanego:" - -msgid "" -"Depending on the type of game or effect desired, the order in which you want " -"axis rotations to be applied may differ. Therefore, applying rotations in X, " -"Y, and Z is not enough: you also need a *rotation order*." -msgstr "" -"W zależności od rodzaju gry lub zamierzonego efektu, pożądana kolejność " -"obrotów może być różna. W związku z tym, nie można zwyczajnie obracać po X, " -"Y i Z. *Kolejność obrotów* trzeba doprecyzować." - -msgid "Interpolation" -msgstr "Interpolacja" - -msgid "" -"Another problem with using Euler angles is interpolation. Imagine you want " -"to transition between two different camera or enemy positions (including " -"rotations). One logical way to approach this is to interpolate the angles " -"from one position to the next. One would expect it to look like this:" -msgstr "" -"Kolejnym problemem z kątami Eulera jest interpolacja. Załóżmy, że chcemy " -"płynnie przejść między dwoma położeniami kamery, czy przeciwników (włącznie " -"z rotacjami). Najprostszy sposób to interpolowanie każdego kąta z " -"pierwotnego do docelowego. Rezultat ma wyglądać tak:" - -msgid "But this does not always have the expected effect when using angles:" -msgstr "Ale gdy używamy kątów, efekt może być inny:" - -msgid "The camera actually rotated the opposite direction!" -msgstr "Kamera obróciła się w przeciwnym kierunku!" - -msgid "There are a few reasons this may happen:" -msgstr "Mogły się wydarzyć następujące rzeczy:" - -msgid "" -"Rotations don't map linearly to orientation, so interpolating them does not " -"always result in the shortest path (i.e., to go from ``270`` to ``0`` " -"degrees is not the same as going from ``270`` to ``360``, even though the " -"angles are equivalent)." -msgstr "" -"Przekształcenie z obrotu do orientacji nie jest liniowe. Interpolacja może " -"pójść dłuższą drogą (np. zmiana kąta z ``270`` do ``0`` stopni przebiega " -"inaczej niż z ``270`` do ``360``, mimo iż kąty są równoważne)." - -msgid "Say no to Euler angles" -msgstr "Powiedz nie dla kątów Eulera" - -msgid "Instead, there is a better way to solve your rotation problems." -msgstr "Istnieje lepszy sposób na obracanie." - -msgid "This rotates the node relative to the parent node." -msgstr "Obraca węzeł względem rodzicielskiego węzła." - -msgid "Jump:" -msgstr "Skocz:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/variable_rate_shading.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/variable_rate_shading.po deleted file mode 100644 index edd0fe46ff..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/variable_rate_shading.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Color" -msgstr "Kolor" - -msgid "Comment" -msgstr "Komentarz" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/visibility_ranges.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/visibility_ranges.po deleted file mode 100644 index 8dec51e9af..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/visibility_ranges.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Subsurface Scattering" -msgstr "Rozpraszanie podpowierzchniowe" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/volumetric_fog.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/volumetric_fog.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/volumetric_fog.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/2d_skeletons.po deleted file mode 100644 index c597e3c163..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Setup" -msgstr "Konfiguracja" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/animation_track_types.po b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/animation_track_types.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/animation_track_types.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/animation_tree.po deleted file mode 100644 index 7dc45a6894..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/animation_tree.po +++ /dev/null @@ -1,64 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "" -"Keep in mind that the animation nodes are just resources and, as such, they " -"are shared between all instances using them. Setting values in the nodes " -"directly will affect all instances of the scene that uses this " -"``AnimationTree``. This is generally undesirable, but does have some cool " -"use cases, e.g. you can copy and paste parts of your animation tree, or " -"reuse nodes with a complex layout (such as a state machine or blend space) " -"in different animation trees." -msgstr "" -"Pamiętaj, że węzły animacji są tylko zasobami, i jako takie, są dzielone " -"między wszystkie instancje, które ich używają. Bezpośrednie ustawianie " -"wartości w węzłach zadziała na wszystkie instancje sceny która używa tego " -"drzewa (``AnimationTree``). To jest ogólnie niepożądane, ale pozwala użyć " -"tej techniki na ciekawe sposoby, np. można skopiować i wkleić fragmenty " -"Twojego drzewa animacji, lub użyć ponownie węzłów w złożonych układach " -"(layout) sceny (takich jak state machine lub blend space) w innych drzewach " -"animacji." - -msgid "" -"The actual animation data is contained in the ``AnimationTree`` node and is " -"accessed via properties. Check the \"Parameters\" section of the " -"``AnimationTree`` node to see all the parameters that can be modified in " -"real-time:" -msgstr "" -"Właściwe dane o animacji są przechowywane w węźle ``AnimationTree`` i są " -"dostępne przy użyciu właściwości. Sprawdź sekcję \"Parameters\" należącą do " -"węzła ``AnimationTree``, by zobaczyć wszystkie parametry, które mogą być " -"zmodyfikowane w czasie wykonywania kodu (real-time):" - -msgid "" -"This is handy because it makes it possible to animate them from an " -"``AnimationPlayer``, or even the ``AnimationTree`` itself, allowing the " -"realization of very complex animation logic." -msgstr "" -"To jest pomocne, ponieważ umożliwia animowanie ich przy pomocy " -"``AnimationPlayer``, lub nawet samego ``AnimationTree``, pozwalając na " -"stworzenie bardzo skomplikowanej logiki animacji." - -msgid "" -"To modify these values from code, the property path must be obtained. This " -"is done easily by hovering the mouse over any of the parameters:" -msgstr "" -"By zmodyfikować te wartości z kodu, Ścieżka właściwości (property) musi być " -"uzyskana. To jest łatwo zrobione przez ustawienie myszki nad jednym z tych " -"parametrów:" - -msgid "Which allows setting them or reading them:" -msgstr "Co pozwala ustawiać i odczytywać je:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/creating_movies.po b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/creating_movies.po deleted file mode 100644 index a4207d6555..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/creating_movies.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Configuration" -msgstr "Konfiguracja" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/cutout_animation.po deleted file mode 100644 index b06e22a5e4..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "What is it?" -msgstr "Co to jest?" - -msgid "And much more!" -msgstr "I wiele więcej!" - -msgid "Skeletons" -msgstr "Szkielety" - -msgid "Your final skeleton should look something like this:" -msgstr "Twój szkielet powinien wyglądać tak:" - -msgid "Create a new animation, rename it \"rest\"." -msgstr "Stworzenie nowej animacji." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/index.po deleted file mode 100644 index 8d9613a37e..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "Animacja" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/introduction.po deleted file mode 100644 index bffdee0eb5..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/introduction.po +++ /dev/null @@ -1,66 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "In this guide you learn to:" -msgstr "W tym poradniku nauczysz się:" - -msgid "Work with the Animation Panel" -msgstr "Pracować z panelem animacji" - -msgid "Animate any property of any node" -msgstr "Animować każdą własność dowolnego węzła" - -msgid "Create a simple animation" -msgstr "Tworzyć proste animacje" - -msgid "Create an AnimationPlayer node" -msgstr "Stwóz węzeł AnimationPlayer" - -msgid "The animation panel position" -msgstr "Pozycja panelu animacji" - -msgid "The animation panel" -msgstr "Panel animacji" - -msgid "Keyframes in Godot" -msgstr "Klatki kluczowe w Godocie" - -msgid "Scene setup" -msgstr "Konfiguracja sceny" - -msgid "Add a new animation" -msgstr "Dodanie nowej animacji" - -msgid "Adding a track" -msgstr "Dodanie nowej ścieżki" - -msgid "Animation length" -msgstr "Długość animacji" - -msgid "Yay! Our animation runs:" -msgstr "Jej! Nasza animacja działa:" - -msgid "The animation" -msgstr "Animacja" - -msgid "Back and forth" -msgstr "Do przodu i do tyłu" - -msgid "Animation loop" -msgstr "Zapętlanie animacji" - -msgid "Track settings" -msgstr "Ustawienia ścieżki" - -msgid "Edit keyframes" -msgstr "Edycja klatek kluczowych" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/playing_videos.po b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/playing_videos.po deleted file mode 100644 index 699f55482c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/playing_videos.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"There are several limitations with the current implementation of video " -"playback in Godot:" -msgstr "" -"W obecnej implementacji odtwarzania wideo w Godocie jest kilka ograniczeń:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po deleted file mode 100644 index 4cfdf73b91..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "Animacja" - -msgid "Animation supported:" -msgstr "Obsługuje animacje:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po deleted file mode 100644 index 0f7f3fad06..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Details on exporting" -msgstr "Szczegóły eksportowania" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po deleted file mode 100644 index e9ddb9a46e..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po +++ /dev/null @@ -1,25 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Lights" -msgstr "Światła" - -msgid "" -"By default, lamps in Blender have shadows enabled. This can cause " -"performance issues in Godot." -msgstr "" -"Domyślnie lampy w blenderze mają włączone cienie. Może to spowodować " -"problemy z wydajnością w Godocie." - -msgid "There are some things to note:" -msgstr "Nie ma żadnych ograniczeń w stosowaniu Godota:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po deleted file mode 100644 index 3499055acf..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po +++ /dev/null @@ -1,52 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Materials" -msgstr "Materiały" - -msgid "Using existing Godot materials" -msgstr "Używanie istniejących materiałów" - -msgid "" -"Where the exporter searches for the ``.tres`` file is determined by the " -"\"Material Search Paths\" option:" -msgstr "" -"W przypadku wyszukiwania pliku ``.tres`` przez eksportera, należy skorzystać " -"z opcji \"Ścieżki wyszukiwania materiału\":" - -msgid "This can take the value of:" -msgstr "Może to przyjąć wartość:" - -msgid "" -"Project Directory - Attempts to find the ``project.Godot`` and recursively " -"searches through subdirectories. If ``project.Godot`` cannot be found it " -"will throw an error. This is useful for most projects where naming conflicts " -"are unlikely." -msgstr "" -"Katalog Projektów - Próby znalezienia pliku ``project.Godot`` i cykliczne " -"przeszukiwanie podkatalogów. Jeśli ``projekt.Godot`` nie może być " -"znaleziony, to wyrzuci błąd. Jest to przydatne w przypadku większości " -"projektów, w których nazywanie konfliktów jest mało prawdopodobne." - -msgid "" -"Export Directory - Look for materials in subdirectories of the export " -"location. This is useful for projects where you may have duplicate material " -"names and need more control over what material gets assigned." -msgstr "" -"Katalog eksportu - wyszukiwanie materiałów w podkatalogach lokalizacji " -"eksportu. Jest to przydatne w przypadku projektów, w których możesz mieć " -"podwójne nazwy materiałów i potrzebujesz większej kontroli nad tym, jaki " -"materiał zostanie przypisany." - -msgid "None - Do not search for materials. Export them from the Blender file." -msgstr "Brak - Nie wyszukuj materiałów. Eksportuj je z pliku Blendera." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po deleted file mode 100644 index 4e4767c5e0..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Mesh" -msgstr "Mesh" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po deleted file mode 100644 index 6042136bcb..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Skeleton" -msgstr "Szkielet" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po deleted file mode 100644 index c949874f92..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Overview" -msgstr "Przegląd" - -msgid "Limitations" -msgstr "Ograniczenia" - -msgid "There are several limitations with glTF export." -msgstr "Jest kilka ograniczeń w eksporcie glTF." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/import_process.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/import_process.po deleted file mode 100644 index e9740ea894..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/import_process.po +++ /dev/null @@ -1,49 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Import process" -msgstr "Importowanie" - -msgid "Automatic reimport" -msgstr "Automatyczne ponowne importowanie" - -msgid "" -"When the MD5 checksum of the source asset changes, Godot will perform an " -"automatic reimport of it, applying the preset configured for that specific " -"asset." -msgstr "" -"Gdy zmieni się suma kontrolna MD5 zasobu, Godot dokona automatycznie jego " -"ponownego importu, ustawiając określone wartości dla tego zasobu." - -msgid "Files generated" -msgstr "Wygenerowane pliki" - -msgid "" -"Importing will add an extra ``.import`` file next to the source file, " -"containing the import configuration." -msgstr "" -"Import doda dodatkowy plik ``.import`` obok pliku źródłowego, " -"zawierający konfigurację importu." - -msgid "Changing import resource type" -msgstr "Zmiana typu importowania zasobu" - -msgid "Changing default import parameters" -msgstr "Zmiana domyślnych ustawień importowania" - -msgid "" -"There are many types of assets available for import. Continue reading to " -"understand how to work with all of them:" -msgstr "" -"Istnieje wiele rodzajów zasobów dostępnych do importu. Czytaj dalej, aby " -"dowiedzieć się, jak pracować z nimi wszystkimi:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po deleted file mode 100644 index 1a78f1a380..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po +++ /dev/null @@ -1,29 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"When dealing with 3D assets, Godot has a flexible and configurable importer." -msgstr "" -"W przypadku zasobów 3D, Godot posiada elastyczny i konfigurowalny importer." - -msgid "Exporting DAE files from Blender" -msgstr "Eksportowanie plików DAE z Blendera" - -msgid "Importing OBJ files in Godot" -msgstr "Importowanie plików OBJ w Godot'cie" - -msgid "There are 2 ways to use OBJ meshes in Godot:" -msgstr "Istnieją 2 sposoby wykorzystania modeli OBJ w Godot'cie:" - -msgid "Importing FBX files in Godot" -msgstr "Importowanie plików FBX w Godot'cie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po deleted file mode 100644 index 2e4aa9b05f..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Storage" -msgstr "Przechowywanie" - -msgid "" -"By default, animations are saved as built-in. It is possible to save them to " -"a file instead. This allows adding custom tracks to the animations and " -"keeping them after a reimport." -msgstr "" -"Domyślnie animacje są wbudowane w obiekt, ale można je zapisać do pliku. " -"Pozwala to na dodawanie niestandardowych ścieżek do animacji i zachowanie " -"ich po ponownym imporcie." - -msgid "Optimizer" -msgstr "Optymalizator" - -msgid "Clips" -msgstr "Klipy" - -msgid "Other than that, everything is allowed." -msgstr "Poza tym wszystko jest dozwolone." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po deleted file mode 100644 index 0c2aa06155..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing 3D scenes" -msgstr "Importowanie scen 3D" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po deleted file mode 100644 index d527db08d5..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po +++ /dev/null @@ -1,31 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "3D asset direction conventions" -msgstr "Konwencje dotyczące kierunku zasobów 3D" - -msgid "" -"Since GPUs can only render triangles, meshes that contain quads or N-gons " -"have to be *triangulated* before they can be rendered. Godot can triangulate " -"meshes on import, but results may be unpredictable or incorrect, especially " -"with N-gons. Regardless of the target application, triangulating *before* " -"exporting the scene will lead to more consistent results and should be done " -"whenever possible." -msgstr "" -"Ponieważ procesory graficzne mogą renderować tylko trójkąty, siatki " -"zawierające prostokąty lub N-kąty muszą zostać *ztrójkątyzowane*, zanim " -"będzie można je wyrenderować. Godot może trójkątyzować modele podczas " -"wczytywania, ale rezultaty tego procesu mogą być nieprzewidywalne lub " -"nieprawidłowe, szczególnie w przypadku N-gonów. Niezależnie od aplikacji " -"docelowej, trójkątyzacja *przed* eksportowaniem sceny doprowadzi do bardziej " -"spójnych wyników i należy jej dokonać, gdy tylko jest to możliwe." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po deleted file mode 100644 index 4701c292ba..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po +++ /dev/null @@ -1,31 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Many times, when editing a scene, there are common tasks that need to be " -"done after exporting:" -msgstr "" -"Podczas edycji sceny, większość czynności jest zwykle czynności, które " -"trzeba zrobić po wyeksportowaniu jest taka sama:" - -msgid "Adding collision detection to objects." -msgstr "Dodanie wykrywania kolizji do obiektów." - -msgid "Setting objects as navigation meshes." -msgstr "Tryb nawigacji." - -msgid "Remove nodes (-noimp)" -msgstr "Usuń węzły (-noimp)" - -msgid "Rigid Body (-rigid)" -msgstr "Ciało fizyczne (-rigid)" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po deleted file mode 100644 index a3fe9b0d54..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing audio samples" -msgstr "Importowanie próbek audio" - -msgid "Format" -msgstr "Format" - -msgid "Import options (Ogg Vorbis and MP3)" -msgstr "Opcje importu (Ogg Vorbis i MP3)" - -msgid "Loop Offset" -msgstr "Przesunięcie pętli" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po deleted file mode 100644 index c0f5e1d18a..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po +++ /dev/null @@ -1,57 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Detect 3D" -msgstr "Wykryj 3D" - -msgid "" -"Images are one of the largest assets in a game. To handle them efficiently, " -"they need to be compressed. Godot offers several compression methods, " -"depending on the use case." -msgstr "" -"Obrazy są jednym z największych zasobów gry. Aby je efektywnie obsługiwać, " -"należy je skompresować. Godot oferuje kilka metod kompresji, w zależności od " -"zastosowań." - -msgid "**Description**" -msgstr "**Opis**" - -msgid "Stored as raw pixels" -msgstr "Przechowywane jako surowe piksele" - -msgid "|regular| Small" -msgstr "|zwykły| Mały" - -msgid "|bad| Large" -msgstr "|zły| Duży" - -msgid "|good| Small" -msgstr "|dobry| Mały" - -msgid "|regular| Normal" -msgstr "|zwykły| Normalny" - -msgid "|good| Fast" -msgstr "|dobry| Szybki" - -msgid "|good| None" -msgstr "|dobry| Żaden" - -msgid "|regular| Slight" -msgstr "|zwykły| Niewielkie" - -msgid "|bad| Moderate" -msgstr "|zły| Umiarkowany" - -msgid "|bad| Slow" -msgstr "|zły| Powolne" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po deleted file mode 100644 index 93b939aa15..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po +++ /dev/null @@ -1,161 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing translations" -msgstr "Importowanie tłumaczeń" - -msgid "Games and internationalization" -msgstr "Gry i umiędzynarodowienie" - -msgid "" -"In regular desktop or mobile applications, internationalized text is usually " -"located in resource files (or .po files for GNU stuff). Games, however, can " -"use several orders of magnitude more text than applications, so they must " -"support efficient methods for dealing with loads of multilingual text." -msgstr "" -"W zwykłych aplikacjach stacjonarnych lub telefonicznych tekst jest zazwyczaj " -"umieszczany w plikach zasobów (lub plikach .po dla projektów GNU). W grach " -"można jednak wykorzystywać tekst o kilka rzędów wielkości większy niż w " -"aplikacjach, dlatego muszą one obsługiwać wydajne metody radzenia sobie z " -"ładowaniem tekstu wielojęzycznego." - -msgid "" -"There are two approaches to generate multilingual language games and " -"applications. Both are based on a key:value system. The first is to use one " -"of the languages as the key (usually English), the second is to use a " -"specific identifier. The first approach is probably easier for development " -"if a game is released first in English, later in other languages, but a " -"complete nightmare if working with many languages at the same time." -msgstr "" -"Istnieją dwa podejścia do tworzenia wielojęzycznych gier i aplikacji " -"językowych. Oba oparte są na systemie key:value. Pierwszy to użycie jednego " -"z języków jako klucza (zazwyczaj angielskiego), drugi to użycie określonego " -"identyfikatora. Pierwsze podejście jest prawdopodobnie łatwiejsze do " -"rozwoju, jeśli gra jest wydawana najpierw w języku angielskim, a później w " -"innych językach, ale jest koszmarem, jeśli pracuje się z wieloma językami w " -"tym samym czasie." - -msgid "" -"In general, games use the second approach and a unique ID is used for each " -"string. This allows you to revise the text while it is being translated to " -"other languages. The unique ID can be a number, a string, or a string with a " -"number (it's just a unique string anyway)." -msgstr "" -"Ogólnie rzecz biorąc, w grach stosuje się drugie podejście, a dla każdego " -"łańcucha używany jest unikalny identyfikator. Pozwala to na skorygowanie " -"tekstu w trakcie jego tłumaczenia na inne języki. Unikatowym identyfikatorem " -"może być numer, łańcuch lub łańcuch z numerem." - -msgid "" -"If you need a more powerful file format, Godot also supports loading " -"translations written in the gettext ``.po`` format. See :ref:" -"`doc_localization_using_gettext` for details." -msgstr "" -"Jeśli potrzebujesz bardziej wydajnego formatu pliku, Godot obsługuje również " -"ładowanie tłumaczeń napisanych w formacie gettext ``.po``. Zobacz :ref:" -"`doc_localization_using_gettext` po szczegóły." - -msgid "Translation format" -msgstr "Format tłumaczenia" - -msgid "" -"To complete the picture and allow efficient support for translations, Godot " -"has a special importer that can read CSV files. Most spreadsheet editors can " -"export to this format, so the only requirement is that the files have a " -"special arrangement. The CSV files **must** be saved with UTF-8 encoding " -"without a `byte order mark `__." -msgstr "" -"Aby dopełnić obrazu i umożliwić wydajną obsługę tłumaczeń, Godot posiada " -"specjalny importer, który może odczytywać pliki CSV. Większość edytorów " -"arkuszy kalkulacyjnych może eksportować do tego formatu, więc jedynym " -"wymogiem jest, aby pliki były w środku specjalnie ułożone. Pliki CSV " -"**muszą** być zapisane z kodowaniem UTF-8 bez `znacznika kolejności bajtów " -"`__." - -msgid "" -msgstr "" - -msgid "" -msgstr "" - -msgid "" -msgstr "" - -msgid "KEY1" -msgstr "KEY1" - -msgid "string" -msgstr "string" - -msgid "KEY2" -msgstr "KEY2" - -msgid "KEYN" -msgstr "KEYN" - -msgid "en" -msgstr "en" - -msgid "es" -msgstr "es" - -msgid "ja" -msgstr "ja" - -msgid "GREET" -msgstr "GREET" - -msgid "Hello, friend!" -msgstr "Cześć kolego!" - -msgid "こんにちは" -msgstr "こんにちは" - -msgid "ASK" -msgstr "ASK" - -msgid "How are you?" -msgstr "Jak się masz?" - -msgid "Cómo está?" -msgstr "Jak się masz?" - -msgid "元気ですか" -msgstr "元気ですか" - -msgid "BYE" -msgstr "BYE" - -msgid "Adiós" -msgstr "Żegnaj" - -msgid "さようなら" -msgstr "Żegnaj" - -msgid "" -"Godot will treat CSV files as translations by default. It will import them " -"and generate one or more compressed translation resource files next to it." -msgstr "" -"Godot domyślnie będzie traktował pliki CSV jako tłumaczenia. Zaimportuje je " -"i wygeneruje jedną lub więcej skompresowanych plików źródłowych tłumaczenia " -"obok tego." - -msgid "" -"Importing will also add the translation to the list of translations to load " -"when the game runs, specified in project.godot (or the project settings). " -"Godot allows loading and removing translations at runtime as well." -msgstr "" -"Importowanie doda także tłumaczenie do listy tłumaczeń w chwili wczytywania " -"gry, ustalonych w project.godot (lub ustawieniach projektu). Godot pozwala " -"także na wczytywanie i usuwanie tłumaczeń w czasie działania programu." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/index.po deleted file mode 100644 index c621a7da04..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Assets pipeline" -msgstr "Potoki zasobów" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_buses.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_buses.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_effects.po b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_effects.po deleted file mode 100644 index 50c7689333..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_effects.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Capture" -msgstr "Przechwyć" - -msgid "Compressor" -msgstr "Kompresor" - -msgid "Delay" -msgstr "Opóźnianie" - -msgid "Filter" -msgstr "Filtr" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_streams.po deleted file mode 100644 index 94fef3501e..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_streams.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "AudioStream" -msgstr "AudioStream" - -msgid "AudioStreamPlayer" -msgstr "AudioStreamPlayer" - -msgid "AudioStreamPlayer2D" -msgstr "AudioStreamPlayer2D" - -msgid "AudioStreamPlayer3D" -msgstr "AudioStreamPlayer3D" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/index.po deleted file mode 100644 index 11a4f4cfd1..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Audio" -msgstr "Audio" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/recording_with_microphone.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/sync_with_audio.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/text_to_speech.po b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/text_to_speech.po deleted file mode 100644 index cac50dc2f5..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/text_to_speech.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Rozwiązywanie problemów" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/data_preferences.po b/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/data_preferences.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/data_preferences.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po b/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/godot_notifications.po b/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/godot_notifications.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/godot_notifications.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/index.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po b/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/logic_preferences.po b/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/logic_preferences.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/logic_preferences.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/node_alternatives.po b/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/node_alternatives.po deleted file mode 100644 index fee777973e..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/node_alternatives.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Advantages:** same as the Object." -msgstr "**Kategorie:** dla tego samego Obiektu." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/project_organization.po b/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/project_organization.po deleted file mode 100644 index 837f7a2a47..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/project_organization.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Project organization" -msgstr "Organizacja projektu" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Organization" -msgstr "Organizacja" - -msgid "Importing" -msgstr "Importowanie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/scene_organization.po b/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/scene_organization.po deleted file mode 100644 index 835a9824c0..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/scene_organization.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Delete the room." -msgstr "Usuń ścieżkę." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po b/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po deleted file mode 100644 index d64fc16c37..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Create an instance of that base type." -msgstr "Tworzenie własych typów danych." - -msgid "Add the script to the node." -msgstr "Dodaj ten skrypt do węzła." - -msgid "There are two systems for registering types:" -msgstr "Istnieją dwa systemy rejestracji typów:" - -msgid "Conclusion" -msgstr "Wniosek" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/version_control_systems.po b/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/version_control_systems.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/version_control_systems.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po b/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po deleted file mode 100644 index 399ee973a9..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Properties." -msgstr "Właściwości węzła." - -msgid "Methods." -msgstr "Funkcje statyczne." - -msgid "Constants." -msgstr "Stałe." - -msgid "Signals." -msgstr "Sygnały." - -msgid "Scenes" -msgstr "Sceny" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/editor/command_line_tutorial.po b/sphinx/po/pl/LC_MESSAGES/tutorials/editor/command_line_tutorial.po deleted file mode 100644 index 4c28b4de14..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/editor/command_line_tutorial.po +++ /dev/null @@ -1,84 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Command line tutorial" -msgstr "Samouczek wiersza poleceń" - -msgid "Command" -msgstr "Command" - -msgid "Description" -msgstr "Opis" - -msgid "Path" -msgstr "Ścieżka" - -msgid "Setting the project path" -msgstr "Ustawienie ścieżki projektu" - -msgid "" -"Depending on where your Godot binary is located and what your current " -"working directory is, you may need to set the path to your project for any " -"of the following commands to work correctly." -msgstr "" -"W zależności od tego, gdzie znajdują się twoje binarne Godota i jaki jest " -"twój aktualny katalog roboczy, być może będziesz musiał wstawić ścieżkę do " -"projektu, aby jedno z poniższych poleceń działało poprawnie." - -msgid "" -"For example, the full command for exporting your game (as explained below) " -"might look like this:" -msgstr "" -"Na przykład, pełna komenda eksportowania gry (jak wyjaśniono poniżej) może " -"wyglądać tak:" - -msgid "Creating a project" -msgstr "Tworzenie projektu" - -msgid "The project can now be opened with Godot." -msgstr "Projekt można teraz otworzyć w Godot." - -msgid "Running the editor" -msgstr "Uruchamianie edytora" - -msgid "" -"If a scene has been created and saved, it can be edited later by running the " -"same code with that scene as argument." -msgstr "" -"Jeśli scena została utworzona i zapisana, można ją później edytować, " -"używając tego samego kodu z sceną jako argument." - -msgid "Erasing a scene" -msgstr "Usuwanie sceny" - -msgid "Running the game" -msgstr "Uruchamianie gry" - -msgid "" -"When a specific scene needs to be tested, pass that scene to the command " -"line." -msgstr "" -"Gdy zachodzi potrzeba przetestowania określonej sceny, należy przekazać ją " -"do wiersza poleceń." - -msgid "Debugging" -msgstr "Debugowanie" - -msgid "Exporting" -msgstr "Eksportowanie" - -msgid "Running a script" -msgstr "Uruchomienie skryptu" - -msgid "And how to run it:" -msgstr "I jak go uruchomić:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/editor/customizing_editor.po b/sphinx/po/pl/LC_MESSAGES/tutorials/editor/customizing_editor.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/editor/customizing_editor.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/editor/default_key_mapping.po b/sphinx/po/pl/LC_MESSAGES/tutorials/editor/default_key_mapping.po deleted file mode 100644 index c9b693cc9d..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/editor/default_key_mapping.po +++ /dev/null @@ -1,516 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "macOS" -msgstr "macOS" - -msgid "Open 2D Editor" -msgstr "Otwórz edytor 2D" - -msgid "Open 3D Editor" -msgstr "Otwórz edytor 3D" - -msgid "Open Script Editor" -msgstr "Otwórz edytor skryptów" - -msgid "Search Help" -msgstr "Wyszukaj w pomocy" - -msgid "Distraction Free Mode" -msgstr "Tryb bez rozproszeń" - -msgid "Next tab" -msgstr "Następna zakładka" - -msgid "Previous tab" -msgstr "Poprzednia zakładka" - -msgid "Filter Files" -msgstr "Filtruj pliki" - -msgid "Open Scene" -msgstr "Otwórz scenę" - -msgid "Close Scene" -msgstr "Zamknij scenę" - -msgid "Reopen Closed Scene" -msgstr "Przywróć zamkniętą scenę" - -msgid "Save Scene" -msgstr "Zapisz scenę" - -msgid "Save All Scenes" -msgstr "Zapisz wszystkie sceny" - -msgid "Undo" -msgstr "Cofnij" - -msgid "Redo" -msgstr "Ponów" - -msgid "Quit" -msgstr "Wyjdź" - -msgid "Quit to Project List" -msgstr "Wyjdź do listy projektów" - -msgid "Take Screenshot" -msgstr "Zrób zrzut ekranu" - -msgid "Toggle Fullscreen" -msgstr "Przełącz pełny ekran" - -msgid "Play" -msgstr "Uruchom" - -msgid "Pause Scene" -msgstr "Zapauzuj scenę" - -msgid "Stop" -msgstr "Stop" - -msgid "Play Scene" -msgstr "Odtwórz scenę" - -msgid "Play Custom Scene" -msgstr "Uruchom niestandardową scenę" - -msgid "Expand Bottom Panel" -msgstr "Rozwiń panel dolny" - -msgid "Zoom In" -msgstr "Przybliż" - -msgid "Zoom Out" -msgstr "Oddal" - -msgid "Zoom Reset" -msgstr "Wyzeruj zbliżenie" - -msgid "Pan View" -msgstr "Przesuń widok" - -msgid "Select Mode" -msgstr "Tryb zaznaczenia" - -msgid "Move Mode" -msgstr "Tryb przesuwania" - -msgid "Rotate Mode" -msgstr "Tryb obrotu" - -msgid "Scale Mode" -msgstr "Tryb skalowania" - -msgid "Ruler Mode" -msgstr "Tryb linijki" - -msgid "Use Smart Snap" -msgstr "Użyj inteligentnego przyciągania" - -msgid "Use Grid Snap" -msgstr "Użyj przyciągania do siatki" - -msgid "Multiply grid step by 2" -msgstr "Zwiększ rozdzielczość siatki 2 razy" - -msgid "Divide grid step by 2" -msgstr "Zmniejsz rozdzielczość siatki 2 razy" - -msgid "Always Show Grid" -msgstr "Zawsze pokazuj siatkę" - -msgid "Show Helpers" -msgstr "Pokaż linie pomocnicze" - -msgid "Show Guides" -msgstr "Pokaż prowadnice" - -msgid "Center Selection" -msgstr "Wyśrodkowywanie na zaznaczeniu" - -msgid "Frame Selection" -msgstr "Powiększ do zaznaczenia" - -msgid "Preview Canvas Scale" -msgstr "Podejrzyj skalę płótna" - -msgid "Insert Key" -msgstr "Wstaw klucz" - -msgid "Insert Key (Existing Tracks)" -msgstr "Wstaw klucz (istniejące ścieżki)" - -msgid "Make Custom Bones from Nodes" -msgstr "Dołącz obraz jako zasób {ścieżka}" - -msgid "Clear Pose" -msgstr "Wyczyść pozę" - -msgid "Toggle Freelook" -msgstr "Przełącz swobodny widok" - -msgid "Freelook Left" -msgstr "\"Wolny widok\" w lewo" - -msgid "Freelook Right" -msgstr "\"Wolny widok\" w prawo" - -msgid "Freelook Forward" -msgstr "\"Wolny widok\" w przód" - -msgid "Freelook Backwards" -msgstr "\"Wolny widok\" w tył" - -msgid "Freelook Up" -msgstr "\"Wolny widok\" w górę" - -msgid "Freelook Down" -msgstr "\"Wolny widok\" w dół" - -msgid "Freelook Speed Modifier" -msgstr "Modyfikator prędkości swobodnego widoku" - -msgid "Freelook Slow Modifier" -msgstr "Wolny modyfikator swobodnego widoku" - -msgid "Use Local Space" -msgstr "Użyj przestrzeni lokalnej" - -msgid "Use Snap" -msgstr "Użyj przyciągania" - -msgid "Snap Object to Floor" -msgstr "Przyciągnij obiekt do podłogi" - -msgid "Top View" -msgstr "Widok z góry" - -msgid "Bottom View" -msgstr "Widok z dołu" - -msgid "Front View" -msgstr "Widok z przodu" - -msgid "Rear View" -msgstr "Widok z tyłu" - -msgid "Right View" -msgstr "Widok z prawej" - -msgid "Left View" -msgstr "Widok z lewej" - -msgid "Switch Perspective/Orthogonal View" -msgstr "Przełącz widok perspektywiczny/ortogonalny" - -msgid "Insert Animation Key" -msgstr "Wstaw klucz animacji" - -msgid "Focus Origin" -msgstr "Wycentruj na pozycji początkowej" - -msgid "Focus Selection" -msgstr "Wycentruj na zaznaczeniu" - -msgid "Align Transform with View" -msgstr "Dopasuj położenie do widoku" - -msgid "Align Rotation with View" -msgstr "Dopasuj obrót do widoku" - -msgid "1 Viewport" -msgstr "1 widok" - -msgid "2 Viewports" -msgstr "2 widoki" - -msgid "2 Viewports (Alt)" -msgstr "2 widoki (alternatywnie)" - -msgid "3 Viewports" -msgstr "3 widoki" - -msgid "3 Viewports (Alt)" -msgstr "3 widoki (alternatywnie)" - -msgid "4 Viewports" -msgstr "4 widoki" - -msgid "Cut" -msgstr "Wytnij" - -msgid "Copy" -msgstr "Kopiuj" - -msgid "Paste" -msgstr "Wklej" - -msgid "Select All" -msgstr "Zaznacz wszystko" - -msgid "Find Next" -msgstr "Znajdź następny" - -msgid "Find Previous" -msgstr "Znajdź poprzedni" - -msgid "Find in Files" -msgstr "Znajdź w plikach" - -msgid "Replace" -msgstr "Zastąp" - -msgid "Replace in Files" -msgstr "Zastąp w plikach" - -msgid "Move Up" -msgstr "Przesuń w górę" - -msgid "Move Down" -msgstr "Przesuń w dół" - -msgid "Delete Line" -msgstr "Usuń wiersz" - -msgid "Toggle Comment" -msgstr "Przełącz komentarz" - -msgid "Fold/Unfold Line" -msgstr "Zwiń/rozwiń wiersz" - -msgid "Duplicate Selection" -msgstr "Duplikuj zaznaczone" - -msgid "Complete Symbol" -msgstr "Uzupełnij symbol" - -msgid "Evaluate Selection" -msgstr "Wylicz wyrażenie" - -msgid "Trim Trailing Whitespace" -msgstr "Przytnij końcowe białe znaki" - -msgid "Uppercase" -msgstr "Wielkie litery" - -msgid "Lowercase" -msgstr "Małe litery" - -msgid "Capitalize" -msgstr "Wielkie litery na początku słów" - -msgid "Convert Indent to Spaces" -msgstr "Zamień wcięcia na spacje" - -msgid "Convert Indent to Tabs" -msgstr "Zamień wcięcia na tabulatory" - -msgid "Auto Indent" -msgstr "Automatyczne wcięcie" - -msgid "Toggle Bookmark" -msgstr "Przełącz zakładkę" - -msgid "Go to Next Bookmark" -msgstr "Przejdź do następnej zakładki" - -msgid "Go to Previous Bookmark" -msgstr "Przejdź do poprzedniej zakładki" - -msgid "Go to Function" -msgstr "Przejdź do funkcji" - -msgid "Go to Line" -msgstr "Idź do lini" - -msgid "Toggle Breakpoint" -msgstr "Przełącz punkt wstrzymania" - -msgid "Remove All Breakpoints" -msgstr "Usuń wszystkie punkty wstrzymania" - -msgid "Go to Next Breakpoint" -msgstr "Przejdź do następnego punktu wstrzymania" - -msgid "Go to Previous Breakpoint" -msgstr "Przejdź do poprzedniego punktu wstrzymania" - -msgid "Contextual Help" -msgstr "Pomoc kontekstowa" - -msgid "Next Script" -msgstr "Następny skrypt" - -msgid "Previous Script" -msgstr "Poprzedni skrypt" - -msgid "Reopen Closed Script" -msgstr "Przywróć zamknięty skrypt" - -msgid "Save" -msgstr "Zapisz" - -msgid "Save All" -msgstr "Zapisz wszystko" - -msgid "Soft Reload Script" -msgstr "Miękkie przeładowania skryptu" - -msgid "History Previous" -msgstr "Poprzedni plik" - -msgid "History Next" -msgstr "Następny plik" - -msgid "Close" -msgstr "Zamknij" - -msgid "Run" -msgstr "Uruchom" - -msgid "Toggle Scripts Panel" -msgstr "Przełącz panel skryptów" - -msgid "Reset Zoom" -msgstr "Wyzeruj przybliżenie" - -msgid "Copy Selection" -msgstr "Kopiuj zaznaczenie" - -msgid "Clear Output" -msgstr "Wyczyść wyjście" - -msgid "Debugger" -msgstr "Debuger" - -msgid "Step Into" -msgstr "Krok w" - -msgid "Step Over" -msgstr "Przekrocz" - -msgid "Continue" -msgstr "Kontynuuj" - -msgid "Go Back" -msgstr "Wróć" - -msgid "Go Forward" -msgstr "Dalej" - -msgid "Go Up" -msgstr "W górę" - -msgid "Refresh" -msgstr "Odśwież" - -msgid "Toggle Hidden Files" -msgstr "Przełącz ukryte pliki" - -msgid "Toggle Favorite" -msgstr "Przełącz ulubione" - -msgid "Toggle Mode" -msgstr "Przełącz tryb" - -msgid "Create Folder" -msgstr "Utwórz katalog" - -msgid "Delete" -msgstr "Usuń" - -msgid "Focus Path" -msgstr "Przejdź do wprowadzania ścieżki" - -msgid "Move Favorite Up" -msgstr "Przesuń ulubiony w górę" - -msgid "Move Favorite Down" -msgstr "Przesuń ulubiony w dół" - -msgid "Copy Path" -msgstr "Skopiuj ścieżkę" - -msgid "Duplicate" -msgstr "Duplikuj" - -msgid "Add Child Node" -msgstr "Dodaj węzeł" - -msgid "Batch Rename" -msgstr "Grupowa zmiana nazwy" - -msgid "Copy Node Path" -msgstr "Skopiuj ścieżkę węzła" - -msgid "Duplicate Transposed" -msgstr "Duplikuj transponowane" - -msgid "Delete Selection" -msgstr "Usuń zaznaczone" - -msgid "Go to Next Step" -msgstr "Przejdź do następnego kroku" - -msgid "Go to Previous Step" -msgstr "Przejdź do poprzedniego kroku" - -msgid "Select" -msgstr "Zaznacz" - -msgid "Cut Selection" -msgstr "Wytnij zaznaczenie" - -msgid "Flip Horizontally" -msgstr "Odbij poziomo" - -msgid "Flip Vertically" -msgstr "Odbij pionowo" - -msgid "Rotate Left" -msgstr "Obróć w lewo" - -msgid "Rotate Right" -msgstr "Obróć w prawo" - -msgid "Next Coordinate" -msgstr "Następny koordynat" - -msgid "Previous Coordinate" -msgstr "Poprzedni koordynat" - -msgid "Region Mode" -msgstr "Tryb obszaru" - -msgid "Collision Mode" -msgstr "Tryb kolizji" - -msgid "Occlusion Mode" -msgstr "Tryb okluzji" - -msgid "Navigation Mode" -msgstr "Tryb nawigacji" - -msgid "Bitmask Mode" -msgstr "Tryb maski bitowej" - -msgid "Priority Mode" -msgstr "Tryb priorytetów" - -msgid "Icon Mode" -msgstr "Tryb ikon" - -msgid "Z Index Mode" -msgstr "Tryb indeksów Z" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/editor/external_editor.po b/sphinx/po/pl/LC_MESSAGES/tutorials/editor/external_editor.po deleted file mode 100644 index 9197695142..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/editor/external_editor.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using an external text editor" -msgstr "Korzystanie z zewnętrznego edytora tekstu" - -msgid "This page explains how to code using an external text editor." -msgstr "Ta strona wyjaśnia jak programować wykorzystując zewnętrzny edytor." - -msgid "Field in Exec Flags" -msgstr "Pola w flagach Exec" - -msgid "Is replaced with" -msgstr "Jest zastępowany z" - -msgid "The absolute path to the project directory" -msgstr "Ścieżka bezwzględna do katalogu projektu" - -msgid "The absolute path to the file" -msgstr "Ścieżka bezwzględna do pliku" - -msgid "The column number of the error" -msgstr "Numer kolumny błędu" - -msgid "The line number of the error" -msgstr "Numer wiersza błędu" - -msgid "Editor" -msgstr "Edytor" - -msgid "Exec Flags" -msgstr "Parametry uruchomienia" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/editor/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/editor/index.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/editor/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/editor/inspector_dock.po b/sphinx/po/pl/LC_MESSAGES/tutorials/editor/inspector_dock.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/editor/inspector_dock.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/editor/managing_editor_features.po b/sphinx/po/pl/LC_MESSAGES/tutorials/editor/managing_editor_features.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/editor/managing_editor_features.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/editor/project_manager.po b/sphinx/po/pl/LC_MESSAGES/tutorials/editor/project_manager.po deleted file mode 100644 index de4bdbd687..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/editor/project_manager.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "To create a new project:" -msgstr "Aby utworzyć nowy projekt:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/editor/project_settings.po b/sphinx/po/pl/LC_MESSAGES/tutorials/editor/project_settings.po deleted file mode 100644 index 33b60e1fe1..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/editor/project_settings.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Project Settings" -msgstr "Ustawienia projektu" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/editor/using_the_android_editor.po b/sphinx/po/pl/LC_MESSAGES/tutorials/editor/using_the_android_editor.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/editor/using_the_android_editor.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/editor/using_the_web_editor.po b/sphinx/po/pl/LC_MESSAGES/tutorials/editor/using_the_web_editor.po deleted file mode 100644 index 39400205c0..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/editor/using_the_web_editor.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Limitations" -msgstr "Ograniczenia" - -msgid "No support for external script editors." -msgstr "Opcje importowania." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/export/android_gradle_build.po b/sphinx/po/pl/LC_MESSAGES/tutorials/export/android_gradle_build.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/export/android_gradle_build.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po b/sphinx/po/pl/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po deleted file mode 100644 index 56e3577cb4..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Changing the taskbar icon" -msgstr "Zmiana ikony paska zadań" - -msgid "" -"Before selecting it in the export options, you will need to install an extra " -"tool called **rcedit**. You can download it `here `_." -msgstr "" -"Przed wybraniem go w opcjach eksportu należy zainstalować dodatkowe " -"narzędzie o nazwie **rcedit**. Można go pobrać tutaj: `_." - -msgid "Testing the result" -msgstr "Testowanie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_for_android.po b/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_for_android.po deleted file mode 100644 index 8d0ba2fc3b..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_for_android.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting for Android" -msgstr "Eksportowanie na Androida" - -msgid "Download the Android SDK" -msgstr "Pobieranie Android SDK" - -msgid "Download and install the Android SDK." -msgstr "Pobieranie Android SDK." - -msgid "There are two types of icons required by Godot:" -msgstr "Godot używa dwóch typów ikon:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po b/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po deleted file mode 100644 index 2adae3ba74..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po +++ /dev/null @@ -1,20 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "See :ref:`doc_exporting_projects` for more information." -msgstr "" -":ref:`Uruchamianie kodu w edytorze ` dla " -"więcej informacji." - -msgid "Next steps" -msgstr "Kolejne kroki" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_for_ios.po b/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_for_ios.po deleted file mode 100644 index 70061a3adf..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_for_ios.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting for iOS" -msgstr "Eksportowanie na iOS" - -msgid "Requirements" -msgstr "Wymagania" - -msgid "Export a Godot project to Xcode" -msgstr "Eksportuj projekt Godota do Xcode" - -msgid "See the **godot_project_to_export** folder in the Xcode file browser." -msgstr "Wejdź w folder **godot_project_to_export** w menedżerze plików Xcode." - -msgid "Delete **exported_xcode_project_name.pck** from the Xcode project." -msgstr "Usuń **exported_xcode_project_name.pck** z projektu Xcode." - -msgid "Plugins for iOS" -msgstr "Pluginy dla iOS" - -msgid "Troubleshooting" -msgstr "Rozwiązywanie problemów" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_for_linux.po b/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_for_linux.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_for_linux.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_for_macos.po b/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_for_macos.po deleted file mode 100644 index cc3acf30d4..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_for_macos.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting for macOS" -msgstr "Eksportowanie na macOS" - -msgid "Requirements" -msgstr "Wymagania" - -msgid "Description" -msgstr "Opis" - -msgid "Camera" -msgstr "Kamera" - -msgid "Location" -msgstr "Lokalizacja" - -msgid "Debugging" -msgstr "Debugowanie" - -msgid "Enabled" -msgstr "Włączony" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_for_web.po b/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_for_web.po deleted file mode 100644 index ba90f4f922..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_for_web.po +++ /dev/null @@ -1,54 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting for the Web" -msgstr "Eksportowanie do sieci Web" - -msgid "Export options" -msgstr "Opcje Eksportu" - -msgid "Limitations" -msgstr "Ograniczenia" - -msgid "Using cookies for data persistence" -msgstr "Używanie ciasteczek do przechowywania danych" - -msgid "" -"The method ``OS.is_userfs_persistent()`` can be used to check if the " -"``user://`` file system is persistent, but can give false positives in some " -"cases." -msgstr "" -"Metoda ``OS.is_userfs_persistent()`` może być użyta do sprawdzenia czy " -"system plików ``user://`` jest trwały, ale może dawać fałszywe - pozytywne " -"wyniki w niektórych przypadkach." - -msgid "Full screen and mouse capture" -msgstr "Pełny ekran i przechwytywanie myszy" - -msgid "Audio" -msgstr "Audio" - -msgid "Networking" -msgstr "Sieć" - -msgid "Accessing or changing the ``StreamPeer`` is not possible" -msgstr "Uzyskanie dostępu lub zmiana ``StreamPeer`` nie jest dostępna" - -msgid "Host verification cannot be disabled" -msgstr "Weryfikacja hosta nie może być wyłączona" - -msgid "Clipboard" -msgstr "Schowek" - -msgid "Serving the files" -msgstr "Obsługa plików" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_for_windows.po b/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_for_windows.po deleted file mode 100644 index 3b442588c0..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_for_windows.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Setup" -msgstr "Konfiguracja" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_pcks.po b/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_pcks.po deleted file mode 100644 index 5b7dd39832..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_pcks.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Use cases" -msgstr "Używaj czasu przeszłego" - -msgid "shaders" -msgstr "shadery" - -msgid "Summary" -msgstr "Podsumowanie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_projects.po b/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_projects.po deleted file mode 100644 index 9bb3b0c2e3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/export/exporting_projects.po +++ /dev/null @@ -1,57 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting projects" -msgstr "Eksportowanie projektów" - -msgid "" -"Originally, Godot did not have any means to export projects. The developers " -"would compile the proper binaries and build the packages for each platform " -"manually." -msgstr "" -"Na początku, Godot nie posiadał możliwości eksportowania projektów. " -"Deweloperzy musieli sami skompilować kod i zbudować program na każdą " -"platformę osobno." - -msgid "" -"When more developers (and even non-programmers) started using it, and when " -"our company started taking more projects at the same time, it became evident " -"that this was a bottleneck." -msgstr "" -"Kiedy coraz więcej programistów(a nawet nie-programistów) zaczęło z niego " -"korzystać, nasza firma zaczęła realizować równocześnie więcej projektów, " -"stało się jasne, że jest to wąskie gardło." - -msgid "On PC" -msgstr "Na komputerze" - -msgid "On mobile" -msgstr "Na telefonie" - -msgid "Export menu" -msgstr "Menu Eksportowania" - -msgid "Export templates" -msgstr "Szablony do eksportu" - -msgid "Export all resources in the project" -msgstr "Eksportuj wszystkie zasoby w projekcie" - -msgid "Export selected scenes (and dependencies)" -msgstr "Eksportuj wybrane sceny (i zależności)" - -msgid "Export selected resources (and dependencies)" -msgstr "Eksportuj wybrane zasoby (oraz zależności)" - -msgid "Windows: ``.exe``" -msgstr "Windows: ``.exe``" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/export/feature_tags.po b/sphinx/po/pl/LC_MESSAGES/tutorials/export/feature_tags.po deleted file mode 100644 index db869e734d..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/export/feature_tags.po +++ /dev/null @@ -1,78 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Platform name." -msgstr "Nazwa platformy." - -msgid "Many more things." -msgstr "Wiele innych rzeczy." - -msgid "Default features" -msgstr "Domyślne funkcje" - -msgid "**Description**" -msgstr "**Opis**" - -msgid "Running on Windows" -msgstr "Uruchamiany na Windowsie" - -msgid "**debug**" -msgstr "**debug**" - -msgid "**release**" -msgstr "**release**" - -msgid "**64**" -msgstr "**64**" - -msgid "**32**" -msgstr "**32**" - -msgid "**mobile**" -msgstr "**mobile**" - -msgid "Host OS is a mobile platform" -msgstr "Gospodarzem jest urządzenie mobilne" - -msgid "**pc**" -msgstr "**pc**" - -msgid "Host OS is a PC platform (desktop/laptop)" -msgstr "Gospodarzem jest platforma PC (komputer/laptop)" - -msgid "**web**" -msgstr "**web**" - -msgid "Host OS is a Web browser" -msgstr "Gospodarzem jest przeglądarka" - -msgid "**etc**" -msgstr "**etc**" - -msgid "Textures using ETC1 compression are supported" -msgstr "Tekstury używające ETC1 są wspierane" - -msgid "**etc2**" -msgstr "**etc2**" - -msgid "Textures using ETC2 compression are supported" -msgstr "Tekstury używające ETC2 są wspierane" - -msgid "**s3tc**" -msgstr "**s3tc**" - -msgid "Overriding project settings" -msgstr "Nadpisz ustawienia projektu" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/export/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/export/index.po deleted file mode 100644 index ef28baf12a..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/export/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Export" -msgstr "Eksportuj" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/export/one-click_deploy.po b/sphinx/po/pl/LC_MESSAGES/tutorials/export/one-click_deploy.po deleted file mode 100644 index 48c2b75a49..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/export/one-click_deploy.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Supported platforms" -msgstr "Wspierane platformy" - -msgid "Troubleshooting" -msgstr "Rozwiązywanie problemów" - -msgid "Android" -msgstr "Android" - -msgid "Web" -msgstr "Przeglądarka (HTML5)" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/export/running_on_macos.po b/sphinx/po/pl/LC_MESSAGES/tutorials/export/running_on_macos.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/export/running_on_macos.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/index.po deleted file mode 100644 index 420092ce45..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Internationalization" -msgstr "Internacjonalizacja" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/internationalizing_games.po deleted file mode 100644 index e7c2677f49..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Internationalizing games" -msgstr "Umiędzynarodowianie gier" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Configuring the imported translation" -msgstr "Konfigurowanie zaimportowanego tłumaczenia" - -msgid "Making controls resizable" -msgstr "Tworzenie kontrolek rozszerzających się" - -msgid "TranslationServer" -msgstr "SerwerTłumaczeń" - -msgid "Translating the project name" -msgstr "Tłumaczenie nazwy projektu" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/locales.po deleted file mode 100644 index 2092ecd4a9..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/locales.po +++ /dev/null @@ -1,381 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "aa" -msgstr "aa" - -msgid "Afar" -msgstr "Afar" - -msgid "af" -msgstr "af" - -msgid "Afrikaans" -msgstr "afrykanerski" - -msgid "ar" -msgstr "ar" - -msgid "Arabic" -msgstr "arabski" - -msgid "be" -msgstr "be" - -msgid "Belarusian" -msgstr "białoruski" - -msgid "bg" -msgstr "bg" - -msgid "Bulgarian" -msgstr "bułgarski" - -msgid "bn" -msgstr "bn" - -msgid "Bengali" -msgstr "bengalski" - -msgid "bo" -msgstr "bo" - -msgid "Tibetan" -msgstr "tybetański" - -msgid "ca" -msgstr "ca" - -msgid "Catalan" -msgstr "kataloński" - -msgid "cs" -msgstr "cs_CZ" - -msgid "Czech" -msgstr "czeski" - -msgid "da" -msgstr "da" - -msgid "Danish" -msgstr "duński" - -msgid "de" -msgstr "de" - -msgid "German" -msgstr "niemiecki" - -msgid "el" -msgstr "el" - -msgid "Greek" -msgstr "grecki" - -msgid "en" -msgstr "en" - -msgid "English" -msgstr "angielski" - -msgid "eo" -msgstr "eo" - -msgid "Esperanto" -msgstr "esperanto" - -msgid "es" -msgstr "es" - -msgid "Spanish" -msgstr "hiszpański" - -msgid "et" -msgstr "et" - -msgid "Estonian" -msgstr "estoński" - -msgid "eu" -msgstr "eu" - -msgid "Basque" -msgstr "baskijski" - -msgid "fa" -msgstr "fa" - -msgid "Persian" -msgstr "Perski" - -msgid "fi" -msgstr "fi" - -msgid "Finnish" -msgstr "fiński" - -msgid "fr" -msgstr "fr" - -msgid "French" -msgstr "francuski" - -msgid "ga" -msgstr "ga" - -msgid "Irish" -msgstr "irlandzki" - -msgid "Hebrew" -msgstr "hebrajski" - -msgid "hi" -msgstr "hi" - -msgid "Hindi" -msgstr "hinduski" - -msgid "hr" -msgstr "hr" - -msgid "Croatian" -msgstr "chorwacki" - -msgid "hu" -msgstr "hu" - -msgid "Hungarian" -msgstr "węgierski" - -msgid "Indonesian" -msgstr "indonezyjski" - -msgid "is" -msgstr "is" - -msgid "Icelandic" -msgstr "islandzki" - -msgid "it" -msgstr "it" - -msgid "Italian" -msgstr "włoski" - -msgid "ja" -msgstr "ja" - -msgid "Japanese" -msgstr "japoński" - -msgid "ko" -msgstr "ko" - -msgid "Korean" -msgstr "koreański" - -msgid "ku" -msgstr "ku" - -msgid "Kurdish" -msgstr "kurdyjski" - -msgid "lt" -msgstr "lt" - -msgid "Lithuanian" -msgstr "litewski" - -msgid "lv" -msgstr "lv" - -msgid "Latvian" -msgstr "łotewski" - -msgid "mk" -msgstr "mk" - -msgid "Macedonian" -msgstr "macedoński" - -msgid "ms" -msgstr "ms" - -msgid "Malay" -msgstr "malajski" - -msgid "mt" -msgstr "mt" - -msgid "Maltese" -msgstr "maltański" - -msgid "Norwegian Bokmål" -msgstr "norweski Bokmål" - -msgid "nl" -msgstr "nl" - -msgid "Dutch" -msgstr "duński" - -msgid "nn" -msgstr "nn" - -msgid "Norwegian Nynorsk" -msgstr "norweski nynorsk" - -msgid "om" -msgstr "om" - -msgid "Oromo" -msgstr "oromski" - -msgid "pap" -msgstr "pap" - -msgid "Papiamento" -msgstr "papiamento" - -msgid "pl" -msgstr "pl" - -msgid "Polish" -msgstr "polski" - -msgid "pr" -msgstr "pr" - -msgid "Pirate" -msgstr "piracki" - -msgid "pt" -msgstr "pt" - -msgid "Portuguese" -msgstr "portugalski" - -msgid "ro" -msgstr "ro" - -msgid "Romanian" -msgstr "rumuński" - -msgid "ru" -msgstr "ru" - -msgid "Russian" -msgstr "rosyjski" - -msgid "sco" -msgstr "sco" - -msgid "Scots" -msgstr "szkocki" - -msgid "sk" -msgstr "sk" - -msgid "Slovak" -msgstr "słowacki" - -msgid "sl" -msgstr "sl" - -msgid "Slovenian" -msgstr "słoweński" - -msgid "so" -msgstr "so" - -msgid "Somali" -msgstr "somalijski" - -msgid "sq" -msgstr "sq" - -msgid "Albanian" -msgstr "albański" - -msgid "sr" -msgstr "sr" - -msgid "Serbian" -msgstr "serbski" - -msgid "sv" -msgstr "sv" - -msgid "Swedish" -msgstr "szwedzki" - -msgid "ta" -msgstr "ta" - -msgid "Tamil" -msgstr "tamil" - -msgid "th" -msgstr "th" - -msgid "Thai" -msgstr "tajski" - -msgid "ti" -msgstr "ti" - -msgid "Tigrinya" -msgstr "tigrinya" - -msgid "tr" -msgstr "tr" - -msgid "Turkish" -msgstr "turecki" - -msgid "uk" -msgstr "uk" - -msgid "Ukrainian" -msgstr "ukraiński" - -msgid "Unami" -msgstr "Unami" - -msgid "ur" -msgstr "ur" - -msgid "Urdu" -msgstr "urgu" - -msgid "uz" -msgstr "uz" - -msgid "Uzbek" -msgstr "uzbecki" - -msgid "vi" -msgstr "vi" - -msgid "Vietnamese" -msgstr "wietnamski" - -msgid "zh" -msgstr "zh" - -msgid "Chinese" -msgstr "chiński" - -msgid "Java" -msgstr "Java" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po deleted file mode 100644 index 1180e8ada6..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ /dev/null @@ -1,19 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"See :ref:`doc_internationalizing_games` for more information on importing " -"and testing translations in Godot." -msgstr "" -"Zobacz :ref:`używanie przekształceń `,aby uzyskać " -"więcej informacji na temat rotacji." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/pseudolocalization.po b/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/pseudolocalization.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/pseudolocalization.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po deleted file mode 100644 index 0c131bdb6d..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Rozwiązywanie problemów" - -msgid "Linux" -msgstr "Linuks" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po deleted file mode 100644 index a744785a04..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using project settings" -msgstr "Używanie ustawień projektu" - -msgid "Using a script" -msgstr "Używanie skryptu" - -msgid "Create a Node and attach the following script." -msgstr "Stwórz Węzeł i załącz do niego skrypt." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po deleted file mode 100644 index 33ef2b4af0..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Handling quit requests" -msgstr "Obsługa wychodzenia z programu" - -msgid "Quitting" -msgstr "Wychodzenie" - -msgid "Handling the notification" -msgstr "Obsługa powiadomień" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/index.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/input_examples.po deleted file mode 100644 index 313b0cec76..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/input_examples.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Input examples" -msgstr "Przykład" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Examples:" -msgstr "Przykłady:" - -msgid "Input events" -msgstr "Zdarzenia wejścia" - -msgid "InputMap" -msgstr "InputMap" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/inputevent.po deleted file mode 100644 index e7af1a2fb9..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/inputevent.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "What is it?" -msgstr "Co to jest?" - -msgid "How does it work?" -msgstr "Jak to działa?" - -msgid "Event" -msgstr "Wydarzenie" - -msgid "Description" -msgstr "Opis" - -msgid "InputMap" -msgstr "InputMap" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po deleted file mode 100644 index f189e74b4e..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "About" -msgstr "O Godocie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/pl/LC_MESSAGES/tutorials/io/background_loading.po deleted file mode 100644 index f940d69619..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/io/background_loading.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Background loading" -msgstr "Ładowanie w tle" - -msgid "Example" -msgstr "Przykład" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/io/binary_serialization_api.po b/sphinx/po/pl/LC_MESSAGES/tutorials/io/binary_serialization_api.po deleted file mode 100644 index 2c80fbff04..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/io/binary_serialization_api.po +++ /dev/null @@ -1,369 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Binary serialization API" -msgstr "Binarna serizlizacja API" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Type" -msgstr "Typ" - -msgid "Value" -msgstr "Wartość" - -msgid "0" -msgstr "0" - -msgid "null" -msgstr "null" - -msgid "1" -msgstr "1" - -msgid "bool" -msgstr "bool" - -msgid "2" -msgstr "2" - -msgid "3" -msgstr "3" - -msgid "float" -msgstr "float" - -msgid "4" -msgstr "4" - -msgid "string" -msgstr "string" - -msgid "5" -msgstr "5" - -msgid "vector2" -msgstr "vector2" - -msgid "6" -msgstr "6" - -msgid "7" -msgstr "7" - -msgid "vector3" -msgstr "vector3" - -msgid "8" -msgstr "8" - -msgid "9" -msgstr "9" - -msgid "plane" -msgstr "płaszczyzna" - -msgid "10" -msgstr "10" - -msgid "11" -msgstr "11" - -msgid "aabb" -msgstr "aabb" - -msgid "12" -msgstr "12" - -msgid "13" -msgstr "13" - -msgid "14" -msgstr "14" - -msgid "color" -msgstr "kolor" - -msgid "15" -msgstr "15" - -msgid "16" -msgstr "16" - -msgid "17" -msgstr "17" - -msgid "object" -msgstr "obiekt" - -msgid "18" -msgstr "18" - -msgid "dictionary" -msgstr "słownik" - -msgid "19" -msgstr "19" - -msgid "20" -msgstr "20" - -msgid "21" -msgstr "21" - -msgid "22" -msgstr "22" - -msgid "23" -msgstr "23" - -msgid "24" -msgstr "24" - -msgid "25" -msgstr "25" - -msgid "26" -msgstr "26" - -msgid "27" -msgstr "27" - -msgid "28" -msgstr "28" - -msgid "max" -msgstr "max" - -msgid "0: null" -msgstr "0: null" - -msgid "1: :ref:`bool`" -msgstr "1: :ref:`bool`" - -msgid "Offset" -msgstr "Przesunięcie" - -msgid "Len" -msgstr "Długość" - -msgid "Description" -msgstr "Opis" - -msgid "Integer" -msgstr "Liczba całkowita" - -msgid "0 for False, 1 for True" -msgstr "0 - Fałsz, 1 - Prawda" - -msgid "2: :ref:`int`" -msgstr "2: :ref:`int`" - -msgid "32-bit signed integer" -msgstr "32 bity dodatnich liczb całkowitych" - -msgid "Float" -msgstr "Float" - -msgid "4: :ref:`String`" -msgstr "4: :ref:`String`" - -msgid "X" -msgstr "X" - -msgid "Bytes" -msgstr "Bajty" - -msgid "5: :ref:`Vector2`" -msgstr "5: :ref:`Vector2`" - -msgid "6: :ref:`Rect2`" -msgstr "6: :ref:`Rect2`" - -msgid "X size" -msgstr "rozmiar X" - -msgid "Y size" -msgstr "rozmiar Y" - -msgid "7: :ref:`Vector3`" -msgstr "7: :ref:`Vector3`" - -msgid "8: :ref:`Transform2D`" -msgstr "8: :ref:`Transform2D`" - -msgid "The X component of the X column vector, accessed via [0][0]" -msgstr "Poszczególne komponenty wektora są dostępne bezpośrednio po nazwie" - -msgid "The Y component of the X column vector, accessed via [0][1]" -msgstr "Poszczególne komponenty wektora są dostępne bezpośrednio po nazwie" - -msgid "The X component of the Y column vector, accessed via [1][0]" -msgstr "Poszczególne komponenty wektora są dostępne bezpośrednio po nazwie" - -msgid "The Y component of the Y column vector, accessed via [1][1]" -msgstr "Poszczególne komponenty wektora są dostępne bezpośrednio po nazwie" - -msgid "The X component of the origin vector, accessed via [2][0]" -msgstr "Poszczególne komponenty wektora są dostępne bezpośrednio po nazwie" - -msgid "The Y component of the origin vector, accessed via [2][1]" -msgstr "Poszczególne komponenty wektora są dostępne bezpośrednio po nazwie" - -msgid "9: :ref:`Plane`" -msgstr "9: :ref:`Plane`" - -msgid "Normal Z" -msgstr "Normalna Z" - -msgid "Distance" -msgstr "Dystans" - -msgid "Imaginary X" -msgstr "Zespolone X" - -msgid "Imaginary Y" -msgstr "Zespolone Y" - -msgid "Imaginary Z" -msgstr "Zespolone Z" - -msgid "Real W" -msgstr "Rzeczywiste W" - -msgid "11: :ref:`AABB`" -msgstr "11: :ref:`AABB`" - -msgid "12: :ref:`Basis`" -msgstr "12: :ref:`Basis`" - -msgid "The Z component of the X column vector, accessed via [0][2]" -msgstr "Poszczególne komponenty wektora są dostępne bezpośrednio po nazwie" - -msgid "The Z component of the Y column vector, accessed via [1][2]" -msgstr "Komponent Z wektora kolumnowego Y, dostępny przez [1][2]" - -msgid "The X component of the Z column vector, accessed via [2][0]" -msgstr "Komponent X wektora kolumnowego Z, dostępny przez [2][0]" - -msgid "32" -msgstr "32" - -msgid "The Y component of the Z column vector, accessed via [2][1]" -msgstr "Poszczególne komponenty wektora są dostępne bezpośrednio po nazwie" - -msgid "36" -msgstr "36" - -msgid "The Z component of the Z column vector, accessed via [2][2]" -msgstr "Poszczególne komponenty wektora są dostępne bezpośrednio po nazwie" - -msgid "40" -msgstr "40" - -msgid "The X component of the origin vector, accessed via [3][0]" -msgstr "Poszczególne komponenty wektora są dostępne bezpośrednio po nazwie" - -msgid "44" -msgstr "44" - -msgid "The Y component of the origin vector, accessed via [3][1]" -msgstr "Poszczególne komponenty wektora są dostępne bezpośrednio po nazwie" - -msgid "48" -msgstr "48" - -msgid "The Z component of the origin vector, accessed via [3][2]" -msgstr "Poszczególne komponenty wektora są dostępne bezpośrednio po nazwie" - -msgid "14: :ref:`Color`" -msgstr "14: :ref:`Color`" - -msgid "Alpha (0..1)" -msgstr "Przezroczystość (0..1)" - -msgid "15: :ref:`NodePath`" -msgstr "15: :ref:`NodePath`" - -msgid "For old format:" -msgstr "Dla starego formatu:" - -msgid "For new format:" -msgstr "Dla nowego formatu:" - -msgid "X+0" -msgstr "X+0" - -msgid "X+4" -msgstr "X+4" - -msgid "16: :ref:`RID` (unsupported)" -msgstr "16: :ref:`RID` (niewspierany)" - -msgid "The number of properties that are serialized" -msgstr "Liczba właściwości, które są serializowane" - -msgid "For each property:" -msgstr "Dla każdej właściwości:" - -msgid "18: :ref:`Dictionary`" -msgstr "18: :ref:`Dictionary`" - -msgid "19: :ref:`Array`" -msgstr "19: :ref:`Array`" - -msgid "8..8+length" -msgstr "8..8+długość" - -msgid "Byte" -msgstr "Bajt" - -msgid "Byte (0..255)" -msgstr "Bajt (0..255)" - -msgid "8..8+length\\*4" -msgstr "8..8+długość\\*4" - -msgid "8..8+length\\*8" -msgstr "8..8+długość\\*8" - -msgid "For each String:" -msgstr "Dla każdego łańcucha znaków:" - -msgid "Every string is padded to 4 bytes." -msgstr "Każdy ciąg jest dopełniany do 4 bajtów." - -msgid "8..12+length\\*8" -msgstr "8..12+długość\\*8" - -msgid "8..8+length\\*12" -msgstr "8..8+długość\\*12" - -msgid "8..12+length\\*12" -msgstr "8..12+długość\\*12" - -msgid "8..16+length\\*12" -msgstr "8..16+długość\\*12" - -msgid "8..8+length\\*16" -msgstr "8..8+długość\\*16" - -msgid "8..12+length\\*16" -msgstr "8..12+długość\\*16" - -msgid "8..16+length\\*16" -msgstr "8..16+długość\\*16" - -msgid "8..20+length\\*16" -msgstr "8..20+długość\\*16" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/pl/LC_MESSAGES/tutorials/io/data_paths.po deleted file mode 100644 index a042c72e4f..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/io/data_paths.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Path separators" -msgstr "Separator ścieżki" - -msgid "Type" -msgstr "Typ" - -msgid "Location" -msgstr "Lokalizacja" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/io/index.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/io/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po b/sphinx/po/pl/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/pl/LC_MESSAGES/tutorials/io/saving_games.po deleted file mode 100644 index 7b3e8f47a8..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/io/saving_games.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Saving games" -msgstr "Zapisywanie gry" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Identify persistent objects" -msgstr "Identyfikowanie obiektów trwałych" - -msgid "Saving and reading data" -msgstr "Zapisywanie i czytanie danych" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/pl/LC_MESSAGES/tutorials/math/beziers_and_curves.po deleted file mode 100644 index 660e3e3579..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Drawing" -msgstr "Rysowanie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/math/index.po deleted file mode 100644 index 41ddb7a0db..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/math/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Math" -msgstr "Matematyka" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/pl/LC_MESSAGES/tutorials/math/interpolation.po deleted file mode 100644 index d297118d19..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/math/interpolation.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Interpolation" -msgstr "Interpolacja" - -msgid "Smoothing motion" -msgstr "Wygładzanie ruchu" - -msgid "Here is how it looks:" -msgstr "Tutaj jest pokazane jak powinno wyglądać:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/pl/LC_MESSAGES/tutorials/math/matrices_and_transforms.po deleted file mode 100644 index 175fab8aac..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Matrices and transforms" -msgstr "Macierze i transformacje" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "https://www.youtube.com/watch?v=mvmuCPvRoWQ" -msgstr "`Steincodes `_" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/pl/LC_MESSAGES/tutorials/math/random_number_generation.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/math/random_number_generation.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/pl/LC_MESSAGES/tutorials/math/vector_math.po deleted file mode 100644 index 60ae76250d..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/math/vector_math.po +++ /dev/null @@ -1,186 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Vector math" -msgstr "Wektory" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "" -"This tutorial is a short and practical introduction to linear algebra as it " -"applies to game development. Linear algebra is the study of vectors and " -"their uses. Vectors have many applications in both 2D and 3D development and " -"Godot uses them extensively. Developing a good understanding of vector math " -"is essential to becoming a strong game developer." -msgstr "" -"Ten samouczek jest krótkim i praktycznym wprowadzeniem do algebry liniowej w " -"zakresie tworzenia gier. Algebra liniowa jest badaniem wektorów i ich " -"zastosowań. Wektory mają wiele zastosowań zarówno w 2D, jak i 3D, a Godot " -"używa ich w szerokim zakresie. Dobre zrozumienie matematyki wektorowej jest " -"niezbędne, aby stać się potężnym twórcą gier." - -msgid "" -"This tutorial is **not** a formal textbook on linear algebra. We will only " -"be looking at how it is applied to game development. For a broader look at " -"the mathematics, see https://www.khanacademy.org/math/linear-algebra" -msgstr "" -"Ten samouczek **nie** jest formalnym podręcznikiem na temat algebry " -"liniowej. Będziemy się przyglądać tylko temu, w jaki sposób jest ona " -"stosowany do tworzenia gier. Szersze spojrzenie ten poddział matematyki " -"można znaleźć na stronie https://www.khanacademy.org/math/linear-algebra" - -msgid "Coordinate systems (2D)" -msgstr "Układy współrzędnych (2D)" - -msgid "" -"In 2D space, coordinates are defined using a horizontal axis (``x``) and a " -"vertical axis (``y``). A particular position in 2D space is written as a " -"pair of values such as ``(4, 3)``." -msgstr "" -"W przestrzeni 2D współrzędne są definiowane za pomocą osi poziomej ( ``x``) " -"i osi pionowej ( ``y``). Położenie w przestrzeni 2D jest zapisywane jako " -"para wartości takich jak ``(4, 3)``." - -msgid "" -"If you're new to computer graphics, it might seem odd that the positive " -"``y`` axis points **downwards** instead of upwards, as you probably learned " -"in math class. However, this is common in most computer graphics " -"applications." -msgstr "" -"Jeśli jesteś nowicjuszem w grafice komputerowej, może wydawać się dziwne, że " -"dodatnie wartości osi ``y`` są skierowane **w dół** zamiast w górę, jak " -"prawdopodobnie uczyliście się na lekcji matematyki. Jest to jednak " -"powszechne w większości aplikacji graficznych." - -msgid "" -"Any position in the 2D plane can be identified by a pair of numbers in this " -"way. However, we can also think of the position ``(4, 3)`` as an **offset** " -"from the ``(0, 0)`` point, or **origin**. Draw an arrow pointing from the " -"origin to the point:" -msgstr "" -"W ten sposób można zidentyfikować dowolne położenie w płaszczyźnie 2D za " -"pomocą pary liczb. Jednakże możemy również myśleć o pozycji ``(4, 3)`` jako " -"**przesunięcie** od punktu ``(0, 0)`` lub **źródło**. Narysuj strzałkę " -"wskazującą od początku do końca:" - -msgid "" -"A very important point to consider about vectors is that they only represent " -"**relative** direction and magnitude. There is no concept of a vector's " -"position. The following two vectors are identical:" -msgstr "" -"Bardzo ważną kwestią, którą należy wziąć pod uwagę w przypadku wektorów, " -"jest to, że reprezentują one jedynie **względny** kierunek i wielkość. Nie " -"istnieje pojęcie pozycji wektora. Następujące dwa wektory są identyczne:" - -msgid "" -"Both vectors represent a point 4 units to the right and 3 units below some " -"starting point. It does not matter where on the plane you draw the vector, " -"it always represents a relative direction and magnitude." -msgstr "" -"Oba wektory reprezentują punkt to samo, 4 jednostki w prawą stronę i 3 " -"jednostki w dół od pewnego punktu początkowego. Nie ma znaczenia, gdzie na " -"płaszczyźnie rysujesz wektor, zawsze reprezentuje on względny kierunek i " -"wielkość." - -msgid "" -"The individual components of the vector can be accessed directly by name." -msgstr "Poszczególne komponenty wektora są dostępne bezpośrednio po nazwie." - -msgid "Adding vectors" -msgstr "Dodawanie wektorów" - -msgid "" -"When adding or subtracting two vectors, the corresponding components are " -"added:" -msgstr "" -"Podczas dodawania lub odejmowania dwóch wektorów dodawane są odpowiednie " -"składniki:" - -msgid "" -"We can also see this visually by adding the second vector at the end of the " -"first:" -msgstr "" -"Widzimy to również wizualnie, dodając drugi wektor na końcu pierwszego:" - -msgid "Note that adding ``a + b`` gives the same result as ``b + a``." -msgstr "" -"Należy pamiętać, że dodanie ``a + b`` daje taki sam rezultat jak ``b + a``." - -msgid "Scalar multiplication" -msgstr "Mnożenie skalarne" - -msgid "A vector can be multiplied by a **scalar**:" -msgstr "Wektor można pomnożyć przez **skalar**:" - -msgid "Practical applications" -msgstr "Praktyczne zastosowania" - -msgid "Let's look at two common uses for vector addition and subtraction." -msgstr "" -"Przyjrzyjmy się dwóm powszechnym zastosowaniom dodawania i odejmowania " -"wektorów." - -msgid "Movement" -msgstr "Ruch" - -msgid "Normalization" -msgstr "Normalizacja" - -msgid "Reflection" -msgstr "Odbicie" - -msgid "" -"For example, imagine we have a moving ball that we want to bounce off a wall " -"or other object:" -msgstr "" -"Wyobraźmy sobie na przykład, że mamy ruchomą kulę, którą chcemy odbić od " -"ściany lub innego obiektu:" - -msgid "Dot product" -msgstr "Iloczyn skalarny" - -msgid "" -"The **dot product** is one of the most important concepts in vector math, " -"but is often misunderstood. Dot product is an operation on two vectors that " -"returns a **scalar**. Unlike a vector, which contains both magnitude and " -"direction, a scalar value has only magnitude." -msgstr "" -"**Wartość skalarna** jest jednym z najważniejszych pojęć w matematyce " -"wektorowej, ale często jest źle rozumiany. Wartość skalarna to operacja na " -"dwóch wektorach, która zwraca **skalar**. W przeciwieństwie do wektora, " -"który zawiera zarówno wielkość, jak i kierunek, wartość skalarna ma tylko " -"wielkość." - -msgid "and" -msgstr "i" - -msgid "" -"When using unit vectors, the result will always be between ``-1`` (180°) and " -"``1`` (0°)." -msgstr "" -"Przy zastosowaniu wektorów jednostkowych wynik zawsze będzie pomiędzy ``-1`` " -"(180°) a ``1`` (0°)." - -msgid "" -"For more information on using vector math in Godot, see the following " -"articles:" -msgstr "" -"Więcej informacji na temat używania matematyki wektorowej w Godocie można " -"znaleźć w poniższych artykułach:" - -msgid ":ref:`doc_vectors_advanced`" -msgstr ":ref:`doc_vectors_advanced`" - -msgid ":ref:`doc_matrices_and_transforms`" -msgstr ":ref:`doc_matrices_and_transforms`" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/pl/LC_MESSAGES/tutorials/math/vectors_advanced.po deleted file mode 100644 index 30054a7632..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "So the final algorithm is something like:" -msgstr "Końcowy algorytm będzie wyglądał tak:" - -msgid ":ref:`doc_matrices_and_transforms`" -msgstr ":ref:`doc_matrices_and_transforms`" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/migrating/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/migrating/index.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/migrating/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po b/sphinx/po/pl/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po deleted file mode 100644 index 537319b95b..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "Animacja" - -msgid "Physics" -msgstr "Fizyka" - -msgid "Rendering" -msgstr "Renderowanie" - -msgid "Navigation" -msgstr "Nawigacja" - -msgid "Networking" -msgstr "Sieć" - -msgid "Editor plugins" -msgstr "Wtyczki edytora" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po b/sphinx/po/pl/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po deleted file mode 100644 index db265232ec..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "Animacja" - -msgid "Rendering" -msgstr "Renderowanie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po b/sphinx/po/pl/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po deleted file mode 100644 index 939fd08e47..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "Animacja" - -msgid "Physics" -msgstr "Fizyka" - -msgid "Rendering" -msgstr "Renderowanie" - -msgid "Audio" -msgstr "Audio" - -msgid "Navigation" -msgstr "Nawigacja" - -msgid "Editor plugins" -msgstr "Wtyczki edytora" - -msgid "Android" -msgstr "Android" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po b/sphinx/po/pl/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po deleted file mode 100644 index 46eaba45fb..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po +++ /dev/null @@ -1,45 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "To use the project upgrade tool:" -msgstr "Aby użyć narzędzia aktualizacji projektu:" - -msgid "KinematicBody2D" -msgstr "KinematicBody2D" - -msgid "Particles" -msgstr "Cząsteczki" - -msgid "ParticlesMaterial" -msgstr "ParticlesMaterial" - -msgid "Shortcut" -msgstr "Skrót" - -msgid "Spatial" -msgstr "Spatial" - -msgid "Sprite" -msgstr "Sprite" - -msgid "Comment" -msgstr "Komentarz" - -msgid "DynamicFont" -msgstr "DynamicFont" - -msgid "Node2D" -msgstr "Node2D" - -msgid "Room" -msgstr "Pokuj" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/index.po deleted file mode 100644 index 6a8b573b92..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Navigation" -msgstr "Nawigacja" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po b/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po b/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po b/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po b/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po b/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po b/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po b/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po b/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po b/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po b/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po b/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po deleted file mode 100644 index aec8ca9de0..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po +++ /dev/null @@ -1,26 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"The result of the source geometry parsing can be influenced with the " -"following properties." -msgstr "" -"Na wynik parsowania geometrii źródłowej można wpływać za pomocą " -"następujących właściwości." - -msgid "" -"With the source geometry added, the result of the baking can be controlled " -"with the following properties." -msgstr "" -"Po dodaniu geometrii źródłowej wynik wypalania można kontrolować za pomocą " -"następujących właściwości." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po b/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po b/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po b/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po b/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po b/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/http_client_class.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/http_client_class.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/http_request_class.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/http_request_class.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/index.po deleted file mode 100644 index 134ea42c74..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Networking" -msgstr "Sieć" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/ssl_certificates.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/webrtc.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/webrtc.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/websocket.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/websocket.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/cpu_optimization.po b/sphinx/po/pl/LC_MESSAGES/tutorials/performance/cpu_optimization.po deleted file mode 100644 index 7d9308979b..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/cpu_optimization.po +++ /dev/null @@ -1,39 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Screenshot of the Godot profiler" -msgstr "Zrzut ekranu profilera Godot'a" - -msgid "Languages" -msgstr "Języki" - -msgid "GDScript" -msgstr "GDScript" - -msgid "C#" -msgstr "C#" - -msgid "C++" -msgstr "C++" - -msgid "Threads" -msgstr "Wątki" - -msgid "SceneTree" -msgstr "DrzewoSceny" - -msgid "Physics" -msgstr "Fizyka" - -msgid "Here are some techniques to speed up physics:" -msgstr "Nie ma żadnych ograniczeń w stosowaniu Godota:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/general_optimization.po b/sphinx/po/pl/LC_MESSAGES/tutorials/performance/general_optimization.po deleted file mode 100644 index 908c218cb8..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/general_optimization.po +++ /dev/null @@ -1,25 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Limitations" -msgstr "Ograniczenia" - -msgid "`Donald Knuth `__ said:" -msgstr "" -"`Donald Knuth `__ powiedział:" - -msgid "Return to step 1." -msgstr "Wróć do kroku 1." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/gpu_optimization.po b/sphinx/po/pl/LC_MESSAGES/tutorials/performance/gpu_optimization.po deleted file mode 100644 index 34a18c174d..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/gpu_optimization.po +++ /dev/null @@ -1,29 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "" -"This is because the main goal of texture compression is bandwidth reduction " -"between memory and the GPU." -msgstr "" -"Dzieje się tak dlatego, że głównym celem kompresji tekstur jest zmniejszenie " -"ilości danych przesyłanych pomiędzy pamięcią a procesorem graficznym." - -msgid "" -"As a warning, most Android devices do not support texture compression of " -"textures with transparency (only opaque), so keep this in mind." -msgstr "" -"Jako ostrzeżenie, większość urządzeń z systemem Android nie obsługuje " -"kompresji tekstur z przezroczystością (tylko nieprzezroczyste)." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/performance/index.po deleted file mode 100644 index 3e719fcee7..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/index.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Performance" -msgstr "Wydajność" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Common" -msgstr "Pospolite" - -msgid "CPU" -msgstr "CPU" - -msgid "GPU" -msgstr "procesor graficzny" - -msgid "3D" -msgstr "3D" - -msgid "Threads" -msgstr "Wątki" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po b/sphinx/po/pl/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po deleted file mode 100644 index 51681dd19b..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Transparent objects" -msgstr "Obiekty prześwitujące" - -msgid "Bake lighting" -msgstr "Wypal światło" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/thread_safe_apis.po b/sphinx/po/pl/LC_MESSAGES/tutorials/performance/thread_safe_apis.po deleted file mode 100644 index 0eba0f0a74..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/thread_safe_apis.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Threads" -msgstr "Wątki" - -msgid "Rendering" -msgstr "Renderowanie" - -msgid "Resources" -msgstr "Zasoby" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/using_multimesh.po b/sphinx/po/pl/LC_MESSAGES/tutorials/performance/using_multimesh.po deleted file mode 100644 index 06e5d322bb..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/using_multimesh.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Multimesh example" -msgstr "Kilka przykładów" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/using_multiple_threads.po b/sphinx/po/pl/LC_MESSAGES/tutorials/performance/using_multiple_threads.po deleted file mode 100644 index a07ef41dc8..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/using_multiple_threads.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using multiple threads" -msgstr "Użyj wielowątkowości" - -msgid "Threads" -msgstr "Wątki" - -msgid "Here is an example of using a Mutex:" -msgstr "Poniżej znajduje się przykładowy plik klasy:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/using_servers.po b/sphinx/po/pl/LC_MESSAGES/tutorials/performance/using_servers.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/using_servers.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/pl/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po deleted file mode 100644 index c67db30466..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "The resulting animation should look something like this:" -msgstr "Twoja ostatnia scena powinna wyglądać tak:" - -msgid "With only the pivot applied you should see something like this:" -msgstr "Jeśli zaznaczysz oba węzły, zobaczysz coś takiego:" - -msgid "Here is the fish with twist applied:" -msgstr "Oto przykładowy kod GDScript:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/pl/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/vertex_animation/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/performance/vertex_animation/index.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/performance/vertex_animation/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/index.po deleted file mode 100644 index 3dc0fe33f8..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Physics" -msgstr "Fizyka" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po deleted file mode 100644 index 77b54d442e..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ /dev/null @@ -1,53 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "So, what is the difference?:" -msgstr "Jaka jest więc różnica?:" - -msgid "Physics process" -msgstr "Proces fizyki" - -msgid "Scene setup" -msgstr "Konfiguracja sceny" - -msgid "" -"Finally, instance that character scene in the tilemap, and make the map " -"scene the main one, so it runs when pressing play." -msgstr "" -"Na koniec dodaj scenę postaci do tilemapie, i zrób mapę jako główną scenę, " -"która zostanie uruchomiona natychmiast po naciśnięciu przycisku odtwarzania." - -msgid "So, let's move our sprite downwards until it hits the floor:" -msgstr "Przesuńmy więc nasz sprite w dół, aż uderzy o podłogę:" - -msgid "" -"The result is that the character will move, but stop right when hitting the " -"floor. Pretty cool, huh?" -msgstr "" -"W rezultacie postać będzie się poruszać, ale zatrzyma się bezpośrednio po " -"uderzeniu w podłogę. Nieźle, co?" - -msgid "And give it a try." -msgstr "Spróbuj." - -msgid "" -"This is a good starting point for a platformer. A more complete demo can be " -"found in the demo zip distributed with the engine, or in the https://github." -"com/godotengine/godot-demo-projects/tree/master/2d/kinematic_character." -msgstr "" -"Jest to dobry początek dla platformówki. Bardziej dokończone demo można " -"znaleźć w https://github.com/godotengine/godot-demo-projects/tree/master/2d/" -"kinematic_character." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/large_world_coordinates.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/large_world_coordinates.po deleted file mode 100644 index 72ab778e0b..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/large_world_coordinates.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Range" -msgstr "Przedział" - -msgid "Comment" -msgstr "Komentarz" - -msgid "Limitations" -msgstr "Ograniczenia" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/physics_introduction.po deleted file mode 100644 index 3eb9d696ec..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ /dev/null @@ -1,75 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Physics introduction" -msgstr "Przedstawienie podstaw fizyki" - -msgid "Godot's four collision object types" -msgstr "4 typów obiektów kolizyjnych w Godocie" - -msgid "How each collision object works" -msgstr "Jak każdy obiekt kolizyjny działa" - -msgid "When and why to choose one type over another" -msgstr "Kiedy i po co wybrać ten typ zamiast innego" - -msgid ":ref:`Area2D `" -msgstr ":ref:`Area2D `" - -msgid ":ref:`StaticBody2D `" -msgstr ":ref:`StaticBody2D `" - -msgid ":ref:`RigidBody2D `" -msgstr ":ref:`RigidBody2D `" - -msgid "collision_layer" -msgstr "collision_layer" - -msgid "collision_mask" -msgstr "collision_mask" - -msgid "GUI example" -msgstr "Przykład interfejsu" - -msgid "Code example" -msgstr "Na przykład" - -msgid "Area2D" -msgstr "Area2D" - -msgid "There are three main uses for :ref:`Area2D `:" -msgstr "Istnieją trzy główne zastosowania dla :ref:`Area2D `:" - -msgid "" -"Detecting when other bodies enter or exit a region or what bodies are " -"currently in a region." -msgstr "" -"Wykrywanie, kiedy inne ciała zaczynają nachodzić na regiony lub z nich " -"wychodzić, albo sprawdzenie jakie ciała znajdują się obecnie w regionie." - -msgid "Checking other areas for overlap." -msgstr "Sprawdzanie innych obszarów czy nachodzą." - -msgid "By default, areas also receive mouse and touchscreen input." -msgstr "" -"Domyślnie obszary te są również wyposażone obsługę wejścia dla myszy i " -"ekranów dotykowych." - -msgid "StaticBody2D" -msgstr "StaticBody2D" - -msgid "Example uses for ``StaticBody2D``:" -msgstr "Przykład użycia ``StaticBody2D``:" - -msgid "RigidBody2D" -msgstr "RigidBody2D" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/ragdoll_system.po deleted file mode 100644 index 15d5ec467b..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "This is the final result:" -msgstr "Końcowy wynik:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/ray-casting.po deleted file mode 100644 index e89f87f51a..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/ray-casting.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Space" -msgstr "Przestrzeń" - -msgid "Use the following code in 2D:" -msgstr "Użyj podanego kodu w 2D:" - -msgid "Or more directly:" -msgstr "Lub bardziej bezpośrednio:" - -msgid "And in 3D:" -msgstr "W 3D:" - -msgid "Collision Mask" -msgstr "Maska kolizji" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/rigid_body.po deleted file mode 100644 index 88bc971fc5..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/rigid_body.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "What is a rigid body?" -msgstr "Co jest ciałem sztywnym?" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/soft_body.po deleted file mode 100644 index 1efdb4a6d9..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/soft_body.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Basic set-up" -msgstr "Podstawowa składnia" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/using_area_2d.po deleted file mode 100644 index 7da3c430fc..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Examples" -msgstr "Przykłady" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/using_character_body_2d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/using_character_body_2d.po deleted file mode 100644 index f48ed5fe02..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/using_character_body_2d.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Examples" -msgstr "Przykłady" - -msgid "Here's the code for the player body:" -msgstr "Oto kod dla kodu ciała gracza:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po deleted file mode 100644 index 6f953deaf2..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Android in-app purchases" -msgstr "Android zakupy w aplikacji" - -msgid "Usage" -msgstr "Użycie" - -msgid "Getting started" -msgstr "Jak rozpocząć" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/android/android_library.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/android/android_library.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/android/android_library.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/android/android_plugin.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/android/android_plugin.po deleted file mode 100644 index 35e43516e8..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/android/android_plugin.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "More complex datatypes are not supported for now." -msgstr "Większość typów z GLSL ES 3.0 jest wspierana." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/android/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/android/index.po deleted file mode 100644 index b2d05d8ec9..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/android/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Android" -msgstr "Android" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/consoles.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/consoles.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/index.po deleted file mode 100644 index 7097c42712..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Platform-specific" -msgstr "Specyficzne dla platformy" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/ios/index.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/ios/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po deleted file mode 100644 index dc45ceed8f..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ /dev/null @@ -1,20 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "To build an iOS plugin:" -msgstr "Tworzenie modułów w iOS:" - -msgid "" -"Download the Godot engine source from the `Godot GitHub page `_." -msgstr "Skopiuj to repozytorium: ` `_." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po deleted file mode 100644 index 7cc333bd36..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ /dev/null @@ -1,59 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Plugins for iOS" -msgstr "Pluginy dla iOS" - -msgid "" -"Latest updates, documentation and source code can be found at `Godot iOS " -"plugins repository `_" -msgstr "" -"Najnowsze aktualizacje, dokumentacja i kod źródłowy są dostępne na " -"`Repozytorium wtyczek Godot'a na iOS `_" - -msgid "Here's an example of how to do this in GDScript:" -msgstr "Poniżej znajduje się przykładowy plik klasy:" - -msgid "Asynchronous methods" -msgstr "Asynchroniczne metody" - -msgid "" -"Implemented in `Godot iOS InAppStore plugin `_." -msgstr "" -"`core/rid.h `__." - -msgid "Parameters" -msgstr "Parametry" - -msgid "Game Center" -msgstr "Centrum Gier" - -msgid "" -"Implemented in `Godot iOS GameCenter plugin `_." -msgstr "" -"`core/rid.h `__." - -msgid "``score`` a float number" -msgstr "``score`` liczba zmiennoprzecinkowa" - -msgid "``category`` a string with the category name" -msgstr "``category`` string z nazwą kategorii" - -msgid "Example:" -msgstr "Na przykład:" - -msgid "Examples:" -msgstr "Przykłady:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po deleted file mode 100644 index d38f0c2c17..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Loading files from a different directory than the page;" -msgstr "Ładowanie plików z innych katalogów;" - -msgid "Loading a ``.zip`` file instead of a ``.pck`` file as the main pack;" -msgstr "Ładowanie pliku ``.zip`` zamiast pliku ``.pck`` jako główną paczkę;" - -msgid "Loading the engine from a different directory than the main pack file;" -msgstr "Ładowanie plików z innych katalogów;" - -msgid "Setup" -msgstr "Konfiguracja" - -msgid "Debugging" -msgstr "Debugowanie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po deleted file mode 100644 index e65e5bde9d..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po +++ /dev/null @@ -1,56 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Create a new Engine instance with the given configuration." -msgstr "Tworzenie własnych typów danych." - -msgid "If the given major version of WebGL is available." -msgstr "``true`` jeśli debuguje, ``false`` w przeciwnym wypadku." - -msgid "The file to preload." -msgstr "Końcowy wynik." - -msgid "An optional configuration override." -msgstr "Opcjonalne nadpisanie konfiguracji." - -msgid "The content of the file." -msgstr "Ścieżka bezwzględna do pliku." - -msgid "Engine configuration" -msgstr "Uruchom konfigurację silnika" - -msgid "Properties" -msgstr "Właściwości" - -msgid "string" -msgstr "string" - -msgid "function" -msgstr "funkcja" - -msgid "value" -msgstr "wartość" - -msgid "Files are delivered with server-side chunked compression" -msgstr "" -"Pliki są dostarczone przy pomocy fragment-owej kompresji po stronie serwera" - -msgid "Files are delivered with server-side compression on Chromium" -msgstr "Pliki są dostarczone przy pomocy kompresji z serwera w Chromium" - -msgid "" -"Not all file downloads have started yet (usually on servers without multi-" -"threading)" -msgstr "" -"Nie wszystkie ściągnięcia plików rozpoczęły się (zwykle na serwerach bez " -"mulit wątkowości)" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/web/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/web/index.po deleted file mode 100644 index 4c5aaba80c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/web/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Web" -msgstr "Przeglądarka (HTML5)" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po deleted file mode 100644 index 2ccede2b04..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Any other JavaScript value is returned as ``null``." -msgstr "Wszystkie inne wartości w JavaScript są zwracane jako ``null``." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po deleted file mode 100644 index f4b8616e5d..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "So the final plugin would look somewhat like this:" -msgstr "Końcowy plugin powinien wyglądać tak:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po deleted file mode 100644 index 8f0e69ae98..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ /dev/null @@ -1,54 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Import plugins" -msgstr "Importowanie wtyczek" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Configuration" -msgstr "Konfiguracja" - -msgid "Key" -msgstr "Klucz" - -msgid "Type" -msgstr "Typ" - -msgid "Description" -msgstr "Opis" - -msgid "``name``" -msgstr "``name``" - -msgid "String" -msgstr "String" - -msgid "``default_value``" -msgstr "``default_value``" - -msgid "Any" -msgstr "Jakikolwiek" - -msgid "``property_hint``" -msgstr "``property_hint``" - -msgid "``hint_string``" -msgstr "``hint_string``" - -msgid "``usage``" -msgstr "``usage``" - -msgid "Trying the plugin" -msgstr "Sprawdzanie wtyczki" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/index.po deleted file mode 100644 index 16eab223cd..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Editor plugins" -msgstr "Wtyczki edytora" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po deleted file mode 100644 index 822566fadd..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating a plugin" -msgstr "Tworzenie wtyczki" - -msgid "You should end up with a directory structure like this:" -msgstr "Powinieneś mieć 4 kontenery wyglądające tak:" - -msgid "Checking the results" -msgstr "Sprawdzanie rezultatu" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/index.po deleted file mode 100644 index fd83c3cca2..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Plugins" -msgstr "Wtyczki" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po deleted file mode 100644 index 0ab0c82dad..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Instancing scenes" -msgstr "Instancjowanie scen" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/rendering/compositor.po b/sphinx/po/pl/LC_MESSAGES/tutorials/rendering/compositor.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/rendering/compositor.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/rendering/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/rendering/index.po deleted file mode 100644 index c7ac5849c8..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/rendering/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Rendering" -msgstr "Renderowanie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/rendering/jitter_stutter.po b/sphinx/po/pl/LC_MESSAGES/tutorials/rendering/jitter_stutter.po deleted file mode 100644 index 1ee874baab..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/rendering/jitter_stutter.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Windows" -msgstr "Windows" - -msgid "Linux" -msgstr "Linuks" - -msgid "macOS" -msgstr "macOS" - -msgid "Android" -msgstr "Android" - -msgid "iOS" -msgstr "iOS" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po b/sphinx/po/pl/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po deleted file mode 100644 index 4c06b2ba3a..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po +++ /dev/null @@ -1,35 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Multiple resolutions" -msgstr "Wiele rozdzielczości" - -msgid "" -"A base size for the window can be specified in the Project Settings under " -"**Display → Window**." -msgstr "" -"Podstawowa rozdzielczość ekranu dla projektu może być określona w " -"ustawieniach projektu pod opcjami ``display``, ``window``." - -msgid "Resizing" -msgstr "Zmiana rozmiaru" - -msgid "Stretch settings" -msgstr "Ustawienia rozciągania" - -msgid "" -"The following settings are recommended to support multiple resolutions and " -"aspect ratios well." -msgstr "" -"Następujące ustawienia są rekomendowane dla poprawnego wspierania wielu " -"rozdzielczości i formatów obrazu." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/rendering/viewports.po b/sphinx/po/pl/LC_MESSAGES/tutorials/rendering/viewports.po deleted file mode 100644 index e26873884b..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/rendering/viewports.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Rendering dynamic textures" -msgstr "Renderowanie dynamicznych tekstur" - -msgid "Generating procedural textures at runtime" -msgstr "Generowanie proceduralnych tekstur w czasie wykonywania" - -msgid "Rendering multiple cameras in the same scene" -msgstr "Renderowanie wielu kamer w jednej scenie" - -msgid "Input" -msgstr "Wejście" - -msgid "Cameras (2D & 3D)" -msgstr "Kamery (2D i 3D)" - -msgid "Scale & stretching" -msgstr "Skala i rozciąganie" - -msgid "Worlds" -msgstr "Światy" - -msgid "Capture" -msgstr "Przechwyć" - -msgid "Rendering" -msgstr "Renderowanie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po deleted file mode 100644 index 7247a6ce6c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po +++ /dev/null @@ -1,61 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "C# basics" -msgstr "podstawowy C#" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "" -"This is **not** a full-scale tutorial on the C# language as a whole. If you " -"aren't already familiar with its syntax or features, see the `Microsoft C# " -"guide `_ or look for a " -"suitable introduction elsewhere." -msgstr "" -"To jest **nie** pełny poradnik na temat języka C#. Jeśli nie znasz jeszcze " -"jego składni lub funkcji, zapoznaj się z przewodnikiem `Microsoft C# " -"` lub poszukaj " -"odpowiedniego wprowadzenia gdzieś indziej." - -msgid "Prerequisites" -msgstr "Wymagania wstępne" - -msgid "Configuring an external editor" -msgstr "Konfiguracja zewnętrznego edytora" - -msgid "In Godot's **Editor → Editor Settings** menu:" -msgstr "Wtyczki edytora **Editor → Editor Settings**:" - -msgid "In Visual Studio Code:" -msgstr "Visual Studio Code:" - -msgid "Creating a C# script" -msgstr "Tworzenie skryptu C#" - -msgid "Example" -msgstr "Przykład" - -msgid "" -"Here's a blank C# script with some comments to demonstrate how it works." -msgstr "Oto pusty skrypt C# z komentarzami, aby pokazać jak to działa." - -msgid "General differences between C# and GDScript" -msgstr "Ogólne różnice między C# i GDScript" - -msgid "" -"Writing editor plugins is possible, but it is currently quite convoluted." -msgstr "Pisanie wtyczek i narzędzi w języku C# nie jest jeszcze obsługiwane." - -msgid "Performance of C# in Godot" -msgstr "Wydajność C# w Godot" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po deleted file mode 100644 index 521221cc95..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript" -msgstr "GDScript" - -msgid "C#" -msgstr "C#" - -msgid "Array" -msgstr "Tablica" - -msgid "clear" -msgstr "wyczyść" - -msgid "Duplicate" -msgstr "Duplikuj" - -msgid "max" -msgstr "max" - -msgid "Dictionary" -msgstr "Słownik" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po deleted file mode 100644 index f5534bac84..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po +++ /dev/null @@ -1,106 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "This is a (incomplete) list of API differences between C# and GDScript." -msgstr "Jest to (niekompletna) lista różnic API pomiędzy C# a GDScript." - -msgid "Constants" -msgstr "Stałe" - -msgid "Special cases:" -msgstr "Węzeł przestrzenny:" - -msgid "GDScript" -msgstr "GDScript" - -msgid "C#" -msgstr "C#" - -msgid "" -"Math global functions, like ``abs``, ``acos``, ``asin``, ``atan`` and " -"``atan2``, are located under ``Mathf`` as ``Abs``, ``Acos``, ``Asin``, " -"``Atan`` and ``Atan2``. The ``PI`` constant can be found as ``Mathf.Pi``." -msgstr "" -"Funkcje matematyczne, takie jak ``abs``, ``acos``, ``asin``, ``atan`` i " -"``atan2`` są zlokalizowane w ``Mathf`` zamiast w zasięgu globalnym. ``PI`` " -"jest w ``Matf.PI``." - -msgid "Exceptions:" -msgstr "Opcje Eksportu:" - -msgid "Example:" -msgstr "Na przykład:" - -msgid "log" -msgstr "log" - -msgid "max" -msgstr "max" - -msgid "assert" -msgstr "assert" - -msgid "preload" -msgstr "preload" - -msgid "See also: :ref:`doc_c_sharp_signals`." -msgstr "Zobacz również: :ref:`c_sharp_signals`." - -msgid "Singletons" -msgstr "Singletony" - -msgid "String" -msgstr "String" - -msgid "match" -msgstr "match" - -msgid "NodePath" -msgstr "NodePath" - -msgid "Signal" -msgstr "Sygnał" - -msgid "" -"The following methods were converted to properties with their respective " -"names changed:" -msgstr "" -"Poniższe metody zostały przekonwertowane na właściwości, a ich nazwy uległy " -"zmianie:" - -msgid "RID" -msgstr "Pozbądź się" - -msgid "Basis" -msgstr "Podstawa" - -msgid "Transform2D" -msgstr "Transform2D" - -msgid "Rect2" -msgstr "Rect2" - -msgid "Color" -msgstr "Kolor" - -msgid "Array" -msgstr "Tablica" - -msgid "Dictionary" -msgstr "Słownik" - -msgid "Variant" -msgstr "Wariant" - -msgid "Communicating with other scripting languages" -msgstr "Komunikacja z innymi językami skryptowymi" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po deleted file mode 100644 index bd1ef0972a..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Nodes" -msgstr "Węzły" - -msgid "Resources" -msgstr "Zasoby" - -msgid "Exporting bit flags" -msgstr "Eksport bitowych flag" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po deleted file mode 100644 index c4e7fdec25..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po +++ /dev/null @@ -1,43 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "For this, you have various options in C#." -msgstr "W tym celu w C# masz różne opcje." - -msgid "**Casting and Type Checking**" -msgstr "**Rzutowanie i sprawdzanie typu**" - -msgid "**Using the AS operator**" -msgstr "**Używanie AS jako operator**" - -msgid "**Type checking using the IS operator**" -msgstr "**Sprawdzanie **" - -msgid "" -"For more advanced type checking, you can look into `Pattern Matching " -"`_." -msgstr "" -"W celu bardziej zaawansowanego sprawdzania typu, można zajrzeć do " -"`Dopasowywanie wzorów `_." - -msgid "Examples" -msgstr "Przykłady" - -msgid "" -"To see an example project, see the OS testing demo: https://github.com/" -"godotengine/godot-demo-projects/tree/master/misc/os_test" -msgstr "" -"Jest to dobry początek dla platformówki. Bardziej dokończone demo można " -"znaleźć w https://github.com/godotengine/godot-demo-projects/tree/master/2d/" -"kinematic_character" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po deleted file mode 100644 index 2e8feba0b4..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po +++ /dev/null @@ -1,83 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "C# style guide" -msgstr "Styl pisania kodu w C#" - -msgid "" -"Having well-defined and consistent coding conventions is important for every " -"project, and Godot is no exception to this rule." -msgstr "" -"Posiadanie spójnych konwencji kodowania jest ważne dla każdego projektu i " -"Godot nie jest wyjątkiem od tej zasady." - -msgid "" -"This article is by no means an exhaustive guide on how to follow the " -"standard coding conventions or best practices. If you feel unsure of an " -"aspect which is not covered here, please refer to more comprehensive " -"documentation, such as `C# Coding Conventions `_ or " -"`Framework Design Guidelines `_." -msgstr "" -"Artykuł ten nie jest w żadnym wypadku wyczerpującym przewodnikiem na temat " -"tego, jak postępować zgodnie ze standardowymi konwencjami kodowania lub " -"dobrymi praktykami. W przypadku niepewności co do aspektu, który nie jest " -"tutaj opisany, należy zapoznać się z bardziej wyczerpującą dokumentacją, " -"taką jaką jest `C# Konwencje kodowania `_ lub " -"`Wytyczne projektowania frameworków `_." - -msgid "Insert a blank line:" -msgstr "Wstaw pustą linię:" - -msgid "Between method, properties, and inner type declarations." -msgstr "Pomiędzy funkcjami, właściwościami i deklaracjami typów." - -msgid "Avoid inserting a blank line:" -msgstr "Unikaj wstawiania pustej linii:" - -msgid "Adjacent to another blank line." -msgstr "Sąsiaduje z inną pustą linią." - -msgid "Insert a space:" -msgstr "Wstaw spacje:" - -msgid "Around a colon in a type declaration." -msgstr "Wokół dwukropka w deklaracji typu." - -msgid "Around a lambda arrow." -msgstr "Wokół strzałki lambda." - -msgid "Do not use a space:" -msgstr "Nie należy używać spacji:" - -msgid "" -"Lastly, consider choosing descriptive names and do not try to shorten them " -"too much if it affects readability." -msgstr "" -"Na koniec należy rozważyć wybór nazw i nie próbować ich zbytnio skracać." - -msgid "" -"For instance, if you want to write code to find a nearby enemy and hit it " -"with a weapon, prefer:" -msgstr "" -"Na przykład, jeśli chcesz napisać kod, potrafiący znaleźć pobliskiego wroga " -"i trafić bronią, wolisz:" - -msgid "Rather than:" -msgstr "Zamiast tego:" - -msgid "Use properties instead of non-private fields." -msgstr "Użyj właściwości zamiast pól nieprywatnych." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po deleted file mode 100644 index 68b9fdde25..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategoria**" - -msgid "Usage" -msgstr "Użycie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po deleted file mode 100644 index 68b9fdde25..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategoria**" - -msgid "Usage" -msgstr "Użycie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po deleted file mode 100644 index 68b9fdde25..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategoria**" - -msgid "Usage" -msgstr "Użycie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po deleted file mode 100644 index 68b9fdde25..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategoria**" - -msgid "Usage" -msgstr "Użycie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po deleted file mode 100644 index 68b9fdde25..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategoria**" - -msgid "Usage" -msgstr "Użycie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po deleted file mode 100644 index 68b9fdde25..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategoria**" - -msgid "Usage" -msgstr "Użycie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po deleted file mode 100644 index 68b9fdde25..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategoria**" - -msgid "Usage" -msgstr "Użycie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po deleted file mode 100644 index 68b9fdde25..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategoria**" - -msgid "Usage" -msgstr "Użycie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po deleted file mode 100644 index 68b9fdde25..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategoria**" - -msgid "Usage" -msgstr "Użycie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po deleted file mode 100644 index 68b9fdde25..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategoria**" - -msgid "Usage" -msgstr "Użycie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po deleted file mode 100644 index 68b9fdde25..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategoria**" - -msgid "Usage" -msgstr "Użycie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po deleted file mode 100644 index 68b9fdde25..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategoria**" - -msgid "Usage" -msgstr "Użycie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po deleted file mode 100644 index 68b9fdde25..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategoria**" - -msgid "Usage" -msgstr "Użycie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po deleted file mode 100644 index 68b9fdde25..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategoria**" - -msgid "Usage" -msgstr "Użycie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po deleted file mode 100644 index 68b9fdde25..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategoria**" - -msgid "Usage" -msgstr "Użycie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po deleted file mode 100644 index 68b9fdde25..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategoria**" - -msgid "Usage" -msgstr "Użycie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po deleted file mode 100644 index 68b9fdde25..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategoria**" - -msgid "Usage" -msgstr "Użycie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po deleted file mode 100644 index 68b9fdde25..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Category**" -msgstr "**Kategoria**" - -msgid "Usage" -msgstr "Użycie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/index.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po deleted file mode 100644 index dedefb4f4c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Unloads memory." -msgstr "Alokowanie pamięci." - -msgid "Processing stops." -msgstr "Przetwarzanie." - -msgid "Processing continues." -msgstr "Kontynuowanie przetwarzania." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/creating_script_templates.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/creating_script_templates.po deleted file mode 100644 index ee9ed66506..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/creating_script_templates.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "For example:" -msgstr "Na przykład:" - -msgid "Placeholder" -msgstr "Symbol zastępczy" - -msgid "Description" -msgstr "Opis" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po deleted file mode 100644 index 19c1ab24d8..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Inheritance" -msgstr "Dziedziczenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po deleted file mode 100644 index 54da3d636e..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Debugger" -msgstr "Debuger" - -msgid "Errors" -msgstr "Błędy" - -msgid "Profiler" -msgstr "Profiler" - -msgid "Network Profiler" -msgstr "Profiler sieci" - -msgid "Monitors" -msgstr "Monitory" - -msgid "Video RAM" -msgstr "Wideo RAM" - -msgid "Misc" -msgstr "Różne" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/debug/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/debug/index.po deleted file mode 100644 index ae7a40cf93..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/debug/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Debug" -msgstr "Debugowanie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po deleted file mode 100644 index 753a6abd74..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Overview of debugging tools" -msgstr "Przegląd narzędzi do debugowania" - -msgid "Here are the descriptions of the options:" -msgstr "Tutaj są opisy opcji:" - -msgid "Deploy with Remote Debug" -msgstr "Uruchom z użyciem zdalnego debugowania" - -msgid "Visible Collision Shapes" -msgstr "Widoczne kształty kolizji" - -msgid "Visible Navigation" -msgstr "Widoczna nawigacja" - -msgid "Settings" -msgstr "Ustawienia" - -msgid "GDScript" -msgstr "GDScript" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po deleted file mode 100644 index 30c85e457c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Operator" -msgstr "Operator" - -msgid "Notes" -msgstr "Uwagi" - -msgid "The output from the script will be::" -msgstr "Wyjściem ze skryptu będzie::" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/filesystem.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/filesystem.po deleted file mode 100644 index 19853436ce..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/filesystem.po +++ /dev/null @@ -1,96 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "File system" -msgstr "System plików" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Implementation" -msgstr "Implementacja" - -msgid "" -"The file system stores resources on disk. Anything, from a script, to a " -"scene or a PNG image is a resource to the engine. If a resource contains " -"properties that reference other resources on disk, the paths to those " -"resources are also included. If a resource has sub-resources that are built-" -"in, the resource is saved in a single file together with all the bundled sub-" -"resources. For example, a font resource is often bundled together with the " -"font textures." -msgstr "" -"System plików przechowuje zasoby na dysku. Wszystko, od skryptu, po scenę " -"lub obraz PNG, jest zasobem dla silnika. Jeśli zasób zawiera właściwości, " -"które odnoszą się do innych zasobów na dysku, ścieżki do tych zasobów są " -"również dołączone. Jeśli zasób posiada wbudowane pod-zasoby, to jest on " -"zapisywany w jednym pliku wraz ze wszystkimi dołączonymi pod-zasobami. Na " -"przykład zasób czcionki jest często łączony z teksturami czcionki." - -msgid "project.godot" -msgstr "projekt.godot" - -msgid "Resource path" -msgstr "Ścieżka zasobu" - -msgid "" -"When accessing resources, using the host OS file system layout can be " -"cumbersome and non-portable. To solve this problem, the special path ``res://" -"`` was created." -msgstr "" -"Uzyskując dostęp do zasobów, korzystanie z systemu plików OS hosta może być " -"kłopotliwe i nieporęczne. W celu rozwiązania tego problemu utworzono " -"specjalną ścieżkę ``res://``." - -msgid "" -"This file system is read-write only when running the project locally from " -"the editor. When exported or when running on different devices (such as " -"phones or consoles, or running from DVD), the file system will become read-" -"only and writing will no longer be permitted." -msgstr "" -"Ten system plików jest odczytywany/zapisywany tylko wtedy, gdy projekt jest " -"uruchamiany lokalnie z edytora. Po wyeksportowaniu lub uruchomieniu na " -"różnych urządzeniach (takich jak telefony, konsole lub płyty DVD) system " -"plików stanie się tylko do odczytu i zapis nie będzie już dozwolony." - -msgid "User path" -msgstr "Ścieżka użytkownika" - -msgid "Host file system" -msgstr "System plików hosta" - -msgid "" -"Alternatively host file system paths can also be used, but this is not " -"recommended for a released product as these paths are not guaranteed to work " -"on all platforms. However, using host file system paths can be useful when " -"writing development tools in Godot." -msgstr "" -"Alternatywnie można również wykorzystać ścieżki systemu plików hosta, ale " -"nie jest to zalecane w przypadku produktów dopuszczonych do obrotu, ponieważ " -"nie ma gwarancji, że ścieżki te będą działać na wszystkich platformach. " -"Jednak używanie ścieżek systemowych hostów plików może być przydatne podczas " -"pisania narzędzi programistycznych w Godot." - -msgid "Drawbacks" -msgstr "Wady" - -msgid "" -"To avoid this, do all your move, delete and rename operations from within " -"Godot, on the FileSystem dock. Never move assets from outside Godot, or " -"dependencies will have to be fixed manually (Godot detects this and helps " -"you fix them anyway, but why go the hard route?)." -msgstr "" -"Aby tego uniknąć, wykonaj wszystkie operacje przenoszenia, usuwania i zmiany " -"nazw z poziomu Godota w panelu na systemie plików. Nigdy nie przenoś zasobów " -"spoza Godota, ponieważ jego błędne zależności będą musiały być naprawione " -"ręcznie (Godot wykrywa to i pomaga naprawić je tak czy inaczej, ale czemu " -"sobie życie utrudniać?)." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po deleted file mode 100644 index aea255a395..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po +++ /dev/null @@ -1,34 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Setting up the project" -msgstr "Tworzenie nowego projektu" - -msgid "" -"a copy of the `godot-cpp repository `__." -msgstr "" -"Skopiuj to repozytorium: ``__." - -msgid "After that, we declare a single member variable called ``time_passed``." -msgstr "" -"Następnie, deklarujemy pojedynczą zmienną składową o nazwie ``time_passed``." - -msgid "Signals" -msgstr "Sygnały" - -msgid "Next steps" -msgstr "Kolejne kroki" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po deleted file mode 100644 index a48b1e0b79..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po +++ /dev/null @@ -1,51 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Tag" -msgstr "Tag" - -msgid "Example" -msgstr "Przykład" - -msgid "``[b]{text}[/b]``" -msgstr "``[b]{tekst}[/b]``" - -msgid "``[i]{text}[/i]``" -msgstr "``[i]{tekst}[/i]``" - -msgid "``[u]{text}[/u]``" -msgstr "``[u]{tekst}[/u]``" - -msgid "``[s]{text}[/s]``" -msgstr "``[s]{text}[/s]``" - -msgid "**code**" -msgstr "**kod**" - -msgid "``[code]{text}[/code]``" -msgstr "``[code]{tekst}[/code]``" - -msgid "**center**" -msgstr "**wyśrodkuj**" - -msgid "``[center]{text}[/center]``" -msgstr "``[center]{tekst}[/center]``" - -msgid "**url**" -msgstr "**url**" - -msgid "``[img]{path}[/img]``" -msgstr "``[img]{ścieżka}[/img]``" - -msgid "**color**" -msgstr "**kolor**" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po deleted file mode 100644 index 089745a374..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Type" -msgstr "Typ" - -msgid "Description" -msgstr "Opis" - -msgid "String" -msgstr "String" - -msgid "**web**" -msgstr "**web**" - -msgid "**debug**" -msgstr "**debug**" - -msgid "**release**" -msgstr "**release**" - -msgid "For example:" -msgstr "Na przykład:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdextension/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdextension/index.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdextension/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po deleted file mode 100644 index 20705d0a5e..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po +++ /dev/null @@ -1,237 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript: An introduction to dynamic languages" -msgstr "GDScript: Wprowadzenie do języków dynamicznych" - -msgid "About" -msgstr "O Godocie" - -msgid "" -"This tutorial aims to be a quick reference for how to use GDScript more " -"efficiently. It focuses on common cases specific to the language, but also " -"covers a lot of information on dynamically typed languages." -msgstr "" -"Ten samouczek ma być szybkim punktem odniesienia dla efektywniejszego " -"korzystania z GDScript. Koncentruje się on na specyficznych przypadkach " -"języka, ale obejmuje również wiele informacji na temat dynamicznie pisanych " -"języków." - -msgid "" -"It's meant to be especially useful for programmers with little or no " -"previous experience with dynamically typed languages." -msgstr "" -"Ma to być szczególnie przydatne dla programistów, którzy nie mają " -"doświadczenia z dynamicznie typowanymi językami lub mają niewielkie " -"doświadczenie w posługiwaniu się nimi." - -msgid "Dynamic nature" -msgstr "Dynamiczna natura" - -msgid "Pros & cons of dynamic typing" -msgstr "Zalety i wady dynamicznie typowanego języka" - -msgid "" -"GDScript is a Dynamically Typed language. As such, its main advantages are " -"that:" -msgstr "" -"GDScript jest dynamicznie typowanym językiem. Jego głównymi zaletami są:" - -msgid "Most code can be written and changed quickly and without hassle." -msgstr "Większość kodu można zapisywane i zmieniane, szybko i bez kłopotów." - -msgid "Less code written means less errors & mistakes to fix." -msgstr "Mniej kodu do napisania oznacza mniej błędów i pomyłek do naprawy." - -msgid "No compilation is required to test." -msgstr "Nie potrzeba kompilacji do testowania." - -msgid "Runtime is tiny." -msgstr "Jest niewielki." - -msgid "While the main disadvantages are:" -msgstr "Podczas gdy głównymi wadami są:" - -msgid "Less performance than statically typed languages." -msgstr "Mniejsza wydajność niż statycznie typowane języki." - -msgid "" -"Some errors that would typically be detected at compile time in statically " -"typed languages only appear while running the code (because expression " -"parsing is more strict)." -msgstr "" -"Niektóre błędy, które zwykle są wykrywane w czasie kompilacji w statycznie " -"wpisanych językach, pojawiają się tylko podczas uruchamiania kodu (ponieważ " -"parsowanie wyrażeń jest bardziej rygorystyczne)." - -msgid "" -"Less flexibility for code-completion (some variable types are only known at " -"run-time)." -msgstr "" -"Mniejsza elastyczność przy kodowaniu (niektóre typy zmiennych są znane tylko " -"w czasie pracy programu)." - -msgid "Variables & assignment" -msgstr "Zmienne i przypisania" - -msgid "Static:" -msgstr "Statyczny:" - -msgid "Dynamic:" -msgstr "Dynamiczny:" - -msgid "As function arguments:" -msgstr "Jako argumenty funkcji:" - -msgid "" -"Functions are of dynamic nature too, which means they can be called with " -"different arguments, for example:" -msgstr "" -"Funkcje mają również charakter dynamiczny, co oznacza, że można je wywoływać " -"za pomocą różnych argumentów, przykład użycia:" - -msgid "Pointers & referencing:" -msgstr "Wskaźniki i odniesienia:" - -msgid "C++:" -msgstr "C++:" - -msgid "Java:" -msgstr "Java:" - -msgid "GDScript:" -msgstr "GDScript:" - -msgid "Arrays" -msgstr "Tablice" - -msgid "" -"Arrays in dynamically typed languages can contain many different mixed " -"datatypes inside and are always dynamic (can be resized at any time). " -"Compare for example arrays in statically typed languages:" -msgstr "" -"Tablice w dynamicznie typowanych językach mogą zawierać wiele różnych " -"mieszanych typów danych i są zawsze dynamiczne (można je zmieniać w dowolnym " -"momencie). Porównaj np. tablice w statycznie wpisanych językach:" - -msgid "And in GDScript:" -msgstr "I w GDScript:" - -msgid "Or unordered sets:" -msgstr "Lub nieuporządkowane zestawy:" - -msgid "Dictionaries" -msgstr "Słowniki" - -msgid "" -"Dictionaries can map any value to any other value with complete disregard " -"for the datatype used as either key or value. Contrary to popular belief, " -"they are efficient because they can be implemented with hash tables. They " -"are, in fact, so efficient that some languages will go as far as " -"implementing arrays as dictionaries." -msgstr "" -"Słowniki mogą mapować dowolne wartości na dowolne inne wartości, bez względu " -"na to, czy są one kluczem czy wartością. Wbrew powszechnemu przekonaniu są " -"one efektywne, ponieważ można je realizować za pomocą haszowanych tablic. W " -"rzeczywistości są one tak wydajne, że niektóre języki implementują tablice " -"jako słowniki." - -msgid "Example of Dictionary:" -msgstr "Przykład słownika:" - -msgid "" -"Dictionaries are also dynamic, keys can be added or removed at any point at " -"little cost:" -msgstr "" -"Słowniki są również dynamiczne, klucze mogą być dodawane lub usuwane w " -"dowolnym momencie niewielkim kosztem:" - -msgid "For & while" -msgstr "For i while" - -msgid "" -"Container datatypes (arrays and dictionaries) are iterable. Dictionaries " -"allow iterating the keys:" -msgstr "" -"Kontenerowe typy danych (tablice i słowniki) są iteracyjne. Słowniki " -"umożliwiają iterowanie kluczy:" - -msgid "The range() function can take 3 arguments:" -msgstr "Funkcja range() może przyjmować 3 argumenty:" - -msgid "Translate to:" -msgstr "Przetłumacz na:" - -msgid "Becomes:" -msgstr "Staje się:" - -msgid "While" -msgstr "Chociaż" - -msgid "while() loops are the same everywhere:" -msgstr "Pętle while() są wszędzie takie same:" - -msgid "Custom iterators" -msgstr "Niestandardowe iteratory" - -msgid "And it can be used like any other iterator:" -msgstr "I może być używany jak każdy inny iterator:" - -msgid "" -"Make sure to reset the state of the iterator in ``_iter_init``, otherwise " -"nested for-loops that use custom iterators will not work as expected." -msgstr "" -"Upewnić się, że w ``_iter_init`` zresetowany został stan iteratora, w " -"przeciwnym razie, zagnieżdżone pętle, w których używane są niestandardowe " -"iteratory, nie będą działać zgodnie z oczekiwaniami." - -msgid "" -"As an example, imagine a situation where a big rock is falling down a " -"tunnel, smashing everything on its way. The code for the rock, in a " -"statically typed language would be something like:" -msgstr "" -"Jako przykład wyobraź sobie sytuację, w której duża skała opada w dół " -"tunelu, rozbijając wszystko po drodze. Kod skały, w statycznie wpisanym " -"języku, byłby czymś w rodzaju:" - -msgid "" -"With dynamically typed languages, this is not a problem. Duck typing makes " -"sure you only have to define a ``smash()`` function where required and " -"that's it. No need to consider inheritance, base classes, etc." -msgstr "" -"W przypadku języków dynamicznie typowanych nie stanowi to problemu. Duck " -"typing upewnia się że zdefiniowałeś jedynie funkcję ``smash()`` tam, gdzie " -"jest to wymagane i to tyle. Nie trzeba brać pod uwagę dziedziczenia, klas " -"podstawowych itp." - -msgid "" -"*\"When I see a bird that walks like a duck and swims like a duck and quacks " -"like a duck, I call that bird a duck\"*" -msgstr "" -"*\"Kiedy widzę ptaka, który spaceruje jak kaczka i pływa jak kaczka i kwacze " -"jak kaczka, nazywam go kaczką\"*" - -msgid "In this case, it translates to:" -msgstr "W tym przypadku można przetłumaczyć to na:" - -msgid "" -"*\"If the object can be smashed, don't care what it is, just smash it.\"*" -msgstr "" -"*\"Jeśli obiekt może zostać rozbity, nie przejmuj się tym, czym jest, po " -"prostu go rozbij.\"*" - -msgid "" -"Then, simply define that method and anything the rock touches can be smashed." -msgstr "" -"Następnie po prostu zdefiniuj tę metodę i zdefiniuj wszystko, co może zostać " -"rozbite przez skałę." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po deleted file mode 100644 index 1f5d072972..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po +++ /dev/null @@ -1,540 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "History" -msgstr "Historia" - -msgid "Example of GDScript" -msgstr "Przykład GDScript" - -msgid "" -"If you have previous experience with statically typed languages such as C, C+" -"+, or C# but never used a dynamically typed one before, it is advised you " -"read this tutorial: :ref:`doc_gdscript_more_efficiently`." -msgstr "" -"Jeśli masz wcześniejsze doświadczenia z językami statycznie typowanymi " -"takimi jak C, C++ lub C#, ale nigdy wcześniej nie używałeś języka " -"dynamicznie typowanego, zalecane jest przeczytanie tego samouczka: :ref:" -"`doc_gdscript_more_efficiently`." - -msgid "Identifiers" -msgstr "Identyfikatory" - -msgid "" -"Any string that restricts itself to alphabetic characters (``a`` to ``z`` " -"and ``A`` to ``Z``), digits (``0`` to ``9``) and ``_`` qualifies as an " -"identifier. Additionally, identifiers must not begin with a digit. " -"Identifiers are case-sensitive (``foo`` is different from ``FOO``)." -msgstr "" -"Każdy ciąg znaków, który ogranicza się do znaków alfabetycznych ( ``a`` do " -"``z`` i ``A`` do ``Z``), cyfr (``0`` do ``9``) i ``_`` kwalifikuje się jako " -"identyfikator. Ponadto identyfikatory nie mogą rozpoczynać się cyfrą. W " -"identyfikatorach wielkość liter ma znaczenie (``ziemniak`` jest różny od " -"``ZIEMNIAK``)." - -msgid "Keywords" -msgstr "Słowa kluczowe" - -msgid "" -"The following is the list of keywords supported by the language. Since " -"keywords are reserved words (tokens), they can't be used as identifiers. " -"Operators (like ``in``, ``not``, ``and`` or ``or``) and names of built-in " -"types as listed in the following sections are also reserved." -msgstr "" -"Poniżej znajduje się lista słów kluczowych obsługiwanych przez ten język. " -"Ponieważ słowa kluczowe są słowami zastrzeżonymi (tokenami), nie mogą być " -"używane jako identyfikatory. Operatorzy (jak ``in``, ``not``, ``and`` lub " -"`or``) oraz nazwy wbudowanych typów jak wymienione w poniższych sekcjach są " -"również zastrzeżone." - -msgid "" -"Keywords are defined in the `GDScript tokenizer `_ in " -"case you want to take a look under the hood." -msgstr "" -"Słowa kluczowe są zdefiniowane w `GDScript tokenizer `_ w " -"przypadku, gdybyś chciał zajrzeć pod maskę silnika." - -msgid "Keyword" -msgstr "Słowo kluczowe" - -msgid "Description" -msgstr "Opis" - -msgid "if" -msgstr "if" - -msgid "See `if/else/elif`_." -msgstr "Zobacz `if/else/elif`_." - -msgid "elif" -msgstr "elif" - -msgid "else" -msgstr "else" - -msgid "for" -msgstr "for" - -msgid "See for_." -msgstr "Zobacz for_." - -msgid "while" -msgstr "while" - -msgid "See while_." -msgstr "Zobacz while_." - -msgid "match" -msgstr "match" - -msgid "See match_." -msgstr "Zobacz match_." - -msgid "break" -msgstr "break" - -msgid "Exits the execution of the current ``for`` or ``while`` loop." -msgstr "Wychodzi z bieżącej pętli ``for`` lub ``while``." - -msgid "continue" -msgstr "continue" - -msgid "" -"Immediately skips to the next iteration of the ``for`` or ``while`` loop." -msgstr "" -"Natychmiast przechodzi do następnej iteracji pętli ``for`` lub ``while``." - -msgid "pass" -msgstr "przejście" - -msgid "" -"Used where a statement is required syntactically but execution of code is " -"undesired, e.g. in empty functions." -msgstr "" -"Stosuje się tam, gdzie wyrażenie jest wymagane składniowo, ale wykonanie " -"kodu jest niepożądane, np. w pustych funkcjach." - -msgid "return" -msgstr "return" - -msgid "Returns a value from a function." -msgstr "Zwraca wartość funkcji." - -msgid "class" -msgstr "klasa" - -msgid "extends" -msgstr "extends" - -msgid "Defines what class to extend with the current class." -msgstr "Definiuje rozszerzenie bieżącej klasy o inną klasę." - -msgid "is" -msgstr "is" - -msgid "self" -msgstr "self" - -msgid "Refers to current class instance." -msgstr "Odnosi się do aktualnej instancji klasy." - -msgid "signal" -msgstr "signal" - -msgid "Defines a signal." -msgstr "Definiuje sygnał." - -msgid "func" -msgstr "func" - -msgid "Defines a function." -msgstr "Definiuje funkcję." - -msgid "static" -msgstr "static" - -msgid "const" -msgstr "const" - -msgid "Defines a constant." -msgstr "Definiuje stałą." - -msgid "enum" -msgstr "enum" - -msgid "Defines an enum." -msgstr "Definiuje wyliczenie." - -msgid "var" -msgstr "var" - -msgid "Defines a variable." -msgstr "Definiuje zmienną." - -msgid "breakpoint" -msgstr "breakpoint" - -msgid "preload" -msgstr "preload" - -msgid "Preloads a class or variable. See `Classes as resources`_." -msgstr "Ładuje za w czasu klasę albo zmienną. Zobacz `Classes as resources`_." - -msgid "yield" -msgstr "yield" - -msgid "assert" -msgstr "assert" - -msgid "" -"Asserts a condition, logs error on failure. Ignored in non-debug builds. See " -"`Assert keyword`_." -msgstr "" -"Sygnalizuje stan, rejestruje błąd w przypadku awarii. Ignorowane przy trybie " -"niedebugowanym. Patrz słowo kluczowe `Assert`_." - -msgid "PI" -msgstr "PI" - -msgid "PI constant." -msgstr "Stała Pi." - -msgid "TAU" -msgstr "TAU" - -msgid "TAU constant." -msgstr "Stała Tau." - -msgid "INF" -msgstr "INF" - -msgid "NAN" -msgstr "NAN" - -msgid "Operators" -msgstr "Operatory" - -msgid "**Operator**" -msgstr "**Operator**" - -msgid "**Description**" -msgstr "**Opis**" - -msgid "``x[index]``" -msgstr "``x[indeks]``" - -msgid "``x.attribute``" -msgstr "``x.atrybut``" - -msgid "Bitwise NOT" -msgstr "Bitowe NOT" - -msgid "``-x``" -msgstr "``-x``" - -msgid "Multiplication / Division / Remainder" -msgstr "Mnożenie / Dzielenie / Reszta z dzielenia" - -msgid "Bitwise AND" -msgstr "Bitowe AND" - -msgid "Bitwise XOR" -msgstr "Bitowe XOR" - -msgid "Bitwise OR" -msgstr "Bitowe OR" - -msgid "Ternary if/else" -msgstr "Trójskładnikowy if/else" - -msgid "Literals" -msgstr "Literały" - -msgid "``45``" -msgstr "``45``" - -msgid "Base 10 integer" -msgstr "Bazowy system dziesiętny" - -msgid "``3.14``, ``58.1e-10``" -msgstr "``3.14``, ``58.1e-10``" - -msgid ":ref:`NodePath `" -msgstr ":ref:`NodePath `" - -msgid "**Example**" -msgstr "**Przykład**" - -msgid "Backspace" -msgstr "Backspace" - -msgid "Comments" -msgstr "Komentarze" - -msgid "" -"Anything from a ``#`` to the end of the line is ignored and is considered a " -"comment." -msgstr "" -"Wszystko od ``#``do końca wiersza jest ignorowane i jest traktowane jako " -"komentarz." - -msgid "Built-in types" -msgstr "Typy wbudowane" - -msgid "Basic built-in types" -msgstr "Podstawowe typy wbudowane" - -msgid "A variable in GDScript can be assigned to several built-in types." -msgstr "Do zmiennej w GDScript można przypisać do wiele wbudowanych typów." - -msgid "null" -msgstr "null" - -msgid "" -"``null`` is an empty data type that contains no information and can not be " -"assigned any other value." -msgstr "" -"``null`` jest pustym typem danych, który nie zawiera żadnych informacji i " -"nie może być przypisana do niego żadna inna wartość." - -msgid ":ref:`String `" -msgstr ":ref:`String `" - -msgid "Vector built-in types" -msgstr "Wbudowane typy wektorowe" - -msgid ":ref:`Vector2 `" -msgstr ":ref:`Vector2 `" - -msgid ":ref:`Rect2 `" -msgstr ":ref:`Rect2 `" - -msgid ":ref:`Vector3 `" -msgstr ":ref:`Vector3 `" - -msgid "" -"3D vector type containing ``x``, ``y`` and ``z`` fields. This can also be " -"accessed as an array." -msgstr "" -"Wektor w przestrzeni trójwymiarowej(3D) zawiera pola ``x``, ``y`` i ``z``. " -"Dostęp do tej funkcji jest również możliwy w postaci tablicy." - -msgid ":ref:`Transform2D `" -msgstr ":ref:`Transform2D `" - -msgid ":ref:`Plane `" -msgstr ":ref:`Plane `" - -msgid "" -"3D Plane type in normalized form that contains a ``normal`` vector field and " -"a ``d`` scalar distance." -msgstr "" -"3D Plane w znormalizowanej formie, który zawiera pole wektorowe ``normal`` i " -"długość skalarną ``d``." - -msgid "" -"Quaternion is a datatype used for representing a 3D rotation. It's useful " -"for interpolating rotations." -msgstr "" -"Quaternion jest to typ danych używany do reprezentowania obrotu w 3D. Jest " -"przydatny do interpolacji obrotu." - -msgid ":ref:`AABB `" -msgstr ":ref:`AABB `" - -msgid ":ref:`Basis `" -msgstr ":ref:`Basis `" - -msgid "" -"3x3 matrix used for 3D rotation and scale. It contains 3 vector fields " -"(``x``, ``y`` and ``z``) and can also be accessed as an array of 3D vectors." -msgstr "" -"Macierz 3x3 używana jest do obrotu i skalowania 3D. Zawiera 3 pola wektorowe " -"( ``x``, ``y`` i ``z``) i może być również dostępna jako tablica wektorów 3D." - -msgid "" -"3D Transform contains a Basis field ``basis`` and a Vector3 field ``origin``." -msgstr "" -"Przekształcenie(Transform) 3D zawiera pole Basis ``basis`` i " -"Vector3``origin``." - -msgid "Engine built-in types" -msgstr "Wbudowane typy silnika" - -msgid ":ref:`Color `" -msgstr ":ref:`Color `" - -msgid "" -"Color data type contains ``r``, ``g``, ``b``, and ``a`` fields. It can also " -"be accessed as ``h``, ``s``, and ``v`` for hue/saturation/value." -msgstr "" -"Typ danych kolorowych zawiera pola ``r``, ``g``,``b`` i ``a``. Dostępny jest " -"również jako ``h``, ``s`` i ``v`` dla barwy/nasycenia/wartości." - -msgid ":ref:`RID `" -msgstr ":ref:`RID `" - -msgid "Resource ID (RID). Servers use generic RIDs to reference opaque data." -msgstr "" -"Identyfikator zasobu (RID). Serwery wykorzystują ogólne RID-y do odniesień " -"dla danych nieprzezroczystych." - -msgid ":ref:`Object `" -msgstr ":ref:`Object `" - -msgid "Base class for anything that is not a built-in type." -msgstr "Klasa podstawowa do wszystkiego, co nie jest typem wbudowanym." - -msgid "Container built-in types" -msgstr "Wbudowane typy kontenerowe" - -msgid ":ref:`Array `" -msgstr ":ref:`Array `" - -msgid ":ref:`Dictionary `" -msgstr ":ref:`Słownik `" - -msgid "" -"To add a key to an existing dictionary, access it like an existing key and " -"assign to it::" -msgstr "" -"Aby dodać klucz do istniejącego słownika, otwórz go jakby istniał i przypisz " -"do niego wartość::" - -msgid "Variables" -msgstr "Zmienne" - -msgid "" -"Variables can exist as class members or local to functions. They are created " -"with the ``var`` keyword and may, optionally, be assigned a value upon " -"initialization." -msgstr "" -"Zmienne mogą istnieć jako elementy klasy lub lokalnie w funkcji. Są one " -"tworzone za pomocą słowa kluczowego ``var`` i mogą, mieć przypisaną wartość " -"przy inicjalizacji." - -msgid "Valid types are:" -msgstr "Prawidłowymi typami są:" - -msgid "Built-in types (Array, Vector2, int, String, etc.)." -msgstr "Wbudowane typy (Array, Vector2, int, String, itp.)." - -msgid "Constants" -msgstr "Stałe" - -msgid "Enums" -msgstr "Typy wyliczeniowe" - -msgid "" -"Enums are basically a shorthand for constants, and are pretty useful if you " -"want to assign consecutive integers to some constant." -msgstr "" -"Typy wyliczeniowe są w zasadzie skrótem stałych i są bardzo przydatne, jeśli " -"chcesz przypisać kolejne liczby całkowite do jakiejś stałej." - -msgid "Functions" -msgstr "Funkcje" - -msgid "" -"A function can ``return`` at any point. The default return value is ``null``." -msgstr "" -"Funkcja może ``return``(zwrócić) w dowolnym momencie. Domyślną wartością " -"zwracaną jest ``null``." - -msgid "Static functions" -msgstr "Funkcje statyczne" - -msgid "if/else/elif" -msgstr "if/else/elif" - -msgid "Short statements can be written on the same line as the condition::" -msgstr "Krótkie instrukcje mogą być napisane w tym samym wierszu co warunek::" - -msgid "Basic syntax" -msgstr "Podstawowa składnia" - -msgid "Crash-course for people who are familiar with switch statements" -msgstr "Kurs dla osób, które są zaznajomione z instrukcją switch" - -msgid "Replace ``switch`` with ``match``." -msgstr "Zastąp ``switch`` z ``match``." - -msgid "Remove ``case``." -msgstr "Usuń ``case``." - -msgid "Change ``default`` to a single underscore." -msgstr "Zamień ``default`` na jedno podkreślenie." - -msgid "This pattern matches everything. It's written as a single underscore." -msgstr "" -"Ten wzór pasuje do wszystkiego. Jest napisany jako pojedyncze podkreślenie." - -msgid "Classes" -msgstr "Klasy" - -msgid "Inheritance" -msgstr "Dziedziczenie" - -msgid "A class (stored as a file) can inherit from:" -msgstr "Klasa (przechowywana jako plik) może dziedziczyć po:" - -msgid "A global class." -msgstr "Klasie globalnej." - -msgid "Another class file." -msgstr "Innego pliku klasy." - -msgid "An inner class inside another class file." -msgstr "Klasa wewnętrzna w pliku innej klasy." - -msgid "Multiple inheritance is not allowed." -msgstr "Wielokrotne dziedziczenie jest niedozwolone." - -msgid "There are a few things to keep in mind here:" -msgstr "Nie ma żadnych ograniczeń w stosowaniu Godota:" - -msgid "Inner classes" -msgstr "Klasy wewnętrzne" - -msgid "" -"A class file can contain inner classes. Inner classes are defined using the " -"``class`` keyword. They are instanced using the ``ClassName.new()`` function." -msgstr "" -"Plik klasy może zawierać klasy wewnętrzne. Klasy wewnętrzne są definiowane " -"za pomocą słowa kluczowego ``class``. Są one instancjowane za pomocą funkcji " -"``NazwaKlasy.new()``." - -msgid "Classes as resources" -msgstr "Klasy jako zasoby" - -msgid "Exports" -msgstr "Eksport" - -msgid "Tool mode" -msgstr "Tryb narzędziowy" - -msgid "See :ref:`doc_running_code_in_the_editor` for more information." -msgstr "" -":ref:`Uruchamianie kodu w edytorze ` dla " -"więcej informacji." - -msgid "Memory management" -msgstr "Zarządzanie pamięcią" - -msgid "Signals" -msgstr "Sygnały" - -msgid "Assert keyword" -msgstr "Słowo kluczowe assert" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po deleted file mode 100644 index 2664117661..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po +++ /dev/null @@ -1,48 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Description" -msgstr "Opis" - -msgid "Signal" -msgstr "Sygnał" - -msgid "Variable" -msgstr "Zmienne" - -msgid "Function" -msgstr "Funkcja" - -msgid "Example" -msgstr "Przykład" - -msgid "Result" -msgstr "Wynik" - -msgid "Bold" -msgstr "Pogrubienie" - -msgid "Italic" -msgstr "Kursywa" - -msgid "Color" -msgstr "Kolor" - -msgid "``[kbd]`` ``[/kbd]``" -msgstr "``[kbd]`` ``[/kbd]``" - -msgid "``[code]`` ``[/code]``" -msgstr "``[code]`` ``[/code]``" - -msgid "*See below.*" -msgstr "*Zobacz poniżej.*" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po deleted file mode 100644 index 28802419ba..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Nodes" -msgstr "Węzły" - -msgid "Resources" -msgstr "Zasoby" - -msgid "Exporting bit flags" -msgstr "Eksport bitowych flag" - -msgid "Exporting arrays" -msgstr "Eksportowanie tablic" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po deleted file mode 100644 index 6724e3b486..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po +++ /dev/null @@ -1,170 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript format strings" -msgstr "GDScript formatuje łańcuchy znaków (string)" - -msgid "Examine this concrete GDScript example:" -msgstr "Przeanalizujemy ten konkretny przykład GDScript:" - -msgid "" -"Placeholders always start with a ``%``, but the next character or " -"characters, the *format specifier*, determines how the given value is " -"converted to a string." -msgstr "" -"Znaki specjalne zawsze zaczynają się od ``%``, ale następnie musi być znak " -"lub znaki, *typ formatu*, określa jak dana wartość jest konwertowana do typu " -"string(łańcuch/ciąg znaków)." - -msgid "" -"Note the values are inserted in order. Remember all placeholders must be " -"replaced at once, so there must be an appropriate number of values." -msgstr "" -"Zauważ, że wartości są wkładane w kolejności. Pamiętaj, że wszystkie symbole " -"zastępcze muszą być zamieniane jednocześnie, więc musi być odpowiednia " -"liczba wartości." - -msgid "Format specifiers" -msgstr "Specyfikatory formatowania" - -msgid "" -"There are format specifiers other than ``s`` that can be used in " -"placeholders. They consist of one or more characters. Some of them work by " -"themselves like ``s``, some appear before other characters, some only work " -"with certain values or characters." -msgstr "" -"Istnieją specyfikatory formatowania inne niż ``s`` które mogą być użyte jako " -"symbole zastępcze. Składają się z jednego lub więcej znaków. Niektóre z nich " -"występują osobno jak ``s``, inne pojawiają się przed innymi znakami, inne " -"działają tylko z konkretnymi wartościami lub znakami." - -msgid "Placeholder types" -msgstr "Typy symboli zastępczych" - -msgid "``s``" -msgstr "``s``" - -msgid "" -"**Simple** conversion to String by the same method as implicit String " -"conversion." -msgstr "" -"**Prosta** konwersja na String przez tę samą metodę co domniemana konwersja." - -msgid "``c``" -msgstr "``c``" - -msgid "" -"A single **Unicode character**. Expects an unsigned 8-bit integer (0-255) " -"for a code point or a single-character string." -msgstr "" -"Pojedynczy **znak Unicode**. Oczekuje 8-bitowej liczby całkowitej, bez znaku " -"(0-255) jako punkt kodu lub jedno-znakowy String." - -msgid "``d``" -msgstr "``d``" - -msgid "``o``" -msgstr "``o``" - -msgid "``x``" -msgstr "``x``" - -msgid "``X``" -msgstr "``X``" - -msgid "``f``" -msgstr "``f``" - -msgid "Placeholder modifiers" -msgstr "Modyfikatory symboli zastępczych" - -msgid "``+``" -msgstr "``+``" - -msgid "Integer" -msgstr "Liczba całkowita" - -msgid "``.``" -msgstr "``.``" - -msgid "``-``" -msgstr "``-``" - -msgid "``*``" -msgstr "``*``" - -msgid "Padding" -msgstr "Wyrównanie" - -msgid "" -"The ``-`` character will cause padding to the right rather than the left, " -"useful for right text alignment:" -msgstr "" -"Znak ``-`` spowoduje przesunięcie w prawo, a nie w lewo, przydatne do " -"wyrównania tekstu w prawo:" - -msgid "Dynamic padding" -msgstr "Dynamiczne wypełnienie" - -msgid "" -"Arrays can be used as key, index, or mixed style (see below examples). Order " -"only matters when the index or mixed style of Array is used." -msgstr "" -"Tablice mogą być używane jako klucz, indeks, lub w pomieszanym stylu (zobacz " -"poniższe przykłady). Kolejność ma znaczenie tylko wtedy, gdy tablica jest " -"użyta jako indeks lub w pomieszanym stylu." - -msgid "A quick example in GDScript:" -msgstr "Krótki przykład w GDScript:" - -msgid "**Type**" -msgstr "**Typ**" - -msgid "**Style**" -msgstr "**Styl**" - -msgid "**Example**" -msgstr "**Przykład**" - -msgid "**Result**" -msgstr "**Wynik**" - -msgid "Dictionary" -msgstr "Słownik" - -msgid "key" -msgstr "klucz" - -msgid "Hi, Godette v3.0!" -msgstr "Hej, Godette v3.0!" - -msgid "index" -msgstr "indeks" - -msgid "mix" -msgstr "połączyć" - -msgid "Array" -msgstr "Tablica" - -msgid "Hi, Godette v3.0" -msgstr "Hej, Godette v3.0" - -msgid "Postfix" -msgstr "Postfiks" - -msgid "Prefix" -msgstr "Przedrostek" - -msgid "Hi, Godette v3.11" -msgstr "Hej, Godette v3.11" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po deleted file mode 100644 index 7509227e2a..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po +++ /dev/null @@ -1,111 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Godot's built-in script editor uses a lot of these conventions by default. " -"Let it help you." -msgstr "" -"Wbudowany edytor skryptów Godota domyślnie korzysta z wielu z tych " -"konwencji. Pozwól mu, pomóc sobie." - -msgid "" -"Use line feed (**LF**) characters to break lines, not CRLF or CR. *(editor " -"default)*" -msgstr "" -"Podczas tworzenia nowego pliku upewnij się, że do łamania linii użyto znaków " -"Linefeed (*LF*), a nie *CRLF* lub *CR*" - -msgid "Use **Tabs** instead of spaces for indentation. *(editor default)*" -msgstr "Użyj **Tabs** zamiast spacji (nazywanymi 'miękkimi tabulatorami')" - -msgid "Indentation" -msgstr "Wcięcia" - -msgid "Each indent level should be one greater than the block containing it." -msgstr "" -"Każdy poziom wcięcia powinien być o jeden większy niż w bloku, w którym się " -"znajduje." - -msgid "**Good**:" -msgstr "**Dobrze**:" - -msgid "**Bad**:" -msgstr "**Źle**:" - -msgid "" -"Use 2 indent levels to distinguish continuation lines from regular code " -"blocks." -msgstr "" -"Użyj dwóch poziomów wcięcia dla odróżnienia bloku kodu od kontynuacji " -"poprzedniej linii." - -msgid "Blank lines" -msgstr "Puste wiersze" - -msgid "Surround functions and class definitions with two blank lines:" -msgstr "Funkcje i definicje klas otocz pustymi liniami:" - -msgid "Use one blank line inside functions to separate logical sections." -msgstr "" -"Użyj jednego pustego wiersza wewnątrz funkcji, aby oddzielić sekcje logiczne." - -msgid "Use ``and`` instead of ``&&``." -msgstr "Użyj ``and`` zamiast ``&&``." - -msgid "Use ``or`` instead of ``||``." -msgstr "Użyj``or`` zamiast``||``." - -msgid "Whitespace" -msgstr "Biały znak" - -msgid "Type" -msgstr "Typ" - -msgid "Example" -msgstr "Przykład" - -msgid "Functions" -msgstr "Funkcje" - -msgid "Variables" -msgstr "Zmienne" - -msgid "Signals" -msgstr "Sygnały" - -msgid "Constants" -msgstr "Stałe" - -msgid "Use snake\\_case to name functions and variables:" -msgstr "Użyj snake\\_case ,aby nazwać funkcje i zmienne:" - -msgid "" -"Prepend a single underscore (\\_) to virtual methods functions the user must " -"override, private functions, and private variables:" -msgstr "" -"Stosuj pojedyncze podkreślenie (\\_) do metod wirtualnych (funkcje, które " -"użytkownik musi nadpisać), funkcji prywatnych i zmiennych prywatnych: ``func " -"_ready()``:" - -msgid "" -"Write constants with CONSTANT\\_CASE, that is to say in all caps with an " -"underscore (\\_) to separate words:" -msgstr "" -"Używaj CONSTANT\\_CASE, wielkimi literami, z podkreśleniem (\\_), aby " -"oddzielić słowa: ``const ILOSC_DNI = 200``:" - -msgid "We suggest to organize GDScript code this way:" -msgstr "Sugerujemy organizować kod GDScript w ten sposób:" - -msgid "Class declaration" -msgstr "Deklaracja klasy" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/index.po deleted file mode 100644 index 873490e956..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript" -msgstr "GDScript" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po deleted file mode 100644 index 3920020cd8..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "how to use static typing in GDScript;" -msgstr "jak używać statycznego typowania w GDScript;" - -msgid "What can be a type hint" -msgstr "Co może być wskazówką dotyczącą typu" - -msgid "Summary" -msgstr "Podsumowanie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/groups.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/groups.po deleted file mode 100644 index a40e3e7326..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/groups.po +++ /dev/null @@ -1,26 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Groups" -msgstr "Grupy" - -msgid "" -"The :ref:`SceneTree ` class provides many more useful " -"methods to interact with scenes, their node hierarchy, and groups. It allows " -"you to switch scenes easily or reload them, quit the game or pause and " -"unpause it. It also provides useful signals." -msgstr "" -"Klasa :ref:`SceneTree ` dostarcza wiele bardziej " -"przydatnych metod do interakcji ze scenami, hierarchią ich węzłów i grupami. " -"Pozwala w łatwy sposób przełączać sceny lub je przeładowywać, kończyć grę " -"lub pauzować i odpauzować ją. Dostarcza także przydatne sygnały." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po deleted file mode 100644 index dc8f39fd4e..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po +++ /dev/null @@ -1,184 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "How to read the Godot API" -msgstr "Jak czytać dokumentacje Godot API" - -msgid "" -"On this page, you'll learn how to read the class reference for the Godot API." -msgstr "" -"Na tej stronie, dowiesz się jak czytać dokumentację klas dla API Godota." - -msgid "" -"The API, or Application Programming Interface, is an index of what Godot " -"offers users. It provides a brief summary of which classes exist, how they " -"are related to each other, what features they have, and how to use them." -msgstr "" -"API, lub Interfejs Programowania Aplikacji, to indeks tego co Godot oferuje " -"użytkownikom. Zapewnia on krótkie podsumowanie tego jakie klasy istnieją, " -"jakie mają między sobą zależności, jakie funkcjonalności posiadają, oraz jak " -"je tworzyć." - -msgid "Inheritance" -msgstr "Dziedziczenie" - -msgid "At the top of each file, you will see the name of the class." -msgstr "Na górze plików znajduje się nazwa klasy." - -msgid "" -"The \"Inherits\" section lists each class the current one inherits. Here " -"``CanvasItem`` inherits ``Node`` and ``Node`` inherits ``Object``." -msgstr "" -"Sekcja \"Dziedziczenie\" wymienia każdą klasę po której obecna dziedziczy. " -"Tutaj ``CanvasItem`` dziedziczy po ``Node`` i ``Node`` dziedziczy po " -"``Object``." - -msgid "" -"The \"Inherited By\" section lists each class which directly inherits the " -"current class. Here ``Control`` and ``Node2D`` both inherit ``CanvasItem``." -msgstr "" -"Sekcja \"Dziedziczony Przez\" zawiera klasy które są bezpośrednio " -"dziedziczone przez aktualnie otwartą klasę. Na przykładzie ``Control`` oraz " -"``Node2D`` dziedziczą po klasie ``CanvasItem``." - -msgid "Brief Description" -msgstr "Krótki Opis" - -msgid "" -"Next a brief description of the class. This text appears in Godot Editor " -"popups for creating Nodes, Resources, and other types." -msgstr "" -"Następnie krótki opis klasy. Ten tekst pojawia się jako popup w edytorze " -"Godota, przy tworzeniu Węzłów, Zasobów i innych typów." - -msgid "Description" -msgstr "Opis" - -msgid "" -"Next a more detailed description the class, its features, and its use " -"case(s)." -msgstr "" -"Następnie, bardziej szczegółowy opis klasy, jej funkcjonalności i przykładów " -"użycia." - -msgid "Things you may find here:" -msgstr "Rzeczy które możesz tutaj znaleźć:" - -msgid "Specifics of how the class works." -msgstr "Szczegółowe informacje na temat działania klasy." - -msgid "Code samples of common use cases." -msgstr "Przykładowe wykorzystanie kodu w praktyce." - -msgid "Usage details which are shared between each of the class's methods." -msgstr "Konkretne wykorzystanie dostępnych funkcji klasy." - -msgid "Warnings about required dependencies or configuration." -msgstr "Ostrzeżenia o wymaganych zależnościach lub potrzebnej konfiguracji." - -msgid "Links to other related parts of the Godot API." -msgstr "Linki do innych, powiązanych części API Godota." - -msgid "Tutorials" -msgstr "Samouczki" - -msgid "" -"The page then provides links to parts of the manual which mention or make " -"use of the current class." -msgstr "" -"Poniżej strona dostarcza linki do dokumentacji gdzie wspomniano bądź " -"wykorzystano klasę." - -msgid "Properties" -msgstr "Właściwości" - -msgid "" -"The Properties table lists the variables which belong to each instance of " -"the class, also known as the \"properties.\"" -msgstr "" -"Tabela Właściwości przedstawia listę zmiennych, które posiada instancja " -"klasy." - -msgid "" -"The left column contains the data type of the property. The text is also a " -"link to that data type's Godot API page." -msgstr "" -"Lewa kolumna przedstawia rodzaj danych właściwości. Tekst ten jest także " -"odnośnikiem do typu danych w API Godota." - -msgid "" -"The center column contains the name of the property. The text is also a link " -"to that property's full description on the page. Use this name to get the " -"property's data or set a new value to it." -msgstr "" -"Środkowa kolumna zawiera nazwę zmiennej. Tekst jest także odnośnikiem do " -"pełnego opisu tej właściwości. Używaj tej nazwy, aby uzyskać lub nadać " -"właściwości nową wartość." - -msgid "" -"The right column contains the default value of the property. To initialize " -"it with a different value, you must set a different value via script or the " -"Inspector." -msgstr "" -"Prawa kolumna zawiera domyślną wartość właściwości. Aby zainicjować ją inną " -"wartością, musisz ustawić inną wartość poprzez skrypt, bądź Inspektor." - -msgid "Methods" -msgstr "Metody" - -msgid "" -"The Methods table lists the functions which belong to each instance of the " -"class, also known as the \"methods.\"" -msgstr "" -"Tabela Metody opisuje funkcje, które należą do każdej instancji klasy, także " -"znane jako \"metody.\"" - -msgid "The left column contains the data type of the method's return value." -msgstr "Lewa kolumna zawiera zwracany typ wartości metody." - -msgid "" -"The right column contains the name, parameters, and qualifiers of the " -"method. The name is the text before the opening parenthesis. It is also a " -"link to the method's full description on the page. Use this name to call the " -"method." -msgstr "" -"Prawa kolumna zawiera, nazwę, parametry i modyfikatory metody. Nazwa jest " -"tekstem przed nawiasem otwierającym. Jest ona także odnośnikiem do strony z " -"pełnym opisem metody. Używaj tej nazwy aby wywołać metodę." - -msgid "" -"For each parameter, the page details its data type, name, and default value, " -"if any." -msgstr "" -"Dla każdego parametru, strona przedstawia jego typ danych, nazwę i wartość " -"domyślną, jeśli jakąś posiada." - -msgid "Possible qualifiers include..." -msgstr "Możliwe modyfikatory obejmują..." - -msgid "``const``: the method does not change any data in the class instance." -msgstr "``const``: metoda nie zmienia żadnych danych w instancji klasy." - -msgid "" -"``virtual``: the method does nothing but wait for a script to override it." -msgstr "" -"``virtual``: metoda nic nie robi, ale oczekuje na skrypt który ją nadpisze." - -msgid "``vararg``: the method can accept an arbitrary number of arguments." -msgstr "``vararg``: metoda może akceptować dowolną liczbę argumentów." - -msgid "Signals" -msgstr "Sygnały" - -msgid "Constants" -msgstr "Stałe" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/index.po deleted file mode 100644 index b8ec0a5a48..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/index.po +++ /dev/null @@ -1,22 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Scripting" -msgstr "Programowanie" - -msgid "" -"This section covers programming languages and core features to code your " -"games in Godot." -msgstr "" -"Ta sekcja obejmuje języki programowania oraz główne funkcjonalności do " -"pisania kodu Twoich gier w Godocie." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po deleted file mode 100644 index fa0af9e34b..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po +++ /dev/null @@ -1,60 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Signal" -msgstr "Sygnał" - -msgid "Shooting example" -msgstr "Przykład strzelanki" - -msgid "" -"However, if the bullets are added as children of the player, then they will " -"remain \"attached\" to the player as it rotates:" -msgstr "" -"Jednakże jeśli pociski zostaną dodane jako dzieci gracza to podczas jego " -"obrotu pozostaną do niego \"przyłączone\":" - -msgid "" -"Instead, we need the bullets to be independent of the player's movement - " -"once fired, they should continue traveling in a straight line and the player " -"can no longer affect them. Instead of being added to the scene tree as a " -"child of the player, it makes more sense to add the bullet as a child of the " -"\"main\" game scene, which may be the player's parent or even further up the " -"tree." -msgstr "" -"Zamiast tego chcemy żeby pociski były niezależne od ruchu gracza - " -"wystrzelone powinny lecieć w linii prostej i gracz nie powinien mieć już na " -"nie żadnego wpływu. Zamiast być dodanym do drzewka sceny jako dziecko gracza " -"stosowniejszym jest dodanie pocisku jako dziecka \"main\" sceny gry, która " -"może być ojcem gracza albo być jeszcze wyżej w drzewku." - -msgid "" -"The solution to this is to use a signal to \"emit\" the bullets from the " -"player. The player then has no need to \"know\" what happens to the bullets " -"after that - whatever node is connected to the signal can \"receive\" the " -"bullets and take the appropriate action to spawn them." -msgstr "" -"Rozwiązaniem tego problemu jest użycie sygnału \"emit\" aby wyemitować " -"pociski z gracza. Gracz w ten sposób nie musi \"wiedzieć\" co się od teraz " -"stanie z pociskami - jakikolwiek węzeł, który jest podłączony do sygnału " -"może przyjąć pociski i podjąć należyte kroki aby je utworzyć." - -msgid "Here is the code for the player using signals to emit the bullet:" -msgstr "Oto kod dla gracza używającego sygnałów do wyemitowania pocisku:" - -msgid "" -"Now the bullets will maintain their own movement independent of the player's " -"rotation:" -msgstr "" -"Teraz pocisk będzie utrzymywał swój własny ruch, niezależnie od rotacji " -"gracza:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po deleted file mode 100644 index d1d0b4ba5c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po +++ /dev/null @@ -1,28 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "To do so, you can use the following code." -msgstr "Aby tego dokonać, możesz użyć poniższego kodu." - -msgid "Creating nodes" -msgstr "Tworzenie węzłów" - -msgid "" -"To create a node from code, call its ``new()`` method like for any other " -"class-based datatype." -msgstr "" -"Aby utworzyć węzeł w kodzie, wywołaj jego metodę ``.new()``, tak jak " -"w przypadku każdego innego typu danych opartego na klasie." - -msgid "Instancing scenes" -msgstr "Instancjowanie scen" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/overridable_functions.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/overridable_functions.po deleted file mode 100644 index 8c49b93fe7..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/overridable_functions.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Overridable functions" -msgstr "Funkcje możliwe do nadpisania" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/pausing_games.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/pausing_games.po deleted file mode 100644 index 51705938e9..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/pausing_games.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "How pausing works" -msgstr "Jak działa pauza" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/resources.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/resources.po deleted file mode 100644 index 166b205b73..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/resources.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Resources" -msgstr "Zasoby" - -msgid "Nodes and resources" -msgstr "Węzły i zasoby" - -msgid "External vs built-in" -msgstr "Zewnętrzne a wbudowane" - -msgid "Loading resources from code" -msgstr "Ładowanie zasobów z kodu" - -msgid "Loading scenes" -msgstr "Ładowanie scen" - -msgid "Freeing resources" -msgstr "Zwalnianie zasobów" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/scene_tree.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/scene_tree.po deleted file mode 100644 index daf71ce550..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/scene_tree.po +++ /dev/null @@ -1,85 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "MainLoop" -msgstr "Pętla Główna" - -msgid "" -"The way Godot works internally is as follows. There is the :ref:`OS " -"` class, which is the only instance that runs at the beginning. " -"Afterwards, all drivers, servers, scripting languages, scene system, etc are " -"loaded." -msgstr "" -"Godot działa wewnętrznie w następujący sposób. Istnieje klasa :ref:`OS " -"`, która jest jedyną instancją działającą na początku. Następnie " -"wczytywane są wszystkie sterowniki, serwery, języki skryptowe, system scen " -"itp." - -msgid "" -"When initialization is complete, :ref:`OS ` needs to be supplied " -"a :ref:`MainLoop ` to run. Up to this point, all this is " -"internals working (you can check main/main.cpp file in the source code if " -"you are ever interested to see how this works internally)." -msgstr "" -"Po zakończeniu inicjalizacji, :ref:`OS ` musi być dostarczony :ref:" -"`MainLoop ` do uruchomienia. Do tej pory wszystko to działa " -"(możesz sprawdzić plik main/main.cpp w kodzie źródłowym, jeśli jesteś " -"zainteresowany tym, jak to działa od podstaw)." - -msgid "SceneTree" -msgstr "DrzewoSceny" - -msgid "" -"One of the ways to explain how Godot works is that it's a high level game " -"engine over a low level middleware." -msgstr "" -"Jednym ze sposobów, aby wyjaśnić, jak działa Godot jest przedstawienie jego " -"jako silnik gry wysokopoziomowy o niskim poziomie oprogramowania " -"pośredniczącego." - -msgid "" -"The scene system is the game engine, while the :ref:`OS ` and " -"servers are the low level API." -msgstr "" -"System scen jest mechanizmem silnika gry, podczas gdy :ref:`OS ` i " -"serwery są niskim poziomem API." - -msgid "" -"It's important to know that this class exists because it has a few important " -"uses:" -msgstr "" -"Ważne jest, aby wiedzieć, że ta klasa istnieje, ponieważ ma kilka ważnych " -"zastosowań:" - -msgid "" -"It contains some global state functionality, such as setting pause mode or " -"quitting the process." -msgstr "" -"Zawiera on pewne funkcje stanu globalnego, takie jak ustawianie trybu pauzy " -"lub zamykanie procesu." - -msgid "" -"The root :ref:`Viewport ` is always at the top of the scene. " -"From a node, it can be obtained in two different ways:" -msgstr "" -"Korzeń :ref:`Viewport ` jest zawsze na górze sceny. W węźle " -"można go uzyskać na dwa różne sposoby:" - -msgid "\"Becoming active\" by entering the *Scene Tree*" -msgstr "\"Stanie się aktywnym\" poprzez wejście w *Drzewo Sceny*" - -msgid "Changing current scene" -msgstr "Zmiana aktualnej sceny" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/singletons_autoload.po b/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/singletons_autoload.po deleted file mode 100644 index ba63fee98f..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/scripting/singletons_autoload.po +++ /dev/null @@ -1,28 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Custom scene switcher" -msgstr "Własny zmieniacz scen" - -msgid "and" -msgstr "i" - -msgid "" -"Run the project and test that you can switch between scenes by pressing the " -"button." -msgstr "" -"Teraz, jeśli uruchomisz projekt, możesz przełączać się pomiędzy obydwoma " -"scenami, naciskając przycisk." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po deleted file mode 100644 index 5aaec439e8..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Advanced post-processing" -msgstr "Zaawansowany post-processing" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Full screen quad" -msgstr "Pełnoekranowy quad" - -msgid "Depth texture" -msgstr "Depth texture" - -msgid "An optimization" -msgstr "Optymalizacja" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/compute_shaders.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/compute_shaders.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/compute_shaders.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po deleted file mode 100644 index e52582d1a9..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po +++ /dev/null @@ -1,110 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"This document explains the differences between Godot's shading language and " -"GLSL and gives practical advice on how to migrate shaders from other " -"sources, such as Shadertoy and The Book of Shaders, into Godot shaders." -msgstr "" -"Dokument wyjaśnia różnice między językiem shaderów Godota a GLSL i daje " -"wskazówki, jak przenieść shadery z innych miejsc, np. Shadertoy i The Book " -"of Shaders." - -msgid "GLSL" -msgstr "GLSL" - -msgid "" -"Godot uses a shading language based on GLSL with the addition of a few " -"quality-of-life features. Accordingly, most features available in GLSL are " -"available in Godot's shading language." -msgstr "" -"Język shaderów Godota bazuje na GLSL, dodając do niego parę udogodnień. W " -"związku z tym w Godocie jest dostępna większość funkcjonalności GLSL." - -msgid "Vertex attributes" -msgstr "Własności wierzchołków" - -msgid "gl_Position" -msgstr "gl_Position" - -msgid "Varyings" -msgstr "Varying" - -msgid "Main" -msgstr "Main" - -msgid "Macros" -msgstr "Makra" - -msgid "Variables" -msgstr "Zmienne" - -msgid "Variable" -msgstr "Zmienne" - -msgid "Type" -msgstr "Typ" - -msgid "Description" -msgstr "Opis" - -msgid "vec4" -msgstr "vec4" - -msgid "float" -msgstr "float" - -msgid "vec2" -msgstr "vec2" - -msgid "bool" -msgstr "bool" - -msgid "Coordinates" -msgstr "Współrzędne" - -msgid "Precision" -msgstr "Precyzja" - -msgid "Shadertoy" -msgstr "Shadertoy" - -msgid "Types" -msgstr "Typy" - -msgid "mainImage" -msgstr "mainImage" - -msgid "fragColor" -msgstr "fragColor" - -msgid "iResolution" -msgstr "iResolution" - -msgid "vec3" -msgstr "vec3" - -msgid "iChannelTime[4]" -msgstr "iChannelTime[4]" - -msgid "iChannelResolution[4]" -msgstr "iChannelResolution[4]" - -msgid "iChanneli" -msgstr "iChanneli" - -msgid "Sampler2D" -msgstr "Sampler2D" - -msgid "u_resolution" -msgstr "u_resolution" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/index.po deleted file mode 100644 index bf24011bdd..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Shaders" -msgstr "Shadery" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po deleted file mode 100644 index bc7ce6233f..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid ":ref:`canvas_item ` for 2D rendering." -msgstr ":ref:`canvas_item ` do renderowania 2D." - -msgid ":ref:`particles ` for particle systems." -msgstr ":ref:`particles ` do systemów cząsteczkowych." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/making_trees.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/making_trees.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/making_trees.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po deleted file mode 100644 index baf6606577..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Behind the scenes" -msgstr "Za kulisami" - -msgid "Depth texture" -msgstr "Depth texture" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_materials.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_materials.po deleted file mode 100644 index 345877a9d8..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_materials.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Create custom particle code." -msgstr "Tworzenie własych typów danych." - -msgid "And much more!" -msgstr "I wiele więcej!" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po deleted file mode 100644 index f8d6854ee4..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Render mode" -msgstr "Tryb renderowania" - -msgid "Description" -msgstr "Opis" - -msgid "Built-in" -msgstr "Wbudowany" - -msgid "**z**: Animation frame." -msgstr "**z**: Klatki animacji." - -msgid "Default 2D normal texture." -msgstr "Domyślna normalna 2D tekstura." - -msgid "Normalmap depth for scaling." -msgstr "Głębokość Normalmap do skalowania." - -msgid "Function" -msgstr "Funkcja" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po deleted file mode 100644 index 2a10b210fa..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Built-in" -msgstr "Wbudowany" - -msgid "Description" -msgstr "Opis" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/index.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po deleted file mode 100644 index 49c9c15bc9..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Render mode" -msgstr "Tryb renderowania" - -msgid "Description" -msgstr "Opis" - -msgid "**keep_data**" -msgstr "**keep_data**" - -msgid "Do not clear previous data on restart." -msgstr "Nie czyść poprzednich danych po restarcie." - -msgid "**disable_force**" -msgstr "**disable_force**" - -msgid "**disable_velocity**" -msgstr "**disable_velocity**" - -msgid "Built-in" -msgstr "Wbudowany" - -msgid "Function" -msgstr "Funkcja" - -msgid "Particle lifetime." -msgstr "Czas życia cząsteczki." - -msgid "Delta process time." -msgstr "Czas od ostatniej klatki." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po deleted file mode 100644 index 9838f4f1cb..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po +++ /dev/null @@ -1,243 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Shading language" -msgstr "Języki Shaderów" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "" -"Godot uses a shading language similar to GLSL ES 3.0. Most datatypes and " -"functions are supported, and the few remaining ones will likely be added " -"over time." -msgstr "" -"Godot używa języka shaderów podobnego do GLSL ES 3.0. Obsługiwana jest " -"większość typów danych i funkcji, a kilka pozostałych zostanie " -"prawdopodobnie dodanych z czasem." - -msgid "Most GLSL ES 3.0 datatypes are supported:" -msgstr "Większość typów z GLSL ES 3.0 jest wspierana:" - -msgid "Type" -msgstr "Typ" - -msgid "Description" -msgstr "Opis" - -msgid "**void**" -msgstr "**void**" - -msgid "**bool**" -msgstr "**bool**" - -msgid "**bvec2**" -msgstr "**bvec2**" - -msgid "**bvec3**" -msgstr "**bvec3**" - -msgid "**bvec4**" -msgstr "*bvec4**" - -msgid "**int**" -msgstr "**int**" - -msgid "**ivec2**" -msgstr "**ivec2**" - -msgid "**ivec3**" -msgstr "**ivec3**" - -msgid "**ivec4**" -msgstr "**ivec4**" - -msgid "**uint**" -msgstr "**uint**" - -msgid "**uvec2**" -msgstr "**uvec2**" - -msgid "**uvec3**" -msgstr "**uvec3**" - -msgid "**uvec4**" -msgstr "**uvec4**" - -msgid "**float**" -msgstr "**float**" - -msgid "**vec2**" -msgstr "**vec2**" - -msgid "**vec3**" -msgstr "**vec3**" - -msgid "**vec4**" -msgstr "**vec4**" - -msgid "**mat2**" -msgstr "**mat2**" - -msgid "**mat3**" -msgstr "**mat3**" - -msgid "**mat4**" -msgstr "**mat4**" - -msgid "**sampler2D**" -msgstr "**sampler2D**" - -msgid "**isampler2D**" -msgstr "**isampler2D**" - -msgid "**usampler2D**" -msgstr "**usampler2D**" - -msgid "**samplerCube**" -msgstr "**samplerCube**" - -msgid "Comments" -msgstr "Komentarze" - -msgid "Example:" -msgstr "Na przykład:" - -msgid "Members" -msgstr "Członkowie" - -msgid "Constructing" -msgstr "Konstruowanie" - -msgid "Precision" -msgstr "Precyzja" - -msgid "Arrays" -msgstr "Tablice" - -msgid "Constants" -msgstr "Stałe" - -msgid "Operators" -msgstr "Operatory" - -msgid "Precedence" -msgstr "Pierwszeństwo" - -msgid "Class" -msgstr "Klasa" - -msgid "Operator" -msgstr "Operator" - -msgid "1 (highest)" -msgstr "1 (najwyższy)" - -msgid "**()**" -msgstr "**()**" - -msgid "2" -msgstr "2" - -msgid "**+, -, !, ~**" -msgstr "**+, -, !, ~**" - -msgid "3" -msgstr "3" - -msgid "**/, \\*, %**" -msgstr "**/, \\*, %**" - -msgid "4" -msgstr "4" - -msgid "**+, -**" -msgstr "**+, -**" - -msgid "5" -msgstr "5" - -msgid "**<<, >>**" -msgstr "**<<, >>**" - -msgid "6" -msgstr "6" - -msgid "relational" -msgstr "relacyjny" - -msgid "**<, >, <=, >=**" -msgstr "**<, >, <=, >=**" - -msgid "7" -msgstr "7" - -msgid "**==, !=**" -msgstr "**==, !=**" - -msgid "8" -msgstr "8" - -msgid "bit-wise AND" -msgstr "Operator bitowy AND" - -msgid "**&**" -msgstr "**&**" - -msgid "9" -msgstr "9" - -msgid "**^**" -msgstr "**^**" - -msgid "10" -msgstr "10" - -msgid "**|**" -msgstr "**|**" - -msgid "11" -msgstr "11" - -msgid "logical AND" -msgstr "logiczne AND" - -msgid "**&&**" -msgstr "**&&**" - -msgid "12 (lowest)" -msgstr "12 (najniższy)" - -msgid "**||**" -msgstr "**||**" - -msgid "Flow control" -msgstr "Płynna kontrola" - -msgid "Functions" -msgstr "Funkcje" - -msgid "Example below:" -msgstr "Przykład poniżej:" - -msgid "Varyings" -msgstr "Varying" - -msgid "Hint" -msgstr "Podpowiedz" - -msgid "Notes" -msgstr "Uwagi" - -msgid "Function" -msgstr "Funkcja" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po deleted file mode 100644 index 30ff04bafb..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Render mode" -msgstr "Tryb renderowania" - -msgid "Description" -msgstr "Opis" - -msgid "Built-in" -msgstr "Wbudowany" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po deleted file mode 100644 index 0e80974662..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Render mode" -msgstr "Tryb renderowania" - -msgid "Description" -msgstr "Opis" - -msgid "Built-in" -msgstr "Wbudowany" - -msgid "**z**: Animation frame." -msgstr "**z**: Klatki animacji." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po deleted file mode 100644 index b639e6c102..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po +++ /dev/null @@ -1,60 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Use line feed (**LF**) characters to break lines, not CRLF or CR. *(editor " -"default)*" -msgstr "" -"Podczas tworzenia nowego pliku upewnij się, że do łamania linii użyto znaków " -"Linefeed (*LF*), a nie *CRLF* lub *CR*" - -msgid "Use **Tabs** instead of spaces for indentation. *(editor default)*" -msgstr "Użyj **Tabs** zamiast spacji (nazywanymi 'miękkimi tabulatorami')" - -msgid "Indentation" -msgstr "Wcięcia" - -msgid "**Good**:" -msgstr "**Dobrze**:" - -msgid "**Bad**:" -msgstr "**Źle**:" - -msgid "" -"Use 2 indent levels to distinguish continuation lines from regular code " -"blocks." -msgstr "" -"Użyj dwóch poziomów wcięcia dla odróżnienia bloku kodu od kontynuacji " -"poprzedniej linii." - -msgid "Blank lines" -msgstr "Puste wiersze" - -msgid "Surround function definitions with one (and only one) blank line:" -msgstr "Funkcje i definicje klas otocz pustymi liniami:" - -msgid "Whitespace" -msgstr "Biały znak" - -msgid "Use snake\\_case to name functions and variables:" -msgstr "Użyj snake\\_case ,aby nazwać funkcje i zmienne:" - -msgid "Constants" -msgstr "Stałe" - -msgid "" -"Write constants with CONSTANT\\_CASE, that is to say in all caps with an " -"underscore (\\_) to separate words:" -msgstr "" -"Używaj CONSTANT\\_CASE, wielkimi literami, z podkreśleniem (\\_), aby " -"oddzielić słowa: ``const ILOSC_DNI = 200``:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/visual_shaders.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/visual_shaders.po deleted file mode 100644 index c351bf51e5..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/visual_shaders.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Type" -msgstr "Typ" - -msgid "Color" -msgstr "Kolor" - -msgid "Description" -msgstr "Opis" - -msgid "Example" -msgstr "Przykład" - -msgid "Vector" -msgstr "Wektor" - -msgid "Transform" -msgstr "Przekształcanie" - -msgid "Expression node" -msgstr "Węzły ekspresji mogą" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po deleted file mode 100644 index 9ad7dad912..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Setup" -msgstr "Konfiguracja" - -msgid "Uniform input" -msgstr "Sprawdza dane wejściowe" - -msgid "Conclusion" -msgstr "Wniosek" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po deleted file mode 100644 index f01322ee69..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Setting up" -msgstr "Konfigurowanie" - -msgid "Once you set it up and should look like this." -msgstr "Teraz powinno tak wyglądać." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po deleted file mode 100644 index 95ae7c9697..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po +++ /dev/null @@ -1,20 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"For a full list of render modes see the :ref:`Spatial shader reference " -"`." -msgstr ":ref:`Shadery przestrzenne `." - -msgid "Using this, you get:" -msgstr "Używanie modułu:" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/troubleshooting.po b/sphinx/po/pl/LC_MESSAGES/tutorials/troubleshooting.po deleted file mode 100644 index e3dc43ae94..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/troubleshooting.po +++ /dev/null @@ -1,487 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Rozwiązywanie problemów" - -msgid "" -"This page lists common issues encountered when using Godot and possible " -"solutions." -msgstr "" -"Ta strona zawiera listę typowych problemów napotkanych podczas korzystania z " -"Godota i możliwych rozwiązań." - -msgid "" -"See :ref:`doc_using_the_web_editor` for caveats specific to the Web version " -"of the Godot editor." -msgstr "" -"Zobacz :ref:`doc_using_the_web_editor` w celu zapoznania się z uwagami " -"dotyczącymi internetowej wersji edytora Godot." - -msgid "" -"The editor runs slowly and uses all my CPU and GPU resources, making my " -"computer noisy" -msgstr "" -"Edytor działa wolno i wykorzystuje wszystkie zasoby procesora i karty " -"graficznej, co powoduje, że komputer hałasuje" - -msgid "" -"This is a known issue, especially on macOS since most Macs have Retina " -"displays. Due to Retina displays' higher pixel density, everything has to be " -"rendered at a higher resolution. This increases the load on the GPU and " -"decreases perceived performance." -msgstr "" -"Jest to znany problem, zwłaszcza w systemie macOS, ponieważ większość " -"komputerów Mac ma wyświetlacze Retina. Ze względu na większą gęstość pikseli " -"w wyświetlaczach Retina wszystko musi być renderowane w wyższej " -"rozdzielczości. Zwiększa to obciążenie procesora graficznego i zmniejsza " -"postrzeganą wydajność." - -msgid "There are several ways to improve performance and battery life:" -msgstr "Istnieje kilka sposobów poprawy wydajności i żywotności baterii:" - -msgid "" -"In 3D, click the **Perspective** button in the top left corner and enable " -"**Half Resolution**. The 3D viewport will now be rendered at half " -"resolution, which can be up to 4 times faster." -msgstr "" -"W trybie 3D kliknij przycisk **Perspektywa** (Perspective) w lewym górnym " -"rogu i włącz opcję **Połowa rozdzielczości** (Half Resolution). Widok " -"perspektywy (viewport) 3D będzie teraz renderowany w połowie rozdzielczości, " -"co może być nawet 4 razy szybsze." - -msgid "" -"Open the Editor Settings and increase the value of **Low Processor Mode " -"Sleep (µsec)** to ``33000`` (30 FPS). This value determines the amount of " -"*microseconds* between frames to render. Higher values will make the editor " -"feel less reactive but will help decrease CPU and GPU usage significantly." -msgstr "" -"Otwórz Ustawienia edytora i zwiększ wartość **Uśpienia trybu niskiego " -"procesora (µsec)** (Low Processor Mode Sleep (µsec)) do „33000” (30 FPS). Ta " -"wartość określa ilość *mikrosekund* pomiędzy klatkami do renderowania. " -"Wyższe wartości spowodują, że edytor będzie wolniej reagował, ale pomogą też " -"znacznie zmniejszyć użycie procesora i karty graficznej." - -msgid "" -"If you have a node that causes the editor to redraw continuously (such as " -"particles), hide it and show it using a script in the ``_ready()`` method. " -"This way, it will be hidden in the editor but will still be visible in the " -"running project." -msgstr "" -"Jeśli masz węzeł, który powoduje ciągłe przerysowywanie okna edytora (np. " -"cząstki), ukryj go i pokaż za pomocą skryptu w metodzie ``_ready()``. W ten " -"sposób zostanie on ukryty podczas pracy, ale nadal będzie widoczny w " -"działającej grze." - -msgid "" -"The editor stutters and flickers on my variable refresh rate monitor (G-Sync/" -"FreeSync)" -msgstr "" -"Edytor zacina się i migocze na moim monitorze ze zmienną częstotliwością " -"odświeżania (G-Sync/FreeSync)" - -msgid "" -"This is a `known issue `__. Variable refresh rate monitors need to adjust their gamma " -"curves continuously to emit a consistent amount of light over time. This can " -"cause flicker to appear in dark areas of the image when the refresh rate " -"varies a lot, which occurs as the Godot editor only redraws when necessary." -msgstr "" -"To jest dobrze `znany problem `__. Monitory o zmiennej częstotliwości odświeżania muszą stale " -"dostosowywać swoje krzywe gamma, aby emitować stałą ilość światła w czasie. " -"Może to powodować pojawianie się migotania w ciemnych obszarach obrazu, gdy " -"częstotliwość odświeżania znacznie się zmienia, co ma miejsce, gdy edytor " -"silnika Godot przerysowuje się tylko wtedy, gdy jest to konieczne." - -msgid "There are several workarounds for this:" -msgstr "Istnieje kilka obejść tego problemu:" - -msgid "" -"Enable **Interface > Editor > Update Continuously** in the Editor Settings. " -"Keep in mind this will increase power usage and heat/noise emissions since " -"the editor will now be rendering constantly, even if nothing has changed on " -"screen. To alleviate this, you can increase **Low Processor Mode Sleep " -"(µsec)** to ``33000`` (30 FPS) in the Editor Settings. This value determines " -"the amount of *microseconds* between frames to render. Higher values will " -"make the editor feel less reactive but will help decrease CPU and GPU usage " -"significantly." -msgstr "" -"Włącz opcję **Interfejs > Edytor > Stale aktualizuj ** w Ustawieniach " -"Edytora (główne menu > Edytor > Ustawienia Edytora...). Należy pamiętać, że " -"zwiększy to zużycie energii oraz emisję ciepła/szumu, ponieważ edytor będzie " -"renderował w sposób ciągły, nawet jeśli nic nie uległo zmianie na ekranie. " -"By załagodzić ten efekt, możesz zwiększyć **Uśpienie w trybie niskiego " -"procesora (µs)** do ``33000`` (30 FPS) w Ustawieniach Edytora. Ta wartość " -"określa ilość *mikrosekund* pomiędzy klatkami do renderowania. Wyższe " -"wartości spowodują, że edytor będzie wolniej reagował, ale pomogą znacznie " -"zmniejszyć użycie procesora i karty graficznej." - -msgid "" -"Alternatively, disable variable refresh rate on your monitor or in the " -"graphics driver." -msgstr "" -"Jako alternatywę, możesz wyłączyć zmienną częstotliwość odświeżania w swoim " -"monitorze lub w sterowniku karty graficznej." - -msgid "" -"VRR flicker can be reduced on some displays using the **VRR Control** or " -"**Fine Tune Dark Areas** options in your monitor's OSD. These options may " -"increase input lag or result in crushed blacks." -msgstr "" -"Migotanie spowodowane zmienną częstotliwością odświeżania (VRR, z ang. " -"Variable Refresh Rate) można zmniejszyć na niektórych wyświetlaczach za " -"pomocą opcji **Sterowanie VRR** (VRR Control) lub **Dostosuj ciemne " -"obszary** (Fine Tune Dark Areas) w menu wyświetlanym na ekranie monitora " -"(menu OSD, z ang. On Screen Display). Opcje te mogą zwiększyć opóźnienie " -"wejściowe lub spowodować modyfikację czerni." - -msgid "" -"If using an OLED display, use the **Black (OLED)** editor theme preset in " -"the Editor Settings. This hides VRR flicker thanks to OLED's perfect black " -"levels." -msgstr "" -"Jeśli używasz wyświetlacza OLED, użyj predefiniowanego motywu **Czarny " -"(OLED)** w Ustawieniach Edytora. Pozwala to ukryć migotanie VRR dzięki " -"doskonałemu poziomowi czerni OLED (organicznych diod " -"elektroluminescencyjnych, z ang. Organic Light Emitting Diode)." - -msgid "The editor or project takes a very long time to start" -msgstr "Uruchomienie edytora lub projektu zajmuje bardzo dużo czasu" - -msgid "" -"When using one of the Vulkan-based renderers (Forward+ or Forward Mobile), " -"the first startup is expected to be relatively long. This is because shaders " -"need to be compiled before they can be cached. Shaders also need to be " -"cached again after updating Godot, after updating graphics drivers or after " -"switching graphics cards." -msgstr "" -"W przypadku korzystania z jednego z rendererów opartych na Vulkan (Forward+ " -"lub Forward Mobile) pierwsze uruchomienie będzie stosunkowo długie. Dzieje " -"się tak dlatego, że moduły cieniujące (shaders), czyli małe fragmenty kody " -"modyfikujące kolory pikseli na pewnym obszarze, np. tworzące realistyczne " -"cienie na trójkątach, muszą zostać skompilowane, zanim będzie można je " -"zapisać w pamięci podręcznej. Moduły cieniujące (powszechne jest też " -"używanie makaronizmu shadery, czytaj \"szejdery\") muszą być również " -"ponownie buforowane po aktualizacji silnika Godot, po aktualizacji " -"sterowników graficznych lub po zmianie kart graficznych." - -msgid "" -"When running Godot on Windows with the system console enabled, you can " -"accidentally enable *selection mode* by clicking inside the command window. " -"This Windows-specific behavior pauses the application to let you select text " -"inside the system console. Godot cannot override this system-specific " -"behavior." -msgstr "" -"W przypadku uruchamiania Godota w systemie Windows z włączoną konsolą " -"systemową można przypadkowo włączyć *tryb wyboru*, po kliknięciu okna " -"poleceń. To zachowanie jest specyficzne dla systemu Windows - wstrzymuje " -"aplikację, aby umożliwić zaznaczenie tekstu w konsoli systemowej. Godot nie " -"może nadpisać tego specyficznego dla systemu zachowania." - -msgid "" -"To solve this, select the system console window and press Enter to leave " -"selection mode." -msgstr "" -"Aby rozwiązać ten problem, wybierz okno konsoli systemowej i naciśnij " -"klawisz Enter, aby opuścić tryb wyboru." - -msgid "" -"The Godot editor's macOS dock icon gets duplicated every time it is manually " -"moved" -msgstr "" -"Ikona edytora Godot na dock'u w macOS zostaje zduplikowana za każdym razem, " -"gdy jest przenoszona ręcznie" - -msgid "" -"If you open the Godot editor and manually change the position of the dock " -"icon, then restart the editor, you will get a duplicate dock icon all the " -"way to the right of the dock." -msgstr "" -"Jeśli otworzysz edytor Godot i ręcznie zmienisz pozycję ikony dock'u, a " -"następnie zrestartujesz edytor, otrzymasz zduplikowaną ikonę edytora na " -"samym końcu dock'u, po prawej stronie." - -msgid "" -"This is due to a design limitation of the macOS dock. The only known way to " -"resolve this would be to merge the project manager and editor into a single " -"process, which means the project manager would no longer spawn a separate " -"process when starting the editor. While using a single process instance " -"would bring several benefits, it isn't planned to be done in the near future " -"due to the complexity of the task." -msgstr "" -"Jest to spowodowane ograniczeniem projektowym dock'u w macOS. Jedynym znanym " -"sposobem rozwiązania tego problemu byłoby połączenie menedżera projektu i " -"edytora w jeden proces, co oznaczałoby, że menedżer projektu nie tworzyłby " -"już osobnego procesu podczas uruchamiania edytora. Chociaż korzystanie z " -"jednego procesu przyniosłoby wiele korzyści, zadanie to nie jest planowane " -"na najbliższą przyszłość ze względu na swoją złożoność." - -msgid "" -"To avoid this issue, keep the Godot editor's dock icon at its default " -"location as created by macOS." -msgstr "" -"By uniknąć tego problemu, zachowaj ikonę edytora Godot w jej domyślnym " -"położeniu, takim jakie zostało utworzone przez system macOS." - -msgid "" -"This is caused by the NVIDIA graphics driver injecting an overlay to display " -"information." -msgstr "" -"Jest to spowodowane przez sterownik graficzny NVIDIA stosujący nakładkę w " -"celu wyświetlenia informacji." - -msgid "" -"To disable this overlay on Windows, restore your graphics driver settings to " -"the default values in the NVIDIA Control Panel." -msgstr "" -"Aby wyłączyć tę nakładkę w systemie Windows, przywróć ustawienia sterownika " -"graficznego do wartości domyślnych w Panelu sterowania NVIDIA." - -msgid "" -"To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen " -"0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**." -msgstr "" -"Aby wyłączyć tą nakładkę na systemie Linux otwórz ``nvidia-settings`` , " -"przejdź do **X Screen 0 > OpenGL Settings** potem odznacz **Enable Graphics " -"API Visual Indicator**." - -msgid "The editor or project appears overly sharp or blurry" -msgstr "Wygląd edytora lub projektu jest za ostry lub rozmyty" - -msgid "" -"Correct appearance (left), oversharpened appearance due to graphics driver " -"sharpening (right)" -msgstr "" -"Właściwy wygląd (lewy), przeostrzony wygląd przez wyostrzenie sterownika " -"graficznego (prawy)" - -msgid "" -"If the editor or project appears overly sharp, this is likely due to image " -"sharpening being forced on all Vulkan or OpenGL applications by your " -"graphics driver. You can disable this behavior in the graphics driver's " -"control panel:" -msgstr "" -"Jeśli edytor lub projekt wygląna na przeostrzony, prawdopodobnie jest to " -"spowodowane wymuszeniem wyostrzenia na wszystkich aplikacjach Vulkan lub " -"OpenGL przez sterownik graficzny. Możesz to wyłączyć w panelu controlnym " -"sterownika graficznego:" - -msgid "" -"**NVIDIA (Windows):** Open the start menu and choose **NVIDIA Control " -"Panel**. Open the **Manage 3D settings** tab on the left. In the list in the " -"middle, scroll to **Image Sharpening** and set it to **Sharpening Off**." -msgstr "" -"**NVIDIA (Windows):** Otwórz menu start i wybierz **NVIDIA Control Panel**. " -"Otwórz **Manage 3D settings** zakładka po lewej. Na środkowej liście " -"przejedź do **Image Sharpening** i ustaw to na **Sharpening Off**." - -msgid "" -"**AMD (Windows):** Open the start menu and choose **AMD Software**. Click " -"the settings \"cog\" icon in the top-right corner. Go to the **Graphics** " -"tab then disable **Radeon Image Sharpening**." -msgstr "" -"**AMD (Windows):** Otwórz menu start i wybierz **AMD Software**. Kliknij na " -"trybik ustawień w prawym górnym rogu. Przejdź do zakładki **Graphics** i " -"wyłącz **Radeon Image Sharpening**." - -msgid "" -"If the editor or project appears overly blurry, this is likely due to :abbr:" -"`FXAA (Fast Approximate AntiAliasing)` being forced on all Vulkan or OpenGL " -"applications by your graphics driver." -msgstr "" -"Jeśli edytor lub projekt jest rozmazany, może być to spowodowane :abbr:`FXAA " -"(Fast Approximate AntiAliasing)` bedącym wymuszanym na wszystkich " -"aplikacjach Vulkan lub OpenGL przez twój sterownik Graficzny." - -msgid "" -"**NVIDIA (Windows):** Open the start menu and choose **NVIDIA Control " -"Panel**. Open the **Manage 3D settings** tab on the left. In the list in the " -"middle, scroll to **Fast Approximate Antialiasing** and set it to " -"**Application Controlled**." -msgstr "" -"**NVIDIA (Windows):** Otwórz menu start i wybierz **NVIDIA Control Panel**. " -"Otwórz zakładkę **Manage 3D settings** po lewej. Na środkowej liście, " -"przejedź do **Fast Approximate Antialiasing** i ustaw to na **Application " -"Controlled**." - -msgid "" -"**NVIDIA (Linux):** Open the applications menu and choose **NVIDIA X Server " -"Settings**. Select to **Antialiasing Settings** on the left, then uncheck " -"**Enable FXAA**." -msgstr "" -"**NVIDIA (Linux):** Otwórz menu aplikacji i wybierz **NVIDIA X Server " -"Settings**. Wybierz **Antialiasing Settings** po lewej, i odznacz **Enable " -"FXAA**." - -msgid "" -"Third-party vendor-independent utilities such as vkBasalt may also force " -"sharpening or FXAA on all Vulkan applications. You may want to check their " -"configuration as well." -msgstr "" -"Narzęcia ze źródeł zewnętrrznych takie jak vkBasalt także mogą wymuszać " -"wyostrzanie lub FXAA na wszystkich aplikacjach Vulkan. Możesz także " -"sprawdzić ich konfiguracje." - -msgid "" -"After changing options in the graphics driver or third-party utilities, " -"restart Godot to make the changes effective." -msgstr "" -"Po zmianach opcji sterownika graficznego lub narzędzi zewnętrzych, uruchom " -"Godot ponownie aby zobaczyć ich efekt." - -msgid "" -"If you still wish to force sharpening or FXAA on other applications, it's " -"recommended to do so on a per-application basis using the application " -"profiles system provided by graphics drivers' control panels." -msgstr "" -"Jeśli porządasz wymagania wyostrzenia lub FXAA dla innych aplikacji, zaleca " -"się aby zrobić to w danuch aplikacjach używając ich profili w panelu " -"sterowania sterownika graficznego." - -msgid "" -"On Windows, this is usually caused by incorrect OS or monitor settings, as " -"Godot currently does not support :abbr:`HDR (High Dynamic Range)` *output* " -"(even though it may internally render in HDR)." -msgstr "" -"Na Windowsie, jest to zazwyczaj spowodowane przez złe ustawienia systemu " -"bądź monitora, jako że Godot aktualnie nie wspiera :abbr:`HDR (High Dynamic " -"Range)` (nawet jeśli może wewnętrznie renderować w HDR)." - -msgid "" -"As `most displays are not designed to display SDR content in HDR mode " -"`__, it is recommended to " -"disable HDR in the Windows settings when not running applications that use " -"HDR output. On Windows 11, this can be done by pressing :kbd:`Windows + Alt " -"+ B` (this shortcut is part of the Xbox Game Bar app). To toggle HDR " -"automatically based on applications currently running, you can use " -"`AutoActions `__." -msgstr "" -"Ponieważ `większość wyświetlaczy nie jest zaprojektowana do wyświetlania " -"treści SDR w trybie HDR `__, " -"zaleca się wyłączenie HDR w ustawieniach systemu Windows, gdy nie są " -"uruchomione aplikacje korzystające z wyjścia HDR. W systemie Windows 11 " -"można to zrobić, naciskając :kbd:`Windows + Alt + B` (ten skrót jest częścią " -"aplikacji Xbox Game Bar). Aby automatycznie przełączać HDR w oparciu o " -"aktualnie uruchomione aplikacje, można użyć `AutoActions `__." - -msgid "" -"If you insist on leaving HDR enabled, it is possible to somewhat improve the " -"result by ensuring the display is configured to use :abbr:`HGIG (HDR Gaming " -"Interest Group)` tonemapping (as opposed to :abbr:`DTM (Dynamic Tone " -"Mapping)`), then `using the Windows HDR calibration app `__. It is also " -"strongly recommended to use Windows 11 instead of Windows 10 when using HDR. " -"The end result will still likely be inferior to disabling HDR on the " -"display, though." -msgstr "" -"Jeśli nalegasz na pozostawienie włączonego HDR, możliwe jest pewne " -"poprawienie wyniku poprzez upewnienie się, że wyświetlacz jest " -"skonfigurowany do korzystania z :abbr:`HGIG (HDR Gaming Interest Group)` " -"tonemapping (w przeciwieństwie do :abbr:`DTM (Dynamic Tone Mapping)`), a " -"następnie `użycie aplikacji kalibracyjnej Windows HDR `__. Zdecydowanie " -"zaleca się również korzystanie z systemu Windows 11 zamiast Windows 10 " -"podczas korzystania z HDR. Rezultat końcowy będzie jednak prawdopodobnie " -"gorszy niż wyłączenie HDR na wyświetlaczu." - -msgid "Support for HDR *output* is planned in a future release." -msgstr "Obsługa *wyjścia* HDR jest planowana w przyszłej wersji." - -msgid "" -"The editor/project freezes or displays glitched visuals after resuming the " -"PC from suspend" -msgstr "" -"Edytor/projekt zawiesza się lub wyświetla zakłóconą grafikę po wznowieniu " -"komputera ze stanu wstrzymania" - -msgid "" -"This is a known issue on Linux with NVIDIA graphics when using the " -"proprietary driver. There is no definitive fix yet, as suspend on Linux + " -"NVIDIA is often buggy when OpenGL or Vulkan is involved. The Compatibility " -"rendering method (which uses OpenGL) is generally less prone to suspend-" -"related issues compared to the Forward+ and Forward Mobile rendering methods " -"(which use Vulkan)." -msgstr "" -"Jest to znany problem w systemie Linux z grafiką NVIDIA, gdy używany jest " -"zastrzeżony sterownik. Nie ma jeszcze ostatecznej poprawki, ponieważ " -"zawieszenie w systemie Linux + NVIDIA jest często błędne, gdy zaangażowany " -"jest OpenGL lub Vulkan. Metoda renderowania Compatibility (która " -"wykorzystuje OpenGL) jest generalnie mniej podatna na problemy związane z " -"zawieszeniem w porównaniu do metod renderowania Forward+ i Forward Mobile " -"(które wykorzystują Vulkan)." - -msgid "" -"The NVIDIA driver offers an *experimental* `option to preserve video memory " -"after suspend `__ which may resolve " -"this issue. This option has been reported to work better with more recent " -"NVIDIA driver versions." -msgstr "" -"Sterownik NVIDIA oferuje *eksperymentalną* opcję zachowania pamięci wideo po " -"zawieszeniu `__, która może " -"rozwiązać ten problem. Zgłoszono, że opcja ta działa lepiej z nowszymi " -"wersjami sterowników NVIDIA." - -msgid "" -"To avoid losing work, save scenes in the editor before putting the PC to " -"sleep." -msgstr "" -"Aby uniknąć utraty pracy, zapisuj sceny w edytorze przed uśpieniem komputera." - -msgid "" -"This is usually caused by forgetting to specify a filter for non-resource " -"files in the Export dialog. By default, Godot will only include actual " -"*resources* into the PCK file. Some files commonly used, such as JSON files, " -"are not considered resources. For example, if you load ``test.json`` in the " -"exported project, you need to specify ``*.json`` in the non-resource export " -"filter. See :ref:`doc_exporting_projects_export_mode` for more information." -msgstr "" -"To jest zazwyczaj spowodowane nie uwzględnieniem formatu w filtrze dla " -"plików nie będących zasobami w okienku eksportu. Domyślnie Godot dodaje do " -"pliku PCK jedynie właściwe *zasoby*. Niektóre często używane pliki, takie " -"jak JSON nie są uznawane za zasoby. Na przykład, jeśli załadujesz ``test." -"json`` w wyeksportowanym projekcie, musisz wyszczególnić ``*.json`` w " -"filtrze plików nie będącymi zasobami. Po więcej informacji zobacz :ref:" -"`doc_exporting_projects_export_mode`." - -msgid "" -"Also, note that files and folders whose names begin with a period will never " -"be included in the exported project. This is done to prevent version control " -"folders like ``.git`` from being included in the exported PCK file." -msgstr "" -"Należy również pamiętać, że pliki i foldery, których nazwy zaczynają się od " -"kropki, nigdy nie zostaną uwzględnione w wyeksportowanym projekcie. Ma to na " -"celu zapobieganie włączaniu folderów kontroli wersji, takich jak ``.git``, " -"do eksportowanego pliku PCK." - -msgid "" -"On Windows, this can also be due to :ref:`case sensitivity " -"` issues. If you reference a " -"resource in your script with a different case than on the filesystem, " -"loading will fail once you export the project. This is because the virtual " -"PCK filesystem is case-sensitive, while Windows's filesystem is case-" -"insensitive by default." -msgstr "" -"Na Windowsie, to może być spowodowane przez problemy z :ref:`case " -"sensitivity `. Jeśli w skrypcie " -"odniesiesz się do zasobu z inną wielkością liter niż w systemie plików, " -"podczas eksportu projektu nie zostanie on załadowany. Dzieje się tak " -"ponieważ wirtualny system plików PCK jest wrażliwy na wielkość liter, " -"podczas gdy system plików Windowsa domyślnie nie zwraca na nią uwagi." diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po b/sphinx/po/pl/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po deleted file mode 100644 index 1ba08103c1..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po +++ /dev/null @@ -1,105 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "BBCode in RichTextLabel" -msgstr "BBCode w RichTextLabel" - -msgid "Introduction" -msgstr "Wprowadzenie" - -msgid "Performance" -msgstr "Wydajność" - -msgid "Reference" -msgstr "Odniesienie" - -msgid "Tag" -msgstr "Tag" - -msgid "Example" -msgstr "Przykład" - -msgid "``[b]{text}[/b]``" -msgstr "``[b]{tekst}[/b]``" - -msgid "``[i]{text}[/i]``" -msgstr "``[i]{tekst}[/i]``" - -msgid "``[u]{text}[/u]``" -msgstr "``[u]{tekst}[/u]``" - -msgid "``[s]{text}[/s]``" -msgstr "``[s]{text}[/s]``" - -msgid "**code**" -msgstr "**kod**" - -msgid "``[code]{text}[/code]``" -msgstr "``[code]{tekst}[/code]``" - -msgid "``[p]{text}[/p]``" -msgstr "``[p]{text}[/p]``" - -msgid "**center**" -msgstr "**wyśrodkuj**" - -msgid "``[center]{text}[/center]``" -msgstr "``[center]{tekst}[/center]``" - -msgid "``[left]{text}[/left]``" -msgstr "``[left]{text}[/left]``" - -msgid "**right**" -msgstr "**prawo**" - -msgid "``[right]{text}[/right]``" -msgstr "``[right]{tekst}[/right]``" - -msgid "**fill**" -msgstr "**wypełnij**" - -msgid "``[fill]{text}[/fill]``" -msgstr "``[fill]{tekst}[/fill]``" - -msgid "**indent**" -msgstr "**akapit**" - -msgid "``[indent]{text}[/indent]``" -msgstr "``[indent]{tekst}[/indent]``" - -msgid "**url**" -msgstr "**url**" - -msgid "``[img]{path}[/img]``" -msgstr "``[img]{ścieżka}[/img]``" - -msgid "**font**" -msgstr "**czcionka**" - -msgid "**color**" -msgstr "**kolor**" - -msgid "``[cell]{text}[/cell]``" -msgstr "``[cell]{tekst}[/cell]``" - -msgid "``[ul]{items}[/ul]``" -msgstr "``[ul]{items}[/ul]``" - -msgid "String" -msgstr "String" - -msgid "Hexadecimal color codes" -msgstr "Heksadecymalne kody kolorów" - -msgid "1" -msgstr "1" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/ui/control_node_gallery.po b/sphinx/po/pl/LC_MESSAGES/tutorials/ui/control_node_gallery.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/ui/control_node_gallery.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/ui/custom_gui_controls.po b/sphinx/po/pl/LC_MESSAGES/tutorials/ui/custom_gui_controls.po deleted file mode 100644 index d53b72a6ce..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/ui/custom_gui_controls.po +++ /dev/null @@ -1,39 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "So many controls..." -msgstr "Tak wiele kontrolek..." - -msgid "Drawing" -msgstr "Rysowanie" - -msgid "Checking control size" -msgstr "Sprawdzanie wielkości kontrolki" - -msgid "Sizing" -msgstr "Rozmiar" - -msgid "Input" -msgstr "Wejście" - -msgid "Input events" -msgstr "Zdarzenia wejścia" - -msgid "" -"For more information about events themselves, check the :ref:" -"`doc_inputevent` tutorial." -msgstr "" -"Więcej informacji można znaleźć na stronie :ref:`doc_inputevent` tutorial." - -msgid "Notifications" -msgstr "Powiadomienia" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/ui/gui_containers.po b/sphinx/po/pl/LC_MESSAGES/tutorials/ui/gui_containers.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/ui/gui_containers.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/ui/gui_navigation.po b/sphinx/po/pl/LC_MESSAGES/tutorials/ui/gui_navigation.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/ui/gui_navigation.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/ui/gui_skinning.po b/sphinx/po/pl/LC_MESSAGES/tutorials/ui/gui_skinning.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/ui/gui_skinning.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po b/sphinx/po/pl/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/ui/gui_using_fonts.po b/sphinx/po/pl/LC_MESSAGES/tutorials/ui/gui_using_fonts.po deleted file mode 100644 index 46fd537f2c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/ui/gui_using_fonts.po +++ /dev/null @@ -1,34 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Dynamic fonts" -msgstr "Czcionki dynamiczne" - -msgid "Hinting" -msgstr "Podpowiedź" - -msgid "Mipmaps" -msgstr "Mipmapy" - -msgid "It's possible to use a system font as a fallback font too." -msgstr "" -"Możliwe jest również użycie czcionki systemowej jako czcionki awaryjnej." - -msgid "Windows" -msgstr "Windows" - -msgid "Linux" -msgstr "Linuks" - -msgid "Android" -msgstr "Android" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po b/sphinx/po/pl/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po deleted file mode 100644 index d36a3d7b9b..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating a theme" -msgstr "Tworzenie motywu" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/ui/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/ui/index.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/ui/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/ui/size_and_anchors.po b/sphinx/po/pl/LC_MESSAGES/tutorials/ui/size_and_anchors.po deleted file mode 100644 index d7ca9038b2..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/ui/size_and_anchors.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Size and anchors" -msgstr "Wielkość i kotwice" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po b/sphinx/po/pl/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/ar_passthrough.po b/sphinx/po/pl/LC_MESSAGES/tutorials/xr/ar_passthrough.po deleted file mode 100644 index 41f782baca..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/ar_passthrough.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Description" -msgstr "Opis" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po b/sphinx/po/pl/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/deploying_to_android.po b/sphinx/po/pl/LC_MESSAGES/tutorials/xr/deploying_to_android.po deleted file mode 100644 index 3b442588c0..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/deploying_to_android.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Setup" -msgstr "Konfiguracja" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/xr/index.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po b/sphinx/po/pl/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po b/sphinx/po/pl/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po b/sphinx/po/pl/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po b/sphinx/po/pl/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po deleted file mode 100644 index 4d4559805c..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Wprowadzenie" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/openxr_settings.po b/sphinx/po/pl/LC_MESSAGES/tutorials/xr/openxr_settings.po deleted file mode 100644 index c2a5258cee..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/openxr_settings.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Enabled" -msgstr "Włączony" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/setting_up_xr.po b/sphinx/po/pl/LC_MESSAGES/tutorials/xr/setting_up_xr.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/setting_up_xr.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/xr_action_map.po b/sphinx/po/pl/LC_MESSAGES/tutorials/xr/xr_action_map.po deleted file mode 100644 index f79daa7de1..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/xr_action_map.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Value" -msgstr "Wartość" - -msgid "Description" -msgstr "Opis" - -msgid "1" -msgstr "1" - -msgid "2" -msgstr "2" - -msgid "3" -msgstr "3" - -msgid "0" -msgstr "0" - -msgid "Actions" -msgstr "Akcje" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/xr_next_steps.po b/sphinx/po/pl/LC_MESSAGES/tutorials/xr/xr_next_steps.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/xr_next_steps.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/xr_room_scale.po b/sphinx/po/pl/LC_MESSAGES/tutorials/xr/xr_room_scale.po deleted file mode 100644 index ccc1685ac3..0000000000 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/xr/xr_room_scale.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pl\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/about/complying_with_licenses.po b/sphinx/po/pt_BR/LC_MESSAGES/about/complying_with_licenses.po deleted file mode 100644 index f1f6cdbb69..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/about/complying_with_licenses.po +++ /dev/null @@ -1,175 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Complying with licenses" -msgstr "Conformidade com as licenças" - -msgid "" -"The recommendations in this page **are not legal advice.** They are provided " -"in good faith to help users navigate license attribution requirements." -msgstr "" -"As recomendações nesta página **não são recomendações legais.** Elas são " -"disponibilizadas de boa fé para ajudar usuários a navegar os requerimentos " -"de atribuição de licença." - -msgid "What are licenses?" -msgstr "O que são licenças?" - -msgid "" -"The license is the legal requirement for you (or your company) to use and " -"distribute the software (and derivative projects, including games made with " -"it). Your game or project can have a different license, but it still needs " -"to comply with the original one." -msgstr "" -"A licença é o requisito legal para que você (ou sua empresa) use e distribua " -"o software (e projetos derivados, incluindo jogos feitos com ele). Seu jogo " -"ou projeto pode ter uma licença diferente, mas ainda precisa cumprir com a " -"original." - -msgid "" -"This section covers compliance with licenses from a user perspective. If you " -"are interested in licence compliance as a contributor, you can find " -"guidelines :ref:`here " -"`." -msgstr "" -"Esta seção cobre a complacência de licenças a partir da perspectiva do " -"usuário. Se vocês estiver interessado em complacência de licensas como um " -"contribuidor, você pode achar guias :ref `aqui " -"`." - -msgid "Requirements" -msgstr "Requisitos" - -msgid "" -"In the case of the MIT license, the only requirement is to include the " -"license text somewhere in your game or derivative project." -msgstr "" -"No caso da licença MIT, o único requisito é incluir o texto da licença em " -"algum lugar do seu jogo ou projeto derivado." - -msgid "" -"Beside its own MIT license, Godot includes code from a number of third-party " -"libraries. See :ref:`doc_complying_with_licenses_thirdparty` for details." -msgstr "" -"Além de sua própria licença MIT, o Godot incluí código de vários bibliotecas " -"de terceiros. Veja :ref:`doc_complying_with_licenses_thirdparty` para " -"detalhes." - -msgid "" -"Your games do not need to be under the same license. You are free to release " -"your Godot projects under any license and to create commercial games with " -"the engine." -msgstr "" -"Seus jogos não precisam estar sob a mesma licença. Você é livre para lançar " -"seus projetos em Godot sob qualquer licença e criar jogos comerciais com a " -"Engine." - -msgid "Inclusion" -msgstr "Inclusão" - -msgid "Credits screen" -msgstr "Tela de créditos" - -msgid "" -"Include the above license text somewhere in the credits screen. It can be at " -"the bottom after showing the rest of the credits. Most large studios use " -"this approach with open source licenses." -msgstr "" -"Inclua o texto de licença acima em algum lugar na tela de créditos. Pode ser " -"na parte inferior após mostrar o resto dos créditos. A maioria dos estúdios " -"grandes usam esta abordagem com licenças de código aberto." - -msgid "Licenses screen" -msgstr "Tela de licenças" - -msgid "" -"Some games have a special menu (often in the settings) to display licenses. " -"This menu is typically accessed with a button called **Third-party " -"Licenses** or **Open Source Licenses**." -msgstr "" -"Alguns jogos têm um menu especial (geralmente nas preferências) para mostrar " -"linceças. Este menu tipicamente é acessado por um botão chamado **Licenças " -"de Terceiros** ou **Linceças de Código-Livre**." - -msgid "Output log" -msgstr "Registro de saída" - -msgid "Accompanying file" -msgstr "Arquivo anexo" - -msgid "Printed manual" -msgstr "Manual impresso" - -msgid "Link to the license" -msgstr "Link para a licença" - -msgid "" -"The Godot Engine developers consider that a link to ``godotengine.org/" -"license`` in your game documentation or credits would be an acceptable way " -"to satisfy the license terms." -msgstr "" -"Os desenvolvedores do Godot Engine consideram que o link para ``godotengine." -"org/license`` na documentação ou créditos de seu jogo é uma maneira " -"aceitável de satisfazer os termos da licença." - -msgid "For the engine itself:" -msgstr "Para a engine em si:" - -msgid ":ref:`Engine.get_license_text`" -msgstr ":ref: `Engine.get_license_text`" - -msgid "For third-party components used by the engine:" -msgstr "Para componentes terceirizados utilizados pela engine:" - -msgid "Third-party licenses" -msgstr "Licenças de terceiros" - -msgid "" -"Godot itself contains software written by `third parties `_, which is compatible " -"with, but not covered by Godot's MIT license." -msgstr "" -"O próprio Godot contém software escrito por `terceiros `_, o qual é compatível " -"com, mas não incluído na licença MIT do Godot." - -msgid "" -"Many of these dependencies are distributed under permissive open source " -"licenses which require attribution by explicitly citing their copyright " -"statement and license text in the final product's documentation." -msgstr "" -"Muitas dessas dependências são distribuídas sob permissão de licenças de " -"código aberto que requerem atribuição, citando explicitamente a declaração " -"de copyright e o texto da licença na documentação do produto final." - -msgid "" -"Given the scope of the Godot project, this is fairly difficult to do " -"thoroughly. For the Godot editor, the full documentation of third-party " -"copyrights and licenses is provided in the `COPYRIGHT.txt `_ file." -msgstr "" -"Dado o tamanho do projeto Godot, isso é dificil de fazer por completo. Para " -"o editor do Godot, a documentação completa dos direitos autorais de " -"terceiros e licensas estão disponíveis no `COPYRIGHT.txt `_arquivo." - -msgid "" -"A good option for end users to document third-party licenses is to include " -"this file in your project's distribution, which you can e.g. rename to " -"``GODOT_COPYRIGHT.txt`` to prevent any confusion with your own code and " -"assets." -msgstr "" -"Uma boa opção para usuarios finais documentando licensas de terceiros é " -"incluir este arquivo na distribuição do seu projeto, que você pode, por " -"exemplo, renomear para ``GODOT_COPYRIGHT.txt``para previnir qualquer " -"confusão com seu código e seus recursos." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/pt_BR/LC_MESSAGES/about/docs_changelog.po deleted file mode 100644 index 4ad5fbd725..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/about/docs_changelog.po +++ /dev/null @@ -1,376 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Documentation changelog" -msgstr "Alterações da Documentação" - -msgid "About" -msgstr "Sobre" - -msgid "2D" -msgstr "2D" - -msgid "Contributing" -msgstr "Contribuindo" - -msgid "Rendering" -msgstr "Renderizando" - -msgid "C#" -msgstr "C#" - -msgid "Development" -msgstr "Desenvolvimento" - -msgid "I/O" -msgstr "E/S" - -msgid "Platform-specific" -msgstr "Específico da plataforma" - -msgid "Physics" -msgstr "Física" - -msgid "3D" -msgstr "3D" - -msgid "Animation" -msgstr "Animação" - -msgid "Assets pipeline" -msgstr "Pipeline de assets" - -msgid "Scripting" -msgstr "Scripting" - -msgid "Shaders" -msgstr "Shaders" - -msgid "Workflow" -msgstr "Fluxo de trabalho" - -msgid ":ref:`doc_pr_review_guidelines`" -msgstr ":ref:`doc_pr_review_guidelines`" - -msgid "None." -msgstr "Nenhum." - -msgid "Editor" -msgstr "Editor" - -msgid "C++" -msgstr "C++" - -msgid "GDScript" -msgstr "GDScript" - -msgid "Best practices" -msgstr "Boas práticas" - -msgid "Community" -msgstr "Comunidade" - -msgid ":ref:`doc_best_practices_for_engine_contributors`" -msgstr ":ref:`doc_best_practices_for_engine_contributors`" - -msgid ":ref:`doc_editor_and_docs_localization`" -msgstr ":ref:`doc_editor_and_docs_localization`" - -msgid "Configuring an IDE: :ref:`doc_configuring_an_ide_code_blocks`" -msgstr "Configurando um IDE: :ref:`doc_configuring_an_ide_code_blocks`" - -msgid "Export" -msgstr "Exportar" - -msgid "Input" -msgstr "Entrada" - -msgid "Math" -msgstr "Matemática" - -msgid ":ref:`doc_debugger_panel`" -msgstr ":ref:`doc_debugger_panel`" - -msgid "" -":ref:`doc_gdscript_warning_system` (split from :ref:" -"`doc_gdscript_static_typing`)" -msgstr "" -":ref:`doc_gdscript_warning_system` (separado de :ref:" -"`doc_gdscript_static_typing`)" - -msgid "User Interface (UI)" -msgstr "Interface de Usuário (UI)" - -msgid "Project workflow" -msgstr "Fluxo de trabalho do projeto" - -msgid ":ref:`doc_2d_sprite_animation`" -msgstr ":ref:`doc_2d_sprite_animation`" - -msgid "Audio" -msgstr "Áudio" - -msgid ":ref:`doc_recording_with_microphone`" -msgstr ":ref:`doc_recording_with_microphone`" - -msgid ":ref:`doc_sync_with_audio`" -msgstr ":ref:`doc_sync_with_audio`" - -msgid ":ref:`doc_beziers_and_curves`" -msgstr ":ref:`doc_beziers_and_curves`" - -msgid ":ref:`doc_interpolation`" -msgstr ":ref:`doc_interpolation`" - -msgid "Inputs" -msgstr "Entradas" - -msgid ":ref:`doc_input_examples`" -msgstr ":ref:`doc_input_examples`" - -msgid "Internationalization" -msgstr "Internacionalização" - -msgid ":ref:`doc_localization_using_gettext`" -msgstr ":ref:`doc_localization_using_gettext`" - -msgid "Shading" -msgstr "Criando Shaders(shading)" - -msgid "Your First Shader Series:" -msgstr "Sua primeira série de shaders:" - -msgid ":ref:`doc_introduction_to_shaders`" -msgstr ":ref:`doc_introduction_to_shaders`" - -msgid ":ref:`doc_your_first_canvasitem_shader`" -msgstr ":ref:`doc_your_first_canvasitem_shader`" - -msgid ":ref:`doc_your_first_spatial_shader`" -msgstr ":ref:`doc_your_first_spatial_shader`" - -msgid ":ref:`doc_your_second_spatial_shader`" -msgstr ":ref:`doc_your_second_spatial_shader`" - -msgid ":ref:`doc_visual_shaders`" -msgstr ":ref:`doc_visual_shaders`" - -msgid "Networking" -msgstr "Trabalho em rede" - -msgid ":ref:`doc_webrtc`" -msgstr ":ref:`doc_webrtc`" - -msgid "Plugins" -msgstr "Plugins" - -msgid ":ref:`doc_android_plugin`" -msgstr ":ref:`doc_android_plugin`" - -msgid ":ref:`doc_inspector_plugins`" -msgstr ":ref:`doc_inspector_plugins`" - -msgid ":ref:`doc_visual_shader_plugins`" -msgstr ":ref:`doc_visual_shader_plugins`" - -msgid "Multi-threading" -msgstr "Múltiplas execuções (Multi-threading)" - -msgid ":ref:`doc_using_multiple_threads`" -msgstr ":ref:`doc_using_multiple_threads`" - -msgid "Creating content" -msgstr "Criando conteúdo" - -msgid "Procedural geometry series:" -msgstr "Série de geometria procedural:" - -msgid ":ref:`Procedural geometry `" -msgstr ":ref:`Geometria procedural `" - -msgid ":ref:`doc_arraymesh`" -msgstr ":ref:`ArrayMesh `" - -msgid ":ref:`doc_surfacetool`" -msgstr ":ref:`Ferramenta de superfície `" - -msgid ":ref:`doc_meshdatatool`" -msgstr ":ref:`Ferramenta de dados de malha `" - -msgid "Optimization" -msgstr "Otimização" - -msgid ":ref:`doc_using_multimesh`" -msgstr ":ref:`Utilizando MultiMesh `" - -msgid ":ref:`doc_using_servers`" -msgstr ":ref:`Usando servidores `" - -msgid "Legal" -msgstr "Jurídico" - -msgid ":ref:`doc_complying_with_licenses`" -msgstr ":ref:`doc_complying_with_licenses`" - -msgid "Step by step" -msgstr "Passo a passo" - -msgid ":ref:`doc_signals`" -msgstr ":ref:`Sinais `" - -msgid "Exporting" -msgstr "Exportando" - -msgid ":ref:`doc_gdscript_static_typing`" -msgstr ":ref:`GDscript estaticamente tipado `" - -msgid "Best Practices:" -msgstr "Boas Práticas:" - -msgid ":ref:`doc_introduction_best_practices`" -msgstr "" -":ref: `Introdução as melhores práticas `" - -msgid ":ref:`doc_what_are_godot_classes`" -msgstr ":ref: `O que são as classes Godot `" - -msgid ":ref:`doc_scene_organization`" -msgstr ":ref:`Organização de cenas `" - -msgid ":ref:`doc_scenes_versus_scripts`" -msgstr ":ref: `Cenas versus Scripts `" - -msgid ":ref:`doc_autoloads_versus_internal_nodes`" -msgstr "" -":ref:`Autoloads versus nós internos `" - -msgid ":ref:`doc_node_alternatives`" -msgstr ":ref:`Alternativas de nós `" - -msgid ":ref:`doc_godot_interfaces`" -msgstr ":ref:`Interfaces Godot `" - -msgid ":ref:`doc_godot_notifications`" -msgstr ":ref:`Notificações Godot `" - -msgid ":ref:`doc_data_preferences`" -msgstr ":ref:`Preferências de dados `" - -msgid ":ref:`doc_logic_preferences`" -msgstr ":ref:`Preferências de lógica `" - -msgid ":ref:`doc_2d_lights_and_shadows`" -msgstr ":ref:`Luzes e sombras 2D `" - -msgid ":ref:`doc_2d_meshes`" -msgstr ":ref:`Malhas 2D `" - -msgid ":ref:`doc_csg_tools`" -msgstr ":ref:`Ferramentas CSG `" - -msgid ":ref:`doc_animating_thousands_of_fish`" -msgstr ":ref:`Animando milhares de peixes `" - -msgid ":ref:`doc_controlling_thousands_of_fish`" -msgstr "" -":ref:`Controlando milhares de peixes `" - -msgid ":ref:`doc_ragdoll_system`" -msgstr ":ref:`Sistema Ragdoll `" - -msgid ":ref:`doc_soft_body`" -msgstr ":ref:`Softbody `" - -msgid ":ref:`doc_2d_skeletons`" -msgstr ":ref:`Esqueletos 2D `" - -msgid ":ref:`doc_animation_tree`" -msgstr ":ref:`Árvore de Animações `" - -msgid "GUI" -msgstr "GUI (Interface Gráfica de Usuário)" - -msgid ":ref:`doc_gui_containers`" -msgstr ":ref:`Contêiners GUI `" - -msgid "Viewports" -msgstr "Janelas de exibição(Viewports)" - -msgid ":ref:`doc_viewport_as_texture`" -msgstr "" -":ref:`Usando uma Janela de exibição (Viewport) como uma textura " -"`" - -msgid ":ref:`doc_custom_postprocessing`" -msgstr ":ref:`Personalizar pós-processamento `" - -msgid ":ref:`doc_converting_glsl_to_godot_shaders`" -msgstr ":ref:`doc_converting_glsl_to_godot_shaders`" - -msgid ":ref:`doc_advanced_postprocessing`" -msgstr ":ref:`Pós Processamento Avançado`" - -msgid "Shading Reference:" -msgstr "Referência de Shading:" - -msgid ":ref:`doc_shading_language`" -msgstr ":ref:`Linguagem de shaders `" - -msgid ":ref:`doc_spatial_shader`" -msgstr ":ref:`Shaders Espaciais `" - -msgid ":ref:`doc_canvas_item_shader`" -msgstr ":ref:`Shaders de CanvasItem `" - -msgid ":ref:`doc_particle_shader`" -msgstr ":ref:`Shading de particulas `" - -msgid ":ref:`doc_making_main_screen_plugins`" -msgstr "" -":ref:`Fazendo plugins para a cena principal `" - -msgid ":ref:`doc_customizing_html5_shell`" -msgstr ":ref:`doc_customizing_html5_shell`" - -msgid ":ref:`doc_thread_safe_apis`" -msgstr ":ref:`doc_thread_safe_apis`" - -msgid ":ref:`doc_making_trees`" -msgstr ":ref:`Criando árvores `" - -msgid "Miscellaneous" -msgstr "Micelânea" - -msgid ":ref:`doc_jitter_stutter`" -msgstr ":ref:`Consertando jitter e stutter `" - -msgid ":ref:`doc_running_code_in_the_editor`" -msgstr ":ref: `doc_running_code_in_the_editor`" - -msgid ":ref:`doc_change_scenes_manually`" -msgstr ":ref:``" - -msgid "Compiling" -msgstr "Compilando" - -msgid ":ref:`doc_optimizing_for_size`" -msgstr ":ref: `doc_optimizing_for_size`" - -msgid ":ref:`doc_compiling_with_script_encryption_key`" -msgstr ":ref: `doc_compiling_with_script_encryption_key`" - -msgid "Engine development" -msgstr "Desenvolvimento da Engine" - -msgid ":ref:`doc_binding_to_external_libraries`" -msgstr ":ref: `doc_binding_to_external_libraries`" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/about/faq.po b/sphinx/po/pt_BR/LC_MESSAGES/about/faq.po deleted file mode 100644 index c7abd7b404..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/about/faq.po +++ /dev/null @@ -1,987 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "FAQ" -msgstr "Perguntas Frequentes" - -msgid "Frequently asked questions" -msgstr "Perguntas Frequentes" - -msgid "" -"What can I do with Godot? How much does it cost? What are the license terms?" -msgstr "" -"O que eu posso fazer com o Godot? Quanto custa? Quais são os termos de " -"licença?" - -msgid "In short:" -msgstr "Resumindo:" - -msgid "" -"You are free to download and use Godot for any purpose: personal, non-" -"profit, commercial, or otherwise." -msgstr "" -"Você é livre para baixar e usar o Godot para qualquer finalidade: pessoal, " -"sem fins lucrativos, comercial ou qualquer outro." - -msgid "" -"You are free to modify, distribute, redistribute, and remix Godot to your " -"heart's content, for any reason, both non-commercially and commercially." -msgstr "" -"Você é livre para modificar, distribuir, redistribuir e remixar o Godot como " -"quiser, por qualquer motivo, seja ele não-comercial ou comercial." - -msgid "" -"All the contents of this accompanying documentation are published under the " -"permissive Creative Commons Attribution 3.0 (`CC BY 3.0 `_) license, with attribution to \"Juan " -"Linietsky, Ariel Manzur and the Godot Engine community.\"" -msgstr "" -"Todo o conteúdo desta documentação anexa está publicado sob a licença " -"permissiva Creative Commons Attribution 3.0 (`CC-BY 3.0 `_), com atribuição a \"Juan Linietsky, " -"Ariel Manzur e a comunidade Godot Engine.\"" - -msgid "" -"Logos and icons are generally under the same Creative Commons license. Note " -"that some third-party libraries included with Godot's source code may have " -"different licenses." -msgstr "" -"Logomarcas e ícones geralmente estão sob a mesma licença Creative Commons. " -"Note que algumas bibliotecas de terceiros incluídas no código-fonte do Godot " -"podem ter licenças diferentes." - -msgid "" -"For full details, look at the `COPYRIGHT.txt `_ as well as the `LICENSE.txt `_ and `LOGO_LICENSE." -"txt `_ " -"files in the Godot repository." -msgstr "" -"Para mais detalhes, consulte os arquivos `COPYRIGHT.txt `_, e também `LICENSE.txt " -"`_ e " -"`LOGO_LICENSE.txt `_ no repositório do Godot." - -msgid "" -"Also, see `the license page on the Godot website `_." -msgstr "" -"Veja também a `página da Licença no site do Godot `_." - -msgid "Which platforms are supported by Godot?" -msgstr "Quais plataformas são suportadas pelo Godot?" - -msgid "**For the editor:**" -msgstr "**Para o editor:**" - -msgid "Windows" -msgstr "Windows" - -msgid "macOS" -msgstr "macOS" - -msgid "Linux, \\*BSD" -msgstr "Linux, \\*BSD" - -msgid "Android (experimental)" -msgstr "Android (experimental)" - -msgid "`Web `__ (experimental)" -msgstr "`Web `__ (experimental)" - -msgid "**For exporting your games:**" -msgstr "**Para exportar seus jogos:**" - -msgid "Android" -msgstr "Android" - -msgid "iOS" -msgstr "iOS" - -msgid "Web" -msgstr "Web" - -msgid "" -"Both 32- and 64-bit binaries are supported where it makes sense, with 64 " -"being the default. Official macOS builds support Apple Silicon natively as " -"well as x86_64." -msgstr "" -"Ambos os binários de 32 e 64 bits são suportados onde fizerem sentido, sendo " -"64 o padrão. As builds para macOS oficial suportam Apple Silicon " -"nativamente, bem como x86_64." - -msgid "" -"Some users also report building and using Godot successfully on ARM-based " -"systems with Linux, like the Raspberry Pi." -msgstr "" -"Alguns usuários também relatam terem compilado e utilizado o Godot com êxito " -"em sistemas baseados em ARM com Linux, como Raspberry Pi." - -msgid "" -"The Godot team can't provide an open source console export due to the " -"licensing terms imposed by console manufacturers. Regardless of the engine " -"you use, though, releasing games on consoles is always a lot of work. You " -"can read more about :ref:`doc_consoles`." -msgstr "" -"A equipe do Godot não pode fornecer uma exportação de console de código " -"aberto devido aos termos de licenciamento impostos pelos fabricantes de " -"consoles. Independentemente da engine que você usa, lançar jogos em consoles " -"é sempre muito trabalhoso. Você pode ler mais sobre isso aqui: :ref:" -"`doc_consoles`." - -msgid "" -"For more on this, see the sections on :ref:`exporting ` and :ref:`compiling Godot yourself `." -msgstr "" -"Para mais informações, veja as seções :ref:`exportação ` e :ref:`compilando Godot você mesmo `." - -msgid "" -"Godot 3 also had support for Universal Windows Platform (UWP). This platform " -"port was removed in Godot 4 due to lack of maintenance, and it being " -"deprecated by Microsoft. It is still available in the current stable release " -"of Godot 3 for interested users." -msgstr "" -"Godot 3 também tinha suporte para Universal Windows Platform (UWP). Esta " -"porta de plataforma foi removida em Godot 4 devido à falta de manutenção, e " -"está sendo depreciada pela Microsoft. Ainda está disponível na versão " -"estável atual do Godot 3 para usuários interessados." - -msgid "Which programming languages are supported in Godot?" -msgstr "Quais linguagens de programação são suportadas pelo Godot?" - -msgid "" -"The officially supported languages for Godot are GDScript, C#, and C++. See " -"the subcategories for each language in the :ref:`scripting ` section." -msgstr "" -"As linguagens suportadas oficialmente no Godot são GDScript, C# e C++. Veja " -"as subcategorias para cada linguagem na seção de :ref:`scripting `." - -msgid "" -"If you are just starting out with either Godot or game development in " -"general, GDScript is the recommended language to learn and use since it is " -"native to Godot. While scripting languages tend to be less performant than " -"lower-level languages in the long run, for prototyping, developing Minimum " -"Viable Products (MVPs), and focusing on Time-To-Market (TTM), GDScript will " -"provide a fast, friendly, and capable way of developing your games." -msgstr "" -"Se você está apenas começando com o Godot ou desenvolvimento de jogos em " -"geral, GDScript é a linguagem recomendada para aprender e usar, uma vez que " -"é nativa no Godot. Enquanto linguagens de script tendem a ter menos " -"performance que linguagens de menor nível, para prototipagem, " -"desenvolvimento de Minimum Viable Products (MVPs), e focar em Time-To-Market " -"(TTM), GDScript vai fornecer um modo rápido, amigável e capaz de desenvolver " -"seus jogos." - -msgid "" -"Note that C# support is still relatively new, and as such, you may encounter " -"some issues along the way. C# support is also currently missing on the web " -"platform. Our friendly and hard-working development community is always " -"ready to tackle new problems as they arise, but since this is an open source " -"project, we recommend that you first do some due diligence yourself. " -"Searching through discussions on `open issues `__ " -"is a great way to start your troubleshooting." -msgstr "" -"Observe que o suporte ao C# ainda é relativamente novo e, como tal, você " -"pode encontrar alguns problemas ao longo do caminho. Atualmente o suporte a " -"C# não é suportado pela plataforma web. Nossa comunidade de desenvolvimento " -"amigável e esforçada está sempre pronta para enfrentar novos problemas à " -"medida que eles surgem, mas como esse é um projeto de código aberto, " -"recomendamos que você faça primeiro uma diligência prévia. Pesquisar em " -"`problemas em aberto ` é uma ótima maneira de " -"começar sua resolução de problemas." - -msgid "" -"As for new languages, support is possible via third parties with " -"GDExtensions. (See the question about plugins below). Work is currently " -"underway, for example, on unofficial bindings for Godot to `Python `_ and `Nim `_." -msgstr "" -"Quanto a novas linguagens, é possível oferecer suporte através de terceiros " -"com as GDExtensions. (Veja abaixo sobre como os plugins funcionam.) Existe " -"trabalho em andamento, por exemplo, para vinculações não oficiais do Godot " -"para `Python `_ e para `Nim " -"`_." - -msgid "What is GDScript and why should I use it?" -msgstr "O que é GDScript e porque eu devo usá-lo?" - -msgid "" -"GDScript is Godot's integrated scripting language. It was built from the " -"ground up to maximize Godot's potential in the least amount of code, " -"affording both novice and expert developers alike to capitalize on Godot's " -"strengths as fast as possible. If you've ever written anything in a language " -"like Python before, then you'll feel right at home. For examples and a " -"complete overview of the power GDScript offers you, check out the :ref:" -"`GDScript scripting guide `." -msgstr "" -"GDScript é a linguagem de script integrada do Godot. Ela foi construída " -"desde o início para maximizar o potencial do Godot com a menor quantidade de " -"código, permitindo que desenvolvedores novatos e experientes capitalizem os " -"pontos fortes de Godot o mais rápido possível. Se você já escreveu algo em " -"uma linguagem como Python antes, você se sentirá em casa. Para exemplos, " -"histórico e uma visão geral completa do poder que o GDScript oferece a você, " -"verifique o :ref:`Guia de script do GDScript `." - -msgid "" -"The original intent of creating a tightly integrated, custom scripting " -"language for Godot was two-fold: first, it reduces the amount of time " -"necessary to get up and running with Godot, giving developers a rapid way of " -"exposing themselves to the engine with a focus on productivity; second, it " -"reduces the overall burden of maintenance, attenuates the dimensionality of " -"issues, and allows the developers of the engine to focus on squashing bugs " -"and improving features related to the engine core, rather than spending a " -"lot of time trying to get a small set of incremental features working across " -"a large set of languages." -msgstr "" -"A intenção original de criar uma linguagem de script personalizada e " -"altamente integrada para Godot visa duas coisas: primeiro, reduzir a " -"quantidade de tempo necessária para começar a usar o Godot, oferecendo aos " -"desenvolvedores uma maneira rápida de se expor à engine com foco na " -"produtividade; segundo, reduzir o esforço geral de manutenção, diminuir a " -"variedade de problemas, e permitir que os desenvolvedores da engine se " -"concentrem em resolver bugs e melhorar as funcionalidade relacionadas ao " -"core da engine, em vez de desperdiçar tempo tentando fazer um pequeno " -"conjunto incremental de funcionalidades funcionar para um grande número de " -"linguagens." - -msgid "" -"More information about getting comfortable with GDScript or dynamically " -"typed languages can be found in the :ref:`doc_gdscript_more_efficiently` " -"tutorial." -msgstr "" -"Mais informações sobre como ficar mais confortável usando GDScript ou outras " -"linguagens de tipagem dinâmica podem ser encontradas no tutorial :ref:" -"`doc_gdscript_more_efficiently`." - -msgid "What were the motivations behind creating GDScript?" -msgstr "Quais foram as motivações por trás da criação do GDScript?" - -msgid "" -"The main reasons for creating a custom scripting language for Godot were:" -msgstr "" -"As principais razões para criação de uma linguagem personalizada para Godot " -"foram:" - -msgid "" -"Poor threading support in most script VMs, and Godot uses threads (Lua, " -"Python, Squirrel, JavaScript, ActionScript, etc.)." -msgstr "" -"Não há um bom suporte ao paralelismo na maioria das VMs de script, e o Godot " -"utiliza partes_paralelizáveis (Lua, Python, Squirrel, JavaScript, " -"ActionScript, etc.)." - -msgid "" -"Poor class-extending support in most script VMs, and adapting to the way " -"Godot works is highly inefficient (Lua, Python, JavaScript)." -msgstr "" -"Não há um bom suporte a extensão de classes na maioria das VMs de scripting, " -"e adaptá-las para a forma como o Godot funciona é altamente ineficiente " -"(Lua, Python, JavaScript)." - -msgid "" -"Garbage collector results in stalls or unnecessarily large memory usage " -"(Lua, Python, JavaScript, ActionScript, etc.)." -msgstr "" -"Coletor de lixo resulta em atrasos e um grande uso desnecessário de memória " -"(Lua, Python, JavaScript, ActionScript, etc.)." - -msgid "GDScript was designed to curtail the issues above, and more." -msgstr "O GDScript foi projetado para reduzir os problemas acima, e mais." - -msgid "What 3D model formats does Godot support?" -msgstr "Quais tipos de formatos de modelos 3D são suportados por Godot?" - -msgid "" -"You can find detailed information on supported formats, how to export them " -"from your 3D modeling software, and how to import them for Godot in the :ref:" -"`doc_importing_3d_scenes` documentation." -msgstr "" -"Você pode encontrar informações detalhadas sobre formatos suportados, como " -"exportá-los pelo seu software de modelagem 3D e como importá-los para o " -"Godot na :ref:`doc_importing_3d_scenes` documentação." - -msgid "" -"Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?" -msgstr "" -"O [insira aqui um SDK fechado como FMOD, GameWorks, etc.] será suportado no " -"Godot?" - -msgid "" -"To see how support for your SDK of choice could still be provided, look at " -"the Plugins question below." -msgstr "" -"Para ver como prover suporte a seu SDK de preferência, veja a pergunta sobre " -"Plugins acima." - -msgid "How can I extend Godot?" -msgstr "Como posso fazer extensões para o Godot?" - -msgid "" -"For extending Godot, like creating Godot Editor plugins or adding support " -"for additional languages, take a look at :ref:`EditorPlugins " -"` and tool scripts." -msgstr "" -"Para criar extensões para o Godot, como plugins para o Editor ou adicionar " -"suporte a novas linguagens, dê uma olhada em :ref:`Criando Plugins " -"` e ferramentas de scripts." - -msgid "" -"Also, see the official blog post on GDExtension, a way to develop native " -"extensions for Godot:" -msgstr "" -"Além disto, veja as postagem do blog oficial sobre GDExtension, um caminho " -"para desenvolver extensões nativas para a Godot:" - -msgid "" -"How do I install the Godot editor on my system (for desktop integration)?" -msgstr "" -"Como instalo o editor Godot no meu sistema (para integração com desktop)?" - -msgid "" -"Since you don't need to actually install Godot on your system to run it, " -"this means desktop integration is not performed automatically. There are two " -"ways to overcome this. You can install Godot from `Steam `__ (all platforms), `Scoop " -"`__ (Windows), `Homebrew `__ (macOS) or " -"`Flathub `__ " -"(Linux). This will automatically perform the required steps for desktop " -"integration." -msgstr "" -"Como você não precisa realmente instalar o Godot em seu sistema para executá-" -"lo, isso significa que a integração com a área de trabalho não é realizada " -"automaticamente. Existem duas maneiras de contornar isso. Você pode instalar " -"Godot pela `Steam `__ (todas as plataformas), `Scoop `__ (Windows), " -"`Homebrew `__ (macOS) ou `Flathub `__ (Linux). Isso executará " -"automaticamente as etapas necessárias para a integração da área de trabalho." - -msgid "" -"Alternatively, you can manually perform the steps that an installer would do " -"for you:" -msgstr "" -"Como alternativa, você pode executar manualmente as etapas que um instalador " -"faria por você:" - -msgid "" -"Move the Godot executable to a stable location (i.e. outside of your " -"Downloads folder), so you don't accidentally move it and break the shortcut " -"in the future." -msgstr "" -"Mova o executável do Godot para um local estável (ou seja, fora da sua pasta " -"Downloads), para que você não o mova acidentalmente e quebre o atalho no " -"futuro." - -msgid "Right-click the Godot executable and choose **Create Shortcut**." -msgstr "" -"Clique com o botão direito do mouse no executável Godot e escolha **Criar " -"atalho**." - -msgid "" -"Drag the extracted Godot application to ``/Applications/Godot.app``, then " -"drag it to the Dock if desired. Spotlight will be able to find Godot as long " -"as it's in ``/Applications`` or ``~/Applications``." -msgstr "" -"Arraste o aplicativo Godot extraído para ``/Applications/Godot.app``, então " -"arraste-o para o Dock se desejar. O Spotlight será capaz de encontrar o " -"Godot desde que esteja em ``/Applications`` ou ``~/Applications``." - -msgid "Linux" -msgstr "Linux" - -msgid "" -"Move the Godot binary to a stable location (i.e. outside of your Downloads " -"folder), so you don't accidentally move it and break the shortcut in the " -"future." -msgstr "" -"Mova o binário do Godot para um local estável (ou seja, fora da sua pasta " -"Downloads), para que você não o mova acidentalmente e quebre o atalho no " -"futuro." - -msgid "" -"Rename and move the Godot binary to a location present in your ``PATH`` " -"environment variable. This is typically ``/usr/local/bin/godot`` or ``/usr/" -"bin/godot``. Doing this requires administrator privileges, but this also " -"allows you to :ref:`run the Godot editor from a terminal " -"` by entering ``godot``." -msgstr "" -"Renomeie e mova o binário do Godot para um local presente em sua variável de " -"ambiente ``PATH``. Normalmente é ``/usr/local/bin/godot`` ou ``/usr/bin/" -"godot``. Fazer isso requer privilégios de administrador, mas também permite " -"que você :ref:`execute o editor Godot a partir de um terminal " -"` digitando ``godot``." - -msgid "" -"If you cannot move the Godot editor binary to a protected location, you can " -"keep the binary somewhere in your home directory, and modify the ``Path=`` " -"line in the ``.desktop`` file linked below to contain the full *absolute* " -"path to the Godot binary." -msgstr "" -"Se você não pode mover o binário do editor Godot para um local protegido, " -"você pode manter o binário em algum lugar em seu diretório pessoal, e " -"modificar a linha ``Path=`` no arquivo ``.desktop`` linkado abaixo para " -"conter o * caminho absoluto* para o binário do Godot." - -msgid "Is the Godot editor a portable application?" -msgstr "O editor Godot é um aplicativo portátil?" - -msgid "" -"In its default configuration, Godot is *semi-portable*. Its executable can " -"run from any location (including non-writable locations) and never requires " -"administrator privileges." -msgstr "" -"Em sua configuração padrão, Godot é *semi-portátil*. Seu executável pode ser " -"executado em qualquer local (incluindo locais não graváveis) e nunca requer " -"privilégios de administrador." - -msgid "" -"However, configuration files will be written to the user-wide configuration " -"or data directory. This is usually a good approach, but this means " -"configuration files will not carry across machines if you copy the folder " -"containing the Godot executable. See :ref:`doc_data_paths` for more " -"information." -msgstr "" -"No entanto, os arquivos de configuração serão gravados na configuração do " -"usuário atual ou no diretório de dados. Esta é geralmente uma boa abordagem, " -"mas isso significa que os arquivos de configuração não serão utilizáveis em " -"máquinas diferentes se você copiar a pasta que contém o executável Godot. " -"Veja :ref:`doc_data_paths` para mais informações." - -msgid "" -"While Vulkan and OpenGL remain our primary focus for their open standard and " -"cross-platform benefits, Godot 4.3 introduced experimental support for " -"Direct3D 12. This addition aims to enhance performance and compatibility on " -"platforms where Direct3D 12 is prevalent, such as Windows and Xbox. However, " -"Vulkan and OpenGL will continue as the default rendering backends on all " -"platforms, including Windows." -msgstr "" -"Apesar de Vulkan e OpenGL ainda serem nossos interesses primários, devido " -"aos benefícios da multiplataforma e normalização, com o Godot 4.3 foi " -"introduzido suporte experimental ao Direct3D 12. Esta adição visa aprimorar " -"o desempenho e a compatibilidade em plataformas onde o Direct3D 12 é " -"predominante, como Windows e Xbox. Contudo, Vulkan e OpenGL permanecerão " -"sendo os backends padrões de renderização para todas as plataformas, " -"inclusive Windows." - -msgid "Why does Godot aim to keep its core feature set small?" -msgstr "" -"Por que Godot pretende manter seu conjunto de recursos principais pequeno?" - -msgid "There are several reasons for this:" -msgstr "Há algumas razões para isto:" - -msgid "" -"**Ease of contribution.** By keeping the codebase small and tidy, it can " -"remain fast and easy to compile from source. This makes it easier for new " -"contributors to get started with Godot, without requiring them to purchase " -"high-end hardware." -msgstr "" -"**Facilidade de contribuição.** Mantendo a base de código pequena e limpa, a " -"tarefa de compilar o código-fonte continuará simples e rápida. Isso deixa " -"mais fácil para novos contribuidores começarem a trabalhar com o Godot, sem " -"a necessidade dos mesmos comprarem máquinas mais potentes." - -msgid "" -"**Keeping the binary size small for the editor.** Not everyone has a fast " -"Internet connection. Ensuring that everyone can download the Godot editor, " -"extract it and run it in less than 5 minutes makes Godot more accessible to " -"developers in all countries." -msgstr "" -"**Manter o tamanho binário pequeno para o editor.** Nem todos têm uma " -"conexão rápida com a Internet. Ter certeza de que todos podem baixar o " -"Godot, extraí-lo e rodá-lo em menos de 5 minutos faz dele mais acessível " -"para desenvolvedores em todos os países." - -msgid "" -"For all the reasons above, we have to be selective of what we can accept as " -"core functionality in Godot. This is why we are aiming to move some core " -"functionality to officially supported add-ons in future versions of Godot. " -"In terms of binary size, this also has the advantage of making you pay only " -"for what you actually use in your project. (In the meantime, you can :ref:" -"`compile custom export templates with unused features disabled " -"` to optimize the distribution size of your " -"project.)" -msgstr "" -"Por todas as razões acima, temos que ser seletivos no que podemos aceitar " -"como funcionalidade base no Godot. Esse é o motivo pelo qual pretendemos " -"mover algumas funcionalidades base para add-ons oficiais em versões futuras " -"do Godot. Em termos de tamanho do binário, isso também tem a vantagem de " -"fazer com que você \"pague\" somente pelo que usa em seu projeto. (Enquanto " -"isso, você pode :ref:`compilar modelos de exportação personalizados com " -"certas funcionalidades desabilitadas ` para " -"otimizar o tamanho de seu projeto.)" - -msgid "" -"How should assets be created to handle multiple resolutions and aspect " -"ratios?" -msgstr "" -"Como devem ser criados os assets para lidar com múltiplas resoluções ou " -"proporções de tela?" - -msgid "" -"This question pops up often and it's probably thanks to the misunderstanding " -"created by Apple when they originally doubled the resolution of their " -"devices. It made people think that having the same assets in different " -"resolutions was a good idea, so many continued towards that path. That " -"originally worked to a point and only for Apple devices, but then several " -"Android and Apple devices with different resolutions and aspect ratios were " -"created, with a very wide range of sizes and DPIs." -msgstr "" -"Essa pergunta aparece com frequência e provavelmente por conta do " -"desentendimento criado pela Apple quando eles dobraram a resolução de seus " -"dispositivos. Isso fez as pessoas pensarem que ter os mesmos conteúdos em " -"diferentes resoluções era uma boa ideia, então muitos continuaram nesse " -"caminho. Aquilo funcionou até certo ponto e só em dispositivos Apple, mas " -"então vários dispositivos Apple e Android com diferentes resoluções e " -"aspectos foram criados, e com uma variedade enorme de tamanhos e DPIs." - -msgid "" -"Determine a minimum resolution and then decide if you want your game to " -"stretch vertically or horizontally for different aspect ratios, or if there " -"is one aspect ratio and you want black bars to appear instead. This is also " -"explained in :ref:`doc_multiple_resolutions`." -msgstr "" -"Determine uma resolução mínima e decida se deseja que seu jogo se estenda " -"vertical ou horizontalmente para diferentes proporções, ou se há uma " -"proporção mínima e você deseja que barras pretas apareçam nas bordas. Isso " -"também é explicado em :ref:`doc_multiple_resolutions`." - -msgid "" -"For user interfaces, use the :ref:`anchoring ` to " -"determine where controls should stay and move. If UIs are more complex, " -"consider learning about Containers." -msgstr "" -"Para interfaces de usuário, utilize a :ref:`ancoragem " -"` para determinar onde os controles devem estar e se " -"mover. Se as interfaces são mais complexas, considere aprender sobre " -"Containers." - -msgid "And that's it! Your game should work in multiple resolutions." -msgstr "E é isso! Seu jogo deve funcionar em múltiplas resoluções." - -msgid "When is the next release of Godot out?" -msgstr "Quando será o próximo lançamento do Godot?" - -msgid "" -"When it's ready! See :ref:`doc_release_policy_when_is_next_release_out` for " -"more information." -msgstr "" -"Quando estiver pronto! Veja :ref:" -"`doc_release_policy_when_is_next_release_out` para mais informações." - -msgid "" -"We recommend using Godot 4.x for new projects, but depending on the feature " -"set you need, it may be better to use 3.x instead. See :ref:" -"`doc_release_policy_which_version_should_i_use` for more information." -msgstr "" -"Recomendamos utilizar o Godot 4.x para novos projetos, porém dependendo do " -"conjunto de funcionalidades que precisa, pode ser melhor usar a 3.x. Veja :" -"ref:`doc_release_policy_which_version_should_i_use` para mais informações." - -msgid "Should I upgrade my project to use new Godot versions?" -msgstr "Devo atualizar meu projeto para usar novas versões do Godot?" - -msgid "" -"Some new versions are safer to upgrade to than others. In general, whether " -"you should upgrade depends on your project's circumstances. See :ref:" -"`doc_release_policy_should_i_upgrade_my_project` for more information." -msgstr "" -"Algumas versões são mais seguras de serem atualizadas que outras. No geral, " -"se você deve ou não atualizar depende das circunstâncias do seu projeto. " -"Veja :ref:`doc_release_policy_should_i_upgrade_my_project` para mais " -"informações." - -msgid "I would like to contribute! How can I get started?" -msgstr "Eu gostaria de contribuir! Como eu posso começar?" - -msgid "" -"The best way to start contributing to Godot is by using it and reporting any " -"`issues `_ that you might " -"experience. A good bug report with clear reproduction steps helps your " -"fellow contributors fix bugs quickly and efficiently. You can also report " -"issues you find in the `online documentation `_." -msgstr "" -"A melhor forma de começar a contribuir para o Godot é utilizando-o e " -"reportando qualquer `problema `_que você talvez passe. Um bom relatório de bug com direta descrição " -"dos passos necessários para reproduzi-lo, ajudam os contribuidores a " -"corrigir os bugs de forma rápida e eficiente. Você também pode reportar um " -"problema que encontre na `documentação online `_." - -msgid "" -"If you feel ready to submit your first PR, pick any issue that resonates " -"with you from one of the links above and try your hand at fixing it. You " -"will need to learn how to compile the engine from sources, or how to build " -"the documentation. You also need to get familiar with Git, a version control " -"system that Godot developers use." -msgstr "" -"Se você se sentir pronto para enviar seu primeiro PR, escolha qualquer " -"problema que lhe interesse em um dos links acima e tente corrigi-lo. Você " -"precisará aprender como compilar o mecanismo (a engine) a partir dos fontes " -"ou como construir a documentação. Você também precisa se familiarizar com o " -"Git, um sistema de controle de versão usado pelos desenvolvedores do Godot." - -msgid "" -"We explain how to work with the engine source, how to edit the " -"documentation, and what other ways to contribute are there in our :ref:" -"`documentation for contributors `." -msgstr "" -"Explicamos como trabalhar com o código-fonte da engine, como editar a " -"documentação e quais outras formas de contribuir que existem em nossa :ref:" -"`documentação para contribuidores `." - -msgid "I have a great idea for Godot. How can I share it?" -msgstr "" -"Eu tenho uma grande ideia para o Godot. Como posso compartilhar essa ideia?" - -msgid "" -"We are always looking for suggestions about how to improve the engine. User " -"feedback is the main driving force behind our decision-making process, and " -"limitations that you might face while working on your project are a great " -"data point for us when considering engine enhancements." -msgstr "" -"Estamos sempre em busca de sugestões sobre como melhorar a engine. O " -"feedback do usuário é a principal força motriz por trás do nosso processo de " -"tomada de decisão, e as limitações que você pode enfrentar ao trabalhar em " -"seu projeto são um excelente ponto de dados para nós ao considerarmos " -"melhorias na engine." - -msgid "" -"If you experience a usability problem or are missing a feature in the " -"current version of Godot, start by discussing it with our `community " -"`_. There may be other, perhaps better, " -"ways to achieve the desired result that community members could suggest. And " -"you can learn if other users experience the same issue, and figure out a " -"good solution together." -msgstr "" -"Se você tiver algum problema de usabilidade ou estiver faltando algum " -"recurso na versão atual do Godot, comece discutindo isso com nossa " -"`comunidade `_. Poderão existir outras " -"formas, talvez melhores, de alcançar o resultado desejado que os membros da " -"comunidade possam sugerir. E você pode saber se outros usuários enfrentam o " -"mesmo problema e descobrir uma boa solução juntos." - -msgid "" -"If you come up with a well-defined idea for the engine, feel free to open a " -"`proposal issue `_. " -"Try to be specific and concrete while describing your problem and your " -"proposed solution — only actionable proposals can be considered. It is not " -"required, but if you want to implement it yourself, that's always " -"appreciated!" -msgstr "" -"Se você tiver uma ideia bem definida para a engine, sinta-se à vontade para " -"abrir uma `proposta `_. Tente ser específico e concreto ao descrever o seu problema e a " -"solução proposta – apenas propostas viáveis podem ser consideradas. Não é " -"obrigatório, mas se você quiser implementá-la sozinho, será sempre apreciado!" - -msgid "" -"If you only have a general idea without specific details, you can open a " -"`proposal discussion `_. These can be anything you want, and allow for a free-form " -"discussion in search of a solution. Once you find one, a proposal issue can " -"be opened." -msgstr "" -"Se você tiver apenas uma ideal geral, sem detalhes específicos, você pode " -"abrir uma `Discussão `_. Pode ser o que você quiser, permitindo uma discussão livre " -"em busca de uma solução. Depois de encontrar-la, você precisa abrir uma " -"proposta." - -msgid "" -"Please, read the `readme `_ document before creating a proposal to learn more " -"about the process." -msgstr "" -"Por favor, leia o documento `README ` antes de criar uma proposta para entender " -"mais sobre o processo." - -msgid "Is it possible to use Godot to create non-game applications?" -msgstr "É possível usar o Godot para criar aplicativos que não sejam jogos?" - -msgid "" -"Yes! Godot features an extensive built-in UI system, and its small " -"distribution size can make it a suitable alternative to frameworks like " -"Electron or Qt." -msgstr "" -"Sim! O Godot possui um extenso sistema de UI embutido, e seu pequeno tamanho " -"de distribuição pode torná-lo uma alternativa adequada para frameworks como " -"Electron ou Qt." - -msgid "" -"When creating a non-game application, make sure to enable :ref:`low-" -"processor mode ` in the Project Settings to decrease CPU and GPU usage." -msgstr "" -"Quando criar uma aplicação que não seja um jogo, certifique-se de habilitar " -"o :ref:`Modo Baixo Processamento ` nas Configurações do Projeto para diminuir o uso da " -"CPU e GPU." - -msgid "" -"Check out `Material Maker `__ " -"and `Pixelorama `__ for " -"examples of open source applications made with Godot." -msgstr "" -"Confira `Material Maker `__ e " -"`Pixelorama `__ para " -"exemplos de aplicativos de código aberto desenvolvidos com o Godot." - -msgid "Is it possible to use Godot as a library?" -msgstr "É possível utilizar o Godot como uma biblioteca?" - -msgid "" -"Godot is meant to be used with its editor. We recommend you give it a try, " -"as it will most likely save you time in the long term. There are no plans to " -"make Godot usable as a library, as it would make the rest of the engine more " -"convoluted and difficult to use for casual users." -msgstr "" -"O Godot é desenvolvido para ser usado com sua interface de edição. " -"Recomendamos que você experimente, pois provavelmente economizará tempo a " -"longo prazo. Não há planos de tornar o Godot utilizável como uma biblioteca, " -"pois isso tornaria o restante do motor mais complicado e difícil de usar " -"para usuários casuais." - -msgid "" -"If you want to use a rendering library, look into using an established " -"rendering engine instead. Keep in mind rendering engines usually have " -"smaller communities compared to Godot. This will make it more difficult to " -"find answers to your questions." -msgstr "" -"Se você deseja usar uma biblioteca de renderização, procure usar um " -"mecanismo de renderização estabelecido. Lembre-se de que os mecanismos de " -"renderização geralmente têm comunidades menores em comparação com o Godot. " -"Isso tornará mais difícil encontrar respostas para suas perguntas." - -msgid "What user interface toolkit does Godot use?" -msgstr "Qual kit de ferramentas de interface do usuário o Godot usa?" - -msgid "" -"Godot does not use a standard :abbr:`GUI (Graphical User Interface)` toolkit " -"like GTK, Qt or wxWidgets. Instead, Godot uses its own user interface " -"toolkit, rendered using OpenGL ES or Vulkan. This toolkit is exposed in the " -"form of Control nodes, which are used to render the editor (which is written " -"in C++). These Control nodes can also be used in projects from any scripting " -"language supported by Godot." -msgstr "" -"O Godot não usa um kit de ferramentas :abbr:`GUI (Interface Gráfica de " -"Usuário)` padrão como GTK, Qt ou wxWidgets. Em vez disso, Godot usa seu " -"próprio kit de ferramentas de interface de usuário, renderizado usando " -"OpenGL ES ou Vulkan. Este kit de ferramentas é exposto na forma de nós de " -"Controle, que são usados para renderizar o editor (que é escrito em C++). " -"Estes nós de Controle também podem ser usados em projetos de qualquer " -"linguagem de scripting suportada pelo Godot." - -msgid "" -"This custom toolkit makes it possible to benefit from hardware acceleration " -"and have a consistent appearance across all platforms. On top of that, it " -"doesn't have to deal with the LGPL licensing caveats that come with GTK or " -"Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor " -"itself is one of the most complex users of Godot's UI system." -msgstr "" -"Este kit de ferramentas personalizado possibilita o benefício da aceleração " -"de hardware e tem uma aparência consistente em todas as plataformas. Além " -"disso, ele não precisa lidar com as ressalvas de licenciamento LGPL que vêm " -"com GTK ou Qt. Por último, isso significa que o Godot está \"comendo sua " -"própria comida de cachorro\", já que o próprio editor é um dos usuários mais " -"complexos do sistema de UI do Godot." - -msgid "" -"This custom UI toolkit :ref:`can't be used as a library " -"`, but you can still :ref:`use Godot to create " -"non-game applications by using the editor `." -msgstr "" -"Este kit de ferramentas de UI customizado :ref:`não pode ser usado como uma " -"biblioteca `, mas você ainda pode :ref:`usar o " -"Godot para criar aplicativos não-jogos usando o editor " -"`." - -msgid "Why does Godot use the SCons build system?" -msgstr "Por que Godot usa o sistema de construção SCons?" - -msgid "" -"Godot can be compiled for a dozen different platforms: all PC platforms, all " -"mobile platforms, many consoles, and WebAssembly." -msgstr "" -"Godot pode ser compilado para uma dúzia de plataformas diferentes: todas as " -"plataformas de PC, todas as plataformas móveis, muitos consoles e " -"WebAssembly." - -msgid "" -"Developers often need to compile for several of the platforms **at the same " -"time**, or even different targets of the same platform. They can't afford " -"reconfiguring and rebuilding the project each time. SCons can do this with " -"no sweat, without breaking the builds." -msgstr "" -"Os desenvolvedores geralmente precisam compilar para várias plataformas **ao " -"mesmo tempo**, ou até mesmo destinos diferentes da mesma plataforma. Eles " -"não podem se dar ao luxo de reconfigurar e reconstruir o projeto todas as " -"vezes. SCons pode fazer isso sem suor, sem quebrar as compilações." - -msgid "" -"SCons will *never* break a build no matter how many changes, configurations, " -"additions, removals etc." -msgstr "" -"SCons *nunca* irá interromper uma compilação, não importa quantas " -"alterações, configurações, adições, remoções etc. tenha sido feitas." - -msgid "" -"Godot's build process is not simple. Several files are generated by code " -"(binders), others are parsed (shaders), and others need to offer " -"customization (:ref:`modules `). This requires " -"complex logic which is easier to write in an actual programming language " -"(like Python) rather than using a mostly macro-based language only meant for " -"building." -msgstr "" -"O processo de construção de Godot não é simples. Vários arquivos são gerados " -"por código (binders), outros são analisados (shaders), e outros precisam " -"oferecer personalização (:ref:`modules `). Isso " -"requer lógica complexa que é mais fácil de escrever em uma linguagem de " -"programação real (como Python) em vez de usar uma linguagem baseada em macro " -"apenas significava para o building." - -msgid "Why does Godot not use STL (Standard Template Library)?" -msgstr "" -"Por que Godot não usa STL (Standard Template Library, ou Biblioteca de " -"Modelos Padrão)?" - -msgid "" -"STL templates create very large symbols, which results in huge debug " -"binaries. We use few templates with very short names instead." -msgstr "" -"Os modelos STL criam símbolos muito grandes, o que resulta em enormes " -"binários de depuração. Em vez disso, usamos alguns modelos com nomes bem " -"curtos." - -msgid "" -"Most of our containers cater to special needs, like Vector, which uses copy " -"on write and we use to pass data around, or the RID system, which requires " -"O(1) access time for performance. Likewise, our hash map implementations are " -"designed to integrate seamlessly with internal engine types." -msgstr "" -"A maioria de nossos contêineres atende a necessidades especiais, como " -"Vector, que usa cópia na gravação e usamos para transmitir dados, ou o " -"sistema RID, que requer tempo de acesso O(1) para desempenho. Da mesma " -"forma, nossas implementações de hash map foram projetadas para integrar-se " -"perfeitamente aos tipos de mecanismo interno." - -msgid "" -"Our containers have memory tracking built-in, which helps better track " -"memory usage." -msgstr "" -"Nossos contêineres possuem rastreamento de memória embutido, o que ajuda a " -"rastrear melhor o uso da memória." - -msgid "" -"For large arrays, we use pooled memory, which can be mapped to either a " -"preallocated buffer or virtual memory." -msgstr "" -"Para matrizes (arrays) grandes, usamos memória em pool, que pode ser mapeada " -"para um buffer previamente alocado ou para uma memória virtual." - -msgid "" -"We use our custom String type, as the one provided by STL is too basic and " -"lacks proper internationalization support." -msgstr "" -"Usamos nosso tipo de String personalizado, pois o fornecido pela STL é muito " -"básico e carece de suporte adequado à internacionalização." - -msgid "Why does Godot not use exceptions?" -msgstr "Por que Godot não usa exceções?" - -msgid "" -"We believe games should not crash, no matter what. If an unexpected " -"situation happens, Godot will print an error (which can be traced even to " -"script), but then it will try to recover as gracefully as possible and keep " -"going." -msgstr "" -"Acreditamos que os jogos não devem travar, aconteça o que acontecer. Se uma " -"situação inesperada acontecer, Godot imprimirá um erro (que pode ser " -"rastreado até mesmo no script), mas tentará se recuperar da maneira mais " -"elegante possível e continuar." - -msgid "Does Godot use an ECS (Entity Component System)?" -msgstr "O Godot usa um ECS (Sistema de Componentes da Entidade)?" - -msgid "" -"Godot does **not** use an ECS and relies on inheritance instead. While there " -"is no universally better approach, we found that using an inheritance-based " -"approach resulted in better usability while still being fast enough for most " -"use cases." -msgstr "" -"Godot **não** usa um ECS e depende de herenças. Embora não exista uma " -"abordagem melhor, descobrimos que o uso de uma abordagem baseada em herenças " -"resultou em uma melhor usuabilidade e, ao mesmo tempo foi rapido o " -"suficiente na maioria dos casos." - -msgid "" -"That said, nothing prevents you from making use of composition in your " -"project by creating child Nodes with individual scripts. These nodes can " -"then be added and removed at run-time to dynamically add and remove " -"behaviors." -msgstr "" -"Dito isto, nada impede que você faça uso da composição em seu projeto, " -"criando nós filhos com scripts individuais. Esses nós podem então ser " -"adicionados e removidos no tempo de execução para adicionar e remover " -"comportamentos dinamicamente." - -msgid "" -"More information about Godot's design choices can be found in `this article " -"`__." -msgstr "" -"Mais informações sobre as escolhas de design do Godot podem ser encontradas " -"em `este artigo `___." - -msgid "" -"The vast majority of games do not need this and Godot provides handy helpers " -"to do the job for most cases when you do." -msgstr "" -"A grande maioria dos jogos não precisa disso e Godot fornece ajudantes úteis " -"para fazer o trabalho na maioria dos casos." - -msgid "" -"If a game needs to process such a large amount of objects, our " -"recommendation is to use C++ and GDExtensions for performance-heavy tasks " -"and GDScript (or C#) for the rest of the game." -msgstr "" -"Se for necessário um jogo que realmente precise processar uma quantidade tão " -"grande de objetos, nossa recomendação é usar C++ e GDExtensions para as " -"partes de alto desempenho e GDScript (ou C#) para o restante do jogo." - -msgid "How can I support Godot development or contribute?" -msgstr "Como eu posso ajudar no desenvolvimento do Godot ou contribuir?" - -msgid "See :ref:`doc_ways_to_contribute`." -msgstr "Veja :ref:`doc_ways_to_contribute`." - -msgid "Who is working on Godot? How can I contact you?" -msgstr "Quem está trabalhando no Godot? Como entro em contato com vocês?" - -msgid "" -"See the corresponding page on the `Godot website `_." -msgstr "" -"Veja a página correspondente na `página do Godot `_." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/about/introduction.po b/sphinx/po/pt_BR/LC_MESSAGES/about/introduction.po deleted file mode 100644 index 2820303226..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/about/introduction.po +++ /dev/null @@ -1,198 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"Welcome to the official documentation of **Godot Engine**, the free and open " -"source community-driven 2D and 3D game engine! Behind this mouthful, you " -"will find a powerful yet user-friendly tool that you can use to develop any " -"kind of game, for any platform and with no usage restriction whatsoever." -msgstr "" -"Bem-vindo à documentação oficial do **Godot Engine**, o motor de jogo 2D e " -"3D de código aberto e gratuito voltado para a comunidade! Por trás disso " -"tudo, você encontrará uma ferramenta poderosa e de fácil utilização que você " -"pode usar para desenvolver qualquer tipo de jogo, para qualquer plataforma e " -"sem nenhuma restrição de uso." - -msgid "" -"This page gives a broad overview of the engine and of this documentation, so " -"that you know where to start if you are a beginner or where to look if you " -"need information on a specific feature." -msgstr "" -"O objetivo dessa página é fornecer uma ampla apresentação da engine e do " -"conteúdo desta documentação, para que você saiba por onde começar se for um " -"iniciante, ou onde procurar se precisar de informações sobre uma " -"funcionalidade específica." - -msgid "Before you start" -msgstr "Antes de você começar" - -msgid "" -"The :ref:`Tutorials and resources ` page lists " -"video tutorials contributed by the community. If you prefer video to text, " -"consider checking them out. Otherwise, :ref:`Getting Started " -"` is a great starting point." -msgstr "" -"A página :ref:`Tutoriais e recursos ` lista " -"tutoriais em vídeo fornecidos pela comunidade. Se você preferir vídeo em vez " -"de texto, pode valer a pena dar uma olhada. Do contrário, :ref: `Primeiros " -"passos ` é um ótimo ponto de partida." - -msgid "About Godot Engine" -msgstr "Sobre o Godot Engine" - -msgid "" -"A game engine is a complex tool and difficult to present in a few words. " -"Here's a quick synopsis, which you are free to reuse if you need a quick " -"write-up about Godot Engine:" -msgstr "" -"Um motor de jogos (game engine) é uma ferramenta complexa e difícil de " -"apresentar em poucas palavras. Aqui está uma sinopse simples, que você pode " -"utilizar sempre que precisar de uma definição rápida sobre Godot Engine:" - -msgid "" -"Godot Engine is a feature-packed, cross-platform game engine to create 2D " -"and 3D games from a unified interface. It provides a comprehensive set of " -"common tools, so that users can focus on making games without having to " -"reinvent the wheel. Games can be exported with one click to a number of " -"platforms, including the major desktop platforms (Linux, macOS, Windows), " -"mobile platforms (Android, iOS), as well as Web-based platforms and consoles." -msgstr "" -"Godot Engine é um motor de jogos multiplataforma repleto de recursos para " -"criar jogos 2D e 3D a partir de uma interface unificada. Ele fornece um " -"conjunto abrangente de ferramentas comuns para que os usuários possam se " -"concentrar em criar jogos sem precisar reinventar a roda. Os jogos podem ser " -"exportados num clique para várias plataformas, incluindo as principais " -"plataformas de desktop (Linux, macOS, Windows), plataformas móveis (Android, " -"iOS), as baseadas na Web e também consoles." - -msgid "" -"Godot is completely free and open source under the :ref:`permissive MIT " -"license `. No strings attached, no royalties, " -"nothing. Users' games are theirs, down to the last line of engine code. " -"Godot's development is fully independent and community-driven, empowering " -"users to help shape their engine to match their expectations. It is " -"supported by the `Godot Foundation `_ not-for-" -"profit." -msgstr "" -"Godot é completamente gratuito e de código aberto sob a :ref:`permissiva " -"licença MIT `. Sem amarras, sem royalties, " -"nada. Os jogos dos usuários são deles até a última linha do código da " -"engine. O desenvolvimento do Godot é totalmente independente e voltado para " -"a comunidade, capacitando os usuários a ajudar a moldar sua engine para " -"atender às suas expectativas. Ele é mantido pela `Godot Foundation `_ sem fins lucrativos." - -msgid "Organization of the documentation" -msgstr "Organização da documentação" - -msgid "This documentation is organized into several sections:" -msgstr "Esta documentação é organizada em várias seções:" - -msgid "" -"**About** contains this introduction as well as information about the " -"engine, its history, its licensing, authors, etc. It also contains the :ref:" -"`doc_faq`." -msgstr "" -"**Sobre** contém esta introdução, bem como informações sobre a engine, sua " -"história, seu licenciamento, autores, etc. Também contém o :ref:`doc_faq`." - -msgid "" -"**Getting Started** contains all necessary information on using the engine " -"to make games. It starts with the :ref:`Step by step ` tutorial which should be the entry point for all new users. " -"**This is the best place to start if you're new!**" -msgstr "" -"**Primeiros Passos** contém todas as informações necessárias sobre como usar " -"a engine para fazer jogos. Ele começa com o tutorial :ref:`Passo-a-passo " -"` que deve ser o ponto de entrada para todos os " -"novos usuários. **Este é o melhor lugar para começar se você é novo!**" - -msgid "" -"The **Manual** can be read or referenced as needed, in any order. It " -"contains feature-specific tutorials and documentation." -msgstr "" -"O **Manual** pode ser lido ou referenciado conforme necessário, em qualquer " -"ordem. Ele contém tutoriais e documentação específicas de recursos." - -msgid "" -"**Contributing** gives information related to contributing to Godot, whether " -"to the core engine, documentation, demos or other parts. It describes how to " -"report bugs, how contributor workflows are organized, etc. It also contains " -"sections intended for advanced users and contributors, with information on " -"compiling the engine, contributing to the editor, or developing C++ modules." -msgstr "" -"**Contribuindo** fornece informações relacionadas à contribuição para Godot, " -"seja no núcleo da engine, documentação, demonstrações ou outras partes. Ele " -"descreve como relatar bugs, como os fluxos de trabalho dos contribuidores " -"são organizados, etc. Ele também contém seções destinadas a usuários e " -"contribuidores avançados, com informações sobre como compilar a engine, " -"contribuir para o editor ou desenvolver módulos C++." - -msgid "" -"Finally, the **Class reference** documents the full Godot API, also " -"available directly within the engine's script editor. You can find " -"information on all classes, functions, signals and so on here." -msgstr "" -"Finalmente, **Referência de classe** documenta a Godot API completamente, " -"também disponível diretamente dentro do editor de script da engine. Você " -"pode encontrar informações sobre todas as classes, funções, sinais e outras " -"coisas aqui." - -msgid "" -"In addition to this documentation, you may also want to take a look at the " -"various `Godot demo projects `_." -msgstr "" -"Além desta documentação, você também pode querer dar uma olhada nos vários " -"`Projetos de demonstração do Godot `_." - -msgid "About this documentation" -msgstr "Sobre esta documentação" - -msgid "" -"Members of the Godot Engine community continuously write, correct, edit, and " -"improve this documentation. We are always looking for more help. You can " -"also contribute by opening Github issues or translating the documentation " -"into your language. If you are interested in helping, see :ref:`Ways to " -"contribute ` and :ref:`Writing documentation " -"`, or get in touch with the " -"`Documentation team `_ on " -"`Godot Contributors Chat `_." -msgstr "" -"Membros da comunidade Godot Engine continuamente escrevem, corrigem, editam " -"e melhoram esta documentação. Nós estamos sempre buscando por mais ajuda. " -"Você também pode contribuir abrindo uma issue no GitHub ou traduzindo a " -"documentação para sua língua. Se você estiver interessando em ajudar, veja :" -"ref:`Formas de contribuir ` e também :ref:" -"`Escrevendo documentação `, ou entre " -"em contato com o `Time de documentação `_ no `Chat de contribuidores Godot `_." - -msgid "" -"All documentation content is licensed under the permissive Creative Commons " -"Attribution 3.0 (`CC BY 3.0 `_) license, with attribution to \"*Juan Linietsky, Ariel Manzur, and the " -"Godot Engine community*\" unless otherwise noted." -msgstr "" -"Todo o conteúdo está sob a licença permissiva Creative Commons Attribution " -"3.0 (`CC-BY 3.0 `_), atribuido " -"a \"Juan Linietsky, Ariel Manzur e a comunidade Godot Engine\" a menos que o " -"contrario seja especificado." - -msgid "*Have fun reading and making games with Godot Engine!*" -msgstr "*Divirta-se lendo e fazendo jogos com Godot Engine!*" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/about/list_of_features.po b/sphinx/po/pt_BR/LC_MESSAGES/about/list_of_features.po deleted file mode 100644 index 5d4a811885..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/about/list_of_features.po +++ /dev/null @@ -1,1872 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "List of features" -msgstr "Lista de funcionalidades" - -msgid "This page aims to list **all** features currently supported by Godot." -msgstr "" -"Esta página visa listar **todos** os recursos atualmente suportados pelo " -"Godot." - -msgid "Platforms" -msgstr "Plataformas" - -msgid "" -"See :ref:`doc_system_requirements` for hardware and software version " -"requirements." -msgstr "" -"Veja :ref:`doc_system_requirements` para requisitos de hardware e software." - -msgid "**Can run both the editor and exported projects:**" -msgstr "" -"**É possível executar tanto o editor quanto os projetos exportados em:**" - -msgid "macOS (x86 and ARM, 64-bit only)." -msgstr "macOS (x86 and ARM, apenas para sistemas de 64-bit)." - -msgid "Linux (x86 and ARM, 64-bit and 32-bit)." -msgstr "Linux (x86 e ARM, 64-bit e 32-bit)." - -msgid "" -"Binaries are statically linked and can run on any distribution if compiled " -"on an old enough base distribution." -msgstr "" -"Arquivos binários são estaticamente vinculados e podem ser executados em " -"qualquer distribuição, se compilados a partir de uma distribuição-base mais " -"antiga." - -msgid "Android (editor support is experimental)." -msgstr "Android (suporte para o editor é experimental)." - -msgid "" -":ref:`Web browsers `. Experimental in 4.0, using " -"Godot 3.x is recommended instead when targeting HTML5." -msgstr "" -":ref:`Navegadores Web `. Experimental em 4.0, uso " -"do Godot 3.x é recomendado quando quer usar HTML5." - -msgid "**Runs exported projects:**" -msgstr "**É possível executar apenas projetos exportados em:**" - -msgid "iOS." -msgstr "iOS." - -msgid ":ref:`Consoles `." -msgstr ":ref:`Consoles `." - -msgid "" -"Godot aims to be as platform-independent as possible and can be :ref:`ported " -"to new platforms ` with relative ease." -msgstr "" -"O Godot procura ser o mais independente possível de plataformas e pode ser :" -"ref:`portado para novas plataformas ` com " -"relativa facilidade." - -msgid "" -"Projects written in C# using Godot 4 currently cannot be exported to the web " -"platform. To use C# on that platform, consider Godot 3 instead. Android and " -"iOS platform support is available as of Godot 4.2, but is experimental and :" -"ref:`some limitations apply `." -msgstr "" -"Projetos escritos em C# usando Godot 4 atualmente não podem ser exportados " -"para a plataforma web. Para usar C# nessa plataforma, considere Godot 3 em " -"vez disso. Suporte de plataforma Android e iOS está disponível a partir de " -"Godot 4.2, mas é experimental e :ref: `algumas limitações aplicam " -"`." - -msgid "Editor" -msgstr "Editor" - -msgid "**Features:**" -msgstr "**Funcionalidades:**" - -msgid "Scene tree editor." -msgstr "Editor de árvore de cena." - -msgid "Built-in script editor." -msgstr "Editor de script integrado." - -msgid "" -"Support for :ref:`external script editors ` such as " -"Visual Studio Code or Vim." -msgstr "" -"Suporte a :ref:`editores de script externos ` como " -"Visual Studio Code ou Vim." - -msgid "GDScript :ref:`debugger `." -msgstr "GDScript :ref:`depurador `." - -msgid "Support for debugging in threads is available since 4.2." -msgstr "" -"Suporte para depuração em partes_paralelizáveis(threads) está disponível " -"desde a versão 4.2." - -msgid "" -"Visual profiler with CPU and GPU time indications for each step of the " -"rendering pipeline." -msgstr "" -"Analisador gráfico com indicações de tempo de CPU e GPU para cada passo do " -"pipeline de renderização." - -msgid "" -"Performance monitoring tools, including :ref:`custom performance monitors " -"`." -msgstr "" -"Ferramentas de monitoramento de desempenho, incluindo :ref:`custom " -"performance monitors `." - -msgid "Live script reloading." -msgstr "Recarregamento de script em tempo real." - -msgid "Live scene editing." -msgstr "Edição de cena em tempo real." - -msgid "" -"Changes will reflect in the editor and will be kept after closing the " -"running project." -msgstr "" -"Alterações serão refletidas no editor e se manterão mesmo após fechar o " -"projeto em execução." - -msgid "Remote inspector." -msgstr "Inspetor remoto." - -msgid "" -"Changes won't reflect in the editor and won't be kept after closing the " -"running project." -msgstr "" -"Alterações não serão refletidas no editor e não serão mantidas após fechar o " -"projeto em execução." - -msgid "Live camera replication." -msgstr "Replicação de câmera em tempo real." - -msgid "Move the in-editor camera and see the result in the running project." -msgstr "Mova a câmera do editor e veja o resultado no projeto em execução." - -msgid "Built-in offline class reference documentation." -msgstr "Documentação de referência de classe offline integrada." - -msgid "Use the editor in dozens of languages contributed by the community." -msgstr "" -"Utilize o editor em dezenas de idiomas fornecidos pela própria comunidade." - -msgid "**Plugins:**" -msgstr "**Plugins:**" - -msgid "" -"Editor plugins can be downloaded from the :ref:`asset library " -"` to extend editor functionality." -msgstr "" -"Plugins para o editor podem ser baixados através da :ref:`biblioteca de " -"assets `, permitindo a expansão das funcionalidades do " -"editor." - -msgid "" -":ref:`Create your own plugins ` using GDScript to add " -"new features or speed up your workflow." -msgstr "" -":ref:`Crie seus próprios plugins ` usando GDScript para " -"adicionar novas funcionalidades ou melhorar a velocidade do seu fluxo de " -"trabalho." - -msgid "" -":ref:`Download projects from the asset library ` " -"in the Project Manager and import them directly." -msgstr "" -":ref:`Baixe projetos da Biblioteca de Recursos ` " -"no Gerenciador de Projetos e importe-os diretamente." - -msgid "Rendering" -msgstr "Renderizando" - -msgid "" -"3 rendering *methods* (running over 2 rendering *drivers*) are available:" -msgstr "" -"3 *métodos* de renderização (que funcionam sobre 2 *drivers* de " -"renderização) estão disponíveis:" - -msgid "" -"**Forward+**, running over Vulkan 1.0 (with optional Vulkan 1.1 and 1.2 " -"features). The most advanced graphics backend, suited for desktop platforms " -"only. Used by default on desktop platforms." -msgstr "" -"**Forward+**, rodando sobre Vulkan 1.0 (com recursos opcionais Vulkan 1.1 e " -"1.2). O backend gráfico mais avançado, adequado apenas para plataformas de " -"desktop. Usado por padrão em plataformas de desktop." - -msgid "" -"**Forward Mobile**, running over Vulkan 1.0 (with optional Vulkan 1.1 and " -"1.2 features). Less features, but renders simple scenes faster. Suited for " -"mobile and desktop platforms. Used by default on mobile platforms." -msgstr "" -"**Forward Mobile**, rodando sobre Vulkan 1.0 (com recursos opcionais Vulkan " -"1.1 e 1.2). Menos recursos, mas renderiza cenas simples mais rápidas. " -"Adequado para plataformas mobile e desktop. Usado por padrão em plataformas " -"mobiles." - -msgid "" -"**Compatibility**, running over OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. The " -"least advanced graphics backend, suited for low-end desktop and mobile " -"platforms. Used by default on the web platform." -msgstr "" -"**Compatibilidade**, rodando sobre OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. O " -"backend gráfico menos avançado, adequado para plataformas móveis e " -"computadores com baixo desempenho. Usado por padrão na plataforma web." - -msgid "2D graphics" -msgstr "Gráficos 2D" - -msgid "Sprite, polygon and line rendering." -msgstr "Sprites, polígonos e renderização de linhas." - -msgid "" -"High-level tools to draw lines and polygons such as :ref:`class_Polygon2D` " -"and :ref:`class_Line2D`, with support for texturing." -msgstr "" -"Ferramentas de alto nível para desenhar linhas e polígonos como :ref:" -"`class_Polygon2D` e :ref:`class_Line2D`, com suporte para texturização." - -msgid "AnimatedSprite2D as a helper for creating animated sprites." -msgstr "AnimatedSprite2D irá ajudar na criação de sprites animados." - -msgid "Parallax layers." -msgstr "Camadas de parallax." - -msgid "Pseudo-3D support including preview in the editor." -msgstr "Suporte Pseudo-3D incluindo visualização no editor." - -msgid "" -":ref:`2D lighting ` with normal maps and specular " -"maps." -msgstr "" -":ref:`Iluminação 2D` com mapas normais e mapas " -"especulares." - -msgid "Point (omni/spot) and directional 2D lights." -msgstr "Luzes Pontuais (omnidirecionais e focais) e luzes 2D direcionais." - -msgid "Hard or soft shadows (adjustable on a per-light basis)." -msgstr "Sombras fortes ou suaves (ajustáveis individualmente para cada luz)." - -msgid "" -"Custom shaders can access a real-time :abbr:`SDF (Signed Distance Field)` " -"representation of the 2D scene based on :ref:`class_LightOccluder2D` nodes, " -"which can be used for improved 2D lighting effects including 2D global " -"illumination." -msgstr "" -"Shaders customizados podem acessar um representação da cena 2D :abbr: `SDF " -"(Signed Distance Field, Campo de Distância Assinalada` em tempo-real, baseda " -"em nós :ref: `class_LightOccluder2D`, os quais podem ser utilizados para " -"melhorar efeitos de iluminação 2D, incluindo iluminação global." - -msgid "" -":ref:`Font rendering ` using bitmaps, rasterization " -"using FreeType or multi-channel signed distance fields (MSDF)." -msgstr "" -":ref: `Renderização de Fontes ` usando bitmaps, " -"rasterização usando FreeType e MSDF (Multi-Channel Signed Distance Fields, " -"campos de distância assinalada de múltiplos canais)." - -msgid "" -"Bitmap fonts can be exported using tools like BMFont, or imported from " -"images (for fixed-width fonts only)." -msgstr "" -"Fontes de bitmap podem ser exportadas usando ferramentas como BMFont, ou " -"importadas de imagens (apenas para fontes \"fixed-with\")." - -msgid "" -"Dynamic fonts support monochrome fonts as well as colored fonts (e.g. for " -"emoji). Supported formats are TTF, OTF, WOFF1 and WOFF2." -msgstr "" -"DynamicFont suporta fontes monocromáticas bem como coloridas(ex. para " -"emoji). Os formatos suportados são TTF, OTF e WOFF1 e WOFF12." - -msgid "" -"Dynamic fonts support optional font outlines with adjustable width and color." -msgstr "" -"Fontes dinâmicas suportam contornos opcionais, com largura e cor ajustáveis." - -msgid "" -"Dynamic fonts support variable fonts and OpenType features including " -"ligatures." -msgstr "" -"Fontes Dinâmicas suportam fontes variáves e funcionalidades OpenType, " -"incluindo ligaduras." - -msgid "" -"Dynamic fonts support simulated bold and italic when the font file lacks " -"those styles." -msgstr "" -"Fontes Dinâmicas suportam itálico e negrito simulados quando o arquivo de " -"fonte não tiver estes estilos." - -msgid "" -"Dynamic fonts support oversampling to keep fonts sharp at higher resolutions." -msgstr "" -"As fontes dinâmicas suportam “supersampling” para manter a nitidez em " -"resoluções mais altas." - -msgid "" -"Dynamic fonts support subpixel positioning to make fonts crisper at low " -"sizes." -msgstr "" -"Fontes Dinâmicas suportam posicionamento sub-pixel, fazendo as fontes mais " -"nítidas em tamanhos menores." - -msgid "" -"Dynamic fonts support LCD subpixel optimizations to make fonts even crisper " -"at low sizes." -msgstr "" -"Fontes Dinãmicas suportam otimização sub-pixel para LCD, fazendo-as ainda " -"mais nítidas em tamanhos pequenos." - -msgid "" -"Signed distance field fonts can be scaled at any resolution without " -"requiring re-rasterization. Multi-channel usage makes SDF fonts scale down " -"to lower sizes better compared to monochrome SDF fonts." -msgstr "" -"Campos de distância assinalada podem ser redimensionados em quaisquer " -"resoluções, sem a necessidade de re-rasterização. Utilização de Múltiplos " -"Canais fazem fontes SDF se comportarem melhor em tamanhos menores, " -"comparadas a fontes SD monocromáticas." - -msgid "" -"GPU-based :ref:`particles ` with support for :ref:" -"`custom particle shaders `." -msgstr "" -":ref:`Partículas ` baseadas em GPU com suporte " -"para :ref:`custom shaders partícula `." - -msgid "CPU-based particles." -msgstr "Partículas baseadas em CPU." - -msgid "" -"Optional :ref:`2D HDR rendering " -"` for better glow " -"capabilities." -msgstr "" -":ref: `Renderização HDR 2D " -"` opcional para " -"capacidades de brilho (glow) melhores." - -msgid "2D tools" -msgstr "Ferramentas 2D" - -msgid ":ref:`TileMaps ` for 2D tile-based level design." -msgstr "" -":ref: `TileMaps ` para design de níves 2D baseado em " -"blocos." - -msgid "2D camera with built-in smoothing and drag margins." -msgstr "Camera 2D com margens e suavização integrados." - -msgid "Path2D node to represent a path in 2D space." -msgstr "O Nó Path2D para representar um caminho no espaço 2D." - -msgid "Can be drawn in the editor or generated procedurally." -msgstr "Pode ser desenhado no editor ou gerado processualmente." - -msgid "PathFollow2D node to make nodes follow a Path2D." -msgstr "O nó PathFollow2D para fazer os nós seguirem um Path2D." - -msgid ":ref:`2D geometry helper class `." -msgstr ":ref:`Classe ajudante para geometria 2D `." - -msgid "2D physics" -msgstr "Física 2D" - -msgid "**Physics bodies:**" -msgstr "**Corpos com suporte a física:**" - -msgid "Static bodies." -msgstr "Corpos estáticos." - -msgid "" -"Animatable bodies (for objects moving only by script or animation, such as " -"doors and platforms)." -msgstr "" -"Corpos animados (para objetos movendo apenas por script ou animação, como " -"portas e plataformas)." - -msgid "Rigid bodies." -msgstr "Corpos rígidos." - -msgid "Character bodies." -msgstr "Corpos para personagens." - -msgid "Joints." -msgstr "Articulações/Junções." - -msgid "Areas to detect bodies entering or leaving it." -msgstr "Áreas para detecção de entrada e saída de corpos." - -msgid "**Collision detection:**" -msgstr "**Detecção de colisões:**" - -msgid "" -"Built-in shapes: line, box, circle, capsule, world boundary (infinite plane)." -msgstr "" -"Formas integradas: linha, caixa, círculo, cápsula, limites de mundo (plano " -"infinito)." - -msgid "" -"Collision polygons (can be drawn manually or generated from a sprite in the " -"editor)." -msgstr "" -"Collision polygons (podem ser desenhados manualmente ou gerados a partir de " -"um sprite pelo editor)." - -msgid "3D graphics" -msgstr "Gráficos 3D" - -msgid "HDR rendering with sRGB." -msgstr "Renderização HDR com sRGB." - -msgid "Perspective, orthographic and frustum-offset cameras." -msgstr "Câmeras de perspectiva, ortográficas e de deslocamento parcial." - -msgid "" -"When using the Forward+ backend, a depth prepass is used to improve " -"performance in complex scenes by reducing the cost of overdraw." -msgstr "" -"Quando o backend Forward+ é utilizado, a pre-passagem de profundidade é " -"utilizada para melhorar a performance em cenas complexas, reduzindo o custo " -"de sobre-desenho." - -msgid "" -":ref:`doc_variable_rate_shading` on supported GPUs in Forward+ and Forward " -"Mobile." -msgstr "" -":ref:`doc_variable_rate_shading` em GPU suportadas por Avançado+ e Avançado " -"Mobile." - -msgid "**Physically-based rendering (built-in material features):**" -msgstr "" -"**Renderização baseada em física (características integradas de material):**" - -msgid "Follows the Disney PBR model." -msgstr "Segue o modelo Disney PBR." - -msgid "" -"Supports Burley, Lambert, Lambert Wrap (half-Lambert) and Toon diffuse " -"shading modes." -msgstr "" -"Suporta os modos de sombreamento difuso Lambert, Lambert Wrap (meio " -"Lambert), Oren-Nayar e Toon." - -msgid "Supports Schlick-GGX, Toon and Disabled specular shading modes." -msgstr "" -"Suporta os modos de sombreamento especular Schlick-GGX, Blinn, Phong, Toon e " -"Desativado." - -msgid "Uses a roughness-metallic workflow with support for ORM textures." -msgstr "" -"Utiliza o fluxo de trabalho roughness-metallic com suporte para texturas ORM." - -msgid "" -"Uses horizon specular occlusion (Filament model) to improve material " -"appearance." -msgstr "" -"Usa oclusão especular do horizonte (modelo de filamento) para melhorar a " -"aparência do material." - -msgid "Normal mapping." -msgstr "Mapeamento Normal." - -msgid "" -"Parallax/relief mapping with automatic level of detail based on distance." -msgstr "" -"*GLES3:* Mapeamento de paralaxe/relevo com nível automático de detalhe " -"baseado na distância." - -msgid "Detail mapping for the albedo and normal maps." -msgstr "Mapeamento detalhado para os mapas albedo e normal." - -msgid "Sub-surface scattering and transmittance." -msgstr "Espalhamento sub-superficial e transmitância." - -msgid "" -"Screen-space refraction with support for material roughness (resulting in " -"blurry refraction)." -msgstr "" -"*GLES3:* Refração com suporte para rugosidade do material (resultando em " -"refração borrada). No GLES2, a refração ainda é funcional, mas não tem " -"suporte para a rugosidade do material." - -msgid "Proximity fade (soft particles) and distance fade." -msgstr "" -"Desvanecimento de proximidade (partículas suaves) e desvanecimento de " -"distância." - -msgid "" -"Distance fade can use alpha blending or dithering to avoid going through the " -"transparent pipeline." -msgstr "" -"O esmaecimento de distância pode usar mistura alfa ou matização para evitar " -"passar pelo *pipeline* transparente." - -msgid "Dithering can be determined on a per-pixel or per-object basis." -msgstr "O pontilhamento pode ser determinado por pixel ou por objeto." - -msgid "**Real-time lighting:**" -msgstr "**Iluminação em tempo real:**" - -msgid "Directional lights (sun/moon). Up to 4 per scene." -msgstr "Luzes direcionadas (sol/lua). Até 4 por cena." - -msgid "Omnidirectional lights." -msgstr "Luzes unidirecionais." - -msgid "Spot lights with adjustable cone angle and attenuation." -msgstr "Focos de luz com ajuste de ângulo por cone e atenuação." - -msgid "" -"Specular, indirect light, and volumetric fog energy can be adjusted on a per-" -"light basis." -msgstr "" -"Neblina especular, luz indireta e neblina volumétrica pode ser ajustada por " -"luz." - -msgid "" -"Adjustable light \"size\" for fake area lights (will also make shadows " -"blurrier)." -msgstr "" -"Tamanho de luz ajustável para iluminação em área falsificadas (também fará " -"as sombras mais desfocadas)." - -msgid "" -"Optional distance fade system to fade distant lights and their shadows, " -"improving performance." -msgstr "" -"Sistema de esvanecimento por distãncia opcional, para desvanecer luzes " -"distantes e suas sombras, melhorando a performance." - -msgid "" -"When using the Forward+ backend (default on desktop), lights are rendered " -"with clustered forward optimizations to decrease their individual cost. " -"Clustered rendering also lifts any limits on the number of lights that can " -"be used on a mesh." -msgstr "" -"Quando usando o backend Avançado( padrão no desktop), luzes são rederizadas " -"com otimizações futuras agrupadas para diminuir o custo individual de " -"processamento. A renderização em cluster também elimina quaisquer limites no " -"número de luzes que podem ser usadas em uma malha." - -msgid "" -"When using the Forward Mobile backend, up to 8 omni lights and 8 spot lights " -"can be displayed per mesh resource. Baked lighting can be used to overcome " -"this limit if needed." -msgstr "" -"Quando usando o Backend Mobile, até 8 omni luzes e 8 spot de luz pode ser " -"mostrados por recursos de mesh. A iluminação gerada e gravada pode ser usada " -"para superar esse limite, se necessário." - -msgid "**Shadow mapping:**" -msgstr "**Mapeamento de sombras:**" - -msgid "" -"*DirectionalLight:* Orthogonal (fastest), PSSM 2-split and 4-split. Supports " -"blending between splits." -msgstr "" -"*Luz Direcional:* Ortogonal (mais rápida), PSSM 2 divisões e 4 divisões. " -"Suporta mesclagem entre divisões." - -msgid "" -"*OmniLight:* Dual paraboloid (fast) or cubemap (slower but more accurate). " -"Supports colored projector textures in the form of panoramas." -msgstr "" -"*OmniLight:* Paraboloide duplo (rápido) ou mapa do cubo (mais lento, porém " -"mais preciso ). Suporta texturas de projeção de cores na forma de panoramas." - -msgid "*SpotLight:* Single texture. Supports colored projector textures." -msgstr "*SpotLight:* Textura única. Suporta projeção de texturas coloridas." - -msgid "" -"Shadow normal offset bias and shadow pancaking to decrease the amount of " -"visible shadow acne and peter-panning." -msgstr "" -"Deslocamento normal das sombras e pancaking de sombras para diminir a " -"quantidade de acne de sombras visível e peter-panning." - -msgid "" -":abbr:`PCSS (Percentage Closer Soft Shadows)`-like shadow blur based on the " -"light size and distance from the surface the shadow is cast on." -msgstr "" -"Semelhante-a-:abbr:`PCSS (Percentage Closer Soft Shadows, Sombreamento Suave " -"com Proximidade Percentual)` Desfoque de sombra com base no tamanho de luz e " -"na distância da superfície onde a sombra é projetada." - -msgid "Adjustable shadow blur on a per-light basis." -msgstr "" -"Desfoque de sombra ajustável, configurável individualmente para cada luz." - -msgid "**Global illumination with indirect lighting:**" -msgstr "**Iluminação global por luzes indiretas:**" - -msgid "" -":ref:`Baked lightmaps ` (fast, but can't be updated " -"at run-time)." -msgstr "" -":ref:`Lightmaps pré-calculados ()` (rápido, mas não " -"podem ser atualizados em tempo de execução)." - -msgid "" -"Supports baking indirect light only or baking both direct and indirect " -"lighting. The bake mode can be adjusted on a per-light basis to allow for " -"hybrid light baking setups." -msgstr "" -"Suporta pré-calculo apenas com luz indireta ou pré-calculo com iluminação " -"direta e indireta. O modo pré-calcular pode ser ajustado por luz para " -"permitir configurações híbridas mais leves." - -msgid "" -"Supports lighting dynamic objects using automatic and manually placed probes." -msgstr "" -"Suporta iluminação de objetos dinâmicos utilizando sondas automáticas e " -"colocadas manualmente." - -msgid "" -"Optionally supports directional lighting and rough reflections based on " -"spherical harmonics." -msgstr "" -"Opcionalmente suporta iluminação direcional a reflexões não-polidas basedas " -"em esferas harmônicas." - -msgid "" -"Lightmaps are baked on the GPU using compute shaders (much faster compared " -"to CPU lightmapping). Baking can only be performed from the editor, not in " -"exported projects." -msgstr "" -"Mapas de Iluminação são construídos na GPU usando shaders de computação " -"(compute shaders), oque é muito mais rápido comparado ao mapeamento de " -"iluminação feito na CPU. A construição do mapa de iluminação pode ser feito " -"apenas a partir do editor, e não em projetos exportados." - -msgid "" -"Supports GPU-based :ref:`denoising ` with " -"JNLM, or CPU/GPU-based denoising with OIDN." -msgstr "" -"Suporta :ref: `Remoção de Ruídos ` " -"utilizando a GPU, com JNLM ou Remoção de Ruído baseado em CPU/GPU com OIDN." - -msgid "" -":ref:`Voxel-based GI probes `. Supports dynamic lights " -"*and* dynamic occluders, while also supporting reflections. Requires a fast " -"baking step which can be performed in the editor or at run-time (including " -"from an exported project)." -msgstr "" -":ref: `Provetas de GI baseadas em Vocel `. Suporta " -"iluminação dinâmica *e* oclusores dinâmicos, enquanto ainda dá suporte a " -"reflexão. Requer um passo de construção rápido, oque pode ser feito no " -"editor ou em tempo de execução (inclusive a partir de um projeto exportado)." - -msgid "" -":ref:`Signed-distance field GI ` designed for large open " -"worlds. Supports dynamic lights, but not dynamic occluders. Supports " -"reflections. No baking required." -msgstr "" -":ref: `Campo de GI com Distância Assinalada ` at half or full resolution. " -"Fully real-time and supports any kind of emissive light source (including " -"decals)." -msgstr "" -":ref: `Iluminação Indireta em Espaço de Tela (SSIL) " -"`, emissive, :abbr:`ORM (Occlusion " -"Roughness Metallic)`, and normal mapping." -msgstr "" -":ref: `Suporta Albedo `, emissivo, :abbr: `ORM (Occlusion " -"Roughness Metallic, Metálico de Polidez de Oclusão)` e mapeamento normal." - -msgid "" -"Texture channels are smoothly overlaid on top of the underlying material, " -"with support for normal/ORM-only decals." -msgstr "" -"Canais de texture são suavemente superpostos sobre o material subjacente, " -"com suporte a adesivos normais ou apenas ORM." - -msgid "" -"Support for normal fade to fade the decal depending on its incidence angle." -msgstr "" -"Suporta esvanecimento normal para esvanecer o adesivo a depender do seu " -"ângulo de incidência." - -msgid "" -"Does not rely on run-time mesh generation. This means decals can be used on " -"complex skinned meshes with no performance penalty, even if the decal moves " -"every frame." -msgstr "" -"Não conta com geração de malhas em tempo real. Isto significa que adesivos " -"podem ser utilizados em malhas esfoladas complexas sem penalidade na " -"performance, até mesmo se o adesivo se mover a cada quadro." - -msgid "" -"Support for nearest, bilinear, trilinear or anisotropic texture filtering " -"(configured globally)." -msgstr "" -"Suporte para filtragem de textura mais próxima, bilinear, trilinear ou " -"anisotrópica (configurada globalmente)." - -msgid "" -"Optional distance fade system to fade distant decals, improving performance." -msgstr "" -"Sistema de esvanciemento de distância opcional para esvanecer adesivos, " -"melhorando a performance." - -msgid "" -"When using the Forward+ backend (default on desktop), decals are rendered " -"with clustered forward optimizations to decrease their individual cost. " -"Clustered rendering also lifts any limits on the number of decals that can " -"be used on a mesh." -msgstr "" -"Quando o backend Forward+ é utilizado (padrão no desktop), adesivos são " -"renderizados com otimizações de forward agrupadas, diminuindo o custo " -"individual da renderização. Renderização agrupada também aumenta o limite de " -"adesivos que podem em uma malha." - -msgid "" -"When using the Forward Mobile backend, up to 8 decals can be displayed per " -"mesh resource." -msgstr "" -"Quando o backend Forwar Mobile é utilizados, até 8 adesivos podem ser " -"mostrados por recurso de malha." - -msgid "**Sky:**" -msgstr "**Céu:**" - -msgid "Panorama sky (using an HDRI)." -msgstr "Céu de Panorama (utilizando HDRI)." - -msgid "" -"Procedural sky and Physically-based sky that respond to the " -"DirectionalLights in the scene." -msgstr "" -"Céu processual e Baseado em Física que responde às Luzes Direcionais na cena." - -msgid "" -"Support for :ref:`custom sky shaders `, which can be " -"animated." -msgstr "" -"Suporte a :ref: `shaders de céu customizados `, os quais " -"podem ser animados." - -msgid "" -"The radiance map used for ambient and specular light can be updated in real-" -"time depending on the quality settings chosen." -msgstr "" -"O mapa de radiãncia usado para luzes ambientes e especulares podem ser " -"atualizados em tempo real, dependendo das preferências de qualidade " -"escolhidas." - -msgid "**Fog:**" -msgstr "**Neblina:**" - -msgid "Exponential depth fog." -msgstr "Névoa de profuindade exponencial." - -msgid "Exponential height fog." -msgstr "Névoa de altura exponencial." - -msgid "" -"Support for controlling how much fog rendering should affect the sky, with " -"separate controls for traditional and volumetric fog." -msgstr "" -"Suporte para definir o quanto a renderização de névoas deve afetar o céu, " -"com controles separados para névoa tradicional ou volumétrica." - -msgid "**Volumetric fog:**" -msgstr "**Névoa Volumétrica:**" - -msgid "" -"Global :ref:`volumetric fog ` that reacts to lights and " -"shadows." -msgstr "" -":ref: `Névoa Volumétrica ` global que reage às luzes e " -"sombras." - -msgid "" -"Volumetric fog can take indirect light into account when using VoxelGI or " -"SDFGI." -msgstr "" -"Névoas volumétricas podem levar em conta a iluminação indireta quando SDFGI " -"ou VoxelGI são utilizados." - -msgid "" -"Fog volume nodes that can be placed to add fog to specific areas (or remove " -"fog from specific areas). Supported shapes include box, ellipse, cone, " -"cylinder, and 3D texture-based density maps." -msgstr "" -"Nós de Volume de Névoa que podem ser posicionados para adicionar névoa em " -"áreas específicas (ou remover névoa de áreas específicas). Formas suportadas " -"incluem: Caixa; Elipse; Cone; Cilindro; e Mapas de densidade baseados em " -"textura 3D." - -msgid "Each fog volume can have its own custom shader." -msgstr "Cada volume de névoa pode ter seu shader customizado." - -msgid "Can be used together with traditional fog." -msgstr "Pode ser utilizado em conjunto com névoas tradicionais." - -msgid "**Particles:**" -msgstr "**Partículas:**" - -msgid "" -"GPU-based particles with support for subemitters (2D + 3D), trails (2D + " -"3D), attractors (3D only) and collision (2D + 3D)." -msgstr "" -"Partículas baseadas em GPU com suporte a sub-emissores (2D + 3D), trilhas " -"(2D + 3D), atratores (apenas em 3D) e colisão (2D + 3D)." - -msgid "" -"3D particle attractor shapes supported: box, sphere and 3D vector fields." -msgstr "" -"Formas suportadas para atratores de partículas 3D: Caixa; Esfera; campos de " -"vetores 3D." - -msgid "" -"3D particle collision shapes supported: box, sphere, baked signed distance " -"field and real-time heightmap (suited for open world weather effects)." -msgstr "" -"Formas de colisão de partículas 3D suportadas: Caixa; Esfera; Campo de " -"Distância Assinalada Construído; e Mapas de Altura em tempo real (apropriado " -"para efeitos de clima de mundo aberto)." - -msgid "" -"2D particle collision is handled using a signed distance field generated in " -"real-time based on :ref:`class_LightOccluder2D` nodes in the scene." -msgstr "" -"A colisão de partículas 2D é manejado utilizado campo de distância " -"assinalado, gerado em tempo-real basedo em nós :ref: " -"`class_LightOccluder2D`na cena." - -msgid "" -"Trails can use the built-in ribbon trail and tube trail meshes, or custom " -"meshes with skeletons." -msgstr "" -"Trilhas podem utilizar tilhas de ribbon integradad e malhas de trilha em " -"tubo, assim como malhas customizadas com esqueletos." - -msgid "Support for custom particle shaders with manual emission." -msgstr "Suporte a shaders de partícula customizados com emissão manual." - -msgid "**Post-processing:**" -msgstr "**Pós-processamento:**" - -msgid "Tonemapping (Linear, Reinhard, Filmic, ACES)." -msgstr "Mapeamento de Tons (Linear, Reinhard, Filmic, ACES)." - -msgid "" -"Near and far depth of field with adjustable bokeh simulation (box, hexagon, " -"circle)." -msgstr "" -"Profundidade de Campo próximo ou distante com simulação bokeh ajustável " -"(Caixa, Hexágono, Círculo)." - -msgid "Glow can have a colored dirt map texture, acting as a lens dirt effect." -msgstr "" -"Brilho pode ter uma textura de mapa de sujeira colorido, agindo como efeito " -"de sujeira na lente." - -msgid "" -"Glow can be :ref:`used as a screen-space blur effect " -"`." -msgstr "" -"Brilho pode ser :ref: `usado como efeito de desfoque no espaço de tela " -"`." - -msgid "Roughness limiter to reduce the impact of specular aliasing." -msgstr "Limitador de polidez para reduzir o impacto de aliasing especular." - -msgid "Brightness, contrast and saturation adjustments." -msgstr "Ajustes de brilho, contraste e saturação." - -msgid "**Texture filtering:**" -msgstr "**Filtragem de textura**" - -msgid "Nearest, bilinear, trilinear or anisotropic filtering." -msgstr "Filtragem mais próxima, bilinear, trilinear ou anisotrópica." - -msgid "**Texture compression:**" -msgstr "**Compressão de Textura:**" - -msgid "Basis Universal (slow, but results in smaller files)." -msgstr "Base Universal (devagar, porém resulta em arquivos menores)." - -msgid "ETC2 (not supported on macOS)." -msgstr "ETC2 (não suportado no macOS)." - -msgid "S3TC (not supported on mobile/Web platforms)." -msgstr "S3TC (Sem suporte para plataformas mobile/Web)." - -msgid "Temporal :ref:`antialiasing ` (TAA)." -msgstr ":ref: `Anti-Serrilhamento` Temporal (TAA)." - -msgid "" -"AMD FidelityFX Super Resolution 2.2 :ref:`antialiasing " -"` (FSR2), which can be used at native resolution as a " -"form of high-quality temporal antialiasing." -msgstr "" -":ref: `Anti-Serrilhamento ` AMD FidelityFX Super " -"Resolution 2.2 (FSR2), que pode ser utilizado em resolução nativa como uma " -"forma de anti-serrilhamento temporal de alta qualidade." - -msgid "" -"Multi-sample antialiasing (MSAA), for both :ref:`doc_2d_antialiasing` and :" -"ref:`doc_3d_antialiasing`." -msgstr "" -"Anti-Serrilhamento de Múltipla Amostragem (MSAA, Multi-Sampling " -"Antialiasing), para ambos :ref: `doc_2d_antialiasing` e :ref: " -"`doc_3d_antialiasing`." - -msgid "Fast approximate antialiasing (FXAA)." -msgstr "Antisserrilhado aproximado rápido (FXAA)." - -msgid "" -"Super-sample antialiasing (SSAA) using bilinear 3D scaling and a 3D " -"resolution scale above 1.0." -msgstr "" -"Anti-Serrilhamento de Super-Amostragem (SSAA, Super-Sampling Antialiasing) " -"utilizando escalonamento bilinear 3D e uma resolução 3D acima de 1.0." - -msgid "" -"Alpha antialiasing, MSAA alpha to coverage and alpha hashing on a per-" -"material basis." -msgstr "" -"Anti-Aliasing Alfa, alfa MSSA para cobertura e hashing alfa por material." - -msgid "**Resolution scaling:**" -msgstr "**Escala de Resolução:**" - -msgid "" -"Support for :ref:`rendering 3D at a lower resolution " -"` while keeping 2D rendering at the original scale. " -"This can be used to improve performance on low-end systems or improve " -"visuals on high-end systems." -msgstr "" -"Suporte para :ref: `renderização 3D em uma resolução menor " -"`, enquanto mantém a renderização 2D na escala " -"original. Pode ser utilizado para melhorar a performance em sistemas low-end " -"ou melhorar o visual em sistemas high-end." - -msgid "" -"Resolution scaling uses bilinear filtering, AMD FidelityFX Super Resolution " -"1.0 (FSR1) or AMD FidelityFX Super Resolution 2.2 (FSR2)." -msgstr "" -"Escalonamento de resolução utiliza filtro bilinear, AMD FidelityFx Super " -"Resolution 1.0 (FSR1) ou AMD FidelityFX Super Resolution 2.2 (FSR2)." - -msgid "" -"Texture mipmap LOD bias is adjusted automatically to improve quality at " -"lower resolution scales. It can also be modified with a manual offset." -msgstr "" -"Viés de LOD Mimap para texture e ajustado automaticamente para melhorar a " -"qualidade em escalas de menor resolução. Também pode ser modificado com um " -"deslocamento manual." - -msgid "" -"Most effects listed above can be adjusted for better performance or to " -"further improve quality. This can be helpful when :ref:`using Godot for " -"offline rendering `." -msgstr "" -"A maioria dos efeitos listados acima podem ser ajustados para melhor " -"performasse ou para melhorar ainda mais a qualidade. Isso pode ser útil ao :" -"ref:`usar a Godot para renderização offline `." - -msgid "3D tools" -msgstr "Ferramentas 3D" - -msgid ":ref:`GridMaps ` for 3D tile-based level design." -msgstr "" -":ref: `GridMaps ` para design de níveis 3D baseado em " -"blocos." - -msgid "" -":ref:`Constructive solid geometry ` (intended for " -"prototyping)." -msgstr "" -":ref:`Geometria sólida construtiva ` (destinada para criação " -"de protótipos)." - -msgid "" -"Tools for :ref:`procedural geometry generation `." -msgstr "" -"Ferramentas para :ref:`geração de geometria procedural " -"`." - -msgid "Path3D node to represent a path in 3D space." -msgstr "Nó Path3D para representar um caminho no espaço 3D." - -msgid "PathFollow3D node to make nodes follow a Path3D." -msgstr "Nó PathFollow3D para fazer com que os nós sigam um Path3D." - -msgid ":ref:`3D geometry helper class `." -msgstr ":ref:`Classe auxiliar de 3D geometria `." - -msgid "" -"Support for exporting the current scene as a glTF 2.0 file, both from the " -"editor and at run-time from an exported project." -msgstr "" -"Suporte para exportar a cena atual como um arquivo glTF 2.0, tanto do editor " -"quanto no tempo de execução de um projeto exportado." - -msgid "3D physics" -msgstr "Física 3D" - -msgid "Vehicle bodies (intended for arcade physics, not simulation)." -msgstr "" -"Corpos de veículos (destinado para físicas arcade, não para simulação)." - -msgid "Soft bodies." -msgstr "Corpos macios." - -msgid "Ragdolls." -msgstr "Ragdolls (Bonecos de pano)." - -msgid "" -"Built-in shapes: cuboid, sphere, capsule, cylinder, world boundary (infinite " -"plane)." -msgstr "" -"Formas integradas: cuboide, esfera, cápsula, cilindro, limite de mundo " -"(plano infinito)." - -msgid "Generate triangle collision shapes for any mesh from the editor." -msgstr "Gerar formas de colisão triangulares para qualquer malha pelo editor." - -msgid "" -"Generate one or several convex collision shapes for any mesh from the editor." -msgstr "" -"Gerar uma ou várias formas de colisão convexas para qualquer malha pelo " -"editor." - -msgid "Shaders" -msgstr "Shaders" - -msgid "*2D:* Custom vertex, fragment, and light shaders." -msgstr "*2D:* Vértice personalizado, fragmento e shaders de luz." - -msgid "*3D:* Custom vertex, fragment, light, and sky shaders." -msgstr "*3D:* Vértice personalizado, fragmento, luz e shaders de céu." - -msgid "" -"Text-based shaders using a :ref:`shader language inspired by GLSL " -"`." -msgstr "" -"Shaders baseados em texto usando uma :ref:`linguagem de shader inspirada em " -"GLSL `." - -msgid "Visual shader editor." -msgstr "Editor visual de shaders." - -msgid "Support for visual shader plugins." -msgstr "Suporte para plugins visuais de shader." - -msgid "Scripting" -msgstr "Scripting" - -msgid "**General:**" -msgstr "**Geral:**" - -msgid "Object-oriented design pattern with scripts extending nodes." -msgstr "Padrão de design orientado a objetos com scripts que estendem nós." - -msgid "Signals and groups for communicating between scripts." -msgstr "Sinais e grupos para comunicação entre scripts." - -msgid "" -"Support for :ref:`cross-language scripting `." -msgstr "" -"Suporte para :ref:`scripting entre linguagens " -"`." - -msgid "" -"Many 2D, 3D and 4D linear algebra data types such as vectors and transforms." -msgstr "" -"Muitos tipos de dados de álgebra linear 2D, 3D e 4D, como vetores e " -"transformadores." - -msgid ":ref:`GDScript: `" -msgstr ":ref:`GDScript: `" - -msgid "" -":ref:`High-level interpreted language ` with :ref:`optional " -"static typing `." -msgstr "" -":ref:`Linguagem interpretada de alto nível ` com :ref:`tipagem " -"estática opcional `." - -msgid "" -"Syntax inspired by Python. However, GDScript is **not** based on Python." -msgstr "" -"Sintaxe inspirada no Python. No entanto, GDScript **não é** baseado em " -"Python." - -msgid "Syntax highlighting is provided on GitHub." -msgstr "O destaque da sintaxe é fornecido no GitHub." - -msgid "" -":ref:`Use threads ` to perform asynchronous " -"actions or make use of multiple processor cores." -msgstr "" -":ref:`Use partes_paralelizáveis(threads) ` para " -"performar ações assíncronas (em segundo plano /concorrêntes) ou fazer uso de " -"múltiplos núcleos do processador(multithread/multiplas linhas de execução em " -"paralelo)." - -msgid ":ref:`C#: `" -msgstr ":ref:`C#: `" - -msgid "Packaged in a separate binary to keep file sizes and dependencies down." -msgstr "" -"Empacotado em um binário separado para manter os tamanhos de arquivo e " -"dependências pequeno." - -msgid "Supports .NET 6 and higher." -msgstr "Suporta .NET 6 e superior." - -msgid "Full support for the C# 10.0 syntax and features." -msgstr "Suporte completo para a sintaxe e funcionalidades do C# 10.0." - -msgid "" -"Supports Windows, Linux, and macOS. As of 4.2 experimental support for " -"Android and iOS is also available (requires a .NET 7.0 project for Android " -"and 8.0 for iOS)." -msgstr "" -"Suporta Windows, Linux e MacOS. Em relação à versão 4.2, suporte " -"experimental a Android e iOS também está disponível (requer um projeto .NET " -"7.0 para Android e 8.0 para iOS)." - -msgid "" -"On the Android platform only some architectures are supported: ``arm64`` and " -"``x64``." -msgstr "" -"Na plataforma Android apenas alguma arquiteturas são suportadas: ``arm64`` e " -"``x64``." - -msgid "On the iOS platform only some architectures are supported: ``arm64``." -msgstr "" -"Na plataforma iOS apenas algumas arquiteturas são suportadas: ``arm64``." - -msgid "" -"The web platform is currently unsupported. To use C# on that platform, " -"consider Godot 3 instead." -msgstr "" -"A plataforma web não é suportada ainda. Para utilizar C# nesta plataforma, " -"considere utilizar a Godot 3." - -msgid "" -"Using an external editor is recommended to benefit from IDE functionality." -msgstr "" -"O uso de um editor externo é recomendado para se beneficiar da " -"funcionalidade IDE." - -msgid "**GDExtension (C, C++, Rust, D, ...):**" -msgstr "**GDExtension (C, C++, Rust, D, ...):**" - -msgid "" -"When you need it, link to native libraries for higher performance and third-" -"party integrations." -msgstr "" -"Quando necessário, conecte a bibliotecas nativas para melhor desempenho e " -"integração com terceiros." - -msgid "" -"For scripting game logic, GDScript or C# are recommended if their " -"performance is suitable." -msgstr "" -"Para programar a lógica do jogo, GDScript ou C# são recomendados, caso sua " -"performance seja adequada." - -msgid "" -"Official GDExtension bindings for `C `__ and `C++ `__." -msgstr "" -"Bindings oficiais da GDExtension para `C `__ e `C++ `__." - -msgid "Use any build system and language features you wish." -msgstr "" -"Use qualquer sistema de construção(build system) e recursos de linguagem que " -"desejar." - -msgid "Audio" -msgstr "Áudio" - -msgid "Mono, stereo, 5.1 and 7.1 output." -msgstr "Mono, estéreo, saídas 5.1 e 7.1." - -msgid "Non-positional and positional playback in 2D and 3D." -msgstr "Reprodução não-posicional e posicional em 2D e 3D." - -msgid "Optional Doppler effect in 2D and 3D." -msgstr "Efeito Doppler opcional em 2D e 3D." - -msgid "" -"Support for re-routable :ref:`audio buses ` and effects " -"with dozens of effects included." -msgstr "" -"Suporte para :ref:`barramentos de áudio ` redirecionáveis e " -"efeitos com dezenas de efeitos inclusos." - -msgid "" -"Support for polyphony (playing several sounds from a single " -"AudioStreamPlayer node)." -msgstr "" -"Suporte a polifonia (tocar diversos sons de um único nó AudioStreamPlayer)." - -msgid "Support for random volume and pitch." -msgstr "Suporte para volume e tom aleatório." - -msgid "Support for real-time pitch scaling." -msgstr "Suporte para escalonamento de tom em tempo real." - -msgid "" -"Support for sequential/random sample selection, including repetition " -"prevention when using random sample selection." -msgstr "" -"Suporte a seleção de amostra sequencial/aleatória, incluindo prevenção de " -"repetição quando utilizar seleção aleatória." - -msgid "" -"Listener2D and Listener3D nodes to listen from a position different than the " -"camera." -msgstr "" -"Nós Listener2D e Listener3D para escutar de uma posição diferente da câmera." - -msgid "" -"Support for :ref:`procedural audio generation `." -msgstr "" -"Suporte para :ref:`geração de áudio procedural `." - -msgid "Audio input to record microphones." -msgstr "Entrada de áudio para gravar microfones." - -msgid "MIDI input." -msgstr "Entrada MIDI." - -msgid "No support for MIDI output yet." -msgstr "Sem suporte para saída MIDI por enquanto." - -msgid "**APIs used:**" -msgstr "**APIs utilizadas:**" - -msgid "*Windows:* WASAPI." -msgstr "*Windows:* WASAPI." - -msgid "*macOS:* CoreAudio." -msgstr "*macOS:* CoreAudio." - -msgid "*Linux:* PulseAudio or ALSA." -msgstr "*Linux:* PulseAudio ou ALSA." - -msgid "Import" -msgstr "Importar" - -msgid "Support for :ref:`custom import plugins `." -msgstr "" -"Suporte para :ref:`plugins de importação personalizados " -"`." - -msgid "**Formats:**" -msgstr "**Formatos:**" - -msgid "*Images:* See :ref:`doc_importing_images`." -msgstr "*Imagens:* Veja :ref:`doc_importing_images`." - -msgid "*Audio:*" -msgstr "*Áudio:*" - -msgid "WAV with optional IMA-ADPCM compression." -msgstr "WAV com compressão IMA-ADPCM opcional." - -msgid "Ogg Vorbis." -msgstr "Ogg Vorbis." - -msgid "MP3." -msgstr "MP3." - -msgid "*3D scenes:* See :ref:`doc_importing_3d_scenes`." -msgstr "*Cenas 3D:* Veja :ref:`doc_importing_3d_scenes`." - -msgid "glTF 2.0 *(recommended)*." -msgstr "glTF 2.0 *(recomendado)*." - -msgid "" -"``.blend`` (by calling Blender's glTF export functionality transparently)." -msgstr "" -"`.blend` (chamando a funcionalidade de exportação gITF do Belnder de forma " -"transparente)." - -msgid "" -"FBX (by calling `FBX2glTF `__ " -"transparently)." -msgstr "" -"FBX (chamando `FBX2gITF `__ de " -"forma transparente)." - -msgid "Collada (.dae)." -msgstr "Collada (.dae)." - -msgid "" -"Wavefront OBJ (static scenes only, can be loaded directly as a mesh or " -"imported as a 3D scene)." -msgstr "" -"Wavefront OBJ (apenas cenas estáticas, pode ser carregado diretamente como " -"uma malha ou importado como uma cena 3D)." - -msgid "" -"3D meshes use `Mikktspace `__ to generate " -"tangents on import, which ensures consistency with other 3D applications " -"such as Blender." -msgstr "" -"As malhas 3D usam o `Mikktspace `__ para gerar " -"tangentes na importação, o que garante consistência com outros aplicativos " -"3D, como o Blender." - -msgid "Input" -msgstr "Entrada" - -msgid "" -"Axis values can be mapped to two different actions with a configurable " -"deadzone." -msgstr "" -"Valores de eixo podem ser mapeados em duas ações diferentes com uma zona " -"morta configurável." - -msgid "Use the same code to support both keyboards and gamepads." -msgstr "Use o mesmo código para oferecer suporte a teclados e gamepads." - -msgid "Keyboard input." -msgstr "Entrada de Teclado." - -msgid "" -"Keys can be mapped in \"physical\" mode to be independent of the keyboard " -"layout." -msgstr "" -"Teclas podem ser mapeadas em modo \"físico\" para serem independentes do " -"layout do teclado." - -msgid "Mouse input." -msgstr "Entrada de Mouse." - -msgid "" -"The mouse cursor can be visible, hidden, captured or confined within the " -"window." -msgstr "" -"O cursor do mouse pode ser visível, escondido, capturado ou confinado dentro " -"da janela." - -msgid "" -"When captured, raw input will be used on Windows and Linux to sidestep the " -"OS' mouse acceleration settings." -msgstr "" -"Quando capturada, a entrada bruta será usada no Windows e no Linux para " -"contornar as configurações de aceleração do mouse do sistema operacional." - -msgid "Gamepad input (up to 8 simultaneous controllers)." -msgstr "Entrada por gamepad (até 8 controles simultâneos)." - -msgid "Pen/tablet input with pressure support." -msgstr "Entrada de caneta/tablet com suporte a pressão." - -msgid "Navigation" -msgstr "Navegação" - -msgid "" -"A* algorithm in :ref:`2D ` and :ref:`3D `." -msgstr "" -"Algoritmo A* em :ref: `2D `." - -msgid "" -"Navigation meshes with dynamic obstacle avoidance in :ref:`2D " -"` and :ref:`3D `." -msgstr "" -"Malhas de navegação que dinamicamente evitam obstáculos em :ref: `2D " -"` e :ref: `3D `." - -msgid "" -"Generate navigation meshes from the editor or at run-time (including from an " -"exported project)." -msgstr "" -"Gerar malhas de navegação pelo editor ou durante a execução (incluindo de um " -"projeto exportado)." - -msgid "Networking" -msgstr "Trabalho em rede" - -msgid "Supports HTTPS out of the box using bundled certificates." -msgstr "Suporta HTTPS pronto para uso usando certificados inclusos." - -msgid "Automatic replication using remote procedure calls (RPCs)." -msgstr "Replicação automática usando chamadas de procedimento remotas (RPCs)." - -msgid "Supports unreliable, reliable and ordered transfers." -msgstr "Suporta transferências ordenadas, confiáveis e não confiáveis." - -msgid "Internationalization" -msgstr "Internacionalização" - -msgid "Full support for Unicode including emoji." -msgstr "Suporte completo para Unicode incluindo emojis." - -msgid "" -"Store localization strings using :ref:`CSV ` " -"or :ref:`gettext `." -msgstr "" -"Armazena strings de localização usando :ref:`CSV " -"` ou :ref:`gettext " -"`." - -msgid "" -"Use localized strings in your project automatically in GUI elements or by " -"using the ``tr()`` function." -msgstr "" -"Utilize strings localizadas em seu projeto automaticamente em elementos GUI " -"ou usando a função ``tr()``." - -msgid "" -"Support for pluralization and translation contexts when using gettext " -"translations." -msgstr "" -"Suporte a pluralização e contextos de tradução quando traduções gettext são " -"utilizadas." - -msgid "" -"Support for :ref:`bidirectional typesetting " -"`, text shaping and OpenType localized " -"forms." -msgstr "" -"Suporte para :ref: `configuração de tipos bidirecional " -"`, formatação de texto e formulários " -"localizados OpenType." - -msgid "Automatic UI mirroring for right-to-left locales." -msgstr "Espelhamento de IU automático para localizações direita-esquerda." - -msgid "" -"Support for pseudolocalization to test your project for i18n-friendliness." -msgstr "" -"Suporte a pseudolocalização para testar seu projeto para familiaridade i18n." - -msgid "Windowing and OS integration" -msgstr "Janelas e integração de sistema" - -msgid "Spawn multiple independent windows within a single process." -msgstr "Invocar múltiplas janelas independentes dentro de um único processo." - -msgid "Change the window title and icon." -msgstr "Mude o título e o ícone da janela." - -msgid "" -"Request attention (will cause the title bar to blink on most platforms)." -msgstr "" -"Solicita atenção (fará com que a barra de título pisque na maioria das " -"plataformas)." - -msgid "Fullscreen mode." -msgstr "Modo tela cheia." - -msgid "" -"Uses borderless fullscreen by default on Windows for fast alt-tabbing, but " -"can optionally use exclusive fullscreen to reduce input lag." -msgstr "" -"Utilize tela-cheia sem bordas por padrão no Windows para alternação rápida " -"por alt-tab, mas pode opcionalmente utilizar tela-cheia exclusica para " -"reduzir o lag de entrada." - -msgid "Global menu integration on macOS." -msgstr "Integração com menu global no macOS." - -msgid "" -"Open file paths and URLs using default or custom protocol handlers (if " -"registered on the system)." -msgstr "" -"Abrir caminhos de arquivos e URLs usando manipuladores de protocolo padrão " -"ou personalizados (se registrados no sistema)." - -msgid "Parse custom command line arguments." -msgstr "Analisa argumentos de linha de comando personalizados." - -msgid "" -"Any Godot binary (editor or exported project) can be :ref:`used as a " -"headless server ` by starting it with " -"the ``--headless`` command line argument. This allows running the engine " -"without a GPU or display server." -msgstr "" -"Qualquer binário do Godot (Editor ou projeto exportado) pode ser :ref: " -"`utilizado como servidor headless `, " -"iniciando-o com o argumento de linha de comando ``--headless``. Isto permite " -"executar a engine sem uma GPU ou servidor de display." - -msgid "Mobile" -msgstr "Mobile" - -msgid "" -"In-app purchases on :ref:`Android ` and :ref:" -"`iOS `." -msgstr "" -"Compras dentro do app no :ref: `Android ` e :" -"ref: `iOS `." - -msgid "Support for advertisements using third-party modules." -msgstr "Suporte a anúncios usando módulos de terceiros." - -msgid "XR support (AR and VR)" -msgstr "Suporte à XR (AR e VR)" - -msgid "Out of the box :ref:`support for OpenXR `." -msgstr ":ref: `Suporte ao OpenXR ` de fábrica." - -msgid "" -"Support for :ref:`Android based headsets ` using " -"OpenXR through a plugin." -msgstr "" -"Suporte para :ref: `headsets baseados em Android ` " -"utilizando OpenXR atraves de um plugin." - -msgid "Other devices supported through an XR plugin structure." -msgstr "Outros dispositivos suportados através de uma estrutura de plugins XR." - -msgid "" -"Various advanced toolkits are available that implement common features " -"required by XR applications." -msgstr "" -"Várias Caixad de Ferramentas avançadas disponíveis que implementam " -"funcionalidades comuns necessárias para aplicações XR." - -msgid "GUI system" -msgstr "Sistema de Interface Gráfica do Usuário (GUI)" - -msgid "" -"Godot's GUI is built using the same Control nodes used to make games in " -"Godot. The editor UI can easily be extended in many ways using add-ons." -msgstr "" -"A interface gráfica do Godot é construída usando os mesmos controles de Nós " -"usados para fazer jogos no Godot. A interface do editor pode ser facilmente " -"estendida de diversas formas com o uso de add-ons." - -msgid "**Nodes:**" -msgstr "**Nós:**" - -msgid "Buttons." -msgstr "Botões." - -msgid "Checkboxes, check buttons, radio buttons." -msgstr "Caixas de seleção, botões de seleção, botões de opção." - -msgid "" -"Text entry using :ref:`class_LineEdit` (single line) and :ref:" -"`class_TextEdit` (multiple lines). TextEdit also supports code editing " -"features such as displaying line numbers and syntax highlighting." -msgstr "" -"Entrada de texto utilizando :ref: `class_LineEdit` (linha única) e :ref: " -"`class_TextEdit` (múltiplas linhas). TextEdit também suporta funcionalidade " -"de edição de código, como mostrar linhas enumeradas e marcação de sintaxe." - -msgid "Scrollbars." -msgstr "Barras de rolagem." - -msgid "Labels." -msgstr "Rótulos." - -msgid "Trees (can also be used to represent tables)." -msgstr "Trees (podem também ser usadas para representar tabelas)." - -msgid "Color picker with RGB and HSV modes." -msgstr "Seletor de cores com modos RGB e HSV." - -msgid "Controls can be rotated and scaled." -msgstr "Controles podem ser rotacionados e ter sua escala alterada." - -msgid "**Sizing:**" -msgstr "**Dimensionamento:**" - -msgid "Anchors to keep GUI elements in a specific corner, edge or centered." -msgstr "" -"Âncoras para manter os elementos da GUI em um canto específico, borda ou " -"centro." - -msgid "Containers to place GUI elements automatically following certain rules." -msgstr "" -"Contêineres para colocar elementos da GUI automaticamente seguindo certas " -"regras." - -msgid ":ref:`Stack ` layouts." -msgstr "Disposição em Pilha :ref:`(Layouts Stack) `." - -msgid ":ref:`Grid ` layouts." -msgstr "Disposição em Gride :ref:`(Layouts Grid) `." - -msgid ":ref:`Draggable splitter ` layouts." -msgstr "" -"Divisor arrastável :ref: `(Draggable Splitter) `." - -msgid "" -"Support any aspect ratio using anchors and the ``expand`` stretch aspect." -msgstr "" -"Suporta qualquer proporção usando âncoras e o aspecto esticado ``expand``." - -msgid "**Theming:**" -msgstr "**Temas:**" - -msgid "Built-in theme editor." -msgstr "Editor de temas embutido." - -msgid "Generate a theme based on the current editor theme settings." -msgstr "Gere um tema com base nas configurações atuais do tema do editor." - -msgid "Procedural vector-based theming using :ref:`class_StyleBoxFlat`." -msgstr "" -"Temas baseados em vetores procedurais usando :ref:`class_StyleBoxFlat`." - -msgid "" -"Supports rounded/beveled corners, drop shadows, per-border widths and " -"antialiasing." -msgstr "" -"Suporta cantos arredondados/chanfrados, sombras projetadas, larguras por " -"borda e antisserrilhamento." - -msgid "Texture-based theming using :ref:`class_StyleBoxTexture`." -msgstr "Temas baseados em textura usando :ref:`class_StyleBoxTexture`." - -msgid "" -"Godot's small distribution size can make it a suitable alternative to " -"frameworks like Electron or Qt." -msgstr "" -"O pequeno tamanho da distribuição do Godot pode torná-lo uma alternativa " -"para plataformas como Electron ou Qt." - -msgid "Animation" -msgstr "Animação" - -msgid "Direct kinematics and inverse kinematics." -msgstr "Cinemática direta e cinemática inversa." - -msgid "Support for animating any property with customizable interpolation." -msgstr "" -"Suporte a animação de qualquer propriedade com interpolação personalizável." - -msgid "Support for calling methods in animation tracks." -msgstr "Suporte a chamada de métodos em trilhas de animação." - -msgid "Support for playing sounds in animation tracks." -msgstr "Suporte a áudio em trilhas de animação." - -msgid "Support for Bézier curves in animation." -msgstr "Suporte a curvas Bézier em animações." - -msgid "File formats" -msgstr "Formatos de arquivos" - -msgid "" -"Scenes and resources can be saved in :ref:`text-based " -"` or binary formats." -msgstr "" -"Cenas e recursos podem ser salvos como :ref:`text-based " -"` ou em formatos binários." - -msgid "" -"Text-based formats are human-readable and more friendly to version control." -msgstr "" -"Formatos baseados em texto são legíveis por humanos e mais amigáveis a " -"sistemas de versionamento." - -msgid "Binary formats are faster to save/load for large scenes/resources." -msgstr "" -"Formatos binários são mais rápidos para salvar e carregar para cenas e " -"recursos pesados." - -msgid "Can optionally be compressed or encrypted." -msgstr "Podem ser opcionalmente comprimidos ou criptografados." - -msgid "Read and write :ref:`class_JSON` files." -msgstr "Leia e escreva arquivos :ref:`class_JSON`." - -msgid "" -"Read and write INI-style configuration files using :ref:`class_ConfigFile`." -msgstr "" -"Leia e escreva arquivos de configuração em estilo INI usando :ref:" -"`class_ConfigFile`." - -msgid "Can (de)serialize any Godot datatype, including Vector2/3, Color, ..." -msgstr "" -"Pode (de)serializar qualquer tipo de dados do Godot, incluindo Vector2/3, " -"Color, ..." - -msgid "Read XML files using :ref:`class_XMLParser`." -msgstr "Leia arquivos XML usando :ref:`class_XMLParser`." - -msgid "" -":ref:`Load and save images, audio/video, fonts and ZIP archives " -"` in an exported project without having to " -"go through Godot's import system." -msgstr "" -":ref: `Carregar e salvar imagens, áudio/vídeo, fontes e arquivos ZIP " -"` em um projeto exportado sem ter que passar " -"pelo sistema de importação do Godot." - -msgid "" -"Pack game data into a PCK file (custom format optimized for fast seeking), " -"into a ZIP archive, or directly into the executable for single-file " -"distribution." -msgstr "" -"Empacote dados de jogo num arquivo PCK (formato personalizado otimizado para " -"buscas rápidas), num arquivo ZIP, ou diretamente no executável para " -"distribuição de um único arquivo." - -msgid "" -":ref:`Export additional PCK files` that can be read by " -"the engine to support mods and DLCs." -msgstr "" -":ref:`Exporte arquivos PCK adicionais` que podem ser " -"lidos pela Engine para suportar modificações e DLC." - -msgid "Miscellaneous" -msgstr "Micelânea" - -msgid "" -":ref:`Video playback ` with built-in support for Ogg " -"Theora." -msgstr "" -":ref: `Playback de vídeo ` com suporte a Ogg Theora de " -"fábrica." - -msgid "" -":ref:`Movie Maker mode ` to record videos from a " -"running project with synchronized audio and perfect frame pacing." -msgstr "" -":ref:` Modo de criação de vídeos ` para gravar vídeos " -"de um projeto em execução com áudio sincronizado e ritmo de quadro perfeito." - -msgid "" -":ref:`Low-level access to servers ` which allows " -"bypassing the scene tree's overhead when needed." -msgstr "" -":ref:`Acesso de baixo nível aos servidores ` que permite " -"ultrapassar o gargalo da árvore de cenas quando necessário." - -msgid "" -":ref:`Command line interface ` for automation." -msgstr "" -":ref:`Interface de Linha de Comando ` para " -"automação." - -msgid "Export and deploy projects using continuous integration platforms." -msgstr "Exporte e implante projetos usando plataformas de integração contínua." - -msgid "" -"`Shell completion scripts `__ are available for Bash, zsh and fish." -msgstr "" -"`Scripts shell de complementação `__ estão disponíveis para Bash, zsh e fish." - -msgid "" -"Can be :ref:`compiled ` using GCC, " -"Clang and MSVC. MinGW is also supported." -msgstr "" -"Pode ser :ref:`compilado ` usando GCC, " -"Clang e MSVC. MinGW também tem suporte." - -msgid "" -"Friendly towards packagers. In most cases, system libraries can be used " -"instead of the ones provided by Godot. The build system doesn't download " -"anything. Builds can be fully reproducible." -msgstr "" -"Amigável aos distribuidores de pacotes. Na maioria dos casos, bibliotecas do " -"sistema podem ser utilizadas no lugar das fornecidas pelo Godot. O sistema " -"de compilação não baixa nada. As compilações são completamente reproduzíveis." - -msgid "Licensed under the permissive MIT license." -msgstr "Licenciado sob a licença permissiva MIT." - -msgid "" -"The `Godot proposals repository `__ lists features that have been requested by the community and " -"may be implemented in future Godot releases." -msgstr "" -"O `repositório de propostas do Godot \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot release policy" -msgstr "Política de lançamento do Godot" - -msgid "Godot versioning" -msgstr "Controle de versão do Godot" - -msgid "" -"Godot loosely follows `Semantic Versioning `__ with a " -"``major.minor.patch`` versioning system, albeit with an interpretation of " -"each term adapted to the complexity of a game engine:" -msgstr "" -"Godot segue livremente o `Versionamento Semântico `__ com um sistema de versionamento ``maior.menor.correção``, embora " -"com uma interpretação de cada termo adaptada à complexidade de um Engine " -"para jogos:" - -msgid "" -"The ``major`` version is incremented when major compatibility breakages " -"happen which imply significant porting work to move projects from one major " -"version to another." -msgstr "" -"A versão ``major`` é incrementada quando grandes quebras de compatibilidade " -"acontecem, o que implica um trabalho significativo de portabilidade para " -"mover projetos de uma versão principal para outra." - -msgid "" -"The ``patch`` version is incremented for maintenance releases which focus on " -"fixing bugs and security issues, implementing new requirements for platform " -"support, and backporting safe usability enhancements. Patch releases are " -"backwards compatible." -msgstr "" -"A versão ``patch`` é incrementada para lançamentos de manutenção que focam " -"em corrigir bugs e problemas de segurança, implementar novos requisitos para " -"suporte de plataformas, e portar melhoras presentes em versões futuras para " -"a versão atual. Lançamentos patch são compatíveis com versões anteriores." - -msgid "" -"Patch versions may include minor new features which do not impact the " -"existing API, and thus have no risk of impacting existing projects." -msgstr "" -"Versões patch podem incluir pequenas novas funcionalidades que não impactam " -"a API existente, e então não têm risco de impactar projetos existentes." - -msgid "" -"Updating to new patch versions is therefore considered safe and strongly " -"recommended to all users of a given stable branch." -msgstr "" -"A atualização para novas versões de patch é, portanto, considerada segura e " -"fortemente recomendada para todos os usuários de uma determinada ramificação " -"estável." - -msgid "Release support timeline" -msgstr "Linha do tempo do suporte à versão" - -msgid "" -"In a given minor release series, only the latest patch release receives " -"support. If you experience an issue using an older patch release, please " -"upgrade to the latest patch release of that series and test again before " -"reporting an issue on GitHub." -msgstr "" -"Em uma determinada série de versões secundárias, apenas a versão de patch " -"mais recente recebe suporte. Se você tiver problemas ao usar uma versão de " -"patch mais antiga, atualize para a versão de patch mais recente dessa série " -"e teste novamente antes de relatar um problema no GitHub." - -msgid "**Version**" -msgstr "**Versão**" - -msgid "**Release date**" -msgstr "**Data de lançamento**" - -msgid "**Support level**" -msgstr "**Nível de suporte**" - -msgid "unstable" -msgstr "instável" - -msgid "supported" -msgstr "Suportado" - -msgid "Godot 4.0" -msgstr "Godot 4.0" - -msgid "eol" -msgstr "eol" - -msgid "Godot 3.5" -msgstr "Godot 3.5" - -msgid "August 2022" -msgstr "Agosto 2022" - -msgid "Godot 3.4" -msgstr "Godot 3.4" - -msgid "November 2021" -msgstr "Novembro de 2021" - -msgid "Godot 3.3" -msgstr "Godot 3.3" - -msgid "April 2021" -msgstr "Abril de 2021" - -msgid "Godot 3.2" -msgstr "Godot 3.2" - -msgid "January 2020" -msgstr "Janeiro de 2020" - -msgid "|eol| No longer supported (last update: 3.2.3)." -msgstr "" -"|eol| Está versão já não é mais suportada. (última atualização: 3.2.3)." - -msgid "Godot 3.1" -msgstr "Godot 3.1" - -msgid "March 2019" -msgstr "Março de 2019" - -msgid "|eol| No longer supported (last update: 3.1.2)." -msgstr "" -"|eol| Está versão já não é mais suportada. (última atualização: 3.1.2)." - -msgid "Godot 3.0" -msgstr "Godot 3.0" - -msgid "January 2018" -msgstr "Janeiro de 2018" - -msgid "|eol| No longer supported (last update: 3.0.6)." -msgstr "|eol| Não recebe suporte. (última atualização: 3.0.6)." - -msgid "Godot 2.1" -msgstr "Godot 2.1" - -msgid "July 2016" -msgstr "Julho de 2016" - -msgid "|eol| No longer supported (last update: 2.1.6)." -msgstr "" -"|eol| Está versão já não é mais suportada. (última atualização: 2.1.6)." - -msgid "Godot 2.0" -msgstr "Godot 2.0" - -msgid "February 2016" -msgstr "Fevereiro de 2016" - -msgid "|eol| No longer supported (last update: 2.0.4.1)." -msgstr "|eol| Não recebe suporte. (última atualização: 2.0.4.1)." - -msgid "Godot 1.1" -msgstr "Godot 1.1" - -msgid "May 2015" -msgstr "Maio de 2015" - -msgid "|eol| No longer supported." -msgstr "|eol| Não recebe suporte." - -msgid "Godot 1.0" -msgstr "Godot 1.0" - -msgid "December 2014" -msgstr "Dezembro de 2014" - -msgid "" -"**Legend:** |supported| Full support – |partial| Partial support – |eol| No " -"support (end of life) – |unstable| Development version" -msgstr "" -"**Legenda:** |supported| Suporte completo - |partial| Suporte parcial - |" -"eol| Sem suporte (end of life) - |unstable| Versão de desenvolvimento" - -msgid "partial" -msgstr "parcial" - -msgid "" -"Pre-release Godot versions aren't intended to be used in production and are " -"provided for testing purposes only." -msgstr "" -"Versões de pré-lançamento do Godot não têm a intenção de serem usadas em " -"produção e são disponibilizadas apenas para propósitos de teste." - -msgid "" -"See :ref:`doc_upgrading_to_godot_4` for instructions on migrating a project " -"from Godot 3.x to 4.x." -msgstr "" -"Veja :ref:`doc_upgrading_to_godot_4` para instruções sobre como migrar um " -"projeto de Godot 3.x para 4.x." - -msgid "" -"We recommend using Godot 4.x for new projects, as the Godot 4.x series will " -"be supported long after 3.x stops receiving updates in the future. One " -"caveat is that a lot of third-party documentation hasn't been updated for " -"Godot 4.x yet. If you have to follow a tutorial designed for Godot 3.x, we " -"recommend keeping :ref:`doc_upgrading_to_godot_4` open in a separate tab to " -"check which methods have been renamed (if you get a script error while " -"trying to use a specific node or method that was renamed in Godot 4.x)." -msgstr "" -"Recomendamos usar o Godot 4.x para novos projetos, já que a série Godot 4.x " -"será suportada muito depois que 3.x parar de receber atualizações no futuro. " -"Uma ressalva é que muita documentação de terceiros ainda não foi atualizada " -"para Godot 4.x. Se você tem que seguir um tutorial projetado para Godot 3.x, " -"recomendamos manter :ref:`doc_upgrading_to_godot_4` aberto em uma guia " -"separada para verificar quais métodos foram renomeados (se você obter um " -"erro de script ao tentar usar um nó específico ou método que foi renomeado " -"em Godot 4.x)." - -msgid "" -"If your project requires a feature that is missing in 4.x (such as GLES2/" -"WebGL 1.0), you should use Godot 3.x for a new project instead." -msgstr "" -"Se o seu projeto requer uma funcionalidade que está faltando no 4.x (como " -"GLES2/WebGL 1.0), você deve usar Godot 3.x para um novo projeto." - -msgid "Should I upgrade my project to use new engine versions?" -msgstr "Devo atualizar meu projeto para usar novas versões do Godot?" - -msgid "" -"Upgrading software while working on a project is inherently risky, so " -"consider whether it's a good idea for your project before attempting an " -"upgrade. Also, make backups of your project or use version control to " -"prevent losing data in case the upgrade goes wrong." -msgstr "" -"Atualizar um software enquanto trabalha em um projeto é inerentemente " -"arriscado, então considere se é uma boa ideia para o seu projeto antes de " -"tentar uma atualização. Além disso, faça backups de seu projeto ou use " -"controle de versão para evitar a perda de dados no caso de a atualização " -"correr mal." - -msgid "" -"That said, we do our best to keep minor and especially patch releases " -"compatible with existing projects." -msgstr "" -"Dito isto, fazemos o nosso melhor para manter lançamentos menores e " -"especialmente patchs compatíveis com projetos existentes." - -msgid "" -"The general recommendation is to upgrade your project to follow new *patch* " -"releases, such as upgrading from 4.0.2 to 4.0.3. This ensures you get bug " -"fixes, security updates and platform support updates (which is especially " -"important for mobile platforms). You also get continued support, as only the " -"last patch release receives support on official community platforms." -msgstr "" -"A recomendação geral é que você atualize seu projeto para seguir lançamentos " -"de *patch* novos, como atualizar da versão 4.0.2 para a 4.0.3. Esta prática " -"assegura que atualizações de correção de bug, de segurança e suporte a " -"plataforma estejam em dia. Você também tem suporte contínuo, já que apenas o " -"último patch recebe suporte nas platformas oficiais de comunidade." - -msgid "" -"For *minor* releases, you should determine whether it's a good idea to " -"upgrade on a case-by-case basis. We've made a lot of effort in making the " -"upgrade process as seamless as possible, but some breaking changes may be " -"present in minor releases, along with a greater risk of regressions. Some " -"fixes included in minor releases may also change a class' expected behavior " -"as required to fix some bugs. This is especially the case in classes marked " -"as *experimental* in the documentation." -msgstr "" -"Para lançamentos *menores*, você deve determinar quando é uma boa ideia " -"atualizar, baseado no seu próprio caso. Nós colocamos bastante empenho em " -"fazer o processo de atualização o mais invisível possível, porém alguma " -"mudanças bruscas talvez estejam presentes em lançamentos menores, ao lado de " -"maiores riscos de regressão. Algumas correções incluídas em lançamentos " -"menores podem também mudar o comportamento esperado de uma classe, afim de " -"corrigir algum bug. Isso é ainda mais forte em classes marcadas como " -"*experimental* na documentação." - -msgid "" -"*Major* releases bring a lot of new functionality, but they also remove " -"previously existing functionality and may raise hardware requirements. They " -"also require much more work to upgrade to compared to minor releases. As a " -"result, we recommend sticking with the major release you've started your " -"project with if you are happy with how your project currently works. For " -"example, if your project was started with 3.5, we recommend upgrading to " -"3.5.2 and possibly 3.6 in the future, but not to 4.0+, unless your project " -"really needs the new features that come with 4.0+." -msgstr "" -"Lançamentos *maiores* trazem diversas novas funcionalidade, mas também " -"removem funcionalidade antes existentes, e podem aumentar os requisitos de " -"hardware. Eles também requerem maior esforço para a atualização em " -"comparação com lançamentos enores. Como resultado, recomendamos que você " -"fique com a versão maior em que começou o seu projeto, se estiver feliz com " -"como este funciona atualmente. Por exemplo, se seu projeto foi iniciado na " -"versão 3.5, recomendamos que atualize para a versão 3.5.2 e possivelmente " -"3.6 no futuro, mas não para a 4.0+, a não ser que seu projeto realmente " -"precise das funcionalidades adicionadas na versão 4.0+." - -msgid "When is the next release out?" -msgstr "Quando será o próximo lançamento?" - -msgid "" -"In particular, after the very length release cycle for 4.0, we are pivoting " -"to a faster paced development workflow, 4.1 released 4 months after 4.0, and " -"4.2 released 4 months after 4.1" -msgstr "" -"Em particular, após um ciclo de lançamento muito longo para a versão 4.0, " -"nós estamos mirando um workflow de desenvolvimento mais rápido, 4.1 foi " -"lançada 4 meses após a 4.0, e 4.2 lançada 4 meses após a 4.1" - -msgid "" -"Frequent minor releases will enable us to ship new features faster (possibly " -"as experimental), get user feedback quickly, and iterate to improve those " -"features and their usability. Likewise, the general user experience will be " -"improved more steadily with a faster path to the end users." -msgstr "" -"Lançamentos menores frequentes irão possiblitar-nos de entregar " -"funcionalidades novas mais rápido (possivelmente como experimental), obter " -"feedback de usuário rapidamente, e melhorar estas funcionalidades e suas " -"usabilidades. Igualmente, a experiência de usuário geral será melhorada mais " -"passadamente, com um caminho mais rápido para usuários finais." - -msgid "" -"Maintenance (patch) releases are released as needed with potentially very " -"short development cycles, to provide users of the current stable branch with " -"the latest bug fixes for their production needs." -msgstr "" -"Os lançamentos de manutenção (patch) são lançados conforme necessário com " -"ciclos de desenvolvimento potencialmente mais curtos, para fornecer aos " -"usuários do ramo estável atual as últimas correções de bugs para suas " -"necessidades de produção." - -msgid "What are the criteria for compatibility across engine versions?" -msgstr "" -"Quais são os critérios de compatibilidade através das versões da engine?" - -msgid "" -"This section is intended to be used by contributors to determine which " -"changes are safe for a given release. The list is not exhaustive; it only " -"outlines the most common situations encountered during Godot's development." -msgstr "" -"Esta sessão visa ser utiilizada por contribuidores para determinar quais " -"mudanças são seguras para um determinado lançamento. A lista não é " -"exaustiva; apenas delineia as situações mais comuns ecnontradas durante o " -"desenvolvimento da Godot." - -msgid "The following changes are acceptable in patch releases:" -msgstr "As seguintes mudanças são aceitáveis em lançamentos de correção:" - -msgid "" -"Fixing a bug in a way that has no major negative impact on most projects, " -"such as a visual or physics bug. Godot's physics engine is not " -"deterministic, so physics bug fixes are not considered to break " -"compatibility. If fixing a bug has a negative impact that could impact a lot " -"of projects, it should be made optional (e.g. using a project setting or " -"separate method)." -msgstr "" -"Corrigir um bug de uma forma que não tenha um impacto negativo grande na " -"maioria dos projetos, tais como bugs visuais ou de física. A engine de " -"física da Godot é não determinística, portanto correções de bugs de física " -"não são consideradas uma quebra de compatibilidade. Se corrigir um bug tem " -"um impacto negativo que poderia afetar diversos projetos, deve ser feito de " -"forma opcional (p.e.: utilizando um parâmetro de configuração de projeto ou " -"método separado)." - -msgid "Adding a new optional parameter to a method." -msgstr "Adicionar um novo parâmetro adicional a um método." - -msgid "Small-scale editor usability tweaks." -msgstr "Ajustes de baixo-porte na usabilidade do editor." - -msgid "" -"Note that we tend to be more conservative with the fixes we allow in each " -"subsequent patch release. For instance, 4.0.1 may receive more impactful " -"fixes than 4.0.4 would." -msgstr "" -"Note que tendemos a ser mais conservadores com as correções que permitimos " -"em cada lançamento de correção subsequente. Por exemplo, 4.0.1 talvez receba " -"correções mais impactantes que a versão 4.0.4 receberia." - -msgid "" -"The following changes are acceptable in minor releases, but not patch " -"releases:" -msgstr "" -"As mudanças a seguir são aceitáveis em lançamentos menores, mas não em " -"lançamentos de correção:" - -msgid "Significant new features." -msgstr "Novas funcionalidades significativas." - -msgid "" -"Renaming a method parameter. In C#, method parameters can be passed by name " -"(but not in GDScript). As a result, this can break some projects that use C#." -msgstr "" -"Renomear um parâmetro de um método. Em C#, parâmetros de métodos podem ser " -"passados pelo nome (mas não em GDScript), resultando na quebra de alguns " -"projetos que utilizem C#." - -msgid "" -"Deprecating a method, member variable, or class. This is done by adding a " -"deprecated flag to its class reference, which will show up in the editor. " -"When a method is marked as deprecated, it's slated to be removed in the next " -"*major* release." -msgstr "" -"Descontinuar um método, variável membro ou classe. Isto é feito adicionando-" -"se uma marcação de descontinuação em sua referência de classe, oque irá " -"aparecer no editor. Quando um método é marcado como descontinuado, ele é " -"agendado para remoção no próximo lançamento *principal*." - -msgid "Changes that affect the default project theme's visuals." -msgstr "Mudanças que afetam os visuais do tema padrão do projeto." - -msgid "" -"Bug fixes which significantly change the behavior or the output, with the " -"aim to meet user expectations better. In comparison, in patch releases, we " -"may favor keeping a buggy behavior so we don't break existing projects which " -"likely already rely on the bug or use a workaround." -msgstr "" -"Correções de bugs que mudam significativamente o comportamento ou a saída, " -"com a intenção de atender melhor as expectativas dos usuários. Em " -"comparação, nos lançamentos de correção, podemos preferir a manutenção de um " -"comportamento com bugs para não quebrar projetos existentes, que podem " -"contar com este bug ou implementar correções." - -msgid "Performance optimizations that result in visual changes." -msgstr "Otimizações de performance que resultem em mudanças visuais." - -msgid "" -"The following changes are considered **compatibility-breaking** and can only " -"be performed in a new major release:" -msgstr "" -"As mudanças a seguir **quebram a compatibilidade** e podem ser implementadas " -"apenas em lançamentos maiores:" - -msgid "Renaming or removing a method, member variable, or class." -msgstr "Renomear ou remover um método, variável membro ou classe." - -msgid "" -"Modifying a node's inheritance tree by making it inherit from a different " -"class." -msgstr "" -"Modificar a árvore de heranças de um nó, fazendo com que herde de outra " -"classe." - -msgid "" -"Changing the default value of a project setting value in a way that affects " -"existing projects. To only affect new projects, the project manager should " -"write a modified ``project.godot`` instead." -msgstr "" -"Mudar o valor padrão de uma preferência de projeto de forma que afete " -"projetos existentes. Para afetar apenas projetos novos, o gerenciador de " -"projetos deve escrever um ``project.godot`` modificado." - -msgid "" -"Since Godot 5.0 hasn't been branched off yet, we currently discourage making " -"compatibility-breaking changes of this kind." -msgstr "" -"Já que a versão 5.0 do Godot ainda não foi planejada, nós atualmente " -"desencorajamos mudanças que quebrem a compatibilidade como estas." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/about/system_requirements.po b/sphinx/po/pt_BR/LC_MESSAGES/about/system_requirements.po deleted file mode 100644 index 0c04c43307..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/about/system_requirements.po +++ /dev/null @@ -1,423 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"This page contains system requirements for the editor and exported projects. " -"These specifications are given for informative purposes only, but they can " -"be referred to if you're looking to build or upgrade a system to use Godot " -"on." -msgstr "" -"Esta página contém requisitos de sistema para o editor e projetos " -"exportados. Estas especificações são dadas apenas para propósitos " -"informativos, mas podem ser usadas como referência se você estiver buscando " -"montar ou melhoras um sistema para utilizar a Godot." - -msgid "Godot editor" -msgstr "Editor do Godot" - -msgid "" -"These are the **minimum** specifications required to run the Godot editor " -"and work on a simple 2D or 3D project:" -msgstr "" -"Estas são as especificações **mínimas** necessárias para executar o editor " -"do Godot e trabalhar em um projet 2D ou 3D simples:" - -msgid "Desktop or laptop PC - Minimum" -msgstr "PC Desktop ou Notebook - Mínimo" - -msgid "**CPU**" -msgstr "**CPU**" - -msgid "**macOS:** x86_64 or ARM CPU (Apple Silicon)" -msgstr "**macOS**: x86_64 ou ARM (Apple Silicon)" - -msgid "*Example: Intel Core 2 Duo SU9400, Apple M1*" -msgstr "*Exemplo: Intel Core 2 Duo SU9400, Apple M1*" - -msgid "" -"**Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU" -msgstr "**Linux** CPU x864_32 com instruções SSE2, CPU x86_64, ARMv7 ou ARMv8" - -msgid "" -"*Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4*" -msgstr "" -"*Exemplo: Inte Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4*" - -msgid "**GPU**" -msgstr "**GPU**" - -msgid "" -"**Forward+ rendering method:** Integrated graphics with full Vulkan 1.0 " -"support" -msgstr "" -"**Métodos de Renderização Forward+:** Gráficos integrados com suporte total " -"ao Vulkan 1.0" - -msgid "" -"*Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics " -"(Kaveri)*" -msgstr "" -"*Exemplos: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics " -"(Kaveri)*" - -msgid "" -"**Mobile rendering method:** Integrated graphics with full Vulkan 1.0 support" -msgstr "" -"**Método de Renderização Mobile:** Gráficos integrado com suporte total ao " -"Vulkan 1.0" - -msgid "" -"**Compatibility rendering method:** Integrated graphics with full OpenGL 3.3 " -"support" -msgstr "" -"**Método de Renderização de Compatibilidade:** Gráficos Integrados com " -"suporte total ao OpenGL 3.3" - -msgid "" -"*Example: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics " -"(Kaveri)*" -msgstr "" -"*Exemplo: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics " -"(Kaveri)&" - -msgid "**RAM**" -msgstr "**RAM**" - -msgid "**Web editor:** 8 GB" -msgstr "** Editor Web:** 8 GB" - -msgid "**Storage**" -msgstr "** Armazenamento* *" - -msgid "" -"200 MB (used for the executable, project files and cache). Exporting " -"projects requires downloading export templates separately (1.3 GB after " -"installation)." -msgstr "" -"200 MB (Utilizados para o executável, arquivos de projeto e cache). Exportar " -"projetos requer o download de modelos de exportação separadamente (1.3GB " -"após a instalação)." - -msgid "" -"**Native editor:** Windows 7, macOS 10.13 (Compatibility) or macOS 10.15 " -"(Forward+/Mobile), Linux distribution released after 2016" -msgstr "" -"**Editor Nativo:** Windows 7, macOS 10.13 (Compatibilidade) ou macOS 10.15 " -"(Forward+/Mobile), Distribuições Linux lançadas após 2016" - -msgid "**Web editor:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" -msgstr "**Editor Web:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" - -msgid "" -"Windows 7/8/8.1 are supported on a best-effort basis. These versions are not " -"regularly tested and some features may be missing (such as colored :ref:" -"`print_rich ` console output). Support " -"for Windows 7/8/8.1 may be removed in a :ref:`future Godot 4.x release " -"`." -msgstr "" -"Windows 7/8/8.1 são suportadas em um protocolo de melhor esforço. Estas " -"versões não são testsadas regularmente e algumas funcionalidades podem estar " -"ausentes (como saída de console colorida com :ref: `print_rich " -"`." - -msgid "Mobile device (smartphone/tablet) - Minimum" -msgstr "Distpositivo Mobile (smartphone/tablet) - Mínimo" - -msgid "**Android:** SoC with any 32-bit or 64-bit ARM or x86 CPU" -msgstr "**Android>** SoC com ARM de 32 ou 64 bits ou CPU x86" - -msgid "*Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430*" -msgstr "*Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430&" - -msgid "**iOS:** *Cannot run the editor*" -msgstr "**iOS:** * Não é possível executar o editor*" - -msgid "" -"**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.0 support" -msgstr "" -"**Método de Renderização Forward+:* SoC contando com uma GPU que suporta " -"completamente o Vulkan 1.0" - -msgid "*Example: Qualcomm Adreno 505, Mali-G71 MP2*" -msgstr "*Exemplo: Qualcomm Adreno 505, Mali-G71 MP2*" - -msgid "" -"**Mobile rendering method:** SoC featuring GPU with full Vulkan 1.0 support" -msgstr "" -"**Método de Renderização Mobile:** SoC contando com uma GPU que suporta " -"completamente o Vulkan 1.0" - -msgid "" -"**Compatibility rendering method:** SoC featuring GPU with full OpenGL ES " -"3.0 support" -msgstr "" -"**Método de Renderização de Compatibilidade:** SoC contando com uma GPU que " -"suporta completamente o OpenGL ES3.0" - -msgid "*Example: Qualcomm Adreno 306, Mali-T628 MP6*" -msgstr "*Exemplo: Qualcomm Adreno 306, Mali-T628 MP6*" - -msgid "**Native editor:** 3 GB" -msgstr "** Editor nativo:*** 3 GB" - -msgid "**Web editor:** 6 GB" -msgstr "** Editor Web:** 6 GB" - -msgid "" -"**Web editor:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " -"Samsung Internet 15" -msgstr "" -"**Editor Web:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " -"Samsung Internet 15" - -msgid "" -"These are the **recommended** specifications to get a smooth experience with " -"the Godot editor on a simple 2D or 3D project:" -msgstr "" -"Estas são especificações **recomendadas** para ter uma experiência suave com " -"o editor do Godot para projetos 2D e 3D simples:" - -msgid "Desktop or laptop PC - Recommended" -msgstr "PC Dekstop ou Notebook - Recomendado" - -msgid "*Example: Intel Core i5-8500, Apple M1*" -msgstr "*Exemplo: Intel COre i5-8500, Apple M1*" - -msgid "" -"*Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 with " -"overclocking*" -msgstr "" -"*Exemplo: Inte Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 com overclock*" - -msgid "" -"**Forward+ rendering method:** Dedicated graphics with full Vulkan 1.2 " -"support" -msgstr "" -"**Método de Renderização Forward+:** Gráficos dedicados com suporte completo " -"ao Vulkan 1.2" - -msgid "" -"*Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)*" -msgstr "" -"*Exemplo: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)*" - -msgid "" -"**Mobile rendering method:** Dedicated graphics with full Vulkan 1.2 support" -msgstr "" -"**Método de Renderização Mobile:** Gráficos dedicados com suporte completo " -"ao Vulkan 1.2" - -msgid "" -"**Compatibility rendering method:** Dedicated graphics with full OpenGL 4.6 " -"support" -msgstr "" -"**Método de Renderização de Compatibilidade:** Gráficos Dedicados com " -"suporte completo ao OpenGL 4.6" - -msgid "" -"*Example: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)*" -msgstr "" -"*Exemplo: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)*" - -msgid "**Native editor:** 8 GB" -msgstr "** Editor nativo:*** 8 GB" - -msgid "**Web editor:** 12 GB" -msgstr "**Editor Web:** 12 GB" - -msgid "" -"1.5 GB (used for the executable, project files, all export templates and " -"cache)" -msgstr "" -"1.5GB (Utilizados para o executável, arquivos de projeto e todos os modelos " -"de exportação e cache)" - -msgid "" -"**Native editor:** Windows 10, macOS 10.15, Linux distribution released " -"after 2020" -msgstr "" -"**Editor Nativo:** Windows 10, macOS 10.15, Distribuições Linux lançadas " -"após 2020" - -msgid "**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera" -msgstr "**Editor Web:** Última versão do Firefox, Chrome, Edge, Safari, Opera" - -msgid "Mobile device (smartphone/tablet) - Recommended" -msgstr "Dispositivo Mobile (smartphone/tablet) - Recomendado" - -msgid "" -"**Android:** SoC with 64-bit ARM or x86 CPU, with 3 \"performance\" cores or " -"more" -msgstr "" -"**Android:** SoC com ARM 64 bits ou CPU x86, com 3 núcleos de " -"\"performance\" (big)" - -msgid "*Example: Qualcomm Snapdragon 845, Samsung Exynos 9810*" -msgstr "*Exemplo: Qualcomm Snapdragon 845, Samsung Exynos 9810*" - -msgid "" -"**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.2 support" -msgstr "" -"**Método de Renderização Forward+:** SoC contando com uma GPU com suporte " -"completo ao Vulkan 1.2" - -msgid "*Example: Qualcomm Adreno 630, Mali-G72 MP18*" -msgstr "*Exemplo: Qualcomm Adreno 630, Mali-G72 MP18*" - -msgid "" -"**Mobile rendering method:** SoC featuring GPU with full Vulkan 1.2 support" -msgstr "" -"**Método de Renderização Mobile:** SoC contando com uma GPU com suporte " -"completo ao Vulkan 1.2" - -msgid "" -"**Compatibility rendering method:** SoC featuring GPU with full OpenGL ES " -"3.2 support" -msgstr "" -"**Método de renderização de compatibilidade:** SoC contando com uma GPU com " -"suporte completo ao OpenGL ES 3.2" - -msgid "**Native editor:** 6 GB" -msgstr "**Editor nativo:** 6 GB" - -msgid "" -"**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " -"Samsung Internet" -msgstr "" -"**Editor Web:** Última versão do Firefox, Chrome, Edge, Safari, Opera, " -"Samsung Internet" - -msgid "Exported Godot project" -msgstr "Projeto do Godot exportado" - -msgid "" -"The requirements below are a baseline for a **simple** 2D or 3D project, " -"with basic scripting and few visual flourishes. CPU, GPU, RAM and storage " -"requirements will heavily vary depending on your project's scope, its " -"rendering method, viewport resolution and graphics settings chosen. Other " -"programs running on the system while the project is running will also " -"compete for resources, including RAM and video RAM." -msgstr "" -"Os requisitos abaixo são a linha de base para um projeto 2D ou 3D " -"**simples**, com scripting básico e algumas regalias. Requisitos de CPU, " -"GPU, RAM e armazenamento irão variar bruscamente a depender do escopo do seu " -"projeto, seu método de renderização, resolução da viewport e preferências " -"gráficas escolhidas. Outros programas executando no sistema enquanto o " -"projeto está em execução podem competir por recursos, including RAM e VRAM." - -msgid "" -"It is strongly recommended to do your own testing on low-end hardware to " -"make sure your project runs at the desired speed. To provide scalability for " -"low-end hardware, you will also need to introduce a `graphics options menu " -"`__ to your project." -msgstr "" -"É fortemente recomendado que você faça seus próprios testes em hardware low-" -"en para ter certeza de que seu projeto tem a performance desejada. Para " -"melhorar a escalabilidade para hardware low-end, você também deverá incluir " -"um `menu de opções gráficas `__ ao seu projeto." - -msgid "" -"These are the **minimum** specifications required to run a simple 2D or 3D " -"project exported with Godot:" -msgstr "" -"Estas são as especificações **mínimas** necessárias para executar um simples " -"projeto 2D ou 3D exportado pela Godot:" - -msgid "**For native exports:** 2 GB" -msgstr "**Para exportações nativas:** 2 GB" - -msgid "**For web exports:** 4 GB" -msgstr "**Para as exportações da Web:** 4 GB" - -msgid "150 MB (used for the executable, project files and cache)" -msgstr "150MB (Utilizado para o executável, arquivos do projeto e cache)" - -msgid "" -"**For native exports:** Windows 7, macOS 10.13 (Compatibility) or macOS " -"10.15 (Forward+/Mobile), Linux distribution released after 2016" -msgstr "" -"**Para exportações nativas:** Windows 7, macOS 10.13 (Compatibilidade) ou " -"macOS 10.15 (Forward+/Mobile), distribuições Linux lançadas após 2016" - -msgid "" -"**For web exports:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" -msgstr "" -"**Para exportações Web:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera " -"64" - -msgid "**iOS:** SoC with any 64-bit ARM CPU" -msgstr "**iOS:** SoC com CPU ARM 64-bit" - -msgid "*Example: Apple A7 (iPhone 5S)*" -msgstr "*Exemplo: Applet A7 (iPhone 5S)*" - -msgid "**For native exports:** 1 GB" -msgstr "**Para exportações nativas:** 1 GB" - -msgid "**For web exports:** 2 GB" -msgstr "**Para exportações Web:** 2 GB" - -msgid "" -"**For web exports:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " -"Samsung Internet 15" -msgstr "" -"**Para exportações Web:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera " -"64, Samsung Internet 15" - -msgid "" -"These are the **recommended** specifications to get a smooth experience with " -"a simple 2D or 3D project exported with Godot:" -msgstr "" -"Estas são as especificações **recomendadas** para ter uma experiência suave " -"com um simples projeto 2D ou 3D exportado pela Godot:" - -msgid "**For native exports:** 4 GB" -msgstr "**Para exportações nativas:** 4 GB" - -msgid "**For web exports:** 8 GB" -msgstr "**Para exportações Web:** 8 GB" - -msgid "" -"**For native exports:** Windows 10, macOS 10.15, Linux distribution released " -"after 2020" -msgstr "" -"**Para exportações nativas:** Windows 10, macOS 10.15, Distribuição Linux " -"lançada após 2020" - -msgid "" -"**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera" -msgstr "" -"**Para exportações web:** Última versão do Firefox, Chrome, Edge, Safari, " -"Opera" - -msgid "**iOS:** SoC with 64-bit ARM CPU" -msgstr "**iOS:** SoC com CPU ARM 64-bit" - -msgid "" -"**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " -"Samsung Internet" -msgstr "" -"**Para exportações web:** Última versão do Firefox, Chrome, Edge, Safari, " -"Opera, Samsung Internet" - -msgid "" -"Godot doesn't use OpenGL/OpenGL ES extensions introduced after OpenGL 3.3/" -"OpenGL ES 3.0, but GPUs supporting newer OpenGL/OpenGL ES versions generally " -"have fewer driver issues." -msgstr "" -"Godot não utiliza extensões OpenGL/OpenGL ES introduzidas após OpenGL 3.3/" -"OpenGL ES3.0, porém GPUs suportando novas versões das bibliotecas geralmente " -"têm menos problemas de driver." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/asset_library/index.po b/sphinx/po/pt_BR/LC_MESSAGES/community/asset_library/index.po deleted file mode 100644 index de1081067c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/asset_library/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Asset Library" -msgstr "Biblioteca de Recursos" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po b/sphinx/po/pt_BR/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po deleted file mode 100644 index d714e5cacf..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po +++ /dev/null @@ -1,66 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Submission guidelines" -msgstr "Diretrizes de submissão" - -msgid "Requirements" -msgstr "Requisitos" - -msgid "Addons / Asset Packs" -msgstr "Complementos / Pacotes de recursos" - -msgid "Submitting" -msgstr "Enviando" - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "imagem0" - -msgid "**Category**:" -msgstr "**Categoria**:" - -msgid "**Version**:" -msgstr "**Versão**:" - -msgid "**Repository host**:" -msgstr "**Host do repositório**:" - -msgid "**Issues URL**:" -msgstr "**URL de problemas**:" - -msgid "**Icon URL**:" -msgstr "**URL do ícone**:" - -msgid "**License**:" -msgstr "**Licença**:" - -msgid "**Description**:" -msgstr "**Descrição**:" - -msgid "**Type**:" -msgstr "**Tipo**:" - -msgid "" -"You will be informed when your asset is reviewed. If it was rejected, you " -"will be told why that may have been, and you will be able to submit it again " -"with the appropriate changes." -msgstr "" -"Você será informado quando seu asset for revisado. Se ele foi rejeitado, " -"você receberá um porque disso, e você poderá mandá-lo novamente com as " -"mudanças apropriadas." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/asset_library/using_assetlib.po b/sphinx/po/pt_BR/LC_MESSAGES/community/asset_library/using_assetlib.po deleted file mode 100644 index 87022d9a8c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/asset_library/using_assetlib.po +++ /dev/null @@ -1,114 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Overview" -msgstr "Visão geral" - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "imagem0" - -msgid "Searching" -msgstr "Procurando" - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "imagem1" - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "imagem2" - -msgid "Asset's thumbnail/icon." -msgstr "Miniatura/ícone do recurso." - -msgid "Registering and logging in" -msgstr "Registrando e fazendo login" - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "imagem3" - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "imagem4" - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "imagem5" - -msgid "|image6|" -msgstr "|imagem 6|" - -msgid "image6" -msgstr "image6" - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "image7" - -msgid "|image14|" -msgstr "|image14|" - -msgid "image14" -msgstr "imagem14" - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "image8" - -msgid "|image9|" -msgstr "|image9|" - -msgid "image9" -msgstr "image9" - -msgid "|image10|" -msgstr "|image10|" - -msgid "image10" -msgstr "image10" - -msgid "|image11|" -msgstr "|image11|" - -msgid "image11" -msgstr "imagem11" - -msgid "|image12|" -msgstr "|image12|" - -msgid "image12" -msgstr "imagem12" - -msgid "|image13|" -msgstr "|image13|" - -msgid "image13" -msgstr "imagem13" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/asset_library/what_is_assetlib.po b/sphinx/po/pt_BR/LC_MESSAGES/community/asset_library/what_is_assetlib.po deleted file mode 100644 index bc7d235dcf..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/asset_library/what_is_assetlib.po +++ /dev/null @@ -1,63 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "About the Asset Library" -msgstr "Sobre a Biblioteca de Assets" - -msgid "" -"On the surface, the Asset Library might look and function similar to asset " -"stores available for other engines, such as Unity's Asset Store, or Unreal " -"Engine's Marketplace, where you can submit both freely-available assets, as " -"well as paid, commercial ones. In addition, often times such assets are " -"distributed under non-free, proprietary licenses, limiting what you can do " -"with them." -msgstr "" -"De começo, a Biblioteca de Assets pode parecer e funcionar de maneira " -"semelhante a lojas de assets disponíveis para outros motores, como a Unity " -"Asset Store, ou o Marketplace do Unreal Engine, onde você pode enviar tanto " -"assets gratuitamente disponíveis, como assets pagos, comerciais. Além disso, " -"muitas vezes esses assets são distribuídos sob licenças proprietárias não-" -"livres, limitando o que você pode fazer com eles." - -msgid "" -"This set of pages will cover how to use the AssetLib (both from inside " -"Godot, and on the website), how you can submit your own assets, and what the " -"guidelines for submission are." -msgstr "" -"Este conjunto de páginas irá abordar como usar a AssetLib (tanto de dentro " -"do Godot, quanto no site), como você pode enviar seus próprios assets e " -"quais são as diretrizes para envio." - -msgid "Types of assets" -msgstr "Tipos de assets" - -msgid "" -"Be aware that there are, broadly, two different types of assets you can post." -msgstr "" -"Esteja ciente de que existem, de maneira geral, dois tipos diferentes de " -"assets que você pode postar." - -msgid "Frequently asked questions" -msgstr "Perguntas Frequentes" - -msgid "Can paid assets be uploaded to the asset library?" -msgstr "Assets pagos podem ser enviados à biblioteca de assets?" - -msgid "" -"Not to the official one, though in the future, there might be other asset " -"libraries which allow it. That said, you are allowed to monetize and sell " -"Godot assets outside the Asset Library." -msgstr "" -"Não para a oficial, embora no futuro possa haver outras bibliotecas de " -"assets que permitam. Dito isso, você tem permissão para monetizar e vender " -"assets do Godot fora da Biblioteca de Assets." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/channels.po b/sphinx/po/pt_BR/LC_MESSAGES/community/channels.po deleted file mode 100644 index de30bbdf35..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/channels.po +++ /dev/null @@ -1,32 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Community channels" -msgstr "Comunidade" - -msgid "" -"So, where is the Godot community and where can you ask questions and get " -"help?" -msgstr "" -"Então, onde está a comunidade do Godot e onde você pode tirar dúvidas e " -"receber ajuda?" - -msgid "Language-based communities" -msgstr "Comunidades baseadas no idioma" - -msgid "" -"See the `User groups `_ page " -"of the website for a list of local communities." -msgstr "" -"Consulte a página `Grupos de usuários `_ do site para obter uma lista de comunidades locais." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/tutorials.po b/sphinx/po/pt_BR/LC_MESSAGES/community/tutorials.po deleted file mode 100644 index 8b38b48526..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/tutorials.po +++ /dev/null @@ -1,62 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Tutorials and resources" -msgstr "Tutoriais e recursos" - -msgid "" -"Think there is something missing here? Feel free to submit a `Pull Request " -"`_ as always." -msgstr "" -"Acha que há algo faltando aqui? Sinta-se à vontade para enviar um `Pull " -"Request `_ como sempre." - -msgid "Where to start" -msgstr "Por onde começar" - -msgid "" -"GDQuest's *Learn GDScript From Zero* is a free and open source interactive " -"tutorial for absolute beginners to learn to program with Godot's GDScript " -"language. It is available as a `desktop application `_ or `in the browser `_." -msgstr "" -"O *Learn GDScript From Zero* do GDQuest (Aprenda GDScript Do Zero) é um " -"tutorial interativo livre e de código aberto para iniciantes completos para " -"aprenderem a programar com a linguagem GDScript do Godot. Está disponível " -"como uma `aplicação desktop `_ " -"ou `no navegador `_." - -msgid "Video tutorials" -msgstr "Vídeos tutoriais" - -msgid "Text tutorials" -msgstr "Tutoriais em texto" - -msgid "`GDScript website by Andrew Wilkes `__" -msgstr "`Website GDScript de Andrew Wilker `__" - -msgid "Devlogs" -msgstr "Registros de desenvolvimento" - -msgid "Resources" -msgstr "Recursos" - -msgid "" -"`awesome-godot: A curated list of free/libre plugins, scripts and add-ons " -"`_" -msgstr "" -"`awesome-godot: Uma lista selecionada de plugins, scripts e extensões grátis/" -"livre `_" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po deleted file mode 100644 index 60327742ca..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po +++ /dev/null @@ -1,52 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Best practices for engine contributors" -msgstr "Melhores práticas para contribuidores da engine" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"Godot has a large amount of users who have the ability to contribute because " -"the project itself is aimed mainly at users who can code. That being said, " -"not all of them have the same level of experience working in large projects " -"or in software engineering, which can lead to common misunderstandings and " -"bad practices during the process of contributing code to the project." -msgstr "" -"Godot tem uma grande quantidade de usuários que têm a capacidade de " -"contribuir porque o próprio projeto é destinado principalmente a usuários " -"que podem programar. Dito isto, nem todos eles têm o mesmo nível de " -"experiência trabalhando em grandes projetos ou em engenharia de software, o " -"que pode levar a mal-entendidos comuns e práticas ruins durante o processo " -"de contribuição de código para o projeto." - -msgid "Language" -msgstr "Idioma/Dialeto" - -msgid "" -"The scope of this document is to be a list of best practices for " -"contributors to follow, as well as to create a language they can use to " -"refer to common situations that arise in the process of submitting their " -"contributions." -msgstr "" -"O escopo deste documento deve ser uma lista de melhores práticas para os " -"contribuintes seguirem, bem como criar uma linguagem que possam usar para se " -"referir a situações comuns que surgem no processo de submissão de suas " -"contribuições." - -msgid "Best Practices" -msgstr "Boas práticas" - -msgid "#1: The problem always comes first" -msgstr "#1: O problema sempre vem primeiro" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/code_style_guidelines.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/code_style_guidelines.po deleted file mode 100644 index 53992a240f..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/code_style_guidelines.po +++ /dev/null @@ -1,53 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "C++ and Objective-C" -msgstr "C++ e Objective-C" - -msgid "Installation" -msgstr "Instalação" - -msgid "Manual usage" -msgstr "Uso manual" - -msgid "IDE plugin" -msgstr "Plugin IDE" - -msgid "vim: `vim-clang-format `__" -msgstr "vim: `vim-clang-format `__" - -msgid "Header includes" -msgstr "O cabeçalho inclui" - -msgid "" -"The first lines in the file should be Godot's copyright header and MIT " -"license, copy-pasted from another file. Make sure to adjust the filename." -msgstr "" -"As primeiras linhas no arquivo devem ser o cabeçalho de direitos autorais do " -"Godot e a Licença MIT, copiadas de outro arquivo. Certifique-se de ajustar o " -"nome do arquivo." - -msgid "Example:" -msgstr "Exemplo:" - -msgid "Java" -msgstr "Java" - -msgid "Python" -msgstr "Python" - -msgid "**Example:**" -msgstr "**Exemplo:**" - -msgid "**Bad:**" -msgstr "**Ruim:**" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po deleted file mode 100644 index f349c24f8b..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po +++ /dev/null @@ -1,47 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Compiling for Android" -msgstr "Compilando para Android" - -msgid "Note" -msgstr "Observação" - -msgid "Requirements" -msgstr "Requisitos" - -msgid "" -"`Android SDK `_ " -"(command-line tools are sufficient)." -msgstr "" -"`Android SDK `_ " -"(ferramentas de linha de comando são suficientes)." - -msgid "" -"Complete setup by running the following command where ``android_sdk_path`` " -"is the path to the Android SDK." -msgstr "" -"Conclua a configuração executando o seguinte comando onde " -"``android_sdk_path`` é o caminho para o Android SDK." - -msgid "Cleaning the generated export templates" -msgstr "Limpando os modelos de exportação gerados" - -msgid "Installing the templates" -msgstr "Instalando os modelos" - -msgid "Troubleshooting" -msgstr "Solução de problemas" - -msgid "Application not installed" -msgstr "Aplicação não instalada" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po deleted file mode 100644 index 7e6c7a6b60..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Compiling for iOS" -msgstr "Compilando para iOS" - -msgid "Requirements" -msgstr "Requisitos" - -msgid "Compiling" -msgstr "Compilando" - -msgid "Run" -msgstr "Executar" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po deleted file mode 100644 index f38a571ee0..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Requisitos" - -msgid "Compiling" -msgstr "Compilando" - -msgid "Building export templates" -msgstr "Construindo modelos de exportação" - -msgid "(32 bits)" -msgstr "(32 bits)" - -msgid "(64 bits)" -msgstr "(64 bits)" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po deleted file mode 100644 index ce34464b99..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Compiling for macOS" -msgstr "Compilando para macOS" - -msgid "Requirements" -msgstr "Requisitos" - -msgid "Compiling" -msgstr "Compilando" - -msgid "Building export templates" -msgstr "Construindo modelos de exportação" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po deleted file mode 100644 index 802ea6916a..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po +++ /dev/null @@ -1,26 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Compiling for the Web" -msgstr "Compilando para Web" - -msgid "Requirements" -msgstr "Requisitos" - -msgid "To compile export templates for the Web, the following is required:" -msgstr "" -"Para compilar modelos de exportação para a Web, é necessário fazer o " -"seguinte:" - -msgid "Building export templates" -msgstr "Construindo modelos de exportação" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po deleted file mode 100644 index 2e50912a23..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po +++ /dev/null @@ -1,78 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Compiling for Windows" -msgstr "Compilando para Windows" - -msgid "Requirements" -msgstr "Requisitos" - -msgid "Setting up SCons" -msgstr "Configurando SCons" - -msgid "" -"To install SCons, open the command prompt and run the following command::" -msgstr "" -"Para instalar o SCons, abra o prompt de comando e execute o seguinte comando:" - -msgid "Downloading Godot's source" -msgstr "Download do código-fonte do Godot" - -msgid "Refer to :ref:`doc_getting_source` for detailed instructions." -msgstr "Consulte :ref:`doc_getting_source` para instruções detalhadas." - -msgid "Compiling" -msgstr "Compilando" - -msgid "Selecting a compiler" -msgstr "Selecionando um compilador" - -msgid "Running SCons" -msgstr "Executando SCons" - -msgid "" -"When compiling with multiple CPU threads, SCons may warn about pywin32 being " -"missing. You can safely ignore this warning." -msgstr "" -"Ao compilar com vários threads de CPU, os SCons podem avisar sobre a falta " -"do pywin32. Você pode ignorar este alerta com segurança." - -msgid "Development in Visual Studio" -msgstr "Desenvolvimento no Visual Studio" - -msgid "See :ref:`doc_configuring_an_ide_vs` for further details." -msgstr "Veja :ref:`doc_configuring_an_ide_vs` para mais detalhes." - -msgid "**Arch Linux**" -msgstr "**Arch Linux**" - -msgid "**Debian** / **Ubuntu**" -msgstr "**Debian** / **Ubuntu**" - -msgid "**Fedora**" -msgstr "**Fedora**" - -msgid "**macOS**" -msgstr "**macOS**" - -msgid "**Mageia**" -msgstr "**Mageia**" - -msgid "Troubleshooting" -msgstr "Solução de problemas" - -msgid "And for 32-bit::" -msgstr "E para 32-bit:" - -msgid "With the following names::" -msgstr "Com os seguintes nomes:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po deleted file mode 100644 index 3b9b67a92d..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Requisitos" - -msgid "Examples" -msgstr "Exemplos" - -msgid "Example (Windows)" -msgstr "Exemplos (Windows)" - -msgid "Data directory" -msgstr "Diretório de dados" - -msgid "Editor" -msgstr "Editor" - -msgid "Export templates" -msgstr "Modelos de exportação" - -msgid "Command-line options" -msgstr "Opções de linha de comando" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po deleted file mode 100644 index 1999505299..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Step by step" -msgstr "Passo a passo" - -msgid "Troubleshooting" -msgstr "Solução de problemas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po deleted file mode 100644 index 68b259dc83..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Disclaimer" -msgstr "Isenção de responsabilidade" - -msgid "Requirements" -msgstr "Requisitos" - -msgid "Configuring the environment" -msgstr "Configurando o ambiente" - -msgid "Preparing the SDK" -msgstr "Preparando o SDK" - -msgid "Toolchain" -msgstr "Cadeia de ferramentas" - -msgid "Compiling Godot for iPhone" -msgstr "Compilando Godot para o iPhone" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/getting_source.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/getting_source.po deleted file mode 100644 index 4f2708ee94..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/getting_source.po +++ /dev/null @@ -1,97 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Getting the source" -msgstr "Adquirindo o código fonte" - -msgid "Downloading the Godot source code" -msgstr "Baixando o código-fonte do Godot" - -msgid "" -"Before :ref:`getting into the SCons build system " -"` and compiling Godot, you need to " -"actually download the Godot source code." -msgstr "" -"Antes de :ref:`entrar no sistema de compilação SCons " -"` e compilar o Godot, você precisa " -"antes baixar o código-fonte do Godot." - -msgid "" -"The source code is available on `GitHub `__ and while you can manually download it via the website, in general " -"you want to do it via the ``git`` version control system." -msgstr "" -"O código-fonte está disponível no `GitHub `__ e apesar de você poder baixar manualmente através do site, em " -"geral é melhor baixar através do sistema de controle de versão ``git``." - -msgid "" -"If you are compiling in order to make contributions or pull requests, you " -"should follow the instructions from the :ref:`Pull Request workflow " -"`." -msgstr "" -"Se você está compilando para fazer contribuições ou pull requests, você deve " -"seguir as instruções do :ref:`Fluxo de trabalho pull request " -"`." - -msgid "" -"If you don't know much about ``git`` yet, there are a great number of " -"`tutorials `__ available on various websites." -msgstr "" -"Se você ainda não sabe muito sobre o ``git`, há um grande número de " -"`tutoriais __ disponíveis em vários sites." - -msgid "" -"In general, you need to install ``git`` and/or one of the various GUI " -"clients." -msgstr "" -"No geral, você precisa instalar o ``git`` e/ou um dos vários clientes GUI." - -msgid "" -"Afterwards, to get the latest development version of the Godot source code " -"(the unstable ``master`` branch), you can use ``git clone``." -msgstr "" -"Depois, para obter a versão de desenvolvimento mais recente do código-fonte " -"do Godot (o ramo ``master``, instável), você pode usar ``git clone``." - -msgid "" -"If you are using the ``git`` command line client, this is done by entering " -"the following in a terminal:" -msgstr "" -"Se você estiver usando o cliente de linha de comando ``git``, isso é feito " -"digitando o seguinte em um terminal:" - -msgid "" -"For any stable release, visit the `release page `__ and click on the link for the release you " -"want. You can then download and extract the source from the download link on " -"the page." -msgstr "" -"Para qualquer versão estável, visite a `página de lançamentos `__ e clique no link para a versão que " -"deseja. Você pode então baixar e extrair a fonte do link de download na " -"página." - -msgid "" -"With ``git``, you can also clone a stable release by specifying its branch " -"or tag after the ``--branch`` (or just ``-b``) argument::" -msgstr "" -"Com o ``git``, você também pode clonar uma versão estável especificando seu " -"ramo ou versão após o argumento ``--branch`` (ou apenas ``-b``)::" - -msgid "" -"After downloading the Godot source code, you can :ref:`continue to compiling " -"Godot `." -msgstr "" -"Depois de baixar o código-fonte do Godot, você pode :ref:`continuar a " -"compilar o Godot `." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/index.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/index.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po deleted file mode 100644 index 12c336ed21..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po +++ /dev/null @@ -1,261 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to the buildsystem" -msgstr "Introdução ao sistema de compilação" - -msgid "Using multi-threading" -msgstr "Usando paralelismo" - -msgid "" -"The build process may take a while, depending on how powerful your system " -"is. By default, Godot's SCons setup is configured to use all CPU threads but " -"one (to keep the system responsive during compilation). If you want to " -"adjust how many CPU threads SCons will use, use the ``-j `` " -"parameter to specify how many threads will be used for the build." -msgstr "" -"O processo de construção pode demorar um pouco, dependendo da potência do " -"seu sistema. Por padrão, a configuração do SCons do Godot é configurada para " -"usar todos os threads(partes_paralelizáveis) da CPU, exceto um (para manter " -"o sistema responsivo durante a compilação). Se você quiser ajustar quantos " -"threads de CPU os SCons usarão, use o parâmetro ``-j `` para " -"especificar quantos threads serão usados para a compilação." - -msgid "Example for using 4 threads::" -msgstr "Exemplo usando 4 partes_paralelizáveis:" - -msgid "Platform selection" -msgstr "Seleção de plataforma" - -msgid "" -"Godot's build system will begin by detecting the platforms it can build for. " -"If not detected, the platform will simply not appear on the list of " -"available platforms. The build requirements for each platform are described " -"in the rest of this tutorial section." -msgstr "" -"O sistema de compilação do Godot começará detectando as plataformas para as " -"quais pode compilar. Se não for detectada, a plataforma simplesmente não " -"aparecerá na lista de plataformas disponíveis. Os requisitos de compilação " -"para cada plataforma são descritos no resto desta seção de tutorial." - -msgid "" -"SCons is invoked by just calling ``scons``. If no platform is specified, " -"SCons will detect the target platform automatically based on the host " -"platform. It will then start building for the target platform right away." -msgstr "" -"O SCons é invocado apenas chamando ``scons``. Se nenhuma plataforma for " -"especificada, o SCons detectará a plataforma de destino automaticamente com " -"base na plataforma de host. Ele vai então começar a compilar para a " -"plataforma-alvo imediatamente." - -msgid "To list the available target platforms, use ``scons platform=list``::" -msgstr "" -"Para listar as plataformas-alvo disponíveis, use ``scons platform=list``:" - -msgid "" -"To build for a platform (for example, ``linuxbsd``), run with the " -"``platform=`` (or ``p=`` to make it short) argument:" -msgstr "" -"Para compilar para uma plataforma (por exemplo, ``linuxbsd``), execute com o " -"argumento ``platform=`` (ou ``p=`` para ficar mais curto):" - -msgid "Resulting binary" -msgstr "Executável resultante" - -msgid "" -"The resulting binaries will be placed in the ``bin/`` subdirectory, " -"generally with this naming convention::" -msgstr "" -"Os executáveis resultantes serão colocados na subpasta ``bin/``, geralmente " -"com esta convenção de nomenclatura::" - -msgid "" -"This means that the binary is for Linux *or* \\*BSD (*not* both), is not " -"optimized, has the whole editor compiled in, and is meant for 64 bits." -msgstr "" -"Isso significa que o executável é para Linux *ou* \\*BSD (*não* ambos), não " -"é otimizado, tem o editor inteiro compilado e é destinado para 64 bits." - -msgid "A Windows binary with the same configuration will look like this:" -msgstr "Um executável do Windows com a mesma configuração terá esta aparência:" - -msgid "" -"Copy that binary to any location you like, as it contains the Project " -"Manager, editor and all means to execute the game. However, it lacks the " -"data to export it to the different platforms. For that the export templates " -"are needed (which can be either downloaded from `godotengine.org `__, or you can build them yourself)." -msgstr "" -"Copie esse executável para o local que você preferir, pois contém o " -"Gerenciador de Projetos, o editor e todos os meios para executar o jogo. No " -"entanto, faltam os dados para exportá-lo para as diferentes plataformas. " -"Para isso, os modelos de exportação são necessários (que podem ser baixados " -"de `godotengine.org `__, ou você pode compilá-los " -"você mesmo)." - -msgid "" -"Aside from that, there are a few standard options that can be set in all " -"build targets, and which will be explained below." -msgstr "" -"Além disso, existem algumas opções padrão que podem ser definidas em todos " -"os alvos de compilação, e que serão explicadas abaixo." - -msgid "Target" -msgstr "Alvo" - -msgid "" -"Target controls if the editor is contained and debug flags are used. All " -"builds are optimized. Each mode means:" -msgstr "" -"O alvo controla se o editor é contido e flags de depuração são utilizadas. " -"Todas as compilações são otimizadas. Cada modo significa:" - -msgid "" -"The editor is enabled by default in all PC targets (Linux, Windows, macOS), " -"disabled for everything else. Disabling the editor produces a binary that " -"can run projects but does not include the editor or the Project Manager." -msgstr "" -"O editor está habilitado por padrão em todos os alvos de PC (Linux, Windows, " -"macOS) e desativado para o resto. Desativar o editor produz um executável " -"que pode executar projetos, mas não inclui o editor ou o Gerenciador de " -"Projetos." - -msgid "Development and production aliases" -msgstr "Aliases de desenvolvimento e produção" - -msgid "" -"When creating builds for development (running debugging/:ref:`profiling " -"` tools), you often have different goals compared " -"to production builds (making binaries as fast and small as possible)." -msgstr "" -"Ao criar compilações para desenvolvimento (executando ferramentas de " -"depuração/:ref:`análise `), você muitas vezes tem " -"objetivos diferentes em comparação com as compilações de produção (tornando " -"executáveis tanto rápidos quanto pequenos aonde for possível)." - -msgid "Godot provides two aliases for this purpose:" -msgstr "O Godot fornece dois aliases para este propósito:" - -msgid "" -"``dev_mode=yes`` is an alias for ``verbose=yes warnings=extra werror=yes " -"tests=yes``. This enables warnings-as-errors behavior (similar to Godot's " -"continuous integration setup) and also builds :ref:`unit tests " -"` so you can run them locally." -msgstr "" -"``dev_mode=yes`` é um alias para ``verbose=yes warnings=extra werror=yes " -"testing=yes``. Isso permite o comportamento de avisos como erros (semelhante " -"à configuração contínua de integração do Godot) e também compila :ref:" -"`testes de unidade ` para que você possa executá-los " -"localmente." - -msgid "" -"``production=yes`` is an alias for ``use_static_cpp=yes debug_symbols=no " -"lto=auto``. Statically linking libstdc++ allows for better binary " -"portability when compiling for Linux. This alias also enables link-time " -"optimization when compiling for Linux, Web and Windows with MinGW, but keeps " -"LTO disabled when compiling for macOS, iOS or Windows with MSVC. This is " -"because LTO on those platforms is very slow to link or has issues with the " -"generated code." -msgstr "" -"``production=yes`` é um alias para ``use_static_cpp=yes debug_symbols=no " -"lto=auto``. Ligar o libstdc++ dinamicamente permite melhor portabilidade do " -"executável ao compilar para Linux. Este alias também habilita a otimização " -"de tempo de ligação ao compilar para Linux, Web e Windows com MinGW, mas " -"mantém a LTO desabilitada ao compilar para macOS, iOS ou Windows com MSVC. " -"Isso ocorre porque a LTO nessas plataformas é muito lenta ou tem problemas " -"com o código gerado." - -msgid "" -"You can manually override options from those aliases by specifying them on " -"the same command line with different values. For example, you can use " -"``scons production=yes debug_symbols=yes`` to create production-optimized " -"binaries with debugging symbols included." -msgstr "" -"Você pode substituir manualmente as opções desses aliases especificando-os " -"na mesma linha de comando com valores diferentes. Por exemplo, você pode " -"usar ``scons production=yes debug_symbols=yes`` para criar executáveis " -"otimizados para produção com símbolos de depuração incluídos." - -msgid "Dev build" -msgstr "Compilação dev" - -msgid "" -"``dev_build`` should **not** be confused with ``dev_mode``, which is an " -"alias for several development-related options (see above)." -msgstr "" -"``dev_build`` **não** deve ser confundido com ``dev_mode``, que é um alias " -"para várias opções relacionadas ao desenvolvimento (veja acima)." - -msgid "" -"When doing engine development the ``dev_build`` option can be used together " -"with ``target`` to enable dev-specific code. ``dev_build`` defines " -"``DEV_ENABLED``, disables optimization (``-O0``/``/0d``), enables generating " -"debug symbols, and does not define ``NDEBUG`` (so ``assert()`` works in " -"thirdparty libraries)." -msgstr "" -"Ao fazer o desenvolvimento da engine, a opção ``dev_build`` pode ser usada " -"junto com ``target`` para ativar código específico de dev. ``dev_build`` " -"define ``DEV_ENABLED``, desabilita otimizações (``-O0``/``/0d``), habilita a " -"geração de símbolos de depuração, e não define ``NDEBUG` (para que " -"``assert()` funcione em bibliotecas de terceiros)." - -msgid "" -"This flag appends the ``.dev`` suffix (for development) to the generated " -"binary name." -msgstr "" -"Esta flag anexa o sufixo ``.dev`` (para o desenvolvimento) ao nome gerado do " -"executável." - -msgid "" -"There are additional SCons options to enable *sanitizers*, which are tools " -"you can enable at compile-time to better debug certain engine issues. See :" -"ref:`doc_using_sanitizers` for more information." -msgstr "" -"Existem opções do SCons adicionais para habilitar *sanitizadores*, que são " -"ferramentas que você pode habilitar em tempo de compilação para melhor " -"depurar certos problemas da engine. Veja :ref:`doc_using_sanitizers` para " -"mais informações." - -msgid "Custom modules" -msgstr "Módulos personalizados" - -msgid "Cleaning generated files" -msgstr "Limpando arquivos gerados" - -msgid "Overriding the build options" -msgstr "Sobrescrevendo as opções de compilação" - -msgid "Using a file" -msgstr "Usando um arquivo" - -msgid "" -"You can also disable some of the builtin modules before compiling, saving " -"some time it takes to build the engine. See :ref:`doc_optimizing_for_size` " -"page for more details." -msgstr "" -"Você também pode desativar alguns dos módulos embutidos antes de compilar, " -"economizando algum tempo para construir a engine. Veja a página ref:" -"`doc_optimizing_for_size` para mais detalhes." - -msgid "Using the SCONSFLAGS" -msgstr "Usando o SCONSFLAGS" - -msgid "" -"For instance, you may want to force a number of CPU threads with the " -"aforementioned ``-j`` option for all future builds:" -msgstr "" -"Por exemplo, você pode querer forçar uma série de threads de CPU com a opção " -"``-j`` mencionada acima para todas as compilações futuras:" - -msgid "Export templates" -msgstr "Modelos de exportação" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po deleted file mode 100644 index 51cee2f166..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po +++ /dev/null @@ -1,96 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Optimizing a build for size" -msgstr "Otimizando uma compilação para o tamanho" - -msgid "Rationale" -msgstr "Fundamentos" - -msgid "**Difficulty:** Easy" -msgstr "**Dificuldade:** Fácil" - -msgid "**Space savings:** High" -msgstr "**Economia de espaço:** Alta" - -msgid "Disabling 3D" -msgstr "Desativando 3D" - -msgid "**Space savings:** Moderate" -msgstr "**Economia de espaço:** Moderada" - -msgid "Disabling advanced GUI objects" -msgstr "Desabilitando objetos GUI avançados" - -msgid "FileDialog" -msgstr "FileDialog" - -msgid "PopupMenu" -msgstr "PopupMenu" - -msgid "Tree" -msgstr "Árvore" - -msgid "TextEdit" -msgstr "TextEdit" - -msgid "TreeItem" -msgstr "TreeItem" - -msgid "OptionButton" -msgstr "OptionButton (Botão de Opção)" - -msgid "SpinBox" -msgstr "SpinBox" - -msgid "ColorPicker" -msgstr "ColorPicker (Seletor de Cores)" - -msgid "ColorPickerButton" -msgstr "ColorPickerButton" - -msgid "RichTextEffect" -msgstr "RichTextEffect" - -msgid "CharFXTransform" -msgstr "CharFXTransform" - -msgid "AcceptDialog" -msgstr "AcceptDialog" - -msgid "ConfirmationDialog" -msgstr "ConfirmationDialog (Caixa de diálogo de confirmação)" - -msgid "MarginContainer" -msgstr "MarginContainer (Contêiner de margem)" - -msgid "SplitContainer" -msgstr "SplitContainer (Contêiner de divisão)" - -msgid "HSplitContainer" -msgstr "HSplitContainer (Contêiner de divisão horizontal)" - -msgid "GraphNode" -msgstr "GraphNode" - -msgid "GraphEdit" -msgstr "GraphEdit" - -msgid "Disabling unwanted modules" -msgstr "Desativando módulos indesejados" - -msgid ":ref:`doc_overriding_build_options`." -msgstr ":ref:`doc_overriding_build_options`." - -msgid "Web" -msgstr "Web" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po deleted file mode 100644 index e0c5675385..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po +++ /dev/null @@ -1,31 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Android Studio" -msgstr "Android Studio" - -msgid "Importing the project" -msgstr "Importando o projeto" - -msgid "Android Studio's welcome window." -msgstr "Janela de boas-vindas do Android Studio." - -msgid "" -"Navigate to ``/platform/android/java`` and select the " -"``settings.gradle`` file." -msgstr "" -"Navegue para``/platform/android/java`` e selecione " -"o arquivo ``settings.gradle``." - -msgid "Android Studio will import and index the project." -msgstr "O Android Studio vai importar e indexar o projeto." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po deleted file mode 100644 index 6550b31c2f..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po +++ /dev/null @@ -1,25 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "CLion" -msgstr "CLion" - -msgid "" -"`CLion `_ is a commercial `JetBrains " -"`_ IDE for C++." -msgstr "" -"`CLion `_ é uma IDE comercial desenvolvida " -"pela `JetBrains `_ para programação em C++." - -msgid "Importing the project" -msgstr "Importando o projeto" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po deleted file mode 100644 index e704fab733..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po +++ /dev/null @@ -1,44 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Code::Blocks" -msgstr "Code::Blocks" - -msgid "Creating a new project" -msgstr "Criando um novo projeto" - -msgid "Configuring the build" -msgstr "Configurando a compilação" - -msgid "Windows example:" -msgstr "Exemplo do Windows:" - -msgid "Configuring the run" -msgstr "Configurando a execução" - -msgid "Adding files to the project" -msgstr "Adicionando arquivos ao projeto" - -msgid "Code style configuration" -msgstr "Configuração de estilo de código" - -msgid "" -"That's it. You're ready to start contributing to Godot using the Code::" -"Blocks IDE. Remember to save the project file and the **Workspace**. If you " -"run into any issues, ask for help in one of `Godot's community channels " -"`__." -msgstr "" -"É isso. Você está pronto para começar a contribuir para o Godot usando o " -"Code::Blocks IDE. Lembre-se de salvar o arquivo do projeto e o **Espaço de " -"Trabalho**. Se você tiver algum problema, peça ajuda em um dos `canais da " -"comunidade Godot `__." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/index.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/index.po deleted file mode 100644 index 3791dda7bd..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Configuring an IDE" -msgstr "Configurando uma IDE" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po deleted file mode 100644 index 0fb6c84d99..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po +++ /dev/null @@ -1,58 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "KDevelop" -msgstr "KDevelop" - -msgid "Importing the project" -msgstr "Importando o projeto" - -msgid "KDevelop's main screen." -msgstr "Tela principal do KDevelop." - -msgid "Apply the changes." -msgstr "Aplique as alterações." - -msgid "Build Directory" -msgstr "Construir Diretório" - -msgid "*blank*" -msgstr "*em branco*" - -msgid "Enable" -msgstr "Habilitar" - -msgid "Executable" -msgstr "Executável" - -msgid "**scons**" -msgstr "**scons**" - -msgid "Arguments" -msgstr "Argumentos" - -msgid "" -"See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments." -msgstr "" -"Veja :ref:`doc_introduction_to_the_buildsystem` para uma lista completa de " -"parametros." - -msgid "Debugging the project" -msgstr "Depurando o projeto" - -msgid "" -"If you run into any issues, ask for help in one of `Godot's community " -"channels `__." -msgstr "" -"Se você se deparar com qualquer problema, peça ajuda em um dos `canais da " -"comunidade do Godot `__." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po deleted file mode 100644 index 394129869c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po +++ /dev/null @@ -1,49 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Qt Creator" -msgstr "Qt Creator" - -msgid "Importing the project" -msgstr "Importando o projeto" - -msgid "Finish the import." -msgstr "Conclua a importação." - -msgid "Command" -msgstr "Comando" - -msgid "**scons**" -msgstr "**scons**" - -msgid "Arguments" -msgstr "Argumentos" - -msgid "" -"See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments." -msgstr "" -"Veja :ref:`doc_introduction_to_the_buildsystem` para uma lista completa de " -"parametros." - -msgid "Debugging the project" -msgstr "Depurando o projeto" - -msgid "Code style configuration" -msgstr "Configuração de estilo de código" - -msgid "" -"If you run into any issues, ask for help in one of `Godot's community " -"channels `__." -msgstr "" -"Se você se deparar com qualquer problema, peça ajuda em um dos `canais da " -"comunidade do Godot `__." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po deleted file mode 100644 index b63b4bfe35..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing the project" -msgstr "Importando o projeto" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po deleted file mode 100644 index 0f8e1cd9b6..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po +++ /dev/null @@ -1,28 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual Studio" -msgstr "Visual Studio" - -msgid "Importing the project" -msgstr "Importando o projeto" - -msgid "Debugging the project" -msgstr "Depurando o projeto" - -msgid "" -"If you run into any issues, ask for help in one of `Godot's community " -"channels `__." -msgstr "" -"Se você se deparar com qualquer problema, peça ajuda em um dos `canais da " -"comunidade do Godot `__." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po deleted file mode 100644 index 354d3f4c48..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po +++ /dev/null @@ -1,39 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual Studio Code" -msgstr "Visual Studio Code" - -msgid "Importing the project" -msgstr "Importando o projeto" - -msgid "Then select **Others**." -msgstr "Em seguida, selecione **Outros**." - -msgid "" -"Arguments can be different based on your own setup and needs. See :ref:" -"`doc_introduction_to_the_buildsystem` for a full list of arguments." -msgstr "" -"Os parâmetros podem ser diferentes com base em sua própria configuração e " -"necessidades. Veja :ref:`doc_introduction_to_the_buildsystem` para uma lista " -"completa de parâmetros." - -msgid "Debugging the project" -msgstr "Depurando o projeto" - -msgid "" -"If you run into any issues, ask for help in one of `Godot's community " -"channels `__." -msgstr "" -"Se você se deparar com qualquer problema, peça ajuda em um dos `canais da " -"comunidade do Godot `__." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po deleted file mode 100644 index 07b2e193b6..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po +++ /dev/null @@ -1,53 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Xcode" -msgstr "Xcode" - -msgid "Importing the project" -msgstr "Importando o projeto" - -msgid "Fill out the form with the following settings:" -msgstr "Preencha o formulário com as seguintes configurações:" - -msgid "Arguments" -msgstr "Argumentos" - -msgid "" -"See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments." -msgstr "" -"Veja :ref:`doc_introduction_to_the_buildsystem` para uma lista completa de " -"parametros." - -msgid "Directory" -msgstr "Diretório" - -msgid "" -"Add the Godot source to the project by dragging and dropping it into the " -"project file browser." -msgstr "" -"Adicione o código-fonte do Godot ao projeto arrastando-o e soltando-o no " -"navegador de arquivos do projeto." - -msgid "Debugging the project" -msgstr "Depurando o projeto" - -msgid "Check **Debug executable**." -msgstr "Marque **Depurar executável**." - -msgid "" -"If you run into any issues, ask for help in one of `Godot's community " -"channels `__." -msgstr "" -"Se você se deparar com qualquer problema, peça ajuda em um dos `canais da " -"comunidade do Godot `__." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po deleted file mode 100644 index d1c4be1e46..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po deleted file mode 100644 index c1ea06b5a3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po +++ /dev/null @@ -1,37 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Binding to external libraries" -msgstr "Binding de bibliotecas externas" - -msgid "Modules" -msgstr "Módulos" - -msgid "These files should contain the following:" -msgstr "Esses arquivos devem conter o seguinte:" - -msgid "" -"If you want to add custom compiler flags when building your module, you need " -"to clone `env` first, so it won't add those flags to whole Godot build " -"(which can cause errors). Example `SCsub` with custom flags:" -msgstr "" -"Se você quer adicionar flags customizadas do compilador quando gerando seu " -"módulo, você precisa clonar `env` primeiro, então ele não adicionará essas " -"flags ao Godot inteiro (que pode causar erros). Exemplo `SCub` com flags " -"customizadas:" - -msgid "The final module should look like this:" -msgstr "O módulo final deve se parecer com isto:" - -msgid "Using the module" -msgstr "Usando o módulo" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po deleted file mode 100644 index 148057e12d..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po +++ /dev/null @@ -1,39 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Print text" -msgstr "Imprimir texto" - -msgid "Format a string" -msgstr "Formate uma string" - -msgid "Internationalize a string" -msgstr "Internacionalizar uma string" - -msgid "There are two types of internationalization in Godot's codebase:" -msgstr "Existem dois tipos de internacionalização na base de código do Godot:" - -msgid "Clamp a value" -msgstr "Restringir um valor" - -msgid "Microbenchmarking" -msgstr "Microbenchmarking" - -msgid "Get project/editor settings" -msgstr "Obter configurações do projeto/editor" - -msgid "There are four macros available for this:" -msgstr "Há quatro macros disponíveis para isso:" - -msgid "Error macros" -msgstr "Macros de erro" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/core_types.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/core_types.po deleted file mode 100644 index bbb4d00651..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/core_types.po +++ /dev/null @@ -1,73 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Core types" -msgstr "Core types" - -msgid "" -"Godot has a rich set of classes and templates that compose its core, and " -"everything is built upon them." -msgstr "" -"A Godot tem um rico conjunto de classes e modelos que compõem seu `core`, e " -"tudo é construído sobre eles." - -msgid "" -"This reference will try to list them in order for their better understanding." -msgstr "Esta referência tentará listá-los para melhor compreensão." - -msgid "Definitions" -msgstr "Definições" - -msgid "" -"In general, care is not taken to use the most efficient datatype for a given " -"task unless using large structures or arrays. ``int`` is used through most " -"of the code unless necessary. This is done because nowadays every device has " -"at least a 32 bits bus and can do such operations in one cycle. It makes " -"code more readable too." -msgstr "" -"Em geral, não se toma cuidado para usar o tipo de dado mais eficiente para " -"uma determinada tarefa, a menos que se use grandes estruturas ou matrizes. " -"Um `int` é usado na maior parte do código. Isso é feito porque hoje em dia " -"todo dispositivo tem pelo menos um barramento de 32 bits e pode fazer essas " -"operações em um ciclo. Também torna o código mais legível." - -msgid "" -"For files or memory sizes, ``size_t`` is used, which is warranted to be 64 " -"bits." -msgstr "" -"Para arquivos ou tamanhos de memória, ` size_t` é usado, que é garantido " -"para ter 64 bits." - -msgid "References:" -msgstr "Referências:" - -msgid "Allocating memory" -msgstr "Alocando memória" - -msgid "Vector" -msgstr "Vetor" - -msgid "List" -msgstr "Lista" - -msgid "Set" -msgstr "Definir" - -msgid "Map" -msgstr "Mapa" - -msgid "String" -msgstr "String" - -msgid "RID" -msgstr "RID" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po deleted file mode 100644 index e32bd96cde..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po +++ /dev/null @@ -1,44 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "References:" -msgstr "Referências:" - -msgid "" -"`servers/audio/audio_stream.h `__" -msgstr "" -"`servers/audio/audio_stream.h `__" - -msgid "What for?" -msgstr "Para que serve?" - -msgid "Create an AudioStream" -msgstr "Criar um AudioStream" - -msgid "Create an AudioStreamPlayback" -msgstr "Criar um AudioStreamPlayback" - -msgid "Resampling" -msgstr "Reamostragem" - -msgid "" -"`core/math/audio_frame.h `__" -msgstr "" -"`core/math/audio_frame.h `__" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po deleted file mode 100644 index 363dbb8315..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po +++ /dev/null @@ -1,85 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Custom Godot servers" -msgstr "Servidores Godot personalizados" - -msgid "Introduction" -msgstr "Introdução" - -msgid "References" -msgstr "Referências" - -msgid "`Singleton pattern `__" -msgstr "`Padrão singleton `__" - -msgid "What for?" -msgstr "Para que serve?" - -msgid "Adding artificial intelligence." -msgstr "Adicionando inteligência artificial." - -msgid "Adding writing threads." -msgstr "Adicionando escrita de partes_paralelizáveis." - -msgid "And more..." -msgstr "E mais..." - -msgid "Creating a Godot server" -msgstr "Criando um servidor Godot" - -msgid ":ref:`RID`" -msgstr ":ref:`RID `" - -msgid "Registering the class in GDScript" -msgstr "Registrando a classe no GDScript" - -msgid "" -"`servers/register_server_types.cpp `__" -msgstr "" -"`servers/register_server_types.cpp `__" - -msgid "Bind methods" -msgstr "Vincular métodos" - -msgid "Binding Signals" -msgstr "Ligando Sinais" - -msgid "" -"In order to send commands into SceneTree, MessageQueue is a thread-safe " -"buffer to queue set and call methods for other threads. To queue a command, " -"obtain the target object RID and use either ``push_call``, ``push_set``, or " -"``push_notification`` to execute the desired behavior. The queue will be " -"flushed whenever either ``SceneTree::idle`` or ``SceneTree::iteration`` is " -"executed." -msgstr "" -"Para enviar comandos para o SceneTree, MessageQueue é um buffer thread-safe " -"para definir filas e chamar métodos para outros threads. Para enfileirar um " -"comando, obtenha o RID do objeto alvo e use ``push_call``, ``push_set`` ou " -"``push_notification`` para executar o comportamento desejado. A fila será " -"liberada sempre que ``SceneTree::idle`` ou ``SceneTree::iteration`` for " -"executado." - -msgid "References:" -msgstr "Referências:" - -msgid "Summing it up" -msgstr "Resumindo" - -msgid "Here is the GDScript sample code:" -msgstr "Aqui está o código de amostra em GDScript:" - -msgid "Notes" -msgstr "Notas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po deleted file mode 100644 index 9b3f748912..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po +++ /dev/null @@ -1,208 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Custom modules in C++" -msgstr "Módulos personalizados em C++" - -msgid "Modules" -msgstr "Módulos" - -msgid "" -"Godot allows extending the engine in a modular way. New modules can be " -"created and then enabled/disabled. This allows for adding new engine " -"functionality at every level without modifying the core, which can be split " -"for use and reuse in different modules." -msgstr "" -"O Godot permite estender a engine de uma forma modular. Novos módulos podem " -"ser criados e então habilitado/desativado. Isto permite adicionar novas " -"funcionalidades no mesmo nível da engine sem modificá-la, que pode ser " -"separada para uso e reutilização em diferentes módulos." - -msgid "" -"Modules are located in the ``modules/`` subdirectory of the build system. By " -"default, dozens of modules are enabled, such as GDScript (which, yes, is not " -"part of the base engine), the Mono runtime, a regular expressions module, " -"and others. As many new modules as desired can be created and combined. The " -"SCons build system will take care of it transparently." -msgstr "" -"Módulos são localizados no subdiretório ``modules/`` do sistema de " -"compilação. Por padrão, dezenas de módulos são habilitados, como GDScript " -"(que, sim, não faz parte da engine básica), o tempo de execução (runtime) do " -"Mono, um módulo de expressões regulares, dentre outros. Podem ser criados e " -"combinados quantos módulos novos desejar. O sistema de compilação SCons vai " -"cuidar disso de forma transparente." - -msgid "What for?" -msgstr "Para que serve?" - -msgid "" -"While it's recommended that most of a game be written in scripting (as it is " -"an enormous time saver), it's perfectly possible to use C++ instead. Adding " -"C++ modules can be useful in the following scenarios:" -msgstr "" -"Embora seja recomendado que a maior parte do jogo seja escrito em script (já " -"que economiza muito tempo), é perfeitamente possível usar C++ em seu lugar. " -"Adicionar módulos C++ pode ser útil nos seguintes cenários:" - -msgid "Binding an external library to Godot (like PhysX, FMOD, etc)." -msgstr "Vincular uma biblioteca externa no Godot (como PhysX, FMOD, etc)." - -msgid "Optimize critical parts of a game." -msgstr "Otimizar partes críticas de um jogo." - -msgid "Adding new functionality to the engine and/or editor." -msgstr "Adicionar novas funcionalidades para a engine e/ou editor." - -msgid "Write a whole, new game in C++ because you can't live without C++." -msgstr "" -"Escrever um jogo totalmente novo em C++ porque você não pode viver sem C++." - -msgid "Creating a new module" -msgstr "Criando um novo módulo" - -msgid "" -"Before creating a module, make sure to :ref:`download the source code of " -"Godot and compile it `." -msgstr "" -"Antes de criar um módulo, certifique-se de :ref:`baixar o código fonte do " -"Godot e compilá-lo `." - -msgid "" -"To create a new module, the first step is creating a directory inside " -"``modules/``. If you want to maintain the module separately, you can " -"checkout a different VCS into modules and use it." -msgstr "" -"Para criar um módulo, a primeira etapa é criar um diretório dentro de " -"``modules/``. Se você deseja manter o módulo separado, você pode criar um " -"checkout de um VCS diferente em ``modules/`` e usá-lo." - -msgid "" -"Then, the new class needs to be registered somehow, so two more files need " -"to be created:" -msgstr "" -"Então, a nova classe precisa ser registrada de alguma forma, então mais dois " -"arquivos precisam ser criados:" - -msgid "These files should contain the following:" -msgstr "Esses arquivos devem conter o seguinte:" - -msgid "" -"With multiple sources, you can also add each file individually to a Python " -"string list:" -msgstr "" -"Com múltiplas fontes, você também pode adicionar cada arquivo " -"individualmente à uma lista de strings Python:" - -msgid "" -"And that's it. Hope it was not too complex! Your module should look like " -"this:" -msgstr "" -"E é isso. Espero que não tenha sido complexo demais! Seu módulo deveria ser " -"parecer assim:" - -msgid "" -"You can then zip it and share the module with everyone else. When building " -"for every platform (instructions in the previous sections), your module will " -"be included." -msgstr "" -"Você pode zipar (compactar em ZIP) e compartilhar o módulo com todo mundo. " -"Quando gerando para cada plataforma (instruções na seção anterior), seu " -"módulo deve ser incluído." - -msgid "Using the module" -msgstr "Usando o módulo" - -msgid "" -":ref:`Introduction to the buildsystem - Custom modules build option " -"`." -msgstr "" -":ref:`Introdução ao sistema de compilação - Opção de compilação módulos " -"personalizados `." - -msgid "Improving the build system for development" -msgstr "Melhorando o sistema de build para desenvolvimento" - -msgid "" -"So far, we defined a clean SCsub that allows us to add the sources of our " -"new module as part of the Godot binary." -msgstr "" -"Até agora, definimos um SCsub limpo que nos permite acrescentar as fontes de " -"nosso novo módulo como parte do binário Godot." - -msgid "" -"This static approach is fine when we want to build a release version of our " -"game, given we want all the modules in a single binary." -msgstr "" -"Essa estratégia estática é ótima quando nós queremos gerar uma versão de " -"lançamento de nosso jogo, dado que queremos todos os módulos em um binário " -"único." - -msgid "" -"The solution to avoid such a cost is to build our own module as a shared " -"library that will be dynamically loaded when starting our game's binary." -msgstr "" -"A solução para evitar tal custo é gerar build de nossos próprios módulos " -"como uma biblioteca compartilhada que será dinamicamente carregada quando " -"iniciar o binário de nosso jogo." - -msgid "Writing custom documentation" -msgstr "Escrevendo documentação personalizada" - -msgid "There are several steps in order to setup custom docs for the module:" -msgstr "" -"Existem várias etapas para configurar documentos personalizados para o " -"módulo:" - -msgid "" -"Make a new directory in the root of the module. The directory name can be " -"anything, but we'll be using the ``doc_classes`` name throughout this " -"section." -msgstr "" -"Crie um novo diretório na raiz do módulo. O nome do diretório pode ser " -"qualquer um, mas usaremos o nome ``doc_classes`` em toda esta seção." - -msgid "Now, we need to edit ``config.py``, add the following snippet:" -msgstr "Agora, precisamos editar ``config.py``, acrescente o seguinte trecho:" - -msgid "Example output::" -msgstr "Exemplo de saída:" - -msgid "Now we can generate the documentation:" -msgstr "Agora podemos gerar a documentação:" - -msgid "Run command:" -msgstr "Execute o comando:" - -msgid "Adding custom editor icons" -msgstr "Adicionando ícones personalizados do editor" - -msgid "Summing up" -msgstr "Resumindo" - -msgid "Remember to:" -msgstr "Lembre-se de:" - -msgid "" -"If you inherit from :ref:`class_Resource`, it will appear in the resource " -"list, and all the exposed properties can be serialized when saved/loaded." -msgstr "" -"Se você herdar de: ref: `class_Resource`, ele aparecerá na lista de " -"recursos, e todas as propriedades expostas podem ser serializadas quando " -"salvas / carregadas." - -msgid "" -"By this same logic, you can extend the Editor and almost any area of the " -"engine." -msgstr "" -"Por esta mesma lógica, você pode estender o Editor e quase qualquer área da " -"engine." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po deleted file mode 100644 index 49d8811e47..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"You want to :ref:`port your game to consoles `, but wish to " -"write the platform layer yourself. This is a long and arduous process, as it " -"requires signing NDAs with console manufacturers, but it allows you to have " -"full control over the console porting process." -msgstr "" -"Você quer :ref:`portar seu jogo para consoles `, mas deseja " -"escrever a camada de plataforma você mesmo. Este é um processo longo e " -"árduo, pois requer a assinatura de NDAs com fabricantes do console, mas " -"permite que você tenha controle total sobre o processo de portabilidade para " -"consoles." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po deleted file mode 100644 index 56935444e1..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po +++ /dev/null @@ -1,138 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Custom resource format loaders" -msgstr "Carregadores de recurso em formato personalizado" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"ResourceFormatLoader is a factory interface for loading file assets. " -"Resources are primary containers. When load is called on the same file path " -"again, the previous loaded Resource will be referenced. Naturally, loaded " -"resources must be stateless." -msgstr "" -"ResourceFormatLoader é uma interface de criação para carregamento de " -"recursos. Os Recursos são contêineres primários. Quando o carregamento é " -"chamado novamente no mesmo caminho de arquivo, o Recurso carregado " -"anteriormente será referenciado. Naturalmente, os recursos carregados devem " -"ser sem estado (stateless)." - -msgid "References" -msgstr "Referências" - -msgid ":ref:`ResourceLoader`" -msgstr ":ref:`ResourceLoader`" - -msgid "" -"`core/io/resource_loader.cpp `_" -msgstr "" -"`core/io/resource_loader.cpp `_" - -msgid "What for?" -msgstr "Para que serve?" - -msgid "Adding new support for many file formats" -msgstr "Adicionando novo suporte para muitos formatos de arquivo" - -msgid "Audio formats" -msgstr "Formatos de Áudio" - -msgid "Video formats" -msgstr "Formatos de Vídeo" - -msgid "Machine learning models" -msgstr "Modelos de aprendizado de máquina" - -msgid "What not?" -msgstr "Para que não serve?" - -msgid "Raster images" -msgstr "Imagens Rasterizadas" - -msgid "ImageFormatLoader should be used to load images." -msgstr "ImageFormatLoader deve ser utilizado para carregar imagens." - -msgid "" -"`core/io/image_loader.h `_" -msgstr "" -"`core/io/image_loader.h `_" - -msgid "Creating a ResourceFormatLoader" -msgstr "Criando um ResourceFormatLoader" - -msgid "" -"Each file format consist of a data container and a ``ResourceFormatLoader``." -msgstr "" -"Cada formato de arquivo consiste de um contêiner de dados e um " -"``ResourceFormatLoader``." - -msgid "" -"In addition, ResourceFormatLoaders must convert file paths into resources " -"with the ``load`` function. To load a resource, ``load`` must read and " -"handle data serialization." -msgstr "" -"Além disso, ResourceFormatLoaders deve converter os caminhos de arquivo em " -"recursos com a função ``load``. Para carregar um recurso, a função ``load`` " -"deve ler e manipular a serialização de dados." - -msgid "Creating a ResourceFormatSaver" -msgstr "Criando um ResourceFormatSaver" - -msgid "Creating custom data types" -msgstr "Criando tipos de dados personalizados" - -msgid "" -"Godot may not have a proper substitute within its :ref:`doc_core_types` or " -"managed resources. Godot needs a new registered data type to understand " -"additional binary formats such as machine learning models." -msgstr "" -"Godot pode não ter um substituto adequado de :ref:`doc_core_types` ou " -"recursos gerenciados. Godot precisa de um novo tipo de dados registrado para " -"reconhecer formatos binários adicionais, como modelos de aprendizado de " -"máquina." - -msgid "Here is an example of creating a custom datatype:" -msgstr "Eis um exemplo de como criar um tipo de dados personalizado:" - -msgid "Considerations" -msgstr "Considerações" - -msgid "" -"For example, here is the code for translating ``FileAccess`` calls into " -"``std::istream``." -msgstr "" -"Por exemplo, aqui está o código para traduzir chamadas de ``FileAccess`` em " -"``std::istream``." - -msgid "Registering the new file format" -msgstr "Registrando o novo formato de arquivo" - -msgid "" -"Godot registers ``ResourcesFormatLoader`` with a ``ResourceLoader`` handler. " -"The handler selects the proper loader automatically when ``load`` is called." -msgstr "" -"O Godot registra um ``ResourcesFormatLoader`` com um identificador (handler) " -"do tipo``ResourceLoader``. O handler seleciona o carregamento apropriado " -"automaticamente quando a função ``load`` é chamada." - -msgid "Loading it on GDScript" -msgstr "Carregando no GDScript" - -msgid "Then attach the following script to any node::" -msgstr "Em seguida, anexe o seguinte script a qualquer nó:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po deleted file mode 100644 index 41261f3290..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"The following diagram describes the architecture used by Godot, from the " -"core components down to the abstracted drivers, via the scene structure and " -"the servers." -msgstr "" -"O diagrama a seguir descreve a arquitetura usada pelo Godot, desde os " -"componentes principais até os drivers abstratos, por meio da estrutura da " -"cena e dos servidores." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/index.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/index.po deleted file mode 100644 index e361a8fcd9..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Getting started with Godot's source code" -msgstr "Introdução ao código-fonte do Godot" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po deleted file mode 100644 index 2c2553e1de..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Object" -msgstr "Objeto" - -msgid "Reference" -msgstr "Referência" - -msgid "Control" -msgstr "Control" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po deleted file mode 100644 index 776f318788..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Shadow mapping" -msgstr "Mapeamento de sombras" - -msgid "Occlusion culling" -msgstr "Descarte por oclusão" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/object_class.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/object_class.po deleted file mode 100644 index 61d11e7c15..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/object_class.po +++ /dev/null @@ -1,65 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Object class" -msgstr "Classe de objeto" - -msgid "General definition" -msgstr "Definição geral" - -msgid "References:" -msgstr "Referências:" - -msgid "Registering an Object" -msgstr "Registrando um Objeto" - -msgid "Constants" -msgstr "Constantes" - -msgid "Properties (set/get)" -msgstr "Propriedades (set/get)" - -msgid "For example:" -msgstr "Por exemplo:" - -msgid "Another example:" -msgstr "Outro exemplo:" - -msgid "" -"If cast fails, NULL is returned. This system uses RTTI, but it also works " -"fine (although a bit slower) when RTTI is disabled. This is useful on " -"platforms where a small binary size is ideal, such as HTML5 or consoles " -"(with low memory footprint)." -msgstr "" -"Se a conversão falhar, NULL será retornado. Este sistema usa o RTTI, mas " -"também funciona bem (embora um pouco mais lento) quando o RTTI está " -"desativado. Isso é útil em plataformas em que um tamanho binário muito " -"pequeno é ideal, como HTML5 ou consoles (com baixo consumo de memória)." - -msgid "Signals" -msgstr "Sinais" - -msgid "Notifications" -msgstr "Notificações" - -msgid "References" -msgstr "Referências" - -msgid "Resources" -msgstr "Recursos" - -msgid "resourceinteractiveloader (TODO)" -msgstr "resourceinteractiveloader (TODO)" - -msgid "Resource saving" -msgstr "Economia de recursos" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po deleted file mode 100644 index e102858bd1..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript" -msgstr "GDScript" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po deleted file mode 100644 index 786646ee05..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Description**" -msgstr "**Descrição**" - -msgid "Description" -msgstr "Descrição" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po deleted file mode 100644 index 0fa2497d99..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po +++ /dev/null @@ -1,68 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Variant class" -msgstr "Classe Variant" - -msgid "About" -msgstr "Sobre" - -msgid "A Variant can:" -msgstr "Uma Variant pode:" - -msgid "" -"Perform operations between many variants (GDScript uses Variant as its " -"atomic/native datatype)." -msgstr "" -"Executar operações entre muitas Variant (o GDScript usa Variant como seu " -"tipo de dado atômico/nativo)." - -msgid "Be used to defer calls or move data between threads." -msgstr "Ser usado para adiar chamadas ou mover dados entre threads." - -msgid "Be serialized as binary and stored to disk, or transferred via network." -msgstr "" -"Ser serializado como binário e armazenado em disco ou ser transferido pela " -"rede." - -msgid "" -"Be serialized to text and use it for printing values and editable settings." -msgstr "" -"Ser serializado em texto e usado para imprimir valores e configurações " -"editáveis." - -msgid "Work as an exported property, so the editor can edit it universally." -msgstr "" -"Trabalhar como uma propriedade exportada, para que o editor possa editá-la " -"universalmente." - -msgid "Be used for dictionaries, arrays, parsers, etc." -msgstr "Ser usada para dicionários, matrizes, analisadores (parsers), etc." - -msgid "" -"Basically, thanks to the Variant class, writing Godot itself was a much, " -"much easier task, as it allows for highly dynamic constructs not common of C+" -"+ with little effort. Become a friend of Variant today." -msgstr "" -"Basicamente, graças à classe Variant, escrever a Godot foi uma tarefa muito, " -"mas muito mais fácil, pois esta permite construções altamente dinâmicas não " -"comuns em C++ com menos esforço. Torne-se um amigo da Variant hoje." - -msgid "References" -msgstr "Referências" - -msgid "Type" -msgstr "Tipo" - -msgid "Notes" -msgstr "Notas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po deleted file mode 100644 index f2c3cb342e..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po +++ /dev/null @@ -1,98 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Rationale" -msgstr "Fundamentos" - -msgid "" -"Since Godot 4.0, the C++ standard used throughout the codebase is a subset " -"of **C++17**. While modern C++ brings a lot of opportunities to write " -"faster, more readable code, we chose to restrict our usage of C++ to a " -"subset for a few reasons:" -msgstr "" -"Desde Godot 4.0, o padrão C++ usado em toda a base de código é um " -"subconjunto de **C++17**. Enquanto o C++ moderno traz muitas oportunidades " -"para escrever mais rápido, código mais legível, escolhemos restringir nosso " -"uso de C++ para um subconjunto por algumas razões:" - -msgid "" -"It makes it easier to review code in online editors. This is because engine " -"contributors don't always have access to a full-featured IDE while reviewing " -"code." -msgstr "" -"Fica mais fácil rever o código em editores online. Isso ocorre porque os " -"contribuidores da engine nem sempre têm acesso a um IDE com recursos " -"completos ao rever o código." - -msgid "" -"It makes the code easier to grasp for beginner contributors (who may not be " -"professional C++ programmers). Godot's codebase is known to be easy to learn " -"from, and we'd like to keep it that way." -msgstr "" -"Deixa o código mais fácil de entender para contribuintes iniciantes (que " -"podem não ser programadores C++ profissionais). A base de código do Godot é " -"conhecida por ser fácil de aprender, e gostaríamos de mantê-la assim." - -msgid "" -"To get your pull request merged, it needs to follow the C++ usage guidelines " -"outlined here. Of course, you can use features not allowed here in your own " -"C++ modules or GDExtensions." -msgstr "" -"Para obter sua pull request mergeada, ela precisa seguir as diretrizes de " -"uso C++ descritas aqui. Claro, você pode usar recursos não permitidos aqui " -"em seus próprios módulos C++ ou GDExtensions." - -msgid "" -"Prior to Godot 4.0, the C++ standard used throughout the codebase was C++03, " -"with a handful of C++14 extensions. If you are contributing a pull request " -"to the `3.x` branch rather than `master`, your code can't use C++17 " -"features. Instead, your code must be able to be built with a C++14 compiler." -msgstr "" -"Antes do Godot 4.0, o padrão C++ usado em toda a base de código foi o C++03, " -"com um punhado de extensões do C++14. Se você está contribuindo com um pull " -"request para o ramo `3.x` em vez do `master`, seu código não pode usar " -"funcionalidades do C++17. Em vez disso, seu código deve ser capaz de ser " -"compilado com um compilador C++14." - -msgid "" -"The guidelines below don't apply to third-party dependencies, although we " -"generally favor small libraries instead of larger solutions. See also :ref:" -"`doc_best_practices_for_engine_contributors`." -msgstr "" -"As diretrizes abaixo não se aplicam a dependências de terceiros, embora nós " -"geralmente favorecemos bibliotecas pequenas em vez de soluções maiores. Veja " -"também :ref:`doc_best_practices_for_engine_contributors`." - -msgid "See :ref:`doc_code_style_guidelines` for formatting guidelines." -msgstr "Veja :ref:`doc_code_style_guidelines` para diretrizes de formatação." - -msgid "Disallowed features" -msgstr "Funcionalidades não permitidas" - -msgid "" -"**Any feature not listed below is allowed.** Using features like " -"``constexpr`` variables and ``nullptr`` is encouraged when possible. Still, " -"try to keep your use of modern C++ features conservative. Their use needs to " -"serve a real purpose, such as improving code readability or performance." -msgstr "" -"**Qualquer funcionalidade não listada abaixo é permitida.** Usar " -"funcionalidades como variáveis ``constexpr`` e ``nullptr`` é incentivado " -"quando possível. Ainda assim, tente manter seu uso de funcionalidades " -"modernas do C++ conservador. Seu uso precisa servir a um propósito real, " -"como melhorar a legibilidade do código ou desempenho." - -msgid "Standard Template Library" -msgstr "Biblioteca de Modelos Padrão" - -msgid "Lambdas" -msgstr "Lambdas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/debugging/index.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/debugging/index.po deleted file mode 100644 index 2c058c6c49..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/debugging/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Debugging and profiling" -msgstr "Depuração e criação de perfil" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/debugging/macos_debug.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/debugging/macos_debug.po deleted file mode 100644 index c98c1f1ccb..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/debugging/macos_debug.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Debugging on macOS" -msgstr "Depurando no macOS" - -msgid "Debugging Godot editor" -msgstr "Depurando o Editor Godot" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po deleted file mode 100644 index 31c2be191a..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"At the bottom of all tabs except **Summary**, you will also see a list of " -"CPU threads started by the engine among with the CPU utilization for each " -"thread. This lets you see threads that can be a bottleneck at a given point " -"in time." -msgstr "" -"Na parte inferior de todas as abas, exceto **Resumo**, você também verá uma " -"lista de partes_paralelizáveis(threads) de CPU iniciados pelo mecanismo " -"junto com a utilização da CPU para cada thread(parte_paralelizável). Isso " -"permite ver threads que podem ser um gargalo em um determinado momento." - -msgid "Xcode Instruments" -msgstr "Instrumentos Xcode" - -msgid "" -"At the bottom of the window you will see a call tree for all CPU threads " -"started, and the **Heaviest Stack Trace** overview." -msgstr "" -"Na parte inferior da janela, você verá uma árvore de chamadas para todos os " -"threads de CPU iniciados e a visão geral do **Heaviest Stack Trace**." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po deleted file mode 100644 index bbe4001fcd..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po +++ /dev/null @@ -1,40 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"`Clang TSAN documentation `__" -msgstr "" -"`Documentação do Clang TSAN `__" - -msgid "" -"The thread sanitizer is used to track down race conditions related to " -"multithreading. A race condition is when multiple threads try to modify the " -"same data at the same time. Since thread scheduling can be ordered in any " -"fashion by the operating system, this leads to incorrect behavior that only " -"occurs occasionally (and can be difficult to track as a result). To prevent " -"a race condition, you need to add a lock to ensure only one thread can " -"access the shared data at a given time." -msgstr "" -"O thread sanitizer é usado para rastrear condições de corrida relacionadas " -"ao multithreading. Uma condição de corrida ocorre quando vários threads " -"tentam modificar os mesmos dados ao mesmo tempo. Como o agendamento de " -"threads pode ser ordenado de qualquer maneira pelo sistema operacional, isso " -"leva a um comportamento incorreto que ocorre apenas ocasionalmente (e pode " -"ser difícil de rastrear como resultado). Para evitar uma condição de " -"corrida, você precisa adicionar um bloqueio para garantir que apenas um " -"thread possa acessar os dados compartilhados em um determinado momento." - -msgid "Web" -msgstr "Web" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/debugging/vulkan/index.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/debugging/vulkan/index.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/debugging/vulkan/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po deleted file mode 100644 index fa2f3cbbb0..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Windows" -msgstr "Windows" - -msgid "macOS" -msgstr "macOS" - -msgid "Linux, \\*BSD" -msgstr "Linux, \\*BSD" - -msgid "Android" -msgstr "Android" - -msgid "iOS" -msgstr "iOS" - -msgid "Web" -msgstr "Web" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/editor/creating_icons.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/editor/creating_icons.po deleted file mode 100644 index e5d28fb153..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/editor/creating_icons.po +++ /dev/null @@ -1,25 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Solução de problemas" - -msgid "References" -msgstr "Referências" - -msgid "" -"`editor/icons `__" -msgstr "" -"`editor/icons `__" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/editor/editor_style_guide.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/editor/editor_style_guide.po deleted file mode 100644 index 53bf9e8ee8..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/editor/editor_style_guide.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Thanks for your interest in contributing to the Godot editor!" -msgstr "Obrigado pelo seu interesse em contribuir para o editor do Godot!" - -msgid "**Good:** *Editor Settings...*" -msgstr "**Bom:** *Configurações do editor...*" - -msgid "Inspector sections" -msgstr ":ref:`Seções do inspetor `" - -msgid "Inspector performance hints" -msgstr ":ref:`Dicas de desempenho do inspetor `" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/editor/index.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/editor/index.po deleted file mode 100644 index 7d0958a950..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/editor/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Editor development" -msgstr "Desenvolvimento do editor" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po deleted file mode 100644 index 21267a47bb..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to editor development" -msgstr "Introdução ao desenvolvimento do editor" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po deleted file mode 100644 index dc3ee0ea8a..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po +++ /dev/null @@ -1,34 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript grammar" -msgstr "Gramática GDScript" - -msgid "" -"This is the formal grammar of GDScript written in `EBNF `_, for reference " -"purposes." -msgstr "" -"Esta é a gramática formal do GDScript escrita em `EBNF `_, para fins de referência." - -msgid "" -"This grammar is descriptive only, derived from the reference documentation " -"and current implementation. The GDScript parser is **not** generated from a " -"grammar definition. Inconsistencies here likely mean an error in this " -"grammar, not a bug in GDScript." -msgstr "" -"Esta gramática é apenas descritiva, derivada da documentação de referência e " -"da implementação atual. O analisador do GDScript **não** é gerado a partir " -"de uma definição de gramática. Inconsistências aqui provavelmente significam " -"um erro nesta gramática, não um bug no GDScript." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/file_formats/index.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/file_formats/index.po deleted file mode 100644 index 2874af3bfb..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/file_formats/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot file formats" -msgstr "Formatos de arquivo Godot" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/file_formats/tscn.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/file_formats/tscn.po deleted file mode 100644 index 7c4923a65a..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/file_formats/tscn.po +++ /dev/null @@ -1,125 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "TSCN file format" -msgstr "Formato de arquivo TSCN" - -msgid "" -"For those looking for a complete description, the parsing is handled in the " -"file `resource_format_text.cpp `_ in the " -"``ResourceFormatLoaderText`` class." -msgstr "" -"Para quem procura uma descrição completa, a análise é tratada no arquivo " -"`resource_format_text.cpp`_ na classe " -"``ResourceFormatLoaderText``." - -msgid "File structure" -msgstr "Estrutura do arquivo" - -msgid "There are five main sections inside the TSCN file:" -msgstr "Existem cinco seções principais dentro do arquivo TSCN:" - -msgid "External resources" -msgstr "Recursos externos" - -msgid "Internal resources" -msgstr "Recursos internos" - -msgid "Nodes" -msgstr "Nós" - -msgid "Connections" -msgstr "Conexões" - -msgid "Entries inside the file" -msgstr "Entradas dentro do arquivo" - -msgid "``ext_resource``" -msgstr "``ext_resource``" - -msgid "``sub_resource``" -msgstr "``sub_resource``" - -msgid "``node``" -msgstr "``node``" - -msgid "``connection``" -msgstr "``connection``" - -msgid "The scene tree" -msgstr "A árvore da cena" - -msgid "Other valid keywords include:" -msgstr "Outras palavras-chave válidas incluem:" - -msgid "``instance``" -msgstr "``instance``" - -msgid "``instance_placeholder``" -msgstr "``instance_placeholder``" - -msgid "``owner``" -msgstr "``owner``" - -msgid "``groups``" -msgstr "``groups``" - -msgid "Here's an example of a skeleton node with two bones:" -msgstr "Eis um exemplo de um nó esqueleto com dois ossos:" - -msgid "Resources" -msgstr "Recursos" - -msgid "" -"Godot always generates absolute paths relative to the resource directory and " -"thus prefixed with ``res://``, but paths relative to the TSCN file's " -"location are also valid." -msgstr "" -"Godot sempre gera caminhos absolutos relativos ao diretório de recursos e, " -"portanto, prefixados com ``res://``, mas caminhos relativos à localização do " -"arquivo TSCN também são válidos." - -msgid "Some example external resources are:" -msgstr "Alguns exemplos de recursos externos são:" - -msgid "" -"A TSCN file can contain meshes, materials and other data. These are " -"contained in the *internal resources* section of the file. The heading for " -"an internal resource looks similar to those of external resources, except " -"that it doesn't have a path. Internal resources also have ``key=value`` " -"pairs under each heading. For example, a capsule collision shape looks like:" -msgstr "" -"Um arquivo TSCN pode conter malhas, materiais e outros dados. Eles estão " -"contidos na seção *internal resources* do arquivo. O título de um recurso " -"interno é semelhante ao de recursos externos, exceto pelo fato de não ter um " -"caminho. Os recursos internos também têm pares ``key = value`` em cada " -"título. Por exemplo, uma forma de colisão de cápsula se parece com:" - -msgid "" -"Some internal resources contain links to other internal resources (such as a " -"mesh having a material). In this case, the referring resource must appear " -"*before* the reference to it. This means that order matters in the file's " -"internal resources section." -msgstr "" -"Alguns recursos internos contêm links para outros recursos internos (como " -"uma malha com um material). Nesse caso, o recurso de referência deve " -"aparecer *antes* da referência a ele. Isso significa que a ordem é " -"importante na seção de recursos internos do arquivo." - -msgid "ArrayMesh" -msgstr "ArrayMesh" - -msgid "Animation" -msgstr "Animação" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/index.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/index.po deleted file mode 100644 index d7198a41fe..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/development/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Engine development" -msgstr "Desenvolvimento da Engine" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/building_the_manual.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/building_the_manual.po deleted file mode 100644 index 84abdad7ae..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/building_the_manual.po +++ /dev/null @@ -1,26 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Windows" -msgstr "Windows" - -msgid "" -"You can use ``-j auto`` to use all available CPU threads, but this can use a " -"lot of RAM if you have a lot of CPU threads. For instance, on a system with " -"32 CPU threads, ``-j auto`` (which corresponds to ``-j 32`` here) can " -"require 20+ GB of RAM for Sphinx alone." -msgstr "" -"Você pode usar ``-j auto`` para usar todos os threads de CPU disponíveis, " -"mas isso pode usar muita RAM se você tiver muitos threads de CPU. Por " -"exemplo, em um sistema com 32 threads de CPU, ``-j auto`` (que corresponde a " -"``-j 32`` aqui) pode exigir mais de 20 GB de RAM apenas para o Sphinx." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/class_reference_primer.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/class_reference_primer.po deleted file mode 100644 index a4086cf5a6..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/class_reference_primer.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "``" -msgstr "''" - -msgid "``" -msgstr "``" - -msgid "Example" -msgstr "Exemplo" - -msgid "Result" -msgstr "Resultado" - -msgid "Bold" -msgstr "Negrito" - -msgid "Italic" -msgstr "Itálico" - -msgid "For example:" -msgstr "Por exemplo:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/content_guidelines.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/content_guidelines.po deleted file mode 100644 index f23a6554a6..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/content_guidelines.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Guidelines and principles" -msgstr "Diretrizes e princípios" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po deleted file mode 100644 index c2449df4b9..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po +++ /dev/null @@ -1,34 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Getting started" -msgstr "Primeiros passos" - -msgid "Read our :ref:`doc_content_guidelines`." -msgstr "Leia nosso :ref:`doc_content_guidelines`." - -msgid "Titles" -msgstr "Títulos" - -msgid "Sphinx and reStructuredText syntax" -msgstr "Sintaxe Sphinx e reStructuredText" - -msgid "License" -msgstr "Licença" - -msgid "" -"By contributing to the documentation on the GitHub repository, you agree " -"that your changes are distributed under this license." -msgstr "" -"Ao contribuir para a documentação no repositório do GitHub, você concorda " -"que suas modificações são distribuídas sob esta licença." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po deleted file mode 100644 index 03362618bc..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po +++ /dev/null @@ -1,28 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Sometimes an image needs something extra to properly direct the readers " -"attention, or make something clear. Outlines and arrows can be used for this " -"purpose. For these types of edits Inkscape is the recommended open source " -"program, it can be downloaded from the `official Inkscape website `_. Like Krita, if you're on Linux you can also check your " -"distributions repository or get it from Flathub." -msgstr "" -"Às vezes, uma imagem precisa de algo extra para direcionar adequadamente a " -"atenção dos leitores ou para tornar algo claro. Contornos e setas podem ser " -"usados para esse propósito. Para esses tipos de edições, o Inkscape é o " -"programa de código aberto recomendado; ele pode ser baixado do `site oficial " -"do Inkscape `. Assim como o Krita, se você " -"estiver no Linux, também pode verificar o repositório da sua distribuição ou " -"obter o Inkscape no Flathub." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po deleted file mode 100644 index 1afa467e14..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po +++ /dev/null @@ -1,76 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Use the active voice" -msgstr "Use a voz ativa" - -msgid "Use precise action verbs" -msgstr "Use verbos de ação precisos" - -msgid "Use explicit references" -msgstr "Use referências explícitas" - -msgid "Use the Oxford comma" -msgstr "Use a vírgula Oxford" - -msgid "Passive:" -msgstr "Passivo:" - -msgid "Active:" -msgstr "Ativo:" - -msgid "Ban these 8 words" -msgstr "Banir estas 8 palavras" - -msgid "obvious" -msgstr "óbvio" - -msgid "simple" -msgstr "simples" - -msgid "basic" -msgstr "básico" - -msgid "easy" -msgstr "fácil" - -msgid "actual" -msgstr "real" - -msgid "just" -msgstr "apenas" - -msgid "clear" -msgstr "limpo" - -msgid "" -"**Don't** example. The banned words lengthen the description and take " -"attention away from the most important info:" -msgstr "" -"**Não faça** exemplo. As palavras banidas alongam a descrição e desviam a " -"atenção das informações mais importantes:" - -msgid "From the Oxford dictionary:" -msgstr "Do dicionário Oxford:" - -msgid "Dynamic vs static typing" -msgstr "Tipagem dinâmica vs estática" - -msgid "**Do** write constants and variables with dynamic typing:" -msgstr "**Escreva** constantes e variáveis com tipagem dinâmica:" - -msgid "**Do** write functions using dynamic typing:" -msgstr "**Escreva** funções usando tipagem dinâmica:" - -msgid "**Do** write concrete examples:" -msgstr "*Escreva* exemplos concretos:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po deleted file mode 100644 index 82e6525db6..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po +++ /dev/null @@ -1,410 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Godot aims to make game development available to everyone, including people " -"who may not know or be comfortable with English. Therefore, we do our best " -"to make the most important resources available in many languages, thanks to " -"the translation effort of the community." -msgstr "" -"O Godot visa tornar o desenvolvimento de jogos disponível para todos, " -"incluindo pessoas que podem não saber ou não estar confortáveis com o " -"inglês. Portanto, fazemos o nosso melhor para disponibilizar os recursos " -"mais importantes em vários idiomas, graças ao esforço de tradução da " -"comunidade." - -msgid "These resources include:" -msgstr "Estes recursos incluem:" - -msgid "" -"The `Godot editor's interface `__ (ca. 15,000 words)." -msgstr "" -"A `interface do editor do Godot `__ (cerca de 15.000 palavras)." - -msgid "" -"The `online documentation `__ (editor manual and tutorials, ca. 300,000 words)." -msgstr "" -"A `documentação online `__ (manual do editor e tutoriais, cerca de 300.000 palavras)." - -msgid "" -"The `class reference `__, available both online and in the editor (ca. 200,000 " -"words)." -msgstr "" -"A `referência da classe `__, disponível tanto online quanto no editor (cerca " -"de 200.000 palavras)." - -msgid "" -"To manage translations, we use the GNU gettext file format (``PO`` files), " -"and the open source `Weblate `__ web-based localization " -"platform, which allows easy collaboration of many contributors to complete " -"the translation for the various components, and keep them up to date. Click " -"the bold links above to access each resource on Weblate." -msgstr "" -"Para gerenciar as traduções, usamos o formato de arquivo GNU gettext " -"(arquivos ``PO``) e a plataforma de localização baseada na web de código " -"aberto `Weblate `__, que permite fácil colaboração de " -"muitos contribuidores para completar a tradução dos vários componentes e " -"mantê-los atualizados. Clique nos links em negrito acima para acessar cada " -"recurso no Weblate." - -msgid "" -"This page gives an overview of the general translation workflow on Weblate, " -"and some resource-specific instructions on e.g. how to handle some keywords " -"or the localization of images." -msgstr "" -"Esta página fornece uma visão geral do fluxo de trabalho de tradução geral " -"no Weblate e algumas instruções específicas de recursos, por exemplo, como " -"lidar com algumas palavras-chave ou a localização(tradução) de imagens." - -msgid "" -"Translating all the official Godot content is a massive undertaking, so we " -"advise prioritizing the resources as they are listed above: first the editor " -"interface, then the online documentation, and eventually the class reference " -"if there are enough translators to keep up with updates." -msgstr "" -"Traduzir todo o conteúdo oficial do Godot é uma tarefa gigantesca, por isso " -"aconselhamos priorizar os recursos listados acima: primeiro a interface do " -"editor, depois a documentação online e, eventualmente, a referência da " -"classe se houver tradutores o suficiente para acompanhar as atualizações." - -msgid "Using Weblate for translations" -msgstr "Usando Weblate para traduções" - -msgid "" -"While our translations eventually reside in the Git repositories of the " -"Godot engine and its documentation, all translation updates are handled " -"through Weblate, and thus direct pull requests to the Git repositories are " -"not accepted. Translations are synced manually between Weblate and the Godot " -"repositories by maintainers." -msgstr "" -"Embora nossas traduções eventualmente residam nos repositórios Git do motor " -"Godot e sua documentação, todas as atualizações de tradução são tratadas por " -"meio do Weblate e, portanto, pull requests diretas para os repositórios Git " -"não são aceitas. As traduções são sincronizadas manualmente entre o Weblate " -"e os repositórios do Godot pelos mantenedores." - -msgid "" -"You should therefore `register on Weblate `__ to contribute to Godot's translations." -msgstr "" -"Portanto, você deve se `registrar no Weblate `__ para contribuir com as traduções do Godot." - -msgid "" -"Once signed in, browse to the Godot resource which you want to contribute to " -"(in this page we will use the `editor translation `__ as an example) to find the list of all " -"languages:" -msgstr "" -"Uma vez conectado, navegue até o recurso do Godot com o qual deseja " -"contribuir (nesta página, usaremos a `tradução do editor `__ como um exemplo) para encontrar " -"a lista de todos os idiomas:" - -msgid "" -"Feel free to consult Weblate's own documentation on the `translation " -"workflow `__ for " -"more details." -msgstr "" -"Sinta-se à vontade para consultar a própria documentação do Weblate sobre o " -"`fluxo de trabalho de tradução `__ para mais detalhes." - -msgid "Adding a new language" -msgstr "Adicionando um novo idioma" - -msgid "" -"If your language is already listed, click on its name to access the " -"overview, and skip the rest of this section." -msgstr "" -"Se o seu idioma já estiver listado, clique em seu nome para acessar a visão " -"geral e pule o restante desta seção." - -msgid "" -"If your language is not listed, scroll to the bottom of the list of " -"languages and click the \"Start new translation\" button, and select the " -"language you want to translate to:" -msgstr "" -"Se o seu idioma não estiver listado, role até o final da lista de idiomas e " -"clique no botão \"Iniciar nova tradução\" e selecione o idioma para o qual " -"deseja traduzir:" - -msgid "" -"If your language is spoken in several countries with only limited regional " -"variations, please consider adding it with its generic variant (e.g. ``fr`` " -"for French) instead of a regional variant (e.g. ``fr_FR`` for French " -"(France), ``fr_CA`` for French (Canada), or ``fr_DZ`` for French (Algeria))." -msgstr "" -"Se seu idioma é falado em vários países com apenas variações regionais " -"limitadas, considere adicioná-lo com sua variante genérica (por exemplo, " -"``fr`` para francês) em vez de uma variante regional (por exemplo, ``fr_FR`` " -"para francês (França), ``fr_CA`` para francês (Canadá), ou ``fr_DZ`` para " -"francês (Argélia))." - -msgid "" -"Godot has a huge amount of content to translate, so duplicating the work for " -"regional variants should only be done if the language variations are " -"significant enough. Additionally, if a translation is done with for a " -"regional variant, it will only be available automatically for users located " -"in this region (or having their system language configured for this region)." -msgstr "" -"O Godot tem uma grande quantidade de conteúdo para traduzir, portanto, a " -"duplicação do trabalho para variantes regionais só deve ser feita se as " -"variações de idioma forem significativas o suficiente. Além disso, se for " -"feita uma tradução para uma variante regional, ela só estará disponível " -"automaticamente para usuários localizados nesta região (ou que tenham o " -"idioma do sistema configurado para esta região)." - -msgid "" -"When regional variations are significant enough to warrant separate " -"translations, we advise to focus on completing a generic variant first if " -"possible, then duplicate the fully completed translation for regional " -"variants and do the relevant edits. This is typically a good strategy for e." -"g. Spanish (work on ``es`` first, then duplicate it to ``es_AR``, ``es_ES``, " -"``es_MX``, etc. if necessary) or Portuguese (``pt_BR`` vs ``pt_PT``)." -msgstr "" -"Quando as variações regionais são significativas o suficiente para garantir " -"traduções separadas, recomendamos focar em completar uma variante genérica " -"primeiro, se possível, depois duplicar a tradução totalmente concluída para " -"as variantes regionais e fazer as edições relevantes. Normalmente, essa é " -"uma boa estratégia para, por exemplo, Espanhol (trabalhe primeiro com " -"``es``, depois duplique para ``es_AR``, ``es_ES``, ``es_MX``, etc. se " -"necessário) ou Português (``pt_BR`` vs ``pt_PT``)." - -msgid "Translation interface" -msgstr "Interface de tradução" - -msgid "" -"Once a language has been selected, you will see an overview of the " -"translation status, including how many strings are left to translate or " -"review. Each item can be clicked and used to browse through the " -"corresponding list. You can also click the \"Translate\" button to get " -"started on the list of strings needing action." -msgstr "" -"Assim que um idioma for selecionado, você terá uma visão geral do status da " -"tradução, incluindo quantas strings faltam para traduzir ou revisar. Cada " -"item pode ser clicado e usado para navegar pela lista correspondente. Você " -"também pode clicar no botão \"Traduzir\" para começar a ver a lista de " -"strings que precisam de ação." - -msgid "" -"After selecting a list of clicking \"Translate\", you will see the main " -"translation interface where all the work happens:" -msgstr "" -"Depois de selecionar uma lista clicando em \"Traduzir\", você verá a " -"interface de tradução principal onde todo o trabalho acontece:" - -msgid "On that page, you have:" -msgstr "Nessa página, você tem:" - -msgid "" -"The actual string you are working on in the \"Translation\" panel. By " -"default, there should be the English source string and an edit box for your " -"language. If you are familiar with other languages, you can add them in your " -"user settings to give you more context for translation. Once you are done " -"editing the current string, press \"Save\" to confirm changes and move to " -"the next entry. Alternatively, use the \"Skip\" button to skip it. The " -"\"Needs editing\" checkbox means that the original string was updated, and " -"the translation therefore needs review to take those changes into account " -"(in PO jargon, these are so-called \"fuzzy\" strings). Such strings won't be " -"used in the translation until fixed." -msgstr "" -"A string em que você está trabalhando no painel \"Tradução\". Por padrão, " -"deve haver a string de origem em inglês e uma caixa de edição para o seu " -"idioma. Se você estiver familiarizado com outros idiomas, poderá adicioná-" -"los nas configurações do usuário para ter mais contexto para a tradução. " -"Quando terminar de editar a string atual, pressione \"Salvar\" para " -"confirmar as alterações e passar para a próxima entrada. Como alternativa, " -"use o botão \"Ignorar\" para ignorá-lo. A caixa de seleção \"Necessita " -"edição\" significa que a string original foi atualizada e, portanto, a " -"tradução precisa ser revisada para levar essas alterações em consideração " -"(no jargão PO, essas são as chamadas strings \"difusas\"). Essas strings não " -"serão usadas na tradução até que sejam corrigidas." - -msgid "" -"The bottom panel has various tools which can help with the translation " -"effort, such as context from nearby strings (usually from the same editor " -"tool or documentation page, so they might use similar terms), comments from " -"other translators, machine translations, and a list of all other existing " -"translations for that string." -msgstr "" -"O painel inferior tem várias ferramentas que podem ajudar com o esforço de " -"tradução, como contexto de strings próximas (geralmente da mesma ferramenta " -"de editor ou página de documentação, então eles podem usar termos " -"semelhantes), comentários de outros tradutores, traduções automáticas e uma " -"lista de todas as outras traduções existentes para essa string." - -msgid "" -"On the top right, the glossary shows terms for which an entry has been added " -"previously, and which are included in the current string. For example, if " -"you decided with fellow translators to use a specific translation for the " -"\"node\" term in Godot, you can add it to the glossary to ensure that other " -"translators use the same convention." -msgstr "" -"No canto superior direito, o glossário mostra os termos para os quais uma " -"entrada foi adicionada anteriormente e que estão incluídos na string atual. " -"Por exemplo, se você decidiu com outros tradutores usar uma tradução " -"específica para o termo \"nó\" em Godot, você pode adicioná-la ao glossário " -"para garantir que outros tradutores usem a mesma convenção." - -msgid "" -"The bottom right panel includes information on the source string. The most " -"relevant item is the \"source string location\", which links you to the " -"original string on GitHub. You may need to search for the string in the page " -"to locate it and its surrounding context." -msgstr "" -"O painel inferior direito inclui informações sobre a string de origem. O " -"item mais relevante é a \"Localização do texto fonte\", que o vincula à " -"string original no GitHub. Você pode precisar pesquisar a string na página " -"para localizá-la e seu contexto circundante." - -msgid "Locating original content" -msgstr "Localizando conteúdo original" - -msgid "Respecting the markup syntax" -msgstr "Respeitando a sintaxe de marcação" - -msgid "" -"Each translation resource originates from a different source code format, " -"and having some notions on the markup language used for each resource is " -"important to avoid creating syntax errors in your translations." -msgstr "" -"Cada recurso da tradução se origina de um diferente formato de código , e " -"ter algumas noções na linguagem de marcação usada para cada recurso é " -"importante para evitar criar erros de sintâxe nas suas traduções." - -msgid "Editor interface (C++)" -msgstr "Interface do editor (C++)" - -msgid "" -"The class reference is documented in the main Godot repository using XML " -"files, and with BBCode-like markup for styling and internal references." -msgstr "" -"A referência da classe é documentada no repositório Godot principal usando " -"arquivos XML e com marcação tipo BBCode para estilo e referências internas." - -msgid "" -"Note also that in the XML, each line is a paragraph, so you should not add " -"line breaks if they are not part of the original translation." -msgstr "" -"Note também que no XML, cada linha é um paragráfo, então você não deveria " -"adicionar quebradores de linhas se eles não são parte da tradução original." - -msgid "Offline translation and testing" -msgstr "Tradução offline e testes" - -msgid "" -"While we advise using the Weblate interface to write translations, you also " -"have the possibility to download the PO file locally to translate it with " -"your preferred PO editing application, such as `Poedit `__ or `Lokalize `__." -msgstr "" -"Embora aconselhemos o uso da interface Weblate para escrever traduções, você " -"também tem a possibilidade de baixar o arquivo PO localmente para traduzi-lo " -"com seu aplicativo de edição PO preferido, como`Poedit `__ or `Lokalize `__." - -msgid "" -"To download the PO file locally, browse to the translation overview for your " -"language, and select the first item in the \"Files\" menu:" -msgstr "" -"Para baixar o arquivo PO localmente, pesquise a visão global da tradução " -"para sua linguagem, e selecione o primeiro item nos menu \"Files\":" - -msgid "" -"Once you are done with a series of edits, use the \"Upload translation\" " -"item in that same menu and select your file. Choose \"Add as translation\" " -"for the file upload mode." -msgstr "" -"Uma vez que você terminou uma série de edições, use o item \"Enviar " -"tradução\" no mesmo menu e selecione seu arquivo. Escolha \"Adicionar como " -"uma tradução\" para o modo de upload." - -msgid "" -"If a significant amount of time has passed between your download of the PO " -"file and the upload of the edited version, there is a risk to overwrite the " -"translations authored by other contributors in the meantime. This is why we " -"advise to use the online interface so that you always work on the latest " -"version." -msgstr "" -"Se um período significativo de tempo se passou entre o download do arquivo " -"PO e o upload da versão editada, existe o risco de substituir as traduções " -"de autoria de outros colaboradores nesse meio tempo. É por isso que " -"aconselhamos usar a interface online para que você trabalhe sempre com a " -"versão mais recente." - -msgid "" -"If you want to test changes locally (especially for the editor translation), " -"you can use the downloaded PO file and :ref:`compile Godot from source `." -msgstr "" -"Se você quiser testar mudanças localmente(especialmente para a tradução do " -"editor), você pode usar o arquivo baixado PO e :ref:`compile Godot from " -"source `." - -msgid "" -"Rename the editor translation PO file to ``.po`` (e.g. ``eo.po`` for " -"Esperanto) and place it in the ``editor/translations/`` folder (`GitHub " -"`__)." -msgstr "" -"Renomeie o arquivo PO para `.po`` (e.g. ``eo.po`` for Esperanto) e " -"coloque-o em``editor/translations/`` folder (`GitHub `__)." - -msgid "" -"You can also test class reference changes the same way by renaming the PO " -"file similarly and placing it in the ``doc/translations/`` folder (`GitHub " -"`__)." -msgstr "" -"Você também pode testar referências de classes do mesmo modo renomeando o " -"arquivo PO similiar e colocando ele em``doc/translations/`` folder (`GitHub " -"`__)." - -msgid "Localizing documentation images" -msgstr "Localizando imagens da documentação" - -msgid "" -"The online documentation includes many images, which can be screenshots of " -"the Godot editor, custom-made graphs, of any other kind of visual content. " -"Some of it includes text and might thus be relevant to localize in your " -"language." -msgstr "" -"A documentação online inclui muitas imagens, que podem ser capturas de tela " -"do editor Godot, gráficos personalizados ou qualquer outro tipo de conteúdo " -"visual. Alguns deles incluem texto e, portanto, poderiam ser relevantes para " -"localização em seu idioma." - -msgid "" -"This part is not handled via Weblate, but directly on the `godot-docs-l10n " -"`_ Git repository where the " -"documentation translations are synced from Weblate." -msgstr "" -"Esta parte não é tratada via Weblate, mas diretamente no `godot-docs-l10n " -"` _ repositório Git onde as " -"traduções da documentação são sincronizadas a partir do Weblate." - -msgid "" -"The workflow is not the most straightforward and requires some knowledge of " -"Git. We plan to work on a simplified Web tool which could be used to manage " -"image localization in a convenient way, abstracting away these steps." -msgstr "" -"O fluxo de trabalho não é o mais direto e requer algum conhecimento de Git. " -"Planejamos trabalhar em uma ferramenta Web simplificada que poderia ser " -"usada para gerenciar a localização de imagens de uma maneira conveniente, " -"abstraindo essas etapas." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/index.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/index.po deleted file mode 100644 index a46d976ce1..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/index.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Guidelines" -msgstr "Linhas guia" - -msgid "The pages below focus on the class reference." -msgstr "As páginas abaixo se concentram na referência da classe." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po deleted file mode 100644 index ea9a01df27..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Contributing to the class reference" -msgstr "Contribuindo para as referências de classe" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/how_to_contribute.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/how_to_contribute.po deleted file mode 100644 index 02489a9e06..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/how_to_contribute.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"**Review Code Contributions** All pull requests need to be thoroughly " -"reviewed before they can be merged into the master branch. Help us get a " -"headstart by participating in the code review process." -msgstr "" -"**Revisar Contribuições de Código** Todas as solicitações de pull precisam " -"ser revisadas minuciosamente antes de serem mescladas na branch(ramo) " -"master. Ajude-nos a acelerar o processo participando da revisão de código." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/workflow/bisecting_regressions.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/workflow/bisecting_regressions.po deleted file mode 100644 index f23b9a82f0..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/workflow/bisecting_regressions.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "What is bisecting?" -msgstr "O que é bifurcação?" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po deleted file mode 100644 index ce8e0153af..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Bug triage guidelines" -msgstr "Diretrizes de triagem de bugs" - -msgid "For the time being, we do not use the project dashboard feature either." -msgstr "Por enquanto, também não usamos o recurso de painel do projeto." - -msgid "Labels" -msgstr "Etiquetas" - -msgid "**Categories:**" -msgstr "**Categorias:**" - -msgid "**Topics:**" -msgstr "**Tópicos:**" - -msgid "*Audio*: relates to the audio features (low and high level)." -msgstr "* Áudio*: se refere aos recursos de áudio (nível baixo e alto)." - -msgid "**Platforms:**" -msgstr "**Plataformas:**" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/workflow/first_steps.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/workflow/first_steps.po deleted file mode 100644 index be76285b23..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/workflow/first_steps.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Contributing code" -msgstr "Contribuindo com código" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/workflow/index.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/workflow/index.po deleted file mode 100644 index 3359ca63fc..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/workflow/index.po +++ /dev/null @@ -1,23 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Godot is a large project, both in terms of the codebase and the workload for " -"contributors. The guides below serve as a helper when you get stuck dealing " -"with Git or GitHub, or if you are generally interested in how maintainers " -"approach the project." -msgstr "" -"Godot é um projeto grande, tanto em termos de base de código quanto de carga " -"de trabalho para os contribuidores. O guia abaixo serve como uma ajuda para " -"quando você ficar preso lidando com o Git ou com o GitHub, ou quando você " -"está interessado em como os mantenedores abordam o projeto." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po deleted file mode 100644 index 5f586d91bb..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po +++ /dev/null @@ -1,53 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"When reviewing code style pay particular attention to ensuring that the pull " -"request follows the :ref:`doc_code_style_guidelines`. While ``clang-format`` " -"and various CI checks can catch a lot of inconsistencies, they are far from " -"perfect and are unable to detect some issues. For example, you should check " -"that:" -msgstr "" -"Ao revisar o estilo de código, preste atenção especial para garantir que a " -"solicitação de pull siga as :ref: `doc_code_style_guidelines`. Embora " -"``clang-format`` e vários checadores de CI possam detectar muitas " -"inconsistências, eles estão longe de ser perfeitos e não conseguem detectar " -"alguns problemas. Por exemplo, você deve verificar isto:" - -msgid "" -"This list is not complete and doesn't aim to be complete. Refer to the " -"linked style guide document for a complete set of rules. Keep in mind that " -"``clang-format`` may not catch things you hope it would, so pay attention " -"and try to build a sense of what exactly it can and cannot detect." -msgstr "" -"Esta lista não é completa e não tem a intenção de ser completa. Consulte o " -"documento de estilo vinculado para um conjunto completo de regras. Lembre-se " -"de que ``clang-format`` pode não detectar coisas que você espera, então " -"preste atenção e tente construir uma ideia clara do que exatamente ele pode " -"e não pode detectar." - -msgid "" -"These link the PR and the referenced issue together and allow GitHub to auto-" -"close the latter when you merge the changes. Note, that this only works for " -"the PRs that target the ``master`` branch. For others you need to pay " -"attention and close the related issues manually. Do it with *\"Fixed by #..." -"\"* or *\"Resolved by #...\"* comment to clearly indicate the act for future " -"contributors." -msgstr "" -"Esses links conectam o PR e o problema referenciado, e permitem que o GitHub " -"feche automaticamente o último quando você mesclar as alterações. Observe " -"que isso só funciona para os PRs que têm como destino o branch ``master``. " -"Para outros, você precisa prestar atenção e fechar os problemas relacionados " -"manualmente. Faça isso com um comentário *\"Corrigido por #...\"* ou " -"*\"Resolvido por #...\"* para indicar claramente a ação para futuros " -"colaboradores." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/workflow/pr_workflow.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/workflow/pr_workflow.po deleted file mode 100644 index ada8b6c9d0..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/workflow/pr_workflow.po +++ /dev/null @@ -1,41 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"The stable branches are named after their version, e.g. ``3.1`` and ``2.1``. " -"They are used to backport bugfixes and enhancements from the ``master`` " -"branch to the currently maintained stable release (e.g. 3.1.2 or 2.1.6). As " -"a rule of thumb, the last stable branch is maintained until the next minor " -"version (e.g. the ``3.0`` branch was maintained until the release of Godot " -"3.1). If you want to make PRs against a maintained stable branch, please " -"check first if your changes are also relevant for the ``master`` branch, and " -"if so make the PR for the ``master`` branch in priority. Release managers " -"can then cherry-pick the fix to a stable branch if relevant." -msgstr "" -"As ramificações estáveis são nomeadas de acordo com sua versão, por exemplo " -"``3.1`` e ``2.1``. Eles são usados para backport de correções de bugs e " -"melhorias da ramificação ``master`` para a versão estável atualmente mantida " -"(por exemplo, 3.1.2 ou 2.1.6). Como regra geral, a última ramificação " -"estável é mantido até a próxima versão secundária (por exemplo, a " -"ramificação ``3.0`` foi mantido até o lançamento do Godot 3.1). Se você " -"deseja fazer PRs em uma ramificação estável mantida, verifique primeiro se " -"suas alterações também são relevantes para a ramificação ``mestre`` e, se " -"for o caso, faça o PR para a ramificação ``mestre`` em prioridade. Os " -"gerentes de lançamento podem escolher a correção para uma ramificação " -"estável, se relevante." - -msgid "Branching" -msgstr "Ramificação" - -msgid "Making changes" -msgstr "Fazendo alterações" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/contributing/workflow/testing_pull_requests.po b/sphinx/po/pt_BR/LC_MESSAGES/contributing/workflow/testing_pull_requests.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/contributing/workflow/testing_pull_requests.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po deleted file mode 100644 index cc0342822f..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po +++ /dev/null @@ -1,98 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Setting up the project" -msgstr "Configurando o projeto" - -msgid "In this short first part, we'll set up and organize the project." -msgstr "Nesta primeira parte, vamos configurar e organizar o projeto." - -msgid "Launch Godot and create a new project." -msgstr "Inicie o Godot e crie um novo projeto." - -msgid "" -"When creating the new project, you only need to choose a valid *Project " -"Path*. You can leave the other default settings alone." -msgstr "" -"Ao criar um novo projeto, você apenas precisa escolhar um *Caminho do " -"Projeto* válido, podendo deixar as outras configurações padrão como estão." - -msgid "GDScript" -msgstr "GDScript" - -msgid "C#" -msgstr "C#" - -msgid "C++" -msgstr "C++" - -msgid "" -"The C++ part of this tutorial wasn't rewritten for the new GDExtension " -"system yet." -msgstr "" -"A parte deste tutorial em C++ não foi reescrita para o novo sistema " -"GDExtension ainda." - -msgid "Your project folder should look like this." -msgstr "Sua pasta de projeto deve se parecer com isto." - -msgid "" -"This game is designed for portrait mode, so we need to adjust the size of " -"the game window. Click on *Project -> Project Settings* to open the project " -"settings window, in the left column open the *Display -> Window* tab. There, " -"set \"Viewport Width\" to ``480`` and \"Viewport Height\" to ``720``." -msgstr "" -"Este jogo usará o modo retrato, então precisamos ajustar as dimensões da " -"janela de jogo. Clique em *Projeto -> Configurações do Projeto* para abrir " -"as configurações do projeto e, na coluna esquerda, abra a aba *Exibição -> " -"Janela*. Ali, configure \"Viewport Width\" (Largura) para ``480`` e " -"\"Viewport Height\" (Altura) para ``720``." - -msgid "" -"Also, under the **Stretch** options, set **Mode** to ``canvas_items`` and " -"**Aspect** to ``keep``. This ensures that the game scales consistently on " -"different sized screens." -msgstr "" -"Além disso, sob as opções **Stretch**, configure **Mode** para " -"``canvas_items`` e **Aspect** para ``keep``. Isso garante que o jogo se " -"escale consistentemente em diferentes tamanhos de tela." - -msgid "Organizing the project" -msgstr "Organizando o projeto" - -msgid "" -"In this project, we will make 3 independent scenes: ``Player``, ``Mob``, and " -"``HUD``, which we will combine into the game's ``Main`` scene." -msgstr "" -"Neste projeto, faremos 3 cenas independentes: ``Player``, ``Mob`` e ``HUD``, " -"que combinaremos dentro da cena ``Main`` do jogo." - -msgid "" -"In a larger project, it might be useful to create folders to hold the " -"various scenes and their scripts, but for this relatively small game, you " -"can save your scenes and scripts in the project's root folder, identified by " -"``res://``. You can see your project folders in the FileSystem dock in the " -"lower left corner:" -msgstr "" -"Em um projeto maior, pode ser útil criar pastas para armazenar as várias " -"cenas e seus scripts, mas, para este jogo relativamente pequeno, você pode " -"salvar suas cenas e scripts na pasta raiz do projeto, referenciada como " -"``res://``. Você pode ver as pastas do seu projeto no painel Arquivos no " -"canto inferior esquerdo:" - -msgid "" -"With the project in place, we're ready to design the player scene in the " -"next lesson." -msgstr "" -"Com o projeto em seu devido lugar, estamos prontos para conceber a cena do " -"jogador na próxima lição." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po deleted file mode 100644 index 2dabed9c9b..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po +++ /dev/null @@ -1,145 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating the player scene" -msgstr "Criando a cena do jogador" - -msgid "" -"With the project settings in place, we can start working on the player-" -"controlled character." -msgstr "" -"Com as configurações do projeto feitas, podemos começar a trabalhar no " -"personagem controlado pelo jogador." - -msgid "" -"The first scene will define the ``Player`` object. One of the benefits of " -"creating a separate Player scene is that we can test it separately, even " -"before we've created other parts of the game." -msgstr "" -"A primeira cena definirá o objeto ``Player``. Um dos benefícios de criar uma " -"cena Player separada é que podemos testá-la separadamente, mesmo antes de " -"criarmos outras partes do jogo." - -msgid "Node structure" -msgstr "Estrutura de nós" - -msgid "" -"To begin, we need to choose a root node for the player object. As a general " -"rule, a scene's root node should reflect the object's desired functionality " -"- what the object *is*. Click the \"Other Node\" button and add an :ref:" -"`Area2D ` node to the scene." -msgstr "" -"Para iniciarmos, precisamos escolher o nó raiz para o objeto jogador. Como " -"regra geral, o nó raiz da cena deve refletir a funcionalidade desejado do " -"objeto: o que o objeto *é*. Clique no botão \"Outros Nós\" e adicione um nó :" -"ref:`Area2D ` à cena." - -msgid "" -"With ``Area2D`` we can detect objects that overlap or run into the player. " -"Change the node's name to ``Player`` by double-clicking on it. Now that " -"we've set the scene's root node, we can add additional nodes to give it more " -"functionality." -msgstr "" -"Com a ``Area2D``, nós podemos detectar objetos que se sobreponham ou vão de " -"encontro ao jogador. Mude seu nome para ``Player`` com um clique duplo no " -"nome do nó. Já que nós configuramos o nó raiz, nós agora podemos inserir nós " -"adicionais para adicionar mais funcionalidades." - -msgid "" -"Before we add any children to the ``Player`` node, we want to make sure we " -"don't accidentally move or resize them by clicking on them. Select the node " -"and click the icon to the right of the lock. Its tooltip says \"Groups the " -"selected node with its children. This causes the parent to be selected when " -"any child node is clicked in 2D and 3D view.\"" -msgstr "" -"Antes de adicionarmos qualquer criança ao nó ``Player``, queremos ter " -"certeza de que não nos movemos acidentalmente ou redimensioná-los clicando " -"neles. Selecione o nó e clique no ícone à direita da fechadura. Sua " -"ferramenta de dica diz \"Agrupa o nó selecionado com seus filhos. Isso faz " -"com que o pai seja selecionado quando qualquer nó filho é clicado em " -"visualização 2D e 3D.\"" - -msgid "" -"Save the scene. Click Scene -> Save, or press :kbd:`Ctrl + S` on Windows/" -"Linux or :kbd:`Cmd + S` on macOS." -msgstr "" -"Salve a cena. Clique em Cena -> Salvar ou pressione :kbd:`Ctrl + S` no " -"Windows/Linux ou :kbd:`Cmd + S` no macOS." - -msgid "For this project, we will be following the Godot naming conventions." -msgstr "Para esse projeto, vamos seguir as convenções de nomeação do Godot." - -msgid "" -"**GDScript**: Classes (nodes) use PascalCase, variables and functions use " -"snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." -msgstr "" -"**GDScript**: Classes (nós) usam o estilo ``PascalCase`` " -"(IniciaisMaiúsculas), variáveis e funções usam ``snake_case`` " -"(minúsculas_separadas_por_sublinha) e constantes usam ``ALL_CAPS`` " -"(TODAS_MAIÚSCULAS) (Veja mais em :ref:`doc_gdscript_styleguide`)." - -msgid "" -"**C#**: Classes, export variables and methods use PascalCase, private fields " -"use _camelCase, local variables and parameters use camelCase (See :ref:" -"`doc_c_sharp_styleguide`). Be careful to type the method names precisely " -"when connecting signals." -msgstr "" -"**C#**: Classes, variáveis de exportação e métodos usam PascalCase, campos " -"privados usam _camelCase, variáveis locais e parâmetros usam camelCase " -"(Veja :ref: `doc_c_sharp_styleguide`). Tenha o cuidado de digitar os nomes " -"dos métodos com precisão ao conectar os sinais." - -msgid "Sprite animation" -msgstr "Animação por Sprites" - -msgid "" -"The player images are a bit too large for the game window, so we need to " -"scale them down. Click on the ``AnimatedSprite2D`` node and set the " -"``Scale`` property to ``(0.5, 0.5)``. You can find it in the Inspector under " -"the ``Node2D`` heading." -msgstr "" -"As imagens do jogador são um tanto grandes demais para a janela de jogo, " -"então precisamos reduzir sua escala. Clique no nó ``AnimatedSprite`` e " -"configure a propriedade ``Scale`` (escala) para ``(0.5, 0.5)``. Você pode " -"encontrá-la no Inspetor na seção ``Node2D``." - -msgid "" -"Finally, add a :ref:`CollisionShape2D ` as a child " -"of ``Player``. This will determine the player's \"hitbox\", or the bounds of " -"its collision area. For this character, a ``CapsuleShape2D`` node gives the " -"best fit, so next to \"Shape\" in the Inspector, click \"[empty]\" -> \"New " -"CapsuleShape2D\". Using the two size handles, resize the shape to cover the " -"sprite:" -msgstr "" -"Finalmente, adicione um :ref:`CollisionShape2D ` " -"(forma de colisão 2D) como filho de ``Player``. Isso determina a \"hitbox\" " -"(caixa de acerto) do jogador, ou seja, os limites da sua área de colisão. " -"Para este personagem, um nó ``CapsuleShape2D`` (forma cápsula 2D) é o que " -"melhor se encaixa. Então, ao lado de \"Shape\" (forma) no Inspetor, clique " -"em \"[vazio]\" -> \"Novo CapsuleShape2D\". Utilizando os dois manipuladores " -"de tamanho, redimensione a forma para cobrir o sprite:" - -msgid "When you're finished, your ``Player`` scene should look like this:" -msgstr "Quando tiver finalizado, sua cena ``Player`` deveria se parecer assim:" - -msgid "Make sure to save the scene again after these changes." -msgstr "Certifique-se de salvar a cena novamente após as alterações." - -msgid "" -"In the next part, we'll add a script to the player node to move and animate " -"it. Then, we'll set up collision detection to know when the player got hit " -"by something." -msgstr "" -"Na próxima parte, adicionaremos um roteiro ao nó jogador para movê-lo e " -"animá-lo. Depois, configuraremos a detecção de colisão para saber quando o " -"jogador é atingido por alguma coisa." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po deleted file mode 100644 index cba58de4eb..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po +++ /dev/null @@ -1,411 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Coding the player" -msgstr "Programando o jogador" - -msgid "" -"In this lesson, we'll add player movement, animation, and set it up to " -"detect collisions." -msgstr "" -"Nesta lição, adicionaremos movimento e animação do jogador e o " -"configuraremos para detectar colisões." - -msgid "" -"To do so, we need to add some functionality that we can't get from a built-" -"in node, so we'll add a script. Click the ``Player`` node and click the " -"\"Attach Script\" button:" -msgstr "" -"Para isso, precisamos adicionar algumas funcionalidades que não conseguimos " -"em um nó embutido, então adicionaremos um script. Clique no nó ``Player`` e " -"depois clique no botão \"Adicionar Script\":" - -msgid "" -"In the script settings window, you can leave the default settings alone. " -"Just click \"Create\":" -msgstr "" -"Na janela de configurações do script, você pode deixar as configurações " -"padrão inalteradas. Basta clicar em \"Criar\":" - -msgid "" -"If you're creating a C# script or other languages, select the language from " -"the `language` drop down menu before hitting create." -msgstr "" -"Se você estiver criando um script em C# ou em outras linguagens, selecione a " -"linguagem no menu suspenso `Idioma` antes de clicar em Criar." - -msgid "" -"If this is your first time encountering GDScript, please read :ref:" -"`doc_scripting` before continuing." -msgstr "" -"Se é a primeira vez que você se depara com GDScript, por favor, leia :ref:" -"`doc_scripting`antes de continuar." - -msgid "Start by declaring the member variables this object will need:" -msgstr "Comece declarando as variáveis membro que este objeto irá precisar:" - -msgid "" -"Using the ``export`` keyword on the first variable ``speed`` allows us to " -"set its value in the Inspector. This can be handy for values that you want " -"to be able to adjust just like a node's built-in properties. Click on the " -"``Player`` node and you'll see the property now appears in the Inspector in " -"a new section with the name of the script. Remember, if you change the value " -"here, it will override the value written in the script." -msgstr "" -"Usar a palavra-chave ``export`` na primeira variável, ``speed``, nos permite " -"definir seu valor pelo Inspetor. Isto pode ser útil para os valores que você " -"deseja ser capaz de ajustar do mesmo jeito que se faz com as propriedades " -"internas de um nó. Clique no nó ``Jogador`` e você verá que a propriedade " -"agora aparece numa nova seção com o nome do script. Lembre-se, se você " -"modificar o valor aqui, ele irá sobrepor o valor que está escrito no script." - -msgid "" -"If you're using C#, you need to (re)build the project assemblies whenever " -"you want to see new export variables or signals. This build can be manually " -"triggered by clicking the **Build** button at the top right of the editor." -msgstr "" -"Se você estiver usando C#, você precisa (re)compilar os arquivos assembly do " -"projeto sempre que quiser ver novas variáveis ou sinais de exportação. Esta " -"compilação pode ser ativada manualmente clicando no botão **Build** no canto " -"superior direito do editor." - -msgid "" -"Your ``player.gd`` script should already contain a ``_ready()`` and a " -"``_process()`` function. If you didn't select the default template shown " -"above, create these functions while following the lesson." -msgstr "" -"Seu script ``player.gd`` já deve conter uma função ``_ready()`` e " -"``_process()``. Se você não selecionou o modelo padrão mostrado acima, crie " -"estas funções enquante segue ao tutorial." - -msgid "" -"The ``_ready()`` function is called when a node enters the scene tree, which " -"is a good time to find the size of the game window:" -msgstr "" -"A função ``_ready()`` é chamada quando um nó entra na árvore de cena, que é " -"uma boa hora para descobrir o tamanho da janela do jogo:" - -msgid "" -"Now we can use the ``_process()`` function to define what the player will " -"do. ``_process()`` is called every frame, so we'll use it to update elements " -"of our game, which we expect will change often. For the player, we need to " -"do the following:" -msgstr "" -"Agora podemos usar a função ``_process()`` para definir o que o jogador " -"fará. ``_process()`` é chamada a cada quadro, então usaremos isso para " -"atualizar os elementos de nosso jogo que esperamos que mudem frequentemente. " -"Para o jogador, precisamos fazer o seguinte:" - -msgid "Check for input." -msgstr "Verificar as entradas." - -msgid "Move in the given direction." -msgstr "Movimentar na direção desejada." - -msgid "Play the appropriate animation." -msgstr "Reproduzir a animação apropriada." - -msgid "" -"First, we need to check for input - is the player pressing a key? For this " -"game, we have 4 direction inputs to check. Input actions are defined in the " -"Project Settings under \"Input Map\". Here, you can define custom events and " -"assign different keys, mouse events, or other inputs to them. For this game, " -"we will map the arrow keys to the four directions." -msgstr "" -"Primeiro, precisamos verificar as entradas – o jogador está pressionando uma " -"tecla? Para este jogo, temos 4 entradas de direção para verificar. Ações de " -"entrada são definidas nas Configurações do Projeto na aba \"Mapa de " -"entrada\". Nela você pode definir eventos personalizados e atribuir " -"diferentes teclas, eventos de mouse ou outras entradas para eles. Para este " -"jogo, vamos mapear as teclas de seta do teclado para as quatro direções." - -msgid "" -"Click on *Project -> Project Settings* to open the project settings window " -"and click on the *Input Map* tab at the top. Type \"move_right\" in the top " -"bar and click the \"Add\" button to add the ``move_right`` action." -msgstr "" -"Clique em *Projeto -> Configurações do Projeto* para abrir a janela das " -"configurações do projeto e clique na aba *Mapa de Entrada*, no topo. Digite " -"\"mover_direita\" na barra do topo e clique no botão \"Adicionar\" para " -"adicionar a ação ``mover_direita``." - -msgid "" -"We need to assign a key to this action. Click the \"+\" icon on the right, " -"to open the event manager window." -msgstr "" -"Nós devemos assinalar uma tecla à esta ação. Clique no ícone \"+\" a " -"direita, para abrir a janela do gerenciador de eventos." - -msgid "" -"The \"Listening for Input...\" field should automatically be selected. Press " -"the \"right\" key on your keyboard, and the menu should look like this now." -msgstr "" -"O campos \"Escutando por Entradas...\" deve estar selecionado " -"automaticamente. Pressione a tecla \"direita\" no seu teclado, e o menu " -"deverá se parecer com isso." - -msgid "" -"Select the \"ok\" button. The \"right\" key is now associated with the " -"``move_right`` action." -msgstr "" -"Selecione o botão \"ok\". A tecla \"direita\" está agora associada à ação " -"``move_right``." - -msgid "Repeat these steps to add three more mappings:" -msgstr "Repita estes passos para adicionar três outros mapeamentos:" - -msgid "``move_left`` mapped to the left arrow key." -msgstr "``mover_esquerda`` mapeado para a tecla seta para esquerda." - -msgid "``move_up`` mapped to the up arrow key." -msgstr "``mover_cima`` mapeado para tecla seta para cima." - -msgid "And ``move_down`` mapped to the down arrow key." -msgstr "E ``mover_baixo`` mapeado para tecla seta para baixo." - -msgid "Your input map tab should look like this:" -msgstr "Sua aba de mapa de entrada deveria se parecer com isto:" - -msgid "Click the \"Close\" button to close the project settings." -msgstr "Clique no botão \"Fechar\" para fechar as configurações de projeto." - -msgid "" -"We only mapped one key to each input action, but you can map multiple keys, " -"joystick buttons, or mouse buttons to the same input action." -msgstr "" -"Nós mapeamos apenas uma tecla para cada ação de entrada, mas você pode " -"mapear múltiplas teclas, botões de joystick ou botões de mouse para a mesma " -"ação de entrada." - -msgid "" -"You can detect whether a key is pressed using ``Input.is_action_pressed()``, " -"which returns ``true`` if it's pressed or ``false`` if it isn't." -msgstr "" -"Você pode detectar se uma tecla é pressionada usando ``Input." -"is_action_pressed()``, que retorna ``true`` (verdadeiro) se é pressionada ou " -"``false`` (falso) em caso contrário." - -msgid "" -"We start by setting the ``velocity`` to ``(0, 0)`` - by default, the player " -"should not be moving. Then we check each input and add/subtract from the " -"``velocity`` to obtain a total direction. For example, if you hold ``right`` " -"and ``down`` at the same time, the resulting ``velocity`` vector will be " -"``(1, 1)``. In this case, since we're adding a horizontal and a vertical " -"movement, the player would move *faster* diagonally than if it just moved " -"horizontally." -msgstr "" -"Iniciamos definindo a ``velocidade`` como sendo ``(0, 0)`` - por padrão o " -"jogador não deve estar se movendo. Então nós verificamos cada entrada e " -"adicionamos/subtraímos da ``velocidade`` para obter a direção resultante. " -"Por exemplo, se você segurar ``direita`` e ``baixo`` ao mesmo tempo, o vetor " -"resultante ``velocidade`` será ``(1, 1)``. Neste caso, já que estamos " -"adicionando um movimento vertical e um horizontal, o jogador iria se mover " -"*mais rápido* do que se apenas se movesse horizontalmente." - -msgid "" -"We can prevent that if we *normalize* the velocity, which means we set its " -"*length* to ``1``, then multiply by the desired speed. This means no more " -"fast diagonal movement." -msgstr "" -"Podemos evitar isso se *normalizarmos* o vetor da velocidade, o que " -"significa que podemos definir seu *comprimento* (módulo) para ``1`` e " -"multiplicar pela intensidade da velocidade desejada. Isso resolve o problema " -"de movimentação mais rápida nas diagonais." - -msgid "" -"If you've never used vector math before, or need a refresher, you can see an " -"explanation of vector usage in Godot at :ref:`doc_vector_math`. It's good to " -"know but won't be necessary for the rest of this tutorial." -msgstr "" -"Se você nunca usou matemática vetorial antes, ou precisa refrescar a " -"memória, você pode ver uma explicação do uso de vetores no Godot em :ref:" -"`doc_vector_math`. É bom conhecê-la, mas não será necessário para o resto " -"deste tutorial." - -msgid "" -"We also check whether the player is moving so we can call ``play()`` or " -"``stop()`` on the AnimatedSprite2D." -msgstr "" -"Nós também verificamos se o jogador está se movendo, para que possamos " -"chamar ``play()`` (reproduzir) ou ``stop()`` (parar) no AnimatedSprite." - -msgid "" -"Now that we have a movement direction, we can update the player's position. " -"We can also use ``clamp()`` to prevent it from leaving the screen. " -"*Clamping* a value means restricting it to a given range. Add the following " -"to the bottom of the ``_process`` function (make sure it's not indented " -"under the `else`):" -msgstr "" -"Agora que temos uma direção de movimento, podemos atualizar a posição do " -"jogador. Podemos também usar ``clamp()`` para impedir que ele saia da tela. " -"*Clamp* (limitar) um valor significa restringi-lo a um determinado " -"intervalo. Adicione o seguinte código ao final da função ``_process``(tenha " -"certeza de que não está recuado para o `else`):" - -msgid "" -"The `delta` parameter in the `_process()` function refers to the *frame " -"length* - the amount of time that the previous frame took to complete. Using " -"this value ensures that your movement will remain consistent even if the " -"frame rate changes." -msgstr "" -"O parâmetro `delta` na função `_process()` se refere à *duração do frame* - " -"a quantidade de tempo que o frame anterior levou para ser completado. Usando " -"este valor você se certifica que seu movimento será constante, mesmo quando " -"a taxa de quadros sofrer alterações." - -msgid "If you get an error in the \"Debugger\" panel that says" -msgstr "Se encontrar um erro no painel \"Depurador\" que diz" - -msgid "" -"``Attempt to call function 'play' in base 'null instance' on a null " -"instance``" -msgstr "" -"``Tentativa de chamar a função 'play' na base 'instance null' em uma " -"instância nula`` ( ``Attempt to call function 'play' in base 'null instance' " -"on a null instance``)" - -msgid "Choosing animations" -msgstr "Selecionado as Animações" - -msgid "" -"The boolean assignments in the code above are a common shorthand for " -"programmers. Since we're doing a comparison test (boolean) and also " -"*assigning* a boolean value, we can do both at the same time. Consider this " -"code versus the one-line boolean assignment above:" -msgstr "" -"As atribuições boolianas no código acima são um encurtamento comum para " -"programadores. Já que estamos fazendo um teste de comparação (booliana) e " -"também *atribuindo* um valor booliano, é possível fazer os dois ao mesmo " -"tempo. Compare este código a atribuição booliana encurtada para uma linha " -"acima:" - -msgid "" -"Play the scene again and check that the animations are correct in each of " -"the directions." -msgstr "" -"Execute a cena novamente e verifique se as animações estão corretas em cada " -"uma das direções." - -msgid "" -"A common mistake here is to type the names of the animations wrong. The " -"animation names in the SpriteFrames panel must match what you type in the " -"code. If you named the animation ``\"Walk\"``, you must also use a capital " -"\"W\" in the code." -msgstr "" -"Um erro comum aqui é digitar os nomes das animações de forma errada. O nome " -"das animações no painel SpriteFrames deve ser igual ao que foi digitado no " -"código. Se você nomeou a animação ``\"Caminhada\"`` você também deve usar a " -"letra maiúscula \"C\" no código." - -msgid "" -"When you're sure the movement is working correctly, add this line to " -"``_ready()``, so the player will be hidden when the game starts:" -msgstr "" -"Quando tiver certeza de que a movimentação está funcionando corretamente, " -"adicione esta linha à ``_ready()`` para que o jogador fique oculto no início " -"do jogo:" - -msgid "Preparing for collisions" -msgstr "Preparando para colisões" - -msgid "" -"We want ``Player`` to detect when it's hit by an enemy, but we haven't made " -"any enemies yet! That's OK, because we're going to use Godot's *signal* " -"functionality to make it work." -msgstr "" -"Nós queremos que o ``Jogador`` detecte quando é atingido por um inimigo, mas " -"nós não fizemos nenhum inimigo ainda! Não tem problema, porque nós iremos " -"utilizar a funcionalidade de *sinal* do Godot para fazer com que funcione." - -msgid "" -"Add the following at the top of the script. If you're using GDScript, add it " -"after ``extends Area2D``. If you're using C#, add it after ``public partial " -"class Player : Area2D``:" -msgstr "" -"Adicione o seguinte no topo do script. Se você estiver usando o GDScript, " -"adicione-o após ``extends Area2D``. Se você estiver usando C#, adicione-o " -"depois de ``public partial class Player : Area2D``:" - -msgid "" -"This defines a custom signal called \"hit\" that we will have our player " -"emit (send out) when it collides with an enemy. We will use ``Area2D`` to " -"detect the collision. Select the ``Player`` node and click the \"Node\" tab " -"next to the Inspector tab to see the list of signals the player can emit:" -msgstr "" -"Isto define um sinal personalizado chamado \"hit\" (atingir) que faremos com " -"que nosso jogador emita (envie) ao colidir com um inimigo. Iremos utilizar " -"``Area2D`` para detectar a colisão. Selecione o nó ``Jogador`` e clique na " -"aba \"Nó\" (ao lado da aba \"Inspetor\") para ver a lista de sinais que o " -"jogador pode emitir:" - -msgid "" -"Godot will create a function with that exact name directly in script for " -"you. You don't need to change the default settings right now." -msgstr "" -"Godot irá criar uma função com este nome exato diretamente no script para " -"você. Você não precisa alterar as preferências padrões agora." - -msgid "" -"If you're using an external text editor (for example, Visual Studio Code), a " -"bug currently prevents Godot from doing so. You'll be sent to your external " -"editor, but the new function won't be there." -msgstr "" -"Se estiver usando um editor de textos externo (por exemplo, Visual Studio " -"Code), um bug atualmente previne o Godot de faze-lo. Você será transferido " -"para o seu editor externo, mas a nova função não estará lá." - -msgid "" -"In this case, you'll need to write the function yourself into the Player's " -"script file." -msgstr "Neste caso, você deverá escrever a função dentro do script do Player." - -msgid "" -"Note the green icon indicating that a signal is connected to this function; " -"this does not mean the function exists, only that the signal will attempt to " -"connect to a function with that name, so double-check that the spelling of " -"the function matches exactly!" -msgstr "" -"Observe o ícone verde indicando que um sinal está conectado a esta função; " -"oque não significa que esta função exista, apenas que o sinal irá tentar se " -"conectar a uma função com este nome, então verifique se o nome da função " -"está correto!" - -msgid "" -"Each time an enemy hits the player, the signal is going to be emitted. We " -"need to disable the player's collision so that we don't trigger the ``hit`` " -"signal more than once." -msgstr "" -"Cada vez que um inimigo atinge o jogador, o sinal será emitido. Precisamos " -"desativar a colisão do jogador para que não acione o sinal ``hit`` mais de " -"uma vez." - -msgid "" -"Disabling the area's collision shape can cause an error if it happens in the " -"middle of the engine's collision processing. Using ``set_deferred()`` tells " -"Godot to wait to disable the shape until it's safe to do so." -msgstr "" -"Desativar o formato de colisão da área pode causar um erro se ocorrer no " -"meio do processamento de colisão do motor de jogo. Usar ``set_deferred()`` " -"fala para o Godot aguardar para desabilitar a forma até que seja seguro fazê-" -"lo." - -msgid "" -"The last piece is to add a function we can call to reset the player when " -"starting a new game." -msgstr "" -"A última peça é adicionar uma função que possamos chamar para reiniciar/" -"reconfigurar o jogador quando começarmos um novo jogo." - -msgid "With the player working, we'll work on the enemy in the next lesson." -msgstr "" -"Com o jogador funcionando, vamos trabalhar com o inimigo na próxima lição." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po deleted file mode 100644 index 2202fe57b8..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po +++ /dev/null @@ -1,115 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating the enemy" -msgstr "Criando o inimigo" - -msgid "" -"Now it's time to make the enemies our player will have to dodge. Their " -"behavior will not be very complex: mobs will spawn randomly at the edges of " -"the screen, choose a random direction, and move in a straight line." -msgstr "" -"Agora é hora de criarmos os inimigos de que nosso jogador terá que se " -"desviar. Seu comportamento não será tão complexo: inimigos irão nascer " -"aleatoriamente nos cantos da tela, escolher uma direção aleatória e irão se " -"mover em linha reta." - -msgid "" -"We'll create a ``Mob`` scene, which we can then *instance* to create any " -"number of independent mobs in the game." -msgstr "" -"Nós iremos construir uma cena ``Inimigo``, que poderemos então *instanciar* " -"para criar uma quantidade de inimigos independentes no jogo." - -msgid "Node setup" -msgstr "Configuração de nós" - -msgid ":ref:`RigidBody2D ` (named ``Mob``)" -msgstr ":ref:`RigidBody2D ` (chamado ``Turba``)" - -msgid ":ref:`CollisionShape2D `" -msgstr ":ref:`CollisionShape2D `" - -msgid "" -"Don't forget to set the children so they can't be selected, like you did " -"with the Player scene." -msgstr "" -"Não se esqueça de configurar os filhos para que não possam ser selecionados, " -"assim como você fez na cena Jogador." - -msgid "" -"Select the ``Mob`` node and set its ``Gravity Scale`` property in the :ref:" -"`RigidBody2D ` section of the inspector to ``0``. This " -"will prevent the mob from falling downwards." -msgstr "" -"Selecione o nó ``Mob`` e configure a propriedade ``Escala de Gravidade`` na " -"seção :ref: ```RigidBody2D `` do inspetor para ``0``. " -"Isto irá previnir que o mob caia para baixo." - -msgid "" -"The ``Animation Speed`` property has to be set for each individual " -"animation. Adjust it to ``3`` for all 3 animations." -msgstr "" -"A propriedade ``Velocidade de Animação`` deve estar configurada para cada " -"uma. Ajuste-a para ``3`` em todas as três animações." - -msgid "" -"You can use the \"Play Animation\" buttons on the right of the ``Animation " -"Speed`` input field to preview your animations." -msgstr "" -"Você pode utilizar os botões \"Tocar Animação\" à direita do campo de " -"entrada ``Velocidade de Animação`` para pré-visualizar suas animações." - -msgid "" -"We'll select one of these animations randomly so that the mobs will have " -"some variety." -msgstr "" -"Vamos selecionar uma das animações aleatoriamente para que os inimigos " -"tenham alguma variedade." - -msgid "Save the scene." -msgstr "Salve a cena." - -msgid "Enemy script" -msgstr "Script do inimigo" - -msgid "Add a script to the ``Mob`` like this:" -msgstr "Adicione um script à ``Turba``assim:" - -msgid "" -"Now let's look at the rest of the script. In ``_ready()`` we play the " -"animation and randomly choose one of the three animation types:" -msgstr "" -"Agora, vamos ver o resto do script. Em ``_ready () ``, rodamos a animação e " -"escolhemos aleatoriamente um dos três tipos de animação:" - -msgid "" -"We then need to pick a random number between ``0`` and ``2`` to select one " -"of these names from the list (array indices start at ``0``). ``randi() % n`` " -"selects a random integer between ``0`` and ``n-1``." -msgstr "" -"Nós precisamos, então, de um número aleatório entre ``0`` e ``2`` para " -"selecionar um dos nomes da lista (os índices de um vetor começam do ``0`` ). " -"``randi() % n``seleciona aleatoriamente um inteiro entre ``0`` e ``n-1``." - -msgid "This completes the `Mob` scene." -msgstr "Isto completa a cena `Turba`." - -msgid "" -"With the player and enemies ready, in the next part, we'll bring them " -"together in a new scene. We'll make enemies spawn randomly around the game " -"board and move forward, turning our project into a playable game." -msgstr "" -"Com o jogador e os inimigos prontos, na próxima parte os juntaremos em uma " -"nova cena. Faremos inimigos aparecerem aleatoriamente na área do jogo, " -"moverem-se adiante, tornando nosso projeto um jogo de fato." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po deleted file mode 100644 index 09391b000a..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po +++ /dev/null @@ -1,148 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "The main game scene" -msgstr "A cena principal do jogo" - -msgid "" -"Now it's time to bring everything we did together into a playable game scene." -msgstr "Agora é hora de juntar tudo que fizemos em uma cena jogável." - -msgid "" -"Create a new scene and add a :ref:`Node ` named ``Main``. (The " -"reason we are using Node instead of Node2D is because this node will be a " -"container for handling game logic. It does not require 2D functionality " -"itself.)" -msgstr "" -"Crie uma nova cena e adicione um :ref: `Node ` chamado ``Main``. " -"(O motivo para usarmos um Node ao invés deum Node2D é que esse será um " -"recipiente para lidar com a lógica do jogo, por si ele não necessita de " -"funcionalidade 2D.)" - -msgid "" -":ref:`Timer ` (named ``MobTimer``) - to control how often mobs " -"spawn" -msgstr "" -":ref:`Timer ` (nomeado ``MobTimer``) - para controlar a " -"frequência com que a turba é gerada" - -msgid "" -":ref:`Timer ` (named ``ScoreTimer``) - to increment the score " -"every second" -msgstr "" -":ref:`Timer ` (nomeado ``ScoreTimer``) - para incrementar a " -"pontuação a cada segundo" - -msgid "" -":ref:`Timer ` (named ``StartTimer``) - to give a delay before " -"starting" -msgstr "" -":ref:`Timer ` (nomeado ``StartTimer``) - para dar um atraso " -"antes de começar" - -msgid "``MobTimer``: ``0.5``" -msgstr "``MobTimer``: ``0.5``" - -msgid "``ScoreTimer``: ``1``" -msgstr "``ScoreTimer``: ``1``" - -msgid "``StartTimer``: ``2``" -msgstr "``StartTimer``: ``2``" - -msgid "" -"In addition, set the ``One Shot`` property of ``StartTimer`` to \"On\" and " -"set ``Position`` of the ``StartPosition`` node to ``(240, 450)``." -msgstr "" -"Além disso, configure a propriedade ``One Shot`` (\"uma só vez\") de " -"``StartTimer`` para \"Ativo\" e ``Position`` do nó ``StartPosition`` para " -"``(240, 450)``." - -msgid "Spawning mobs" -msgstr "Gerando monstros" - -msgid "" -"The Main node will be spawning new mobs, and we want them to appear at a " -"random location on the edge of the screen. Add a :ref:`Path2D " -"` node named ``MobPath`` as a child of ``Main``. When you " -"select ``Path2D``, you will see some new buttons at the top of the editor:" -msgstr "" -"O nó Principal ficará gerando novos inimigos, e nós queremos que eles " -"apareçam em lugares aleatórios nos cantos da tela. Adicione um nó :ref:" -"`Path2D ` chamado ``CaminhoTurba`` como filho de " -"``Principal``. Quando você selecionar ``Path2D``, aparecerão alguns botões " -"novos na parte superior do editor:" - -msgid "" -"Draw the path in *clockwise* order, or your mobs will spawn pointing " -"*outwards* instead of *inwards*!" -msgstr "" -"Desenhe o caminho em sentido *horário*, ou sua turba vai surgir apontando " -"para *fora* em vez de para *dentro*!" - -msgid "" -"After placing point ``4`` in the image, click the \"Close Curve\" button and " -"your curve will be complete." -msgstr "" -"Depois de colocar o ponto ``4`` na imagem, clique no botão \"Fechar Curva\", " -"e sua curva estará completa." - -msgid "" -"Now that the path is defined, add a :ref:`PathFollow2D ` " -"node as a child of ``MobPath`` and name it ``MobSpawnLocation``. This node " -"will automatically rotate and follow the path as it moves, so we can use it " -"to select a random position and direction along the path." -msgstr "" -"Agora que o caminho está definido, adicione um nó :ref:`PathFollow2D " -"` como filho de ``CaminhoTurba`` e dê o nome de " -"``LocalGeraçãoTurba``. Esse nó vai rotacionar automaticamente e seguir o " -"caminho conforme ele se move, para que possamos usá-lo para selecionar uma " -"posição e uma direção aleatória ao longo do caminho." - -msgid "Your scene should look like this:" -msgstr "Sua cena deve se parecer com isso:" - -msgid "Main script" -msgstr "Script principal" - -msgid "You can assign this property's value in two ways:" -msgstr "Você pode atribuir o valor dessa propriedade de duas formas:" - -msgid "" -"Note that a new instance must be added to the scene using ``add_child()``." -msgstr "" -"Note que uma nova instância deve ser adicionada à cena usando " -"``add_child()`` (adicionar filho)." - -msgid "Testing the scene" -msgstr "Testando a cena" - -msgid "" -"Let's test the scene to make sure everything is working. Add this " -"``new_game`` call to ``_ready()``:" -msgstr "" -"Vamos testar a cena para garantir que tudo esta funcionando. Adicione essa " -"chamada ``new_game{`` ao ``_ready()``:" - -msgid "" -"You should be able to move the player around, see mobs spawning, and see the " -"player disappear when hit by a mob." -msgstr "" -"Você deve ser capaz de mover o jogador, ver os inimigos nascendo, e ver o " -"jogador desaparecer quando atingido por um inimigo." - -msgid "" -"What's our game lacking? Some user interface. In the next lesson, we'll add " -"a title screen and display the player's score." -msgstr "" -"O que nos falta? Uma interface de usuário! Na próxima lição, nós " -"adicionaremos uma tela de título e mostraremos a pontuação do jogador." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po deleted file mode 100644 index a22fe25c77..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po +++ /dev/null @@ -1,258 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Heads up display" -msgstr "Monitor de alerta" - -msgid "" -"The final piece our game needs is a User Interface (UI) to display things " -"like score, a \"game over\" message, and a restart button." -msgstr "" -"A peça final que nosso jogo precisa é uma Interface de Usuário (UI) para " -"exibir coisas como pontuação, uma mensagem de \"game over\" e um botão de " -"reiniciar." - -msgid "" -"The :ref:`CanvasLayer ` node lets us draw our UI elements " -"on a layer above the rest of the game, so that the information it displays " -"isn't covered up by any game elements like the player or mobs." -msgstr "" -"O nó :ref:`CanvasLayer ` nos permite desenhar nossos " -"elementos de interface em uma camada acima do resto do jogo, de forma que as " -"informações que ela mostrar não fiquem cobertas por quaisquer elementos do " -"jogo, como o jogador ou os inimigos." - -msgid "The HUD needs to display the following information:" -msgstr "O HUD exibirá as seguintes informações:" - -msgid "Score, changed by ``ScoreTimer``." -msgstr "Pontuação, alterado para ``ScoreTimer``." - -msgid "A message, such as \"Game Over\" or \"Get Ready!\"" -msgstr "Uma mensagem, como \"Game Over\" ou \"Prepare-se!\"" - -msgid "A \"Start\" button to begin the game." -msgstr "Um botão \"Iniciar\" para começar o jogo." - -msgid "" -"The basic node for UI elements is :ref:`Control `. To create " -"our UI, we'll use two types of :ref:`Control ` nodes: :ref:" -"`Label ` and :ref:`Button `." -msgstr "" -"O nó básico para elementos de interface é :ref:`Control `. " -"Para criar nossa interface, usaremos dois tipos de nós :ref:`Control " -"`: :ref:`Label ` e :ref:`Button `." - -msgid "Create the following as children of the ``HUD`` node:" -msgstr "Crie os seguintes itens como filhos do nó ``HUD``:" - -msgid ":ref:`Label ` named ``ScoreLabel``." -msgstr ":ref:`Label ` nomeado ``ScoreLabel``." - -msgid ":ref:`Label ` named ``Message``." -msgstr ":ref:`Label ` nomeado ``MessageLabel``." - -msgid ":ref:`Button ` named ``StartButton``." -msgstr ":ref:`Button ` nomeado ``StartButton``." - -msgid ":ref:`Timer ` named ``MessageTimer``." -msgstr ":ref:`Timer ` nomeado ``MessageTimer``." - -msgid "" -"Click on the ``ScoreLabel`` and type a number into the ``Text`` field in the " -"Inspector. The default font for ``Control`` nodes is small and doesn't scale " -"well. There is a font file included in the game assets called \"Xolonium-" -"Regular.ttf\". To use this font, do the following:" -msgstr "" -"Clique no ``ScoreLabel`` e digite um número no campo ``Text``no Inspetor. A " -"fonte padrão para os nós ``Control`` é pequena e não escala bem. Há um " -"arquivo de fonte incluído nos assets do jogo chamado \"Xolonium-Regular." -"ttf\". Para usar esta fonte, faça o seguinte para cada um dos três nós " -"``Control``:" - -msgid "" -"The font size is still too small, increase it to ``64`` under \"Theme " -"Overrides > Font Sizes\". Once you've done this with the ``ScoreLabel``, " -"repeat the changes for the ``Message`` and ``StartButton`` nodes." -msgstr "" -"O tamanho da fonte ainda está muito pequeno; aumente-o para ``64`` em " -"\"Theme Overrides > Font Sizes\". Depois de fazer isso no nó ``ScoreLabel``, " -"repita as alterações nos nós ``Message`` e ``StartButton``." - -msgid "" -"Arrange the nodes as shown below. You can drag the nodes to place them " -"manually, or for more precise placement, use \"Anchor Presets\"." -msgstr "" -"Organize os nós conforme mostrado abaixo. Você pode arrastar os nós para " -"posicioná-los manualmente ou, para um posicionamento mais preciso, usar " -"\"Predefinições de âncora\"." - -msgid "ScoreLabel" -msgstr "ScoreLabel" - -msgid "Add the text ``0``." -msgstr "Adicione o texto ``0``." - -msgid "" -"Set the \"Horizontal Alignment\" and \"Vertical Alignment\" to ``Center``." -msgstr "" -"Defina o \"Alinhamento Horizontal\" e \"Alinhamento Vertical\" para " -"``Center``." - -msgid "Choose the \"Anchor Preset\" ``Center Top``." -msgstr "Escolha a \"Predefinição de Âncora\" ``Centro Superior``." - -msgid "Message" -msgstr "Mensagem" - -msgid "" -"Set the \"Autowrap Mode\" to ``Word``, otherwise the label will stay on one " -"line." -msgstr "" -"Defina o \"Modo Autowrap\" para ``Word``, caso contrário o rótulo " -"permanecerá em uma linha." - -msgid "" -"Under \"Control - Layout/Transform\" set \"Size X\" to ``480`` to use the " -"entire width of the screen." -msgstr "" -"Na aba \"Control - Layout - Transform\", defina o parâmetro \"X\" de " -"\"Size\" para 480 para usar toda a largura da tela." - -msgid "Choose the \"Anchor Preset\" ``Center``." -msgstr "Escolha a \"Predefinição de Âncora\" ``Centro``." - -msgid "StartButton" -msgstr "StartButton" - -msgid "Add the text ``Start``." -msgstr "Adicione o texto: ``Iniciar``." - -msgid "" -"Under \"Control - Layout/Transform\", set \"Size X\" to ``200`` and \"Size " -"Y\" to ``100`` to add a little bit more padding between the border and text." -msgstr "" -"Em \"Control - Layout - Transform\", defina o parâmetro \"X\" de \"Size\" " -"para 200 e \"Y\" de \"Size\" para 100, assim adicionando um pouco mais de " -"espaço entre a borda e o texto." - -msgid "Choose the \"Anchor Preset\" ``Center Bottom``." -msgstr "Escolha a \"Predefinição de Âncora\" ``Centro Inferior``." - -msgid "Under \"Control - Layout/Transform\", set \"Position Y\" to ``580``." -msgstr "" -"Em \"Control - Layout - Transform\", defina \"Y\" de \"Position\" para " -"``580``." - -msgid "" -"On the ``MessageTimer``, set the ``Wait Time`` to ``2`` and set the ``One " -"Shot`` property to \"On\"." -msgstr "" -"No ``MessageTimer``, defina o ``Wait Time`` (Tempo de Espera) para ``2`` e " -"configure a propriedade ``One Shot`` (Apenas uma Vez) como \"Ativo\"." - -msgid "Now add this script to ``HUD``:" -msgstr "Agora, adicione este script ao ``HUD``:" - -msgid "" -"We now want to display a message temporarily, such as \"Get Ready\", so we " -"add the following code" -msgstr "" -"Agora queremos exibir uma mensagem temporária, como \"Prepare-se\", então " -"vamos adicionar o seguinte código" - -msgid "" -"This function is called when the player loses. It will show \"Game Over\" " -"for 2 seconds, then return to the title screen and, after a brief pause, " -"show the \"Start\" button." -msgstr "" -"Esta função é chamada quando o jogador perde. Ela mostrará \"Game Over\" por " -"2 segundos e depois retornará à tela de título após uma breve pausa e " -"mostrará o botão \"Iniciar\"." - -msgid "" -"When you need to pause for a brief time, an alternative to using a Timer " -"node is to use the SceneTree's ``create_timer()`` function. This can be very " -"useful to add delays such as in the above code, where we want to wait some " -"time before showing the \"Start\" button." -msgstr "" -"Quando você precisa pausar por um breve tempo, uma alternativa ao do nó " -"Timer é usar a função ``create_timer()`` do SceneTree. Isso pode ser muito " -"útil para atrasar, como no código acima, onde queremos esperar um pouco de " -"tempo antes de mostrar o botão \"Iniciar\"." - -msgid "Add the code below to ``HUD`` to update the score" -msgstr "Adicione o código abaixo no ``HUD`` para atualizar a pontuação" - -msgid "Connecting HUD to Main" -msgstr "Conectando HUD a Principal" - -msgid "" -"Now that we're done creating the ``HUD`` scene, go back to ``Main``. " -"Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene. " -"The scene tree should look like this, so make sure you didn't miss anything:" -msgstr "" -"Agora que terminamos de criar a cena ``HUD``, salve-a e volte para a " -"``Principal``. Crie uma instância da cena ``HUD`` como fez com a cena " -"``Jogador``, e coloque-a no final da árvore. A árvore completa deveria se " -"parecer assim, então confira se não falta alguma coisa:" - -msgid "" -"Now we need to connect the ``HUD`` functionality to our ``Main`` script. " -"This requires a few additions to the ``Main`` scene:" -msgstr "" -"Agora precisamos conectar a funcionalidade de ``HUD`` ao roteiro de " -"``Principal``. Isso exige algumas adições à cena ``Principal``:" - -msgid "" -"In ``new_game()``, update the score display and show the \"Get Ready\" " -"message:" -msgstr "" -"Em ``new_game()``, atualize o mostrador de pontuação e mostre a mensagem " -"\"Prepare-se\":" - -msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:" -msgstr "" -"Em ``game_over()``, precisamos chamar a correspondente função de ``HUD``:" - -msgid "Removing old creeps" -msgstr "Removendo antigas criaturas" - -msgid "" -"If you play until \"Game Over\" and then start a new game right away, the " -"creeps from the previous game may still be on the screen. It would be better " -"if they all disappeared at the start of a new game. We just need a way to " -"tell *all* the mobs to remove themselves. We can do this with the \"group\" " -"feature." -msgstr "" -"Se você jogar até o \"Game Over\" e iniciar um novo jogo, as criaturas do " -"jogo anterior ainda poderão estar na tela. Seria melhor se todas elas " -"desaparecessem no iníco de cada partida. Nós só precisamos de um jeito de " -"*falar* para todos os inimigos se auto-destruirem. Nós podemos fazer isso " -"com a funcionalidade \"group\"(grupo)." - -msgid "" -"The ``call_group()`` function calls the named function on every node in a " -"group - in this case we are telling every mob to delete itself." -msgstr "" -"A função ``call_group()``chama a função passada como parâmetro em cada nó do " -"grupo - neste caso nós estamos falando para cada inimigo se auto-destruir." - -msgid "" -"The game's mostly done at this point. In the next and last part, we'll " -"polish it a bit by adding a background, looping music, and some keyboard " -"shortcuts." -msgstr "" -"O jogo está quase pronto nesse ponto. Na próxima e última parte, daremos um " -"melhor acabamento adicionando um plano de fundo, música em \"looping\", e " -"alguns atalhos de teclado." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po deleted file mode 100644 index 4e2e998953..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po +++ /dev/null @@ -1,148 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Finishing up" -msgstr "Terminando" - -msgid "" -"We have now completed all the functionality for our game. Below are some " -"remaining steps to add a bit more \"juice\" to improve the game experience." -msgstr "" -"Agora completamos toda a funcionalidade do nosso jogo. Abaixo estão alguns " -"passos restantes para dar uma apimentada para melhorar a experiência do " -"jogo. Sinta-se livre para expandir a jogabilidade com suas próprias ideias." - -msgid "Feel free to expand the gameplay with your own ideas." -msgstr "Sinta-se livre para expandir a jogabilidade com suas próprias ideias." - -msgid "Background" -msgstr "Plano de Fundo" - -msgid "Sound effects" -msgstr "Efeitos sonoros" - -msgid "" -"Add two :ref:`AudioStreamPlayer ` nodes as children " -"of ``Main``. Name one of them ``Music`` and the other ``DeathSound``. On " -"each one, click on the ``Stream`` property, select \"Load\", and choose the " -"corresponding audio file." -msgstr "" -"Adicione dois nós :ref:`AudioStreamPlayer ` como " -"filhos de ``Principal``. Nomeie um deles como ``Musica`` e o outro como " -"``SomDeMorte``. Em cada um, clique na propriedade ``Stream`` (\"fluxo\"), " -"selecione \"Carregar\", e escolha o arquivo sonoro correspondente." - -msgid "" -"All audio is automatically imported with the ``Loop`` setting disabled. If " -"you want the music to loop seamlessly, click on the Stream file arrow, " -"select ``Make Unique``, then click on the Stream file and check the ``Loop`` " -"box." -msgstr "" -"Todo o áudio é automaticamente importado com a configuração ``Loop`` " -"desativada. Se você quiser que a música loop continuamente, clique na seta " -"do arquivo Stream, selecione ``Make Unique``, em seguida, clique no arquivo " -"Stream e verifique a caixa ``Loop``." - -msgid "" -"To play the music, add ``$Music.play()`` in the ``new_game()`` function and " -"``$Music.stop()`` in the ``game_over()`` function." -msgstr "" -"Para reproduzir a música, adicione ``$Musica.play()``na função " -"``new_game()`` e ``$Musica.stop()`` na função ``game_over()``." - -msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function." -msgstr "Por fim, adicione ``$SomDeMorte.play()`` na função ``game_over()``." - -msgid "Keyboard shortcut" -msgstr "Atalho de teclado" - -msgid "" -"Since the game is played with keyboard controls, it would be convenient if " -"we could also start the game by pressing a key on the keyboard. We can do " -"this with the \"Shortcut\" property of the ``Button`` node." -msgstr "" -"Como o jogo é jogado com controles de teclado, seria conveniente se " -"pudéssemos iniciar o jogo pressionando uma tecla do teclado. Uma maneira de " -"fazer isso é usando a propriedade \"Atalho\" do nó ``Button``." - -msgid "" -"In a previous lesson, we created four input actions to move the character. " -"We will create a similar input action to map to the start button." -msgstr "" -"Numa lição anterior, nós criamos quatro ações de entrada para mover o " -"personagem. Criaremos uma ação de entrada similar para o botão de início." - -msgid "" -"Select \"Project\" -> \"Project Settings\" and then click on the \"Input " -"Map\" tab. In the same way you created the movement input actions, create a " -"new input action called ``start_game`` and add a key mapping for the :kbd:" -"`Enter` key." -msgstr "" -"Selecione \"Project\" -> \"Project Settings\" e clique na aba \"Input Map\". " -"Da mesma forma que criou as ações de entrada ara movimentação, crie uma nova " -"entrada chamada ``start_game`` e adicione uma tecla mapeada para :kbd:" -"`Enter`." - -msgid "" -"Now would be a good time to add controller support if you have one " -"available. Attach or pair your controller and then under each input action " -"that you wish to add controller support for, click on the \"+\" button and " -"press the corresponding button, d-pad, or stick direction that you want to " -"map to the respective input action." -msgstr "" -"Agora seria um bom momento para adicionar suporte ao joystick se você tiver " -"um disponível. Anexar ou emparelhe seu joystick e, em seguida, sob cada ação " -"de entrada que você deseja adicionar suporte o joystick, clique no botão \"+" -"\" e pressione o botão correspondente, d-pad, ou direcional do pino " -"analógicos que você deseja mapear para a respectiva ação de entrada." - -msgid "" -"Create a new :ref:`InputEventAction ` and name it " -"``start_game``." -msgstr "" -"Crie um novo :ref:`InputEventAction ` e nomei-o " -"```start_game``." - -msgid "" -"Now when the start button appears, you can either click it or press :kbd:" -"`Enter` to start the game." -msgstr "" -"Agora, quando o botão iniciar aparecer, você pode clicar nele ou pressionar :" -"kbd:`Enter` para iniciar o jogo." - -msgid "And with that, you completed your first 2D game in Godot." -msgstr "E com isso, você completou seu primeiro jogo 2D em Godot." - -msgid "" -"You got to make a player-controlled character, enemies that spawn randomly " -"around the game board, count the score, implement a game over and replay, " -"user interface, sounds, and more. Congratulations!" -msgstr "" -"Você acabou de fazer um personagem controlado pelo jogador, inimigos que são " -"gerados aleatoriamente pela tela de jogo, contador de pontos, implementar um " -"fim de jogo e repetição, interface de usuário, sons, e mais. " -"Congratulações!!!" - -msgid "" -"There's still much to learn, but you can take a moment to appreciate what " -"you achieved." -msgstr "" -"Ainda há muito a aprender, mas você pode dar um tempo e apreciar sua " -"conquista." - -msgid "" -"And when you're ready, you can move on to :ref:`doc_your_first_3d_game` to " -"learn to create a complete 3D game from scratch, in Godot." -msgstr "" -"E quando você estiver pronto, pode ir a :ref:`doc_your_first_3d_game`para " -"aprender a criar um Jogo 3D completo do zero na Godot." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/index.po deleted file mode 100644 index 739a8bb6d4..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_2d_game/index.po +++ /dev/null @@ -1,139 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Your first 2D game" -msgstr "Seu primeiro jogo 2D" - -msgid "" -"In this step-by-step tutorial series, you will create your first complete 2D " -"game with Godot. By the end of the series, you will have a simple yet " -"complete game of your own, like the image below." -msgstr "" -"Nesta série de tutoriais passo a passo, você criará seu primeiro jogo 2D " -"completo com Godot. No fim da série, você terá seu próprio jogo simples, mas " -"completo, como o da imagem abaixo." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "imagem0" - -msgid "" -"You will learn how the Godot editor works, how to structure a project, and " -"build a 2D game." -msgstr "" -"Você aprenderá como funciona o editor Godot, como estruturar um projeto e " -"construir um jogo 2D." - -msgid "" -"This project is an introduction to the Godot engine. It assumes that you " -"have some programming experience already. If you're new to programming " -"entirely, you should start here: :ref:`doc_scripting`." -msgstr "" -"Este projeto é uma introdução a engine Godot. Ele pressupõe que você já " -"tenha alguma experiência em programação. Se você é totalmente novo em " -"programação, você deve começar aqui: :ref:`doc_scripting`." - -msgid "" -"The game is called \"Dodge the Creeps!\". Your character must move and avoid " -"the enemies for as long as possible." -msgstr "" -"O jogo se chama \"Dodge the Creeps!\" (em tradução livre, \"Desvie das " -"Criaturas!\"). Seu personagem deve se mover e evitar os inimigos pelo maior " -"tempo possível." - -msgid "You will learn to:" -msgstr "Você aprenderá a:" - -msgid "Create a complete 2D game with the Godot editor." -msgstr "Criar um jogo completo com o editor do Godot." - -msgid "Structure a simple game project." -msgstr "Estruturar um projeto de jogo simples." - -msgid "Move the player character and change its sprite." -msgstr "Mover o personagem do jogador e mudar sua aparência." - -msgid "Spawn random enemies." -msgstr "Gerar inimigos aleatórios." - -msgid "Count the score." -msgstr "Contar a pontuação." - -msgid "And more." -msgstr "Entre outras coisas." - -msgid "" -"You'll find another series where you'll create a similar game but in 3D. We " -"recommend you to start with this one, though." -msgstr "" -"Você encontrará uma outra série em que criará um jogo similar, mas " -"tridimensional(3D). Recomendamos, no entanto, que comece por este aqui." - -msgid "**Why start with 2D?**" -msgstr "**Por que começar com 2D?**" - -msgid "" -"If you are new to game development or unfamiliar with Godot, we recommend " -"starting with 2D games. This will allow you to become comfortable with both " -"before tackling 3D games, which tend to be more complicated." -msgstr "" -"Se você for novo no desenvolvimento de jogos, ou não estiver familiarizado " -"com o Godot, recomendamos que comece com jogos 2D. Isto permitirá que você " -"se familiarize com ambos antes de começar a desenvolver jogos 3D, os quais " -"tendem a ser mais complicados." - -msgid "You can find a completed version of this project at this location:" -msgstr "Você pode encontrar uma versão finalizada deste projeto neste local:" - -msgid "Prerequisites" -msgstr "Pré-requisitos" - -msgid "" -"This step-by-step tutorial is intended for beginners who followed the " -"complete :ref:`Getting Started `." -msgstr "" -"Este tutorial passo a passo é direcionado para iniciantes que seguiram por " -"completo o :ref:`Passo a passo`." - -msgid "" -"If you're an experienced programmer, you can find the complete demo's source " -"code here: `Dodge the Creeps source code `__." -msgstr "" -"Se você é um programador experiente, pode encontrar o código fonte completo " -"da demonstração aqui: `Código Fonte Dodge the Creeps `__." - -msgid "" -"We prepared some game assets you'll need to download so we can jump straight " -"to the code." -msgstr "" -"Preparamos alguns recursos do jogo que você precisará baixar para que " -"possamos ir direto para o código." - -msgid "You can download them by clicking the link below." -msgstr "Você pode baixá-los clicando no link abaixo." - -msgid "" -"`dodge_the_creeps_2d_assets.zip `_." -msgstr "" -"`dodge_the_creeps_2d_assets.zip `_." - -msgid "Contents" -msgstr "Sumário" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po deleted file mode 100644 index d1d027ae31..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po +++ /dev/null @@ -1,214 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Setting up the game area" -msgstr "Configurando a área de jogo" - -msgid "" -"In this first part, we're going to set up the game area. Let's get started " -"by importing the start assets and setting up the game scene." -msgstr "" -"Nesta primeira parte, vamos configurar a área de jogo. Vamos começar " -"importando os assets iniciais e configurando a cena do jogo." - -msgid "" -"We've prepared a Godot project with the 3D models and sounds we'll use for " -"this tutorial, linked in the index page. If you haven't done so yet, you can " -"download the archive here: `Squash the Creeps assets `__." -msgstr "" -"Preparamos um projeto Godot com os modelos 3D e sons que usaremos para este " -"tutorial, com link na página principal. Se você ainda não o fez, pode baixar " -"o arquivo aqui: `Squash the Creeps assets `__." - -msgid "" -"Once you downloaded it, extract the .zip archive on your computer. Open the " -"Godot Project Manager and click the *Import* button." -msgstr "" -"Depois de baixá-lo, extraia o arquivo .zip em seu computador. Abra o " -"Gerenciador de Projetos do Godot e clique no botão *Importar*." - -msgid "" -"In the import popup, enter the full path to the freshly created directory " -"``squash_the_creeps_start/``. You can click the *Browse* button on the right " -"to open a file browser and navigate to the ``project.godot`` file the folder " -"contains." -msgstr "" -"No pop-up de importação, insira o caminho completo para o diretório recém-" -"criado ``squash_the_creeps_start/``. Você pode clicar no botão *Procurar* à " -"direita para abrir um navegador de arquivos e navegar até o arquivo " -"``project.godot`` que a pasta contém." - -msgid "Click *Import & Edit* to open the project in the editor." -msgstr "Clique em *Importar & Editar* para abrir o projeto no editor." - -msgid "" -"The start project contains an icon and two folders: ``art/`` and ``fonts/``. " -"There, you will find the art assets and music we'll use in the game." -msgstr "" -"O projeto inicial contém um ícone e duas pastas: ``art/`` e ``fonts/``. Lá, " -"você encontrará os recursos de arte e música que usaremos no jogo." - -msgid "" -"There are two 3D models, ``player.glb`` and ``mob.glb``, some materials that " -"belong to these models, and a music track." -msgstr "" -"Existem dois modelos 3D, ``player.glb`` e ``mob.glb``, alguns materiais que " -"pertencem a esses modelos e uma faixa de música." - -msgid "Setting up the playable area" -msgstr "Configurando a área jogável" - -msgid "" -"We'll start by adding a floor that'll prevent the characters from falling. " -"To create static colliders like the floor, walls, or ceilings, you can use :" -"ref:`StaticBody3D ` nodes. They require :ref:" -"`CollisionShape3D ` child nodes to define the " -"collision area. With the ``Main`` node selected, add a :ref:`StaticBody3D " -"` node, then a :ref:`CollisionShape3D " -"`. Rename the :ref:`StaticBody3D " -"` to ``Ground``." -msgstr "" -"Começaremos adicionando um chão que impedirá que os personagens caiam. Para " -"criar colisores estáticos como chão, paredes ou tetos, você pode usar nós :" -"ref:`StaticBody3D `. Eles exigem nós :ref:" -"`CollisionShape3D ` como filho para definir a área " -"de colisão. Com o nó ``Main` selecionado, adicione um nó :ref:`StaticBody3D " -"`, então um :ref:`CollisionShape3D " -"`. Renomei o :ref:`StaticBody3D " -"` para ``Ground``." - -msgid "Your scene tree should look like this" -msgstr "A tua árvore de cena deve parecer assim" - -msgid "" -"A warning sign next to the :ref:`CollisionShape3D ` " -"appears because we haven't defined its shape. If you click the icon, a popup " -"appears to give you more information." -msgstr "" -"Um sinal de aviso ao lado do :ref:`CollisionShape3D " -"` aparece porque não definiu sua forma. Se você " -"clicar no ícone, um popup aparece para lhe dar mais informações." - -msgid "" -"To create a shape, select the :ref:`CollisionShape3D " -"` node, head to the *Inspector* and click the " -"** field next to the *Shape* property. Create a new *BoxShape3D*." -msgstr "" -"Para criar uma forma, selecione o nó :ref:`CollisionShape3D " -"` , vá para o *Inspector* e clique no campo " -"** ao lado da propriedade *Shape*. Crie um novo *BoxShape3D*." - -msgid "" -"The box shape is perfect for flat ground and walls. Its thickness makes it " -"reliable to block even fast-moving objects." -msgstr "" -"A forma de caixa é perfeita para terrenos planos e paredes. Sua espessura o " -"torna confiável para bloquear até mesmo objetos em movimento rápido." - -msgid "" -"Collision shapes are invisible. We need to add a visual floor that goes " -"along with it. Select the ``Ground`` node and add a :ref:`MeshInstance3D " -"` as its child." -msgstr "" -"Formas de colisão são invisíveis. Precisamos adicionar um chão visual que o " -"acompanhe. Selecione o nó *Ground* e adicione um :ref:`MeshInstance3D " -"` como seu filho." - -msgid "" -"In the *Inspector*, click on the field next to *Mesh* and create a :ref:" -"`BoxMesh ` resource to create a visible box." -msgstr "" -"No *Inspector*, clique no campo ao lado de *Mesh* e crie um recurso :ref:" -"`BoxMesh ` para criar um cubo visível." - -msgid "" -"Once again, it's too small by default. Click the box icon to expand the " -"resource and set its *Size* to ``60``, ``2``, and ``60``." -msgstr "" -"Mais uma vez, é muito pequeno por padrão. Clique no ícone da caixa para " -"expandir o recurso e definir o seu *Size* para ``60`, ``2``, e ``60```." - -msgid "" -"You should see a wide grey slab that covers the grid and blue and red axes " -"in the viewport." -msgstr "" -"Você deve ver uma ampla placa cinza que cobre a grade e os eixos azul e " -"vermelho na janela de visualização." - -msgid "" -"We're going to move the ground down so we can see the floor grid. To do " -"this, the grid snapping feature can be used. Grid snapping can be activated " -"2 ways in the 3D editor. The first is by pressing the *Use Snap* button (or " -"pressing the :kbd:`Y` key). The second is by selecting a node, dragging a " -"handle on the gizmo **then** holding :kbd:`Ctrl` while still clicking to " -"enable snapping as long as :kbd:`Ctrl` is held." -msgstr "" -"Vamos mover o chão para baixo para que possamos ver a grade do piso. Para " -"fazer isso, a funcionalidade de alinhamento à grade pode ser usado. O " -"alinhamento à grade pode ser ativado de duas maneiras no editor 3D. A " -"primeira é pressionando o botão *Use Encaixe* (ou pressionando a tecla :kbd:" -"`Y`). A segunda é selecionando um nó, arrastando uma alça no gizmo **e " -"então** segurando :kbd:`Ctrl` enquanto ainda estiver clicando, para ativar o " -"alinhamento enquanto :kbd:`Ctrl` estiver pressionado." - -msgid "" -"Start by setting snapping with your preferred method. Then move the " -"``Ground`` node using the Y-axis (the green arrow on the gizmo)." -msgstr "" -"Comece ativando o alinhamento à grade com o método de sua preferência. Em " -"seguida, mova o nó ``Ground`` usando o eixo Y (a seta verde no gizmo)." - -msgid "" -"If you can't see the 3D object manipulator like on the image above, ensure " -"the *Select Mode* is active in the toolbar above the view." -msgstr "" -"Se você não conseguir ver o manipulador de objetos 3D como na imagem acima, " -"certifique-se de que *Modo de seleção* esteja ativo na barra de ferramentas " -"acima da visualização." - -msgid "" -"Move the ground down ``1`` meter, in order to have a visible editor grid. A " -"label in the bottom-left corner of the viewport tells you how much you're " -"translating the node." -msgstr "" -"Mova o chão para baixo `` 1` metro, a fim de ter uma grade de editor " -"visível. Um rótulo no canto inferior esquerdo do viewport diz-lhe quanto " -"você está movendo o nó." - -msgid "Ultimately, ``Ground``'s transform.position.y should be -1" -msgstr "Finalmente, a transform.position.y do ``Ground`` deve ser -1" - -msgid "" -"Let's add a directional light so our scene isn't all grey. Select the " -"``Main`` node and add a child node :ref:`DirectionalLight3D " -"`." -msgstr "" -"Vamos adicionar uma luz direcional para que a nossa cena não seja toda " -"cinzenta. Selecione o nó ``Main`` e adicione um nó filho :ref:" -"`DirectionalLight3D `." - -msgid "" -"In the *Inspector*, turn on *Shadow -> Enabled* by clicking the checkbox." -msgstr "No *Inspetor*, ative *Sombra -> Ativado* clicando na caixa de seleção." - -msgid "At this point, your project should look like this." -msgstr "Neste ponto, seu projeto deve se parecer com isso." - -msgid "" -"That's our starting point. In the next part, we will work on the player " -"scene and base movement." -msgstr "" -"Esse é o nosso ponto de partida. Na próxima parte, trabalharemos a cena do " -"jogador e o movimento da base." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po deleted file mode 100644 index 3b47afffa1..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po +++ /dev/null @@ -1,225 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Player scene and input actions" -msgstr "Cena do Jogador e ações de entrada" - -msgid "" -"In the next two lessons, we will design the player scene, register custom " -"input actions, and code player movement. By the end, you'll have a playable " -"character that moves in eight directions." -msgstr "" -"Nas próximas duas lições, projetaremos a cena do jogador, registraremos " -"ações de entrada personalizadas e codificaremos o movimento do jogador. Ao " -"final, você terá um personagem jogável que se move em oito direções." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "imagem0" - -msgid "" -"Create a :ref:`CharacterBody3D ` node as the root" -msgstr "Crie um nó :ref:`CharacterBody3D ` como raiz" - -msgid "" -"To learn more about the different physics node types, see the :ref:" -"`doc_physics_introduction`." -msgstr "" -"Para aprender mais sobre os diferentes tipos de nodos físicos, veja :ref:" -"`doc_physics_introduction`." - -msgid "" -"For now, we're going to create a basic rig for our character's 3D model. " -"This will allow us to rotate the model later via code while it plays an " -"animation." -msgstr "" -"Por enquanto, vamos criar um rig básico para o modelo 3D do nosso " -"personagem. Isso nos permitirá girar o modelo posteriormente via código " -"enquanto ele reproduz uma animação." - -msgid "" -"Add a :ref:`Node3D ` node as a child of ``Player`` and name it " -"``Pivot``" -msgstr "" -"Adicione um nó :ref:`Node3D ` como filho de ``Player``` e o " -"nomeie para ``Pivot``" - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "imagem1" - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "imagem2" - -msgid "The sphere's wireframe appears below the character." -msgstr "O wireframe da esfera aparece abaixo do personagem." - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "imagem3" - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "imagem4" - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "imagem5" - -msgid "Save the scene as ``player.tscn``" -msgstr "Salve a cena como ``Player.tscn``" - -msgid "" -"With the nodes ready, we can almost get coding. But first, we need to define " -"some input actions." -msgstr "" -"Com os nós prontos, podemos quase começar a codificar. Mas primeiro, " -"precisamos definir algumas ações de entrada." - -msgid "Creating input actions" -msgstr "Criando ações de entrada" - -msgid "" -"To move the character, we will listen to the player's input, like pressing " -"the arrow keys. In Godot, while we could write all the key bindings in code, " -"there's a powerful system that allows you to assign a label to a set of keys " -"and buttons. This simplifies our scripts and makes them more readable." -msgstr "" -"Para mover o personagem, vamos escutar a entrada do jogador, como pressionar " -"as teclas de seta. Em Godot, embora possamos escrever todas as combinações " -"de teclas em código, há um sistema poderoso que permite atribuir um rótulo a " -"um conjunto de teclas e botões. Isso simplifica nossos scripts e os torna " -"mais legíveis." - -msgid "|image6|" -msgstr "|imagem 6|" - -msgid "image6" -msgstr "image6" - -msgid "" -"At the top, there are multiple tabs. Click on *Input Map*. This window " -"allows you to add new actions at the top; they are your labels. In the " -"bottom part, you can bind keys to these actions." -msgstr "" -"Na parte superior, existem várias guias. Clique em *Mapa de entrada*. Esta " -"janela permite adicionar novas ações na parte superior; eles são seus " -"rótulos. Na parte inferior, você pode vincular teclas a essas ações." - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "image7" - -msgid "" -"We're going to name our actions ``move_left``, ``move_right``, " -"``move_forward``, ``move_back``, and ``jump``." -msgstr "" -"Vamos nomear nossas ações ``move_left``, ``move_right``, ``move_forward``, " -"``move_back`` e ``jump``." - -msgid "To add an action, write its name in the bar at the top and press Enter." -msgstr "" -"Para adicionar uma ação, escreva seu nome na barra superior e pressione " -"Enter." - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "image8" - -msgid "|image9|" -msgstr "|image9|" - -msgid "image9" -msgstr "image9" - -msgid "Bind also the :kbd:`A` key, onto the action ``move_left``." -msgstr "Atribua também a tecla :kbd:`A`, para a ação ``move_left``." - -msgid "|image12|" -msgstr "|image12|" - -msgid "image12" -msgstr "imagem12" - -msgid "Select the negative X axis of the left joystick." -msgstr "Selecione o negativo do eixo X para a esquerda no joystick ." - -msgid "Leave the other values as default and press *OK*" -msgstr "Deixe os outros valores como padrão e pressione *OK*" - -msgid "" -"If you want controllers to have different input actions, you should use the " -"Devices option in Additional Options. Device 0 corresponds to the first " -"plugged gamepad, Device 1 corresponds to the second plugged gamepad, and so " -"on." -msgstr "" -"Se você quiser que os joysticks tenham diferentes ações de entrada, você " -"deve usar a opção Dispositivos em Opções Adicionais. O dispositivo 0 " -"corresponde ao primeiro gamepad plugado, o dispositivo 1 corresponde ao " -"segundo gamepad plugado, e assim por diante." - -msgid "|image15|" -msgstr "|image15|" - -msgid "image15" -msgstr "image15" - -msgid "" -"The final action to set up is the ``jump`` action. Bind the Space key and " -"the gamepad's A button." -msgstr "" -"A ação final para configurar é a ação `jump``. Atribua a tecla Espaço e o " -"botão A do joystick." - -msgid "|image16|" -msgstr "|image16|" - -msgid "image16" -msgstr "image16" - -msgid "Your jump input action should look like this." -msgstr "Sua ação de entrada de salto deve se parecer com isso." - -msgid "|image18|" -msgstr "|image18|" - -msgid "image18" -msgstr "image18" - -msgid "" -"That's all the actions we need for this game. You can use this menu to label " -"any groups of keys and buttons in your projects." -msgstr "" -"Essas são todas as ações que precisamos para este jogo. Você pode usar este " -"menu para rotular quaisquer grupos de teclas e botões em seus projetos." - -msgid "In the next part, we'll code and test the player's movement." -msgstr "" -"Na próxima parte, nós iremos programar e testar o movimento do jogador." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po deleted file mode 100644 index e5f293ab03..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po +++ /dev/null @@ -1,332 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Moving the player with code" -msgstr "Movendo o jogador com código" - -msgid "" -"It's time to code! We're going to use the input actions we created in the " -"last part to move the character." -msgstr "" -"É hora de programar! Nós vamos usar as ações de entradas que criamos na " -"última parte para movimentar o jogador." - -msgid "For this project, we will be following the Godot naming conventions." -msgstr "Para esse projeto, vamos seguir as convenções de nomeação do Godot." - -msgid "" -"**GDScript**: Classes (nodes) use PascalCase, variables and functions use " -"snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." -msgstr "" -"**GDScript**: Classes (nós) usam o estilo ``PascalCase`` " -"(IniciaisMaiúsculas), variáveis e funções usam ``snake_case`` " -"(minúsculas_separadas_por_sublinha) e constantes usam ``ALL_CAPS`` " -"(TODAS_MAIÚSCULAS) (Veja mais em :ref:`doc_gdscript_styleguide`)." - -msgid "" -"**C#**: Classes, export variables and methods use PascalCase, private fields " -"use _camelCase, local variables and parameters use camelCase (See :ref:" -"`doc_c_sharp_styleguide`). Be careful to type the method names precisely " -"when connecting signals." -msgstr "" -"**C#**: Classes, variáveis de exportação e métodos usam PascalCase, campos " -"privados usam _camelCase, variáveis locais e parâmetros usam camelCase " -"(Veja :ref: `doc_c_sharp_styleguide`). Tenha o cuidado de digitar os nomes " -"dos métodos com precisão ao conectar os sinais." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "imagem0" - -msgid "" -"Let's start with the class's properties. We're going to define a movement " -"speed, a fall acceleration representing gravity, and a velocity we'll use to " -"move the character." -msgstr "" -"Vamos começar com as propriedades da classe. Nós vamos definir a velocidade " -"do movimento, a aceleração da queda representando a gravidade e a velocidade " -"que usaremos para mover o jogador." - -msgid "" -"The values are quite different from 2D code because distances are in meters. " -"While in 2D, a thousand units (pixels) may only correspond to half of your " -"screen's width, in 3D, it's a kilometer." -msgstr "" -"Os valores são bem diferentes do código 2D porque as distâncias são em " -"metros. Enquanto que no 2D, mil unidades (pixels) podem corresponder a " -"somente metade da largura da tela, e no 3D, é um quilômetro." - -msgid "" -"Here, we're going to make all calculations using the ``_physics_process()`` " -"virtual function. Like ``_process()``, it allows you to update the node " -"every frame, but it's designed specifically for physics-related code like " -"moving a kinematic or rigid body." -msgstr "" -"Aqui, vamos fazer todos os cálculos utilizando a função virtual " -"``_physics_process()``. Como ``_process()``, ela permite atualizar o nó a " -"cada quadro, mas é desenvolvida especificamente para código relacionado à " -"física, como mover um corpo cinemático ou rígido." - -msgid "" -"To learn more about the difference between ``_process()`` and " -"``_physics_process()``, see :ref:`doc_idle_and_physics_processing`." -msgstr "" -"Para saber mais sobre a diferença entre ``_process()`` e " -"``_physics_process()``, veja :ref:`doc_idle_and_physics_processing`." - -msgid "" -"We start by initializing a ``direction`` variable to ``Vector3.ZERO``. Then, " -"we check if the player is pressing one or more of the ``move_*`` inputs and " -"update the vector's ``x`` and ``z`` components accordingly. These correspond " -"to the ground plane's axes." -msgstr "" -"Começamos inicializando uma variável ``direction`` para ``Vector3.ZERO``. Em " -"seguida, verificamos se o jogador está pressionando uma ou mais das entradas " -"``move_*`` e atualizamos os componentes do vetor ``x`` e ``z`` de acordo. " -"Estes correspondem aos eixos do plano do solo." - -msgid "" -"These four conditions give us eight possibilities and eight possible " -"directions." -msgstr "" -"Essas quatro condições nos dão oito possibilidades e oito direções possíveis." - -msgid "" -"Here, we only normalize the vector if the direction has a length greater " -"than zero, which means the player is pressing a direction key." -msgstr "" -"Aqui, nós só normalizamos o vetor na direção que tem um comprimento maior " -"que zero, o que significa que o jogador apertou uma tecla de direção." - -msgid "" -"We compute the direction the ``$Pivot`` is looking by creating a :ref:`Basis " -"` that looks in the ``direction`` direction." -msgstr "" -"Calculamos a direção para a qual o ``$Pivot`` está olhando criando um :ref:" -"`Basis ` que aponta na direção de ``direction``." - -msgid "" -"The ``CharacterBody3D.is_on_floor()`` function returns ``true`` if the body " -"collided with the floor in this frame. That's why we apply gravity to the " -"``Player`` only while it is in the air." -msgstr "" -"A função ``CharacterBody3D.is_on_floor()`` retorna ``true`` se o corpo " -"colidiu com o chão neste quadro. É por isso que aplicamos a gravidade ao " -"``Player`` apenas enquanto está no ar." - -msgid "" -"The physics engine can only detect interactions with walls, the floor, or " -"other bodies during a given frame if movement and collisions happen. We will " -"use this property later to code the jump." -msgstr "" -"O motor de física só pode detectar interações com paredes, com chão ou com " -"outros corpos durante um determinado quadro se o movimento e a colisão " -"acontecerem. Nós usaremos essa propriedade mais para frente quando fizermos " -"o código para pular." - -msgid "" -"On the last line, we call ``CharacterBody3D.move_and_slide()`` which is a " -"powerful method of the ``CharacterBody3D`` class that allows you to move a " -"character smoothly. If it hits a wall midway through a motion, the engine " -"will try to smooth it out for you. It uses the *velocity* value native to " -"the :ref:`CharacterBody3D `" -msgstr "" -"Na última linha, chamamos de ``CharacterBody3D.move_and_slide()`` que é um " -"método poderoso da classe ``CharacterBody3D`` que permite mover um " -"personagem sutilmente. Se atingir uma parede a meio de um movimento, o motor " -"vai tentar suavisar para você. Ele usa o valor *velocity* nativo do :ref:" -"`CharacterBody3D `" - -msgid "And that's all the code you need to move the character on the floor." -msgstr "E isso é todo o código necessário para mover o personagem no chão." - -msgid "Testing our player's movement" -msgstr "Testando o movimento do nosso personagem" - -msgid "" -"We're going to put our player in the ``Main`` scene to test it. To do so, we " -"need to instantiate the player and then add a camera. Unlike in 2D, in 3D, " -"you won't see anything if your viewport doesn't have a camera pointing at " -"something." -msgstr "" -"Nós vamos colocar nosso jogador na cena ``Main`` para testá-lo. Para isso, " -"nós precisamos instanciar o jogador e depois adicionar a câmera. Diferente " -"do 2D, no 3D você não vê nada caso a janela de exibição não tenha uma câmera " -"apontada para algo." - -msgid "" -"Save your ``Player`` scene and open the ``Main`` scene. You can click on the " -"*Main* tab at the top of the editor to do so." -msgstr "" -"Salve a cena ``Player`` e abra a cena ``Main``. Você pode clicar na aba " -"*Main* no topo do editor para fazê-lo." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "imagem1" - -msgid "" -"If you closed the scene before, head to the *FileSystem* dock and double-" -"click ``main.tscn`` to re-open it." -msgstr "" -"Se você fechou a cena antes, vá até o painel *Sistema de Arquivos* e clique " -"duas vezes em ``main.tscn`` para reabri-la." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "imagem2" - -msgid "" -"In the popup, double-click ``player.tscn``. The character should appear in " -"the center of the viewport." -msgstr "" -"Na pop-up, de um clique duplo em ``player.tscn``. O personagem deve aparecer " -"no centro da janela de exibição." - -msgid "Adding a camera" -msgstr "Adicionando uma câmera" - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "imagem3" - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "imagem4" - -msgid "" -"We're going to use the *Pivot* to rotate the camera as if it was on a crane. " -"Let's first split the 3D view to be able to freely navigate the scene and " -"see what the camera sees." -msgstr "" -"Vamos usar o *Pivô* para girar a câmera como se estivesse em uma grua. Vamos " -"primeiro dividir a visualização 3D para poder navegar livremente pela cena e " -"ver o que a câmera vê." - -msgid "" -"In the toolbar right above the viewport, click on *View*, then *2 " -"Viewports*. You can also press :kbd:`Ctrl + 2` (:kbd:`Cmd + 2` on macOS)." -msgstr "" -"Na barra de ferramentas logo acima do janela de exibição, clique em *Ver*, " -"depois *2 Viewports*. Você também pode pressionar :kbd:`Ctrl + 2` (:kbd:`Cmd " -"+ 2` on macOS)." - -msgid "|image11|" -msgstr "|image11|" - -msgid "image11" -msgstr "imagem11" - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "imagem5" - -msgid "" -"On the bottom view, select your :ref:`Camera3D ` and turn on " -"camera Preview by clicking the checkbox." -msgstr "" -"Na visualização inferior, selecione sua :ref:`Camera3D ` e " -"ative a pré-visualização da câmera clicando na caixa de seleção." - -msgid "|image6|" -msgstr "|imagem 6|" - -msgid "image6" -msgstr "image6" - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "image7" - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "image8" - -msgid "" -"You can run the scene by pressing :kbd:`F6` and press the arrow keys to move " -"the character." -msgstr "" -"Você pode executar a cena apertando :kbd:`F6`e pressione as setas do teclado " -"para movimentar o personagem." - -msgid "|image9|" -msgstr "|image9|" - -msgid "image9" -msgstr "image9" - -msgid "" -"We can see some empty space around the character due to the perspective " -"projection. In this game, we're going to use an orthographic projection " -"instead to better frame the gameplay area and make it easier for the player " -"to read distances." -msgstr "" -"Podemos ver algum espaço vazio em torno do personagem devido à projeção em " -"perspectiva. Neste jogo, vamos usar uma projeção ortográfica para melhor " -"enquadrar a área de jogo e facilitar para o jogador ler as distâncias." - -msgid "" -"Select the *Camera* again and in the *Inspector*, set the *Projection* to " -"*Orthogonal* and the *Size* to ``19``. The character should now look flatter " -"and the ground should fill the background." -msgstr "" -"Selecione a *Câmera* novamente e no *Inspetor*, defina a *Projeção* para " -"*Ortogonal* e o *Tamanho* para ``19``. O personagem agora deve parecer mais " -"achatado e o chão deve preencher o fundo." - -msgid "" -"If directional shadows look too blurry after switching to an orthogonal " -"camera, decrease the camera's *Far* property to a lower value such as " -"``100``. Don't decrease this *Far* property too much, or objects in the " -"distance will start disappearing." -msgstr "" -"Se sombras direcionais parecerem muito borradas depois de mudar para uma " -"câmera ortogonal, diminua a propriedade *Far* da câmera para um valor mais " -"baixo, como ``100`. Não diminua esta propriedade *Far* demais, ou objetos à " -"distância começarão a desaparecer." - -msgid "|image10|" -msgstr "|image10|" - -msgid "image10" -msgstr "image10" - -msgid "" -"Test your scene and you should be able to move in all 8 directions and not " -"glitch through the floor!" -msgstr "" -"Teste sua cena e você deve ser capaz de se mover em todas as 8 direções e " -"não bugando através do chão!" - -msgid "" -"Ultimately, we have both player movement and the view in place. Next, we " -"will work on the monsters." -msgstr "" -"Com isso, temos tanto o movimento do jogador quanto a visão no lugar. Em " -"seguida, trabalharemos nos monstros." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po deleted file mode 100644 index 0f239b77fa..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po +++ /dev/null @@ -1,233 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Designing the mob scene" -msgstr "Projetando a cena inimigo" - -msgid "" -"In this part, you're going to code the monsters, which we'll call mobs. In " -"the next lesson, we'll spawn them randomly around the playable area." -msgstr "" -"Nesta parte, você vai programar os monstros, que chamaremos de inimigos. Na " -"próxima lição, vamos fazê-los surgir aleatoriamente ao redor da área jogável." - -msgid "" -"Let's design the monsters themselves in a new scene. The node structure is " -"going to be similar to the ``player.tscn`` scene." -msgstr "" -"Vamos projetar os próprios monstros em uma nova cena. A estrutura do nó vai " -"ser semelhante à cena ``player.tscn``." - -msgid "" -"Create a scene with, once again, a :ref:`CharacterBody3D " -"` node as its root. Name it ``Mob``. Add a child " -"node :ref:`Node3D `, name it ``Pivot``. And drag and drop the " -"file ``mob.glb`` from the *FileSystem* dock onto the ``Pivot`` to add the " -"monster's 3D model to the scene." -msgstr "" -"Crie uma cena com, mais uma vez, um nó :ref:`CharacterBody3D " -"` como sua raiz. Nomeie-o ``Mob``. Adicione um nó :" -"ref:`Node3D ` como filho dele, nomeie-o *Pivô*. E arraste e " -"solte o arquivo ``mob.glb`` do painel *Sistema de Arquivos* no *Pivô* para " -"adicionar o modelo 3D do monstro à cena." - -msgid "You can rename the newly created ``mob`` node into ``Character``." -msgstr "Você pode renomear o nó recém-criado ``mob`` para ``Character``." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "imagem0" - -msgid "" -"We need a collision shape for our body to work. Right-click on the ``Mob`` " -"node, the scene's root, and click *Add Child Node*." -msgstr "" -"Precisamos de uma forma de colisão para que nosso corpo funcione. Clique com " -"o botão direito do mouse sobre o nó ``Mob``, a cena raiz, e clique em " -"*Adicionar nó Filho(a)*." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "imagem1" - -msgid "Add a :ref:`CollisionShape3D `." -msgstr "Adicione um :ref:`CollisionShape3D `." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "imagem2" - -msgid "In the *Inspector*, assign a *BoxShape3D* to the *Shape* property." -msgstr "No *Inspetor*, atribua um *BoxShape3D* à propriedade *Shape*." - -msgid "" -"We should change its size to fit the 3D model better. You can do so " -"interactively by clicking and dragging on the orange dots." -msgstr "" -"Devemos mudar seu tamanho para adequá-lo melhor ao modelo 3D. Você pode " -"fazer isso interativamente clicando e arrastando os pontos laranja." - -msgid "" -"The box should touch the floor and be a little thinner than the model. " -"Physics engines work in such a way that if the player's sphere touches even " -"the box's corner, a collision will occur. If the box is a little too big " -"compared to the 3D model, you may die at a distance from the monster, and " -"the game will feel unfair to the players." -msgstr "" -"A caixa deve tocar o chão e ser um pouco mais fina do que o modelo. Os " -"motores físicos funcionam de tal forma que se a esfera do jogador tocar até " -"mesmo o canto da caixa, ocorrerá uma colisão. Se a caixa for um pouco grande " -"demais em comparação com o modelo 3D, você pode morrer a uma distância do " -"monstro, e o jogo será injusto para os jogadores." - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "imagem4" - -msgid "" -"Notice that my box is taller than the monster. It is okay in this game " -"because we're looking at the scene from above and using a fixed perspective. " -"Collision shapes don't have to match the model exactly. It's the way the " -"game feels when you test it that should dictate their form and size." -msgstr "" -"Note que minha caixa é mais alta do que o monstro. Está tudo bem neste jogo " -"porque estamos olhando para a cena de cima e usando uma perspectiva fixa. As " -"formas de colisão não têm que combinar exatamente com o modelo. É o modo " -"como você sente o jogo quando o testa que deve ditar sua a forma e tamanho." - -msgid "Removing monsters off-screen" -msgstr "Removendo monstros fora da tela" - -msgid "" -"We're going to spawn monsters at regular time intervals in the game level. " -"If we're not careful, their count could increase to infinity, and we don't " -"want that. Each mob instance has both a memory and a processing cost, and we " -"don't want to pay for it when the mob is outside the screen." -msgstr "" -"Vamos fazer os monstros surgirem em intervalos regulares de tempo no nível " -"do jogo. Se não tivermos cuidado, sua contagem pode aumentar até o infinito, " -"e não queremos isso. Cada instância do Inimigo tem tanto uma memória quanto " -"um custo de processamento, e não queremos pagar por isso quando o inimigo " -"está fora da tela." - -msgid "" -"Once a monster leaves the screen, we don't need it anymore, so we should " -"delete it. Godot has a node that detects when objects leave the screen, :ref:" -"`VisibleOnScreenNotifier3D `, and we're " -"going to use it to destroy our mobs." -msgstr "" -"Depois que um monstro sai da tela, não precisamos mais dele, então podemos " -"excluí-lo. Godot tem um nó que detecta quando os objetos saem da tela, :ref:" -"`VisibleOnScreenNotifier3D `, e vamos usá-" -"lo para destruir nossos inimigos." - -msgid "" -"When working with GDScript, you don't need to worry about this. The main " -"reason to use pools is to avoid freezes with garbage-collected languages " -"like C# or Lua. GDScript uses a different technique to manage memory, " -"reference counting, which doesn't have that caveat. You can learn more about " -"that here: :ref:`doc_gdscript_basics_memory_management`." -msgstr "" -"Ao trabalhar com o GDScript, você não precisa se preocupar com isso. A " -"principal razão para utilizar as \"pools\" é evitar travamentos com " -"linguagens \"garbage-collected\"(que possui coletor de lixo) como C# ou Lua. " -"O GDScript usa uma técnica diferente para gerenciar a memória, contagem de " -"referência, que não tem essa ressalva. Você pode aprender mais sobre isso " -"aqui :ref:`doc_gdscript_basics_memory_management`." - -msgid "" -"Select the ``Mob`` node and add a child node :ref:`VisibleOnScreenNotifier3D " -"`. Another box, pink this time, appears. " -"When this box completely leaves the screen, the node will emit a signal." -msgstr "" -"Selecione o nó ``Mob`` e adicione um :ref:`VisibleOnScreenNotifier3D " -"` como filho dele. Outra caixa, rosa desta " -"vez, aparece. Quando essa caixa sair completamente da tela, o nó emitirá um " -"sinal." - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "imagem5" - -msgid "Resize it using the orange dots until it covers the entire 3D model." -msgstr "Redimensione-a usando os pontos laranja até cobrir todo o modelo 3D." - -msgid "|image6|" -msgstr "|imagem 6|" - -msgid "image6" -msgstr "image6" - -msgid "Coding the mob's movement" -msgstr "Programando a movimentação dos inimigos" - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "image7" - -msgid "" -"We got a random position, now we need a ``random_speed``. ``randi_range()`` " -"will be useful as it gives random int values, and we will use ``min_speed`` " -"and ``max_speed``. ``random_speed`` is just an integer, and we just use it " -"to multiply our ``CharacterBody3D.velocity``. After ``random_speed`` is " -"applied, we rotate ``CharacterBody3D.velocity`` Vector3 towards the player." -msgstr "" -"Temos uma posição aleatória, agora precisamos de um ``random_speed`` . " -"``randi_range()`` que será útil, pois dá valores inteiros aleatórios, e " -"usaremos ``min_speed`` e ``max_speed`` . ``random_speed`` que é apenas um " -"número inteiro, e nós só o usamos para multiplicar nosso ``CharacterBody3D." -"velocity``. Depois que ``random_speed`` é aplicado, giramos o Vector3 do " -"``CharacterBody3D.velocity`` para o jogador." - -msgid "Leaving the screen" -msgstr "Saindo da tela" - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "image8" - -msgid "|image9|" -msgstr "|image9|" - -msgid "image9" -msgstr "image9" - -msgid "Connect the signal to the ``Mob``" -msgstr "Conecte o sinal para o ``Mob``" - -msgid "|image10|" -msgstr "|image10|" - -msgid "image10" -msgstr "image10" - -msgid "" -"Our monster is ready to enter the game! In the next part, you will spawn " -"monsters in the game level." -msgstr "" -"Nosso monstro está pronto para entrar no jogo! Na próxima parte, você fará " -"os monstros surgirem na fase do jogo." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po deleted file mode 100644 index 6e421a44ca..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po +++ /dev/null @@ -1,431 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Spawning monsters" -msgstr "Gerando monstros" - -msgid "" -"In this part, we're going to spawn monsters along a path randomly. By the " -"end, you will have monsters roaming the game board." -msgstr "" -"Nesta parte, vamos fazer os monstros surgirem aleatoriamente ao longo de um " -"caminho. No final, você terá monstros vagando pelo tabuleiro de jogo." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "imagem0" - -msgid "Go to *Project -> Project Settings*." -msgstr "Vá para *Project -> Project Settings*." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "imagem1" - -msgid "If you still have *Input Map* open, switch to the *General* tab." -msgstr "" -"Se você ainda estiver com a aba *Input Map* aberta, mude para a aba *Geral*." - -msgid "" -"In the left menu, navigate down to *Display -> Window*. On the right, set " -"the *Width* to ``720`` and the *Height* to ``540``." -msgstr "" -"No menu à esquerda, navegue até *Exibir -> janela*. À direita, defina a " -"*Largura* como ''720'' e a *Altura* como ''540''." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "imagem2" - -msgid "Creating the spawn path" -msgstr "Criando o caminho de surgimento" - -msgid "" -"In 3D though, it's a bit more complicated to draw the path. We want it to be " -"around the game view so monsters appear right outside the screen. But if we " -"draw a path, we won't see it from the camera preview." -msgstr "" -"No entanto, em 3D, é um pouco mais complicado desenhar o caminho. Queremos " -"que ele esteja em torno da vista do jogo para que os monstros apareçam fora " -"da tela. Mas se desenharmos um caminho, não o veremos pela pré-visualização " -"da câmera." - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "imagem3" - -msgid "Adding placeholder cylinders" -msgstr "Adicionando cilindros de substituto" - -msgid "" -"Let's add the placeholder meshes. Add a new :ref:`Node3D ` as " -"a child of the ``Main`` node and name it ``Cylinders``. We'll use it to " -"group the cylinders. Select ``Cylinders`` and add a child node :ref:" -"`MeshInstance3D `" -msgstr "" -"Vamos adicionar as malhas substitutas. Adicione um novo :ref:`Node3D " -"` como filho do nó ``Principal`` e o nomeie ``Cilindros``. " -"Vamos usá-lo para agrupar os cilindros. Selecione ``Cilindros`` e adicione " -"um nó como filho :ref:`MeshInstance3D `" - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "imagem4" - -msgid "In the *Inspector*, assign a *CylinderMesh* to the *Mesh* property." -msgstr "No *Inspetor*, atribua um *CylinderMesh* à propriedade *Malha*." - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "imagem5" - -msgid "" -"Set the top viewport to the top orthogonal view using the menu in the " -"viewport's top-left corner. Alternatively, you can press the keypad's 7 key." -msgstr "" -"Defina a janela de exibição superior com a visualização ortogonal superior " -"usando o menu no canto superior esquerdo da janela de exibição. Como " -"alternativa, você pode pressionar a tecla 7 do teclado." - -msgid "|image6|" -msgstr "|imagem 6|" - -msgid "image6" -msgstr "image6" - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "image7" - -msgid "" -"You now want to move the cylinder along the ground plane, looking at the " -"camera preview in the bottom viewport. I recommend using grid snap to do so. " -"You can toggle it by clicking the magnet icon in the toolbar or pressing Y." -msgstr "" -"Agora você quer mover o cilindro ao longo do plano do solo, observando a " -"visualização da câmera no inferior da janela de visualização. Eu recomendo " -"usar o encaixe de grade para fazer isso. Você pode alterná-lo clicando no " -"ícone do ímã na barra de ferramentas ou pressionando Y." - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "image8" - -msgid "|image9|" -msgstr "|image9|" - -msgid "image9" -msgstr "image9" - -msgid "" -"We're going to create copies of the mesh and place them around the game " -"area. Press :kbd:`Ctrl + D` (:kbd:`Cmd + D` on macOS) to duplicate the node. " -"You can also right-click the node in the *Scene* dock and select " -"*Duplicate*. Move the copy down along the blue Z axis until it's right " -"outside the camera's preview." -msgstr "" -"Vamos criar cópias da malha e colocá-las ao redor da área do jogo. " -"Pressione :kbd:`Ctrl + D` (:kbd:`Cmd + D` no macOS) para duplicar o nó. Você " -"também pode clicar com o botão direito do mouse no nó no painel*Cena* e " -"selecionar *Duplicar*. Mova a cópia para baixo ao longo do eixo Z azul até " -"que esteja fora da visualização da câmera." - -msgid "" -"Select both cylinders by pressing the :kbd:`Shift` key and clicking on the " -"unselected one and duplicate them." -msgstr "" -"Selecione ambos os cilindros pressionando a tecla :kbd:`Shift` e clique no " -"não selecionado e duplique-os." - -msgid "|image10|" -msgstr "|image10|" - -msgid "image10" -msgstr "image10" - -msgid "Move them to the right by dragging the red X axis." -msgstr "Mova-os para a direita arrastando o eixo X vermelho." - -msgid "|image11|" -msgstr "|image11|" - -msgid "image11" -msgstr "imagem11" - -msgid "" -"They're a bit hard to see in white, aren't they? Let's make them stand out " -"by giving them a new material." -msgstr "" -"Eles estão um pouco difíceis de ver em branco, não estão? Vamos fazer com " -"que eles se destaquem dando a eles um novo material." - -msgid "" -"In 3D, materials define a surface's visual properties like its color, how it " -"reflects light, and more. We can use them to change the color of a mesh." -msgstr "" -"Em 3D, os materiais definem as propriedades visuais de uma superfície, como " -"sua cor, como ela reflete a luz e muito mais. Podemos usá-los para mudar a " -"cor de uma malha." - -msgid "" -"We can update all four cylinders at once. Select all the mesh instances in " -"the *Scene* dock. To do so, you can click on the first one and Shift click " -"on the last one." -msgstr "" -"Podemos atualizar todos os quatro cilindros de uma vez. Selecione todas as " -"instâncias de malha no painel *Cena*. Para fazer isso, você pode clicar no " -"primeiro e com o Shift apertado clicar no último." - -msgid "|image12|" -msgstr "|image12|" - -msgid "image12" -msgstr "imagem12" - -msgid "|image13|" -msgstr "|image13|" - -msgid "image13" -msgstr "imagem13" - -msgid "" -"Click the sphere icon to open the material resource. You get a preview of " -"the material and a long list of sections filled with properties. You can use " -"these to create all sorts of surfaces, from metal to rock or water." -msgstr "" -"Clique no ícone da esfera para abrir o recurso material. Você obtém uma " -"visualização do material e uma longa lista de seções preenchidas com " -"propriedades. Você pode usá-los para criar todos os tipos de superfícies, de " -"metal a rocha ou água." - -msgid "Expand the *Albedo* section." -msgstr "Expanda a seção *Albedo*." - -msgid "" -"Set the color to something that contrasts with the background, like a bright " -"orange." -msgstr "" -"Defina a cor para uma que contraste com o fundo, como uma laranja brilhante." - -msgid "|image14|" -msgstr "|image14|" - -msgid "image14" -msgstr "imagem14" - -msgid "" -"We can now use the cylinders as guides. Fold them in the *Scene* dock by " -"clicking the grey arrow next to them. Moving forward, you can also toggle " -"their visibility by clicking the eye icon next to *Cylinders*." -msgstr "" -"Agora podemos usar os cilindros como guias. Dobre-os no painel *Cena* " -"clicando na seta cinza ao lado deles. Continuando, você também pode alternar " -"sua visibilidade clicando no ícone de olho ao lado de *Cilindros*." - -msgid "|image15|" -msgstr "|image15|" - -msgid "image15" -msgstr "image15" - -msgid "|image16|" -msgstr "|image16|" - -msgid "image16" -msgstr "image16" - -msgid "You can hover any icon to see a tooltip describing the tool." -msgstr "" -"Você pode passar o mouse sobre qualquer ícone para ver uma dica de " -"ferramenta descrevendo a ferramenta." - -msgid "" -"Click in the center of each cylinder to create a point. Then, click the " -"*Close Curve* icon in the toolbar to close the path. If any point is a bit " -"off, you can click and drag on it to reposition it." -msgstr "" -"Clique no centro de cada cilindro para criar um ponto. Em seguida, clique no " -"ícone *Fechar curva* na barra de ferramentas para fechar o caminho. Se algum " -"ponto estiver um pouco fora, você pode clicar e arrastar sobre ele para " -"reposicioná-lo." - -msgid "|image17|" -msgstr "|image17|" - -msgid "image17" -msgstr "image17" - -msgid "Your path should look like this." -msgstr "Seu caminho deve se parecer com isso." - -msgid "|image18|" -msgstr "|image18|" - -msgid "image18" -msgstr "image18" - -msgid "|image19|" -msgstr "|image19|" - -msgid "image19" -msgstr "image19" - -msgid "With that, we're ready to code the spawn mechanism." -msgstr "Com isso, estamos prontos para programar o mecanismo de geração." - -msgid "Spawning monsters randomly" -msgstr "Gerando monstros aleatóriamente" - -msgid "" -"We want to spawn mobs at regular time intervals. To do this, we need to go " -"back to the scene and add a timer. Before that, though, we need to assign " -"the ``mob.tscn`` file to the ``mob_scene`` property above (otherwise it's " -"null!)" -msgstr "" -"Queremos gerar inimigos em intervalos de tempo regulares. Para fazer isso, " -"precisamos voltar ao local e adicionar um temporizador. Antes disso, porém, " -"precisamos atribuir o arquivo ``mob.tscn`` para a propriedade ``mob_scene`` " -"acima (caso contrário, é nulo!)" - -msgid "|image20|" -msgstr "|image20|" - -msgid "image20" -msgstr "image20" - -msgid "|image21|" -msgstr "|image21|" - -msgid "image21" -msgstr "image21" - -msgid "" -"In the *Inspector*, set its *Wait Time* to ``0.5`` seconds and turn on " -"*Autostart* so it automatically starts when we run the game." -msgstr "" -"No *Inspetor*, defina seu *Tempo de Espera* para ''0,5'' segundos e ative o " -"*Autoiniciar* para que ele seja iniciado automaticamente quando executarmos " -"o jogo." - -msgid "|image22|" -msgstr "|image22|" - -msgid "image22" -msgstr "image22" - -msgid "" -"Timers emit a ``timeout`` signal every time they reach the end of their " -"*Wait Time*. By default, they restart automatically, emitting the signal in " -"a cycle. We can connect to this signal from the *Main* node to spawn " -"monsters every ``0.5`` seconds." -msgstr "" -"Os temporizadores emitem um sinal ``timeout`` cada vez que chegam ao final " -"de seu *Tempo de espera*. Por padrão, eles reiniciam automaticamente, " -"emitindo o sinal em um ciclo. Podemos nos conectar a este sinal a partir do " -"nó *Principal* para gerar os monstros a cada ``0.5`` segundos." - -msgid "|image23|" -msgstr "|image23|" - -msgid "image23" -msgstr "image23" - -msgid "Connect it to the *Main* node." -msgstr "Conecte-o ao nó *Principal*." - -msgid "|image24|" -msgstr "|image24|" - -msgid "image24" -msgstr "image24" - -msgid "Let's code the mob spawning logic. We're going to:" -msgstr "Vamos programar lógica de surgimento do mob. Nós vamos:" - -msgid "Instantiate the mob scene." -msgstr "Instanciar a cena da mob." - -msgid "Sample a random position on the spawn path." -msgstr "Gera uma posição aleatória no caminho de surgimento." - -msgid "Get the player's position." -msgstr "Obtenha a posição do jogador." - -msgid "" -"Call the mob's ``initialize()`` method, passing it the random position and " -"the player's position." -msgstr "" -"Chame o método ``initialize()`` do mob, passando a ele a posição aleatória e " -"a posição do jogador." - -msgid "Add the mob as a child of the *Main* node." -msgstr "Adicione o mob como um filho do nó *Principal*." - -msgid "" -"Above, ``randf()`` produces a random value between ``0`` and ``1``, which is " -"what the *PathFollow* node's ``progress_ratio`` expects: 0 is the start of " -"the path, 1 is the end of the path. The path we have set is around the " -"camera's viewport, so any random value between 0 and 1 is a random position " -"alongside the edges of the viewport!" -msgstr "" -"Acima, ``randf()`` produz um valor aleatório entre ``0`` e ``1```, que é o " -"que o ``progress_ratio`` do nó *PathFollow* espera: 0 é o início do caminho, " -"1 é o fim do caminho. O caminho que temos definido é em torno do viewport da " -"câmera, então qualquer valor aleatório entre 0 e 1 é uma posição aleatória " -"ao lado das bordas do viewport!" - -msgid "" -"Note that if you remove the ``Player`` from the main scene, the following " -"line" -msgstr "" -"Observe que, se você remover o ``Jogador`` da cena principal, a seguinte " -"linha" - -msgid "Here is the complete ``main.gd`` script so far, for reference." -msgstr "Aqui está o script ``main.gd`` completo até agora, para referência." - -msgid "" -"You can test the scene by pressing :kbd:`F6`. You should see the monsters " -"spawn and move in a straight line." -msgstr "" -"Você pode testar a cena pressionando :kbd:`F6`. Você deve ver os monstros " -"surgirem e se moverem em linha reta." - -msgid "|image25|" -msgstr "|image25|" - -msgid "image25" -msgstr "image25" - -msgid "" -"For now, they bump and slide against one another when their paths cross. " -"We'll address this in the next part." -msgstr "" -"Por enquanto, eles se chocam e deslizam um contra o outro quando seus " -"caminhos se cruzam. Trataremos disso na próxima parte." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po deleted file mode 100644 index 16024d8c0c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po +++ /dev/null @@ -1,414 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Jumping and squashing monsters" -msgstr "Pulando e esmagando monstros" - -msgid "" -"First, we have to change a few settings related to physics interactions. " -"Enter the world of :ref:`physics layers " -"`." -msgstr "" -"Primeiro, temos que alterar algumas configurações relacionadas às interações " -"físicas. Entre no mundo de :ref:'physics " -"layers'." - -msgid "Controlling physics interactions" -msgstr "Controlando as interações físicas" - -msgid "" -"Physics bodies have access to two complementary properties: layers and " -"masks. Layers define on which physics layer(s) an object is." -msgstr "" -"Os corpos da física têm acesso a duas propriedades complementares: camadas e " -"máscaras. As camadas definem em que camada(s) de física um objeto está." - -msgid "" -"Masks control the layers that a body will listen to and detect. This affects " -"collision detection. When you want two bodies to interact, you need at least " -"one to have a mask corresponding to the other." -msgstr "" -"As máscaras controlam as camadas que um corpo irá escutar e detectar. Isto " -"afeta a detecção de colisões. Quando se deseja que dois corpos interajam, é " -"necessário que pelo menos um tenha uma máscara correspondente ao outro." - -msgid "If that's confusing, don't worry, we'll see three examples in a second." -msgstr "" -"Se isso for confuso, não se preocupe, veremos três exemplos em um segundo." - -msgid "" -"The important point is that you can use layers and masks to filter physics " -"interactions, control performance, and remove the need for extra conditions " -"in your code." -msgstr "" -"O ponto importante é que você pode usar camadas e máscaras para filtrar as " -"interações físicas, controlar o desempenho e remover a necessidade de " -"condições extras em seu código." - -msgid "" -"Physics layers are represented by numbers, but we can give them names to " -"keep track of what's what." -msgstr "" -"As camadas físicas são representadas por números, mas podemos dar-lhes nomes " -"para acompanhar o que é o quê." - -msgid "Setting layer names" -msgstr "Definindo os nomes de camadas" - -msgid "" -"Let's give our physics layers a name. Go to *Project -> Project Settings*." -msgstr "" -"Vamos dar um nome às nossas camadas físicas. Vá para *Projeto -> " -"Configurações do Projeto*." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "imagem0" - -msgid "" -"In the left menu, navigate down to *Layer Names -> 3D Physics*. You can see " -"a list of layers with a field next to each of them on the right. You can set " -"their names there. Name the first three layers *player*, *enemies*, and " -"*world*, respectively." -msgstr "" -"No menu à esquerda, navegue até *Nomes de Camada -> Física 3D*. Você pode " -"ver uma lista de camadas com um campo ao lado de cada uma delas à direita. " -"Você pode definir seus nomes lá. Nomeie as três primeiras camadas *jogador*, " -"*inimigos* e *mundo*, respectivamente." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "imagem1" - -msgid "Now, we can assign them to our physics nodes." -msgstr "Agora, podemos atribuí-los aos nossos nós de física." - -msgid "Assigning layers and masks" -msgstr "Atribuindo camadas e máscaras" - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "imagem2" - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "imagem3" - -msgid "" -"Note that you can click the \"...\" button on the right side of the " -"properties to see a list of named checkboxes." -msgstr "" -"Observe que você pode clicar no botão \"...\" no lado direito das " -"propriedades para ver uma lista de caixas de seleção nomeadas." - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "imagem4" - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "imagem5" - -msgid "" -"Set its *Collision -> Layer* to \"enemies\" and unset its *Collision -> " -"Mask*, leaving the mask empty." -msgstr "" -"Configurar sua *Colisão -> Camada* para \"inimigos\" e desestabilizar sua " -"*Colisão -> Máscara*, deixando a máscara vazia." - -msgid "|image6|" -msgstr "|imagem 6|" - -msgid "image6" -msgstr "image6" - -msgid "" -"These settings mean the monsters will move through one another. If you want " -"the monsters to collide with and slide against each other, turn **on** the " -"\"enemies\" mask." -msgstr "" -"Estas configurações significam que os monstros se moverão uns através dos " -"outros. Se você quiser que os monstros colidam e deslizem uns contra os " -"outros, **ligue** a máscara de \"inimigos\"." - -msgid "" -"The mobs don't need to mask the \"world\" layer because they only move on " -"the XZ plane. We don't apply any gravity to them by design." -msgstr "" -"Os inimigos não precisam mascarar a camada \"mundo\" porque só se movem no " -"plano XZ. Nós não aplicamos nenhuma gravidade a eles no desenvolvimento." - -msgid "Jumping" -msgstr "Pulando" - -msgid "" -"The jumping mechanic itself requires only two lines of code. Open the " -"*Player* script. We need a value to control the jump's strength and update " -"``_physics_process()`` to code the jump." -msgstr "" -"O próprio mecanismo de salto requer apenas duas linhas de código. Abra o " -"script *Player*. Precisamos de um valor para controlar a força do salto e " -"atualizar ``_physics_process()`` para codificar o salto." - -msgid "" -"After the line that defines ``fall_acceleration``, at the top of the script, " -"add the ``jump_impulse``." -msgstr "" -"Após a linha que define ``fall_acceleration``, no topo do script, adicione o " -"``jump_impulse``." - -msgid "" -"Inside ``_physics_process()``, add the following code before the " -"``move_and_slide()`` codeblock." -msgstr "" -"Dentro de ``_physics_process()``, adicione o seguinte código antes do bloco " -"de código ``move_and_slide()``." - -msgid "That's all you need to jump!" -msgstr "Isso é tudo que você precisa para pular!" - -msgid "" -"The ``is_on_floor()`` method is a tool from the ``CharacterBody3D`` class. " -"It returns ``true`` if the body collided with the floor in this frame. " -"That's why we apply gravity to the *Player*: so we collide with the floor " -"instead of floating over it like the monsters." -msgstr "" -"O método ``is_on_floor()`` é uma ferramenta da classe ``CharacterBody3D``. " -"Ele retorna ``true`` se o corpo colidiu com o chão neste quadro. É por isso " -"que aplicamos gravidade ao *Player*: para colidimos com o chão em vez de " -"flutuar sobre ele como os monstros." - -msgid "" -"If the character is on the floor and the player presses \"jump\", we " -"instantly give them a lot of vertical speed. In games, you really want " -"controls to be responsive and giving instant speed boosts like these, while " -"unrealistic, feels great." -msgstr "" -"Se o personagem está no chão e o jogador pressiona \"saltar\", nós " -"instantaneamente damos a eles muita velocidade vertical. Nos jogos, você " -"realmente quer que os controles sejam responsivos e que dão aumentos " -"instantâneos de velocidade como esses, embora irrealistas, são ótimos." - -msgid "" -"Notice that the Y axis is positive upwards. That's unlike 2D, where the Y " -"axis is positive downwards." -msgstr "" -"Observe que o eixo Y é positivo para cima. Isso é diferente do 2D, onde o " -"eixo Y é positivo para baixo." - -msgid "Squashing monsters" -msgstr "Esmagando monstros" - -msgid "" -"Let's add the squash mechanic next. We're going to make the character bounce " -"over monsters and kill them at the same time." -msgstr "" -"Vamos adicionar a seguir a mecânica de esmagar. Vamos fazer o personagem " -"saltar sobre os monstros e matá-los ao mesmo tempo." - -msgid "" -"We need to detect collisions with a monster and to differentiate them from " -"collisions with the floor. To do so, we can use Godot's :ref:`group " -"` tagging feature." -msgstr "" -"Precisamos detectar colisões com um monstro e diferenciá-las das colisões " -"com o chão. Para fazer isso, podemos usar a recurso de coleção :ref:`group " -"` do Godot." - -msgid "" -"Open the scene ``mob.tscn`` again and select the *Mob* node. Go to the " -"*Node* dock on the right to see a list of signals. The *Node* dock has two " -"tabs: *Signals*, which you've already used, and *Groups*, which allows you " -"to assign tags to nodes." -msgstr "" -"Abra a cena ``mob.tscn`` novamente e selecione o nó *Mob*. Vá para o *Nó* " -"painel-de-encaixe à direita para ver uma lista de sinais. O *Nó* painel-de-" -"encaixe tem duas guias: *Sinais*, que você já usou, e *Grupos*, que permite " -"atribuir etiquetas aos nós." - -msgid "" -"Click on it to reveal a field where you can write a tag name. Enter \"mob\" " -"in the field and click the *Add* button." -msgstr "" -"Clique nele para abrir um campo onde você pode escrever um nome de tag. " -"Digite \"inimigo\" no campo e clique no botão *Adicionar*." - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "image7" - -msgid "" -"An icon appears in the *Scene* dock to indicate the node is part of at least " -"one group." -msgstr "" -"Um ícone aparece no painel *Cena* para indicar que o nó faz parte de pelo " -"menos um grupo." - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "image8" - -msgid "" -"We can now use the group from the code to distinguish collisions with " -"monsters from collisions with the floor." -msgstr "" -"Agora podemos usar o grupo do código para distinguir colisões com monstros " -"de colisões com o chão." - -msgid "Coding the squash mechanic" -msgstr "Programando a mecânica de esmagar" - -msgid "Head back to the *Player* script to code the squash and bounce." -msgstr "" -"Volte para o script *Player* para programar as ações de esmagar e saltar." - -msgid "" -"At the top of the script, we need another property, ``bounce_impulse``. When " -"squashing an enemy, we don't necessarily want the character to go as high up " -"as when jumping." -msgstr "" -"Na parte superior do script, precisamos de outra propriedade, " -"``bounce_impulse``. Ao esmagar um inimigo, não queremos necessariamente que " -"o personagem vá tão alto quanto ao pular." - -msgid "" -"Then, after the **Jumping** codeblock we added above in " -"``_physics_process()``, add the following loop. With ``move_and_slide()``, " -"Godot makes the body move sometimes multiple times in a row to smooth out " -"the character's motion. So we have to loop over all collisions that may have " -"happened." -msgstr "" -"Em seguida, após o bloco de código **Jumping** que adicionamos acima em " -"``_physics_process()``, adicione o seguinte loop. Com ``move_and_slide()``, " -"o Godot faz o corpo se mover às vezes várias vezes seguidas para suavizar o " -"movimento do personagem. Então, temos que fazer uma repetição sobre todas as " -"colisões que possam ter acontecido." - -msgid "" -"In every iteration of the loop, we check if we landed on a mob. If so, we " -"kill it and bounce." -msgstr "" -"Em cada iteração da repetição, verificamos se caímos em um inimigo. Se assim " -"for, nós o matamos e saltamos." - -msgid "" -"With this code, if no collisions occurred on a given frame, the loop won't " -"run." -msgstr "" -"Com este código, se nenhuma colisão ocorrer em um determinado quadro, a " -"repetição não será executada." - -msgid "That's a lot of new functions. Here's some more information about them." -msgstr "" -"São muitas funções novas. Aqui estão mais algumas informações sobre eles." - -msgid "" -"The functions ``get_slide_collision_count()`` and ``get_slide_collision()`` " -"both come from the :ref:`CharacterBody3D ` class and " -"are related to ``move_and_slide()``." -msgstr "" -"As funções ``get_slide_count()`` e ``get_slide_collision()`` ambas vêm da " -"classe :ref:`CharacterBody3D ` e estão relacionadas " -"com ``move_and_slide()``." - -msgid "" -"``get_slide_collision()`` returns a :ref:" -"`KinematicCollision3D` object that holds " -"information about where and how the collision occurred. For example, we use " -"its ``get_collider`` property to check if we collided with a \"mob\" by " -"calling ``is_in_group()`` on it: ``collision.get_collider()." -"is_in_group(\"mob\")``." -msgstr "" -"``get_slide_collision()`` retorna um objeto :ref:" -"`KinematicCollision3D` que contém informações " -"sobre onde e como ocorreu a colisão. Por exemplo, utilizamos sua propriedade " -"``collider`` para verificar se colidimos com um \"inimigo\", chamando " -"``is_in_group()`` no: ``collision.get_collider().is_in_group(\"mob\")``." - -msgid "" -"The method ``is_in_group()`` is available on every :ref:`Node`." -msgstr "" -"O método ``is_in_group()`` está disponível em cada :ref:`Node`." - -msgid "" -"To check that we are landing on the monster, we use the vector dot product: " -"``Vector3.UP.dot(collision.get_normal()) > 0.1``. The collision normal is a " -"3D vector that is perpendicular to the plane where the collision occurred. " -"The dot product allows us to compare it to the up direction." -msgstr "" -"Para verificar se estamos pousando no monstro, utilizamos o produto vetorial " -"pontual: ``Vector3.UP.dot(collision.normal()) > 0.1``. A colisão normal é um " -"vetor 3D que é perpendicular ao plano onde ocorreu a colisão. O produto " -"pontal nos permite compará-lo com a direção ascendente." - -msgid "" -"With dot products, when the result is greater than ``0``, the two vectors " -"are at an angle of fewer than 90 degrees. A value higher than ``0.1`` tells " -"us that we are roughly above the monster." -msgstr "" -"Com os produtos pontuais, quando o resultado é maior que ``0``, os dois " -"vetores estão a um ângulo inferior a 90 graus. Um valor maior que ``0.1`` " -"nos diz que estamos aproximadamente acima do monstro." - -msgid "" -"After handling the squash and bounce logic, we terminate the loop early via " -"the ``break`` statement to prevent further duplicate calls to ``mob." -"squash()``, which may otherwise result in unintended bugs such as counting " -"the score multiple times for one kill." -msgstr "" -"Após lidar com a lógica de esmagamento e quique, encerramos a repetição " -"antecipadamente com a instrução ``break`` para evitar chamadas duplicadas de " -"``inimigo.squash()``, o que poderia resultar em bugs indesejados, como " -"contar o placar várias vezes para uma única eliminação." - -msgid "" -"When using C#, Godot will create the appropriate events automatically for " -"all Signals ending with `EventHandler`, see :ref:`C# Signals " -"`." -msgstr "" -"Ao usar C#, o Godot criará automaticamente os eventos apropriados para todos " -"os sinais que terminam com `EventHandler`, veja :ref:`Sinais em C# " -"`." - -msgid "We will use the signal to add points to the score in the next lesson." -msgstr "Usaremos o sinal para adicionar pontos à pontuação na próxima lição." - -msgid "" -"With that, you should be able to kill monsters by jumping on them. You can " -"press :kbd:`F5` to try the game and set ``main.tscn`` as your project's main " -"scene." -msgstr "" -"Com isso, você deve ser capaz de matar monstros pulando sobre eles. Você " -"pode pressionar :kbd:`F5` para experimentar o jogo e definir ``main.tscn`` " -"como cena principal do seu projeto." - -msgid "However, the player won't die yet. We'll work on that in the next part." -msgstr "" -"No entanto, o jogador ainda não morre. Vamos trabalhar nisso na próxima " -"parte." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po deleted file mode 100644 index e8e9f01583..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po +++ /dev/null @@ -1,228 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Killing the player" -msgstr "Matando o Jogador" - -msgid "" -"We can kill enemies by jumping on them, but the player still can't die. " -"Let's fix this." -msgstr "" -"Podemos matar inimigos pulando sobre eles, mas o jogador ainda não pode " -"morrer. Vamos corrigir isso." - -msgid "" -"We want to detect being hit by an enemy differently from squashing them. We " -"want the player to die when they're moving on the floor, but not if they're " -"in the air. We could use vector math to distinguish the two kinds of " -"collisions. Instead, though, we will use an :ref:`Area3D ` " -"node, which works well for hitboxes." -msgstr "" -"Queremos detectar ao sermos atingidos por um inimigo de uma forma diferente " -"de esmagá-los. Queremos que o jogador morra quando estiver se movendo no " -"chão, mas não se ele estiver no ar. Poderíamos usar matemática vetorial para " -"distinguir os dois tipos de colisões. Ao invés disso, usaremos um nó :ref:" -"`Area3D `, que funciona bem para as caixas de impacto " -"(hitboxes)." - -msgid "Hitbox with the Area node" -msgstr "Caixa de colisão com o nó Área" - -msgid "" -"Head back to the ``player.tscn`` scene and add a new child node :ref:`Area3D " -"`. Name it ``MobDetector`` Add a :ref:`CollisionShape3D " -"` node as a child of it." -msgstr "" -"Volte para a cena ``player.tscn`` e adicione um novo nó filho :ref:`Area3D " -"`. Nomeie-o ``MobDetector``. Adicione um nó :ref:" -"`CollisionShape3D ` como filho dele." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "imagem0" - -msgid "In the *Inspector*, assign a cylinder shape to it." -msgstr "No *Inspetor*, atribua uma forma de cilindro a ele." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "imagem1" - -msgid "" -"Here is a trick you can use to make the collisions only happen when the " -"player is on the ground or close to it. You can reduce the cylinder's height " -"and move it up to the top of the character. This way, when the player jumps, " -"the shape will be too high up for the enemies to collide with it." -msgstr "" -"Aqui está uma dica que você pode usar para fazer as colisões só acontecerem " -"quando o jogador estiver no chão ou perto dele. Você pode reduzir a altura " -"do cilindro e movê-lo até o topo do personagem. Desta forma, quando o " -"jogador pula, a forma será muito alta para os inimigos colidirem com ela." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "imagem2" - -msgid "" -"You also want the cylinder to be wider than the sphere. This way, the player " -"gets hit before colliding and being pushed on top of the monster's collision " -"box." -msgstr "" -"Você também quer que o cilindro seja mais largo do que a esfera. Desta " -"forma, o jogador é atingido antes de colidir e ser empurrado para cima da " -"caixa de colisão do monstro." - -msgid "The wider the cylinder, the more easily the player will get killed." -msgstr "Quanto mais largo o cilindro, mais facilmente o jogador será morto." - -msgid "" -"Next, select the ``MobDetector`` node again, and in the *Inspector*, turn " -"**off** its *Monitorable* property. This makes it so other physics nodes " -"cannot detect the area. The complementary *Monitoring* property allows it to " -"detect collisions. Then, remove the *Collision -> Layer* and set the mask to " -"the \"enemies\" layer." -msgstr "" -"Em seguida, selecione novamente o nó ``MobDetector``, e no *Inspetor*, " -"desligue sua propriedade *Monitorável*. Isto faz com que outros nós de " -"física não possam detectar a área. A propriedade complementar " -"*Monitoramento* lhe permite detectar colisões. Em seguida, remover a " -"*Colisão -> Camada* e colocar a máscara na camada \"inimigos\"." - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "imagem3" - -msgid "" -"When areas detect a collision, they emit signals. We're going to connect one " -"to the ``Player`` node. Select ``MobDetector`` and go to *Inspector*'s " -"*Node* tab, double-click the ``body_entered`` signal and connect it to the " -"``Player``" -msgstr "" -"Quando as áreas detectam uma colisão, elas emitem sinais. Vamos conectar um " -"ao nó ``Player``.Selecione ``MobDetector`` e vá para aba Nó do *Inspetor*, " -"clique duas vezes no sinal ``body_entered`` e conecte-o ao ``Player``" - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "imagem4" - -msgid "" -"The *MobDetector* will emit ``body_entered`` when a :ref:`CharacterBody3D " -"` or a :ref:`RigidBody3D ` node " -"enters it. As it only masks the \"enemies\" physics layers, it will only " -"detect the ``Mob`` nodes." -msgstr "" -"O *MobDetector* irá emitir ``body_entered`` quando um :ref:`CharacterBody3D " -"` ou um :ref:`RigidBody3D ` entrar " -"nele. Como ele apenas observa as camadas físicas \"inimigas\", ele só " -"detectará os nós *Inimigo*." - -msgid "" -"Code-wise, we're going to do two things: emit a signal we'll later use to " -"end the game and destroy the player. We can wrap these operations in a " -"``die()`` function that helps us put a descriptive label on the code." -msgstr "" -"Em termos de código, faremos duas coisas: emitir um sinal que usaremos " -"posteriormente para encerrar o jogo e destruir o jogador. Podemos agrupar " -"essas operações em uma função ``die()`` que nos ajuda a colocar um rótulo " -"descritivo no código." - -msgid "Ending the game" -msgstr "Terminando o jogo" - -msgid "" -"We can use the ``Player``\\ 's ``hit`` signal to end the game. All we need " -"to do is connect it to the ``Main`` node and stop the ``MobTimer`` in " -"reaction." -msgstr "" -"Podemos utilizar o sinal ``hit`` do ``Player`` para terminar o jogo. Tudo o " -"que precisamos fazer é conectá-lo ao nó ``Main`` e parar a reação do " -"``Main``." - -msgid "" -"Open ``main.tscn``, select the ``Player`` node, and in the *Node* dock, " -"connect its ``hit`` signal to the ``Main`` node." -msgstr "" -"Abra ``main.tscn``, selecione o nó ``Player``, e no painel *Nó*, conecte seu " -"sinal ``hit`` ao nó ``Main``." - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "imagem5" - -msgid "Get the timer, and stop it, in the ``_on_player_hit()`` function." -msgstr "Obtenha o temporizador, e pare-o, na função ``_on_player_hit()``." - -msgid "" -"If you try the game now, the monsters will stop spawning when you die, and " -"the remaining ones will leave the screen." -msgstr "" -"Se você testar o jogo agora, os monstros deixarão de surgir quando você " -"morrer, e os outros deixarão a tela." - -msgid "" -"Notice also that the game no longer crashes or displays an error when the " -"player dies. Because we are stopping the MobTimer, it no longer triggers the " -"``_on_mob_timer_timeout()`` function." -msgstr "" -"Observe também que o jogo não trava mais, e nem exibe um erro quando o " -"jogador morre. Como estamos parando o MobTimer, ele não aciona mais a função " -"``_on_mob_timer_timeout()``." - -msgid "" -"Also note that the enemy colliding with the player and dying depends on the " -"size and position of the ``Player`` and the ``Mob``\\ 's collision shapes. " -"You may need to move them and resize them to achieve a tight game feel." -msgstr "" -"Observe também que o inimigo colidindo com o jogador e morrendo depende do " -"tamanho e da posição das formas de colisão do ``Player`` e ``Mob``. Talvez " -"seja necessário movê-las e redimensioná-las para conseguir uma jogabilidade " -"mais desafiante." - -msgid "" -"From there, we'll add a score, the option to retry the game, and you'll see " -"how you can make the game feel much more alive with minimalistic animations." -msgstr "" -"A partir daí, acrescentaremos uma pontuação, a opção de tentar novamente o " -"jogo, e você verá como pode fazer o jogo se parecer muito mais vivo com " -"animações minimalistas." - -msgid "Code checkpoint" -msgstr "Programar o Ponto de controle(checkpoint)" - -msgid "" -"Here are the complete scripts for the ``Main``, ``Mob``, and ``Player`` " -"nodes, for reference. You can use them to compare and check your code." -msgstr "" -"Aqui estão os scripts completos para os nós ``Main``, ``Mob`` e ``Player``, " -"para referência. Você pode usá-los para comparar e verificar seu código." - -msgid "Starting with ``main.gd``." -msgstr "Começando com ``main.gd``." - -msgid "See you in the next lesson to add the score and the retry option." -msgstr "" -"Nos vemos na próxima lição para adicionar a pontuação e a opção de nova " -"tentativa." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po deleted file mode 100644 index b340d09107..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po +++ /dev/null @@ -1,547 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Score and replay" -msgstr "Pontuação e repetição" - -msgid "" -"In this part, we'll add the score, music playback, and the ability to " -"restart the game." -msgstr "" -"Nesta parte, adicionaremos a pontuação, a reprodução de música e a " -"capacidade de reiniciar o jogo." - -msgid "" -"We have to keep track of the current score in a variable and display it on " -"screen using a minimal interface. We will use a text label to do that." -msgstr "" -"Temos que acompanhar a pontuação atual em uma variável e exibi-la na tela " -"usando uma interface mínima. Para isso, usaremos uma text label." - -msgid "Add a :ref:`Label ` node and name it ``ScoreLabel``" -msgstr "Adicione um :ref:`Label ` nó e nomei-o ``ScoreLabel``" - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "imagem1" - -msgid "" -"In the *Inspector*, set the *Label*'s *Text* to a placeholder like \"Score: " -"0\"." -msgstr "" -"No *Inspetor*, defina o *Texto* do *Label* como um substituto como " -"\"Pontuação: 0\"." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "imagem2" - -msgid "" -"Also, the text is white by default, like our game's background. We need to " -"change its color to see it at runtime." -msgstr "" -"Além disso, o texto é branco por padrão, como o fundo do nosso jogo. " -"Precisamos mudar sua cor para vê-lo durante a execução." - -msgid "" -"Scroll down to *Theme Overrides*, and expand *Colors* and enable *Font " -"Color* in order to tint the text to black (which contrasts well with the " -"white 3D scene)" -msgstr "" -"Role para baixo para *Theme Overrides*, e expanda *Colors* e habilite *Font " -"Color* para colorir o texto em preto (o que contrasta bem com a cena 3D " -"branca)" - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "imagem3" - -msgid "" -"Finally, click and drag on the text in the viewport to move it away from the " -"top-left corner." -msgstr "" -"Finalmente, clique e arraste o texto na janela de exibição para afastá-lo do " -"canto superior esquerdo." - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "imagem4" - -msgid "" -"The ``UserInterface`` node allows us to group our UI in a branch of the " -"scene tree and use a theme resource that will propagate to all its children. " -"We'll use it to set our game's font." -msgstr "" -"O nó ``UserInterface`` nos permite agrupar nossa UI em um ramo da árvore da " -"cena e utilizar um recurso temático que se propagará a todos os seus filhos. " -"Vamos usá-lo para definir a fonte do nosso jogo." - -msgid "Creating a UI theme" -msgstr "Criando um tema de interface do usuário" - -msgid "" -"Once again, select the ``UserInterface`` node. In the *Inspector*, create a " -"new theme resource in *Theme -> Theme*." -msgstr "" -"Mais uma vez, selecione o nó ``UserInterface``. No *Inspetor*, crie um novo " -"recurso temático em *Tema -> Tema*." - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "imagem5" - -msgid "" -"Click on it to open the theme editor In the bottom panel. It gives you a " -"preview of how all the built-in UI widgets will look with your theme " -"resource." -msgstr "" -"Clique sobre ele para abrir o editor de temas No painel inferior. Ele lhe dá " -"uma prévia de como todos os widgets UI embutidos irão ficar com seu recurso " -"temático." - -msgid "|image6|" -msgstr "|imagem 6|" - -msgid "image6" -msgstr "image6" - -msgid "" -"You can add more properties to the theme resource to design complex user " -"interfaces, but that is beyond the scope of this series. To learn more about " -"creating and editing themes, see :ref:`doc_gui_skinning`." -msgstr "" -"Você pode adicionar mais propriedades ao recurso temático para projetar " -"interfaces de usuário complexas, mas isso está além do escopo desta série. " -"Para saber mais sobre a criação e edição de temas, veja :ref:" -"`doc_gui_skinning`." - -msgid "" -"In the *FileSystem* dock, expand the ``fonts`` directory and click and drag " -"the ``Montserrat-Medium.ttf`` file we included in the project onto the " -"*Default Font*. The text will reappear in the theme preview." -msgstr "" -"No painel *Sistema de Arquivos*, expanda o diretório ``fonts`` e clique e " -"arraste o arquivo ``Montserrat-Medium.ttf`` incluído no projeto para " -"*Default Font*. O texto reaparecerá na visualização do tema." - -msgid "" -"The text is a bit small. Set the *Default Font Size* to ``22`` pixels to " -"increase the text's size." -msgstr "" -"O texto é um pouco pequeno. Configure o *Default Font Size* para ``22`` " -"pixels para aumentar o tamanho do texto." - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "image7" - -msgid "Keeping track of the score" -msgstr "Acompanhando a pontuação" - -msgid "" -"Let's work on the score next. Attach a new script to the ``ScoreLabel`` and " -"define the ``score`` variable." -msgstr "" -"Vamos trabalhar a seguir na pontuação. Anexe um novo script ao " -"``ScoreLabel`` e defina a variável ``score``." - -msgid "" -"The score should increase by ``1`` every time we squash a monster. We can " -"use their ``squashed`` signal to know when that happens. However, because we " -"instantiate monsters from the code, we cannot connect the mob signal to the " -"``ScoreLabel`` via the editor." -msgstr "" -"A pontuação deve aumentar em ``1`` cada vez que esmagarmos um monstro. " -"Podemos utilizar o sinal ``squashed`` para saber quando isso acontece. " -"Entretanto, porque instanciamos monstros pelo código, não podemos conectar o " -"sinal do inimigo ``ScoreLabel`` através do editor." - -msgid "" -"Instead, we have to make the connection from the code every time we spawn a " -"monster." -msgstr "" -"Ao invés disso, temos que fazer a conexão a partir do código toda vez que " -"geramos um monstro." - -msgid "" -"Open the script ``main.gd``. If it's still open, you can click on its name " -"in the script editor's left column." -msgstr "" -"Abra o script ``main.gd``. Se ainda estiver aberto, você pode clicar em seu " -"nome na coluna da esquerda do editor de scripts." - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "image8" - -msgid "" -"Alternatively, you can double-click the ``main.gd`` file in the *FileSystem* " -"dock." -msgstr "" -"Alternativamente, você pode clicar duas vezes no arquivo ``main.gd`` no " -"painel *Sistema de Arquivos*." - -msgid "" -"At the bottom of the ``_on_mob_timer_timeout()`` function, add the following " -"line:" -msgstr "" -"Na parte inferior da função ``_on_mob_timer_timeout()``, adicione a seguinte " -"linha:" - -msgid "" -"This line means that when the mob emits the ``squashed`` signal, the " -"``ScoreLabel`` node will receive it and call the function " -"``_on_mob_squashed()``." -msgstr "" -"Esta linha significa que quando o inimigo emitir o sinal ``squashed``, o nó " -"``ScoreLabel`` o receberá e chamará a função ``_on_mob_squashed()``." - -msgid "There, we increment the score and update the displayed text." -msgstr "Aí, incrementamos a pontuação e atualizamos o texto exibido." - -msgid "" -"You can learn more about string formatting here: :ref:`doc_gdscript_printf`. " -"In C#, consider using `string interpolation with \"$\" `_." -msgstr "" -"Você pode aprender mais sobre a formatação de string aqui: :ref:" -"`doc_gdscript_printf`. Em C#, considere usar a interpolação com \"$\" " -"`_." - -msgid "" -"You can now play the game and squash a few enemies to see the score increase." -msgstr "" -"Agora você pode jogar e esmagar alguns inimigos para ver a pontuação " -"aumentar." - -msgid "|image9|" -msgstr "|image9|" - -msgid "image9" -msgstr "image9" - -msgid "" -"In a complex game, you may want to completely separate your user interface " -"from the game world. In that case, you would not keep track of the score on " -"the label. Instead, you may want to store it in a separate, dedicated " -"object. But when prototyping or when your project is simple, it is fine to " -"keep your code simple. Programming is always a balancing act." -msgstr "" -"Em um jogo complexo, você pode querer separar completamente sua interface de " -"usuário do mundo do jogo. Nesse caso, você não manteria o registro da " -"pontuação no rótulo. Em vez disso, você pode querer armazená-la em um objeto " -"separado e dedicado. Mas quando estiver fazendo um protótipo ou quando seu " -"projeto é simples, é bom manter seu código simples. A programação é sempre " -"um ato de equilíbrio." - -msgid "Retrying the game" -msgstr "Tentando novamente o jogo" - -msgid "" -"We'll now add the ability to play again after dying. When the player dies, " -"we'll display a message on the screen and wait for input." -msgstr "" -"Agora vamos acrescentar a capacidade de jogar novamente após a morte. Quando " -"o jogador morrer, exibiremos uma mensagem na tela e aguardaremos a entrada." - -msgid "" -"Head back to the ``main.tscn`` scene, select the ``UserInterface`` node, add " -"a child node :ref:`ColorRect `, and name it ``Retry``. This " -"node fills a rectangle with a uniform color and will serve as an overlay to " -"darken the screen." -msgstr "" -"Volte para a cena ``main.tscn``, selecione o nó ``UserInterface``, adicione " -"um nó :ref:`ColorRect ` como filho dele e nomeie-o como " -"``Retry``. Esse nó preenche um retângulo com uma cor uniforme e servirá como " -"uma sobreposição para escurecer a tela." - -msgid "" -"To make it span over the whole viewport, you can use the *Anchor Preset* " -"menu in the toolbar." -msgstr "" -"Para que se estenda por toda janela de exibição, você pode usar o menu " -"*Anchor Preset* na barra de ferramentas." - -msgid "|image10|" -msgstr "|image10|" - -msgid "image10" -msgstr "image10" - -msgid "Open it and apply the *Full Rect* command." -msgstr "Abra e aplique o comando *Full Rect*." - -msgid "|image11|" -msgstr "|image11|" - -msgid "image11" -msgstr "imagem11" - -msgid "" -"Nothing happens. Well, almost nothing; only the four green pins move to the " -"corners of the selection box." -msgstr "" -"Nada acontece. Bem, quase nada; apenas os quatro pinos verdes se movem para " -"os cantos da caixa de seleção." - -msgid "|image12|" -msgstr "|image12|" - -msgid "image12" -msgstr "imagem12" - -msgid "" -"This is because UI nodes (all the ones with a green icon) work with anchors " -"and margins relative to their parent's bounding box. Here, the " -"``UserInterface`` node has a small size and the ``Retry`` one is limited by " -"it." -msgstr "" -"Isto porque os nós da IU (todos os que têm um ícone verde) trabalham com " -"âncoras e margens relativas à caixa de delimitação de seus pais. Aqui, o nó " -"``UserInterface`` tem um tamanho pequeno e o ``Retry`` é limitado por ele." - -msgid "" -"Select the ``UserInterface`` and apply *Anchor Preset -> Full Rect* to it as " -"well. The ``Retry`` node should now span the whole viewport." -msgstr "" -"Selecione o ``UserInterface`` e aplique *Anchor Preset -> Full Rect* a ele " -"também. O nó ``Retry`` deve agora abranger toda janela de exibição." - -msgid "" -"Let's change its color so it darkens the game area. Select ``Retry`` and in " -"the *Inspector*, set its *Color* to something both dark and transparent. To " -"do so, in the color picker, drag the *A* slider to the left. It controls the " -"color's Alpha channel, that is to say, its opacity/transparency." -msgstr "" -"Vamos mudar sua cor para que escureça a área de jogo. Selecione ``Retry`` e " -"no *Inspetor*, defina sua *Cor* para algo mais escuro e transparente. Para " -"isso, no seletor de cores, arraste a barra deslizante *A* para a esquerda. " -"Ela controla o canal alfa da cor, ou seja, sua opacidade." - -msgid "|image13|" -msgstr "|image13|" - -msgid "image13" -msgstr "imagem13" - -msgid "" -"Next, add a :ref:`Label ` as a child of ``Retry`` and give it " -"the *Text* \"Press Enter to retry.\" To move it and anchor it in the center " -"of the screen, apply *Anchor Preset -> Center* to it." -msgstr "" -"Em seguida, adicione um :ref:`Label ` como um filho de " -"``Retry`` e coloque o *Texto* \"Press Enter to retry.\" Para movê-lo e " -"ancorar no centro da tela, aplique *Anchor Preset -> Center* a ele." - -msgid "|image14|" -msgstr "|image14|" - -msgid "image14" -msgstr "imagem14" - -msgid "Coding the retry option" -msgstr "Programando a opção de nova tentativa" - -msgid "" -"We can now head to the code to show and hide the ``Retry`` node when the " -"player dies and plays again." -msgstr "" -"Agora podemos ir para o código para mostrar e esconder o nó ``Retry`` quando " -"o jogador morre e joga novamente." - -msgid "" -"Open the script ``main.gd``. First, we want to hide the overlay at the start " -"of the game. Add this line to the ``_ready()`` function." -msgstr "" -"Abra o script ``main.gd``. Primeiro, queremos ocultar a sobreposição no " -"início do jogo. Adicione esta linha à função ``_ready()``." - -msgid "Then, when the player gets hit, we show the overlay." -msgstr "Então, quando o jogador é atingido, mostramos a sobreposição." - -msgid "" -"Finally, when the ``Retry`` node is visible, we need to listen to the " -"player's input and restart the game if they press enter. To do this, we use " -"the built-in ``_unhandled_input()`` callback, which is triggered on any " -"input." -msgstr "" -"Finalmente, quando o nó ``Retry`` estiver visível, precisamos ouvir a " -"entrada do jogador e reiniciar o jogo se ele pressionar Enter. Para fazer " -"isso, usamos a chamada de retorno interna ``_unhandled_input()``." - -msgid "" -"If the player pressed the predefined ``ui_accept`` input action and " -"``Retry`` is visible, we reload the current scene." -msgstr "" -"Se o jogador pressionar a ação de entrada predefinida ``ui_accept`` e " -"``Retry`` estiver visível, nós recarregamos a cena atual." - -msgid "" -"The function ``get_tree()`` gives us access to the global :ref:`SceneTree " -"` object, which allows us to reload and restart the current " -"scene." -msgstr "" -"A função ``get_tree()`` nos dá acesso ao objeto global :ref:`SceneTree " -"`, que nos permite recarregar e reiniciar a cena atual." - -msgid "Adding music" -msgstr "Adicionando música" - -msgid "" -"To add music that plays continuously in the background, we're going to use " -"another feature in Godot: :ref:`autoloads `." -msgstr "" -"Para adicionar música que toca continuamente ao fundo, vamos utilizar outra " -"característica no Godot: :ref:`autoloads ``." - -msgid "" -"To play audio, all you need to do is add an :ref:`AudioStreamPlayer " -"` node to your scene and attach an audio file to " -"it. When you start the scene, it can play automatically. However, when you " -"reload the scene, like we do to play again, the audio nodes are also reset, " -"and the music starts back from the beginning." -msgstr "" -"Para reproduzir áudio, tudo o que você precisa fazer é adicionar um nó :ref:" -"`AudioStreamPlayer ` à sua cena e anexar um arquivo " -"de áudio a ele. Quando você inicia a cena, ela pode ser reproduzida " -"automaticamente. Entretanto, quando você recarrega a cena, como fazemos para " -"tocar novamente, os nós de áudio também são reinicializados, e a música " -"começa de novo desde o início." - -msgid "" -"You can use the autoload feature to have Godot load a node or a scene " -"automatically at the start of the game, outside the current scene. You can " -"also use it to create globally accessible objects." -msgstr "" -"Você pode usar o recurso de carregamento automático para que Godot carregue " -"um nó ou uma cena automaticamente no início do jogo, fora da cena atual. " -"Você também pode usá-lo para criar objetos globalmente acessíveis." - -msgid "" -"Create a new scene by going to the *Scene* menu and clicking *New Scene* or " -"by using the *+* icon next to your currently opened scene." -msgstr "" -"Crie uma nova cena indo para o menu *Scene* e clicando *Nova Cena* ou usando " -"o ícone *+* ao lado de sua cena aberta atualmente." - -msgid "|image15|" -msgstr "|image15|" - -msgid "image15" -msgstr "image15" - -msgid "" -"Click the *Other Node* button to create an :ref:`AudioStreamPlayer " -"` and rename it to ``MusicPlayer``." -msgstr "" -"Clique no botão *Other Node* para criar um :ref:`AudioStreamPlayer " -"` e renomei-o para ``MusicPlayer``." - -msgid "|image16|" -msgstr "|image16|" - -msgid "image16" -msgstr "image16" - -msgid "" -"We included a music soundtrack in the ``art/`` directory, ``House In a " -"Forest Loop.ogg``. Click and drag it onto the *Stream* property in the " -"*Inspector*. Also, turn on *Autoplay* so the music plays automatically at " -"the start of the game." -msgstr "" -"Incluímos uma trilha sonora ``House In a Forest Loop.ogg``, no diretório " -"``art/``. Clique e arraste-a para a propriedade *Stream* no diretório " -"*Inspetor*. Além disso, ative *Autoplay* para que a música toque " -"automaticamente no início do jogo." - -msgid "|image17|" -msgstr "|image17|" - -msgid "image17" -msgstr "image17" - -msgid "|image18|" -msgstr "|image18|" - -msgid "image18" -msgstr "image18" - -msgid "" -"``music_player.tscn`` now loads into any scene you open or play. So if you " -"run the game now, the music will play automatically in any scene." -msgstr "" -"A cena ``music_player.tscn`` agora é carregada em qualquer outra cena que " -"você abrir ou executar. Portanto, se você rodar o jogo agora, a música será " -"reproduzida automaticamente em qualquer cena." - -msgid "" -"Before we wrap up this lesson, here's a quick look at how it works under the " -"hood. When you run the game, your *Scene* dock changes to give you two tabs: " -"*Remote* and *Local*." -msgstr "" -"Antes de encerrarmos esta lição, aqui vai uma rápida olhada em como funciona " -"por debaixo dos panos. Quando você executa o jogo, seu painel *Cena* muda " -"para lhe dar duas abas: *Remota* e *Local*." - -msgid "|image19|" -msgstr "|image19|" - -msgid "image19" -msgstr "image19" - -msgid "" -"The *Remote* tab allows you to visualize the node tree of your running game. " -"There, you will see the *Main* node and everything the scene contains and " -"the instantiated mobs at the bottom." -msgstr "" -"A aba *Remoto* permite que você visualize a árvore de nós do seu jogo em " -"execução. Lá, você verá o nó *Principal* e tudo o que a cena contém e os " -"inimigos instanciados na parte inferior." - -msgid "|image20|" -msgstr "|image20|" - -msgid "image20" -msgstr "image20" - -msgid "" -"At the top are the autoloaded ``MusicPlayer`` and a *root* node, which is " -"your game's viewport." -msgstr "" -"No topo estão o ``MusicPlayer`` carregado automaticamente e um nó *raiz*, " -"que é a janela de visualização do seu jogo." - -msgid "" -"And that does it for this lesson. In the next part, we'll add an animation " -"to make the game both look and feel much nicer." -msgstr "" -"E isso é tudo para esta lição. Na próxima parte, adicionaremos uma animação " -"para tornar o jogo muito mais bonito." - -msgid "Here is the complete ``main.gd`` script for reference." -msgstr "Aqui está o script completo ``main.gd`` para referência." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po deleted file mode 100644 index 5dd7e5659c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po +++ /dev/null @@ -1,532 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Character animation" -msgstr "Animação de personagem" - -msgid "" -"In this final lesson, we'll use Godot's built-in animation tools to make our " -"characters float and flap. You'll learn to design animations in the editor " -"and use code to make your game feel alive." -msgstr "" -"Nesta lição final, usaremos as ferramentas de animação embutidas do Godot " -"para fazer nossos personagens flutuarem e baterem asas. Você aprenderá a " -"criar animações no editor e usar o código para dar vida ao seu jogo." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "imagem0" - -msgid "We'll start with an introduction to using the animation editor." -msgstr "Começaremos com uma introdução para usar o editor de animação." - -msgid "Using the animation editor" -msgstr "Usando o editor de animação" - -msgid "" -"The engine comes with tools to author animations in the editor. You can then " -"use the code to play and control them at runtime." -msgstr "" -"A engine vem com ferramentas para criar animações no editor. Você pode então " -"usar o código para executá-las e controlá-los em tempo de execução." - -msgid "" -"Open the player scene, select the ``Player`` node, and add an :ref:" -"`AnimationPlayer ` node." -msgstr "" -"Abra a cena do jogador, selecione o nó ``Player`` e adicione um nó :ref:" -"`AnimationPlayer `." - -msgid "The *Animation* dock appears in the bottom panel." -msgstr "O painel *Animação* aparece no painel inferior." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "imagem1" - -msgid "" -"It features a toolbar and the animation drop-down menu at the top, a track " -"editor in the middle that's currently empty, and filter, snap, and zoom " -"options at the bottom." -msgstr "" -"Ele apresenta uma barra de ferramentas e o menu suspenso de animação na " -"parte superior, um editor de pistas no faixa que está atualmente vazio, e " -"opções de filtro, snap e zoom na parte inferior." - -msgid "Let's create an animation. Click on *Animation -> New*." -msgstr "Vamos criar uma animação. Clique em *Animação -> Novo*." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "imagem2" - -msgid "Name the animation \"float\"." -msgstr "Chame a animação de \"float\"." - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "imagem3" - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "imagem4" - -msgid "" -"We want the animation to start playback automatically at the start of the " -"game. Also, it should loop." -msgstr "" -"Queremos que a animação inicie a reprodução automaticamente no início do " -"jogo. Além disso, ele deve fazer um loop." - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "imagem5" - -msgid "" -"You can also pin the animation editor by clicking the pin icon in the top-" -"right. This prevents it from folding when you click on the viewport and " -"deselect the nodes." -msgstr "" -"Você também pode fixar o editor de animação clicando no ícone de fixação no " -"canto superior direito. Isso evita que ele se dobre quando você clica no " -"visor e desmarca os nós." - -msgid "|image6|" -msgstr "|imagem 6|" - -msgid "image6" -msgstr "image6" - -msgid "" -"Set the animation duration to ``1.2`` seconds in the top-right of the dock." -msgstr "" -"Defina a duração da animação para ``1.2`` segundos na parte superior direita " -"do painel." - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "image7" - -msgid "" -"You should see the gray ribbon widen a bit. It shows you the start and end " -"of your animation and the vertical blue line is your time cursor." -msgstr "" -"Você deve ver a faixa cinza se alargar um pouco. Ela mostra o início e o fim " -"da animação e a linha azul vertical é o cursor de tempo." - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "image8" - -msgid "" -"You can click and drag the slider in the bottom-right to zoom in and out of " -"the timeline." -msgstr "" -"Você pode clicar e arrastar o controle deslizante no canto inferior direito " -"para aumentar e diminuir o zoom da linha do tempo." - -msgid "|image9|" -msgstr "|image9|" - -msgid "image9" -msgstr "image9" - -msgid "The float animation" -msgstr "A animação fluida" - -msgid "" -"With the animation player node, you can animate most properties on as many " -"nodes as you need. Notice the key icon next to properties in the " -"*Inspector*. You can click any of them to create a keyframe, a time and " -"value pair for the corresponding property. The keyframe gets inserted where " -"your time cursor is in the timeline." -msgstr "" -"Com o nó do reprodutor de animação, você pode animar a maioria das " -"propriedades em quantos nós precisar. Observe o ícone de chave ao lado das " -"propriedades no *Inspetor*. Você pode clicar em qualquer um deles para criar " -"um quadro-chave, um par de tempo e valor para a propriedade correspondente. " -"O quadro-chave é inserido onde seu cursor de tempo está na linha do tempo." - -msgid "" -"Let's insert our first keys. Here, we will animate both the position and the " -"rotation of the ``Character`` node." -msgstr "" -"Vamos inserir nossas primeiras chaves. Aqui, animaremos a translação e a " -"rotação do nó ``Character``." - -msgid "" -"Select the ``Character`` and in the *Inspector* expand the *Transform* " -"section. Click the key icon next to *Position*, and *Rotation*." -msgstr "" -"Selecione o ``Character`` e no *Inspetor* expanda a seção *Transform*. " -"Clique no ícone de chave ao lado de *Position* e *Rotation*." - -msgid "|image10|" -msgstr "|image10|" - -msgid "image10" -msgstr "image10" - -msgid "" -"For this tutorial, just create RESET Track(s) which is the default choice" -msgstr "Para este tutorial, basta criar uma faixa RESET que é a escolha padrão" - -msgid "" -"Two tracks appear in the editor with a diamond icon representing each " -"keyframe." -msgstr "" -"Duas faixas aparecem no editor com um ícone de diamante representando cada " -"quadro-chave." - -msgid "|image11|" -msgstr "|image11|" - -msgid "image11" -msgstr "imagem11" - -msgid "|image12|" -msgstr "|image12|" - -msgid "image12" -msgstr "imagem12" - -msgid "" -"Move the time cursor to ``0.5`` seconds by clicking and dragging on the gray " -"timeline." -msgstr "" -"Mova o cursor de tempo para ``0.5`` segundos clicando e arrastando na linha " -"do tempo cinza." - -msgid "|timeline_05_click|" -msgstr "|timeline_05_click|" - -msgid "timeline_05_click" -msgstr "timeline_05_click" - -msgid "" -"In the *Inspector*, set the *Position*'s *Y* axis to ``0.65`` meters and the " -"*Rotation*' *X* axis to ``8``." -msgstr "" -"No *Inspetor*, defina o eixo *Position* *Y* para os metros ``0.65`` e o eixo " -"*Rotation* *X* para ``8``." - -msgid "" -"If you don't see the properties in the *Inspector* panel, first click on the " -"``Character`` node again in the *Scene* dock." -msgstr "" -"Se você não ver as propriedades no painel *Inspetor*, clique novamente no nó " -"``Personagem`` no painel de encaixe da *Cena*." - -msgid "|image13|" -msgstr "|image13|" - -msgid "image13" -msgstr "imagem13" - -msgid "Create a keyframe for both properties" -msgstr "Crie um quadro-chave para ambas propriedades" - -msgid "|second_keys_both|" -msgstr "|second_keys_both|" - -msgid "second_keys_both" -msgstr "second_keys_both" - -msgid "" -"Now, move the position keyframe to ``0.7`` seconds by dragging it on the " -"timeline." -msgstr "" -"Agora, mova o quadro-chave de posição para ``0.7`` segundos arrastando-o na " -"linha do tempo." - -msgid "|image14|" -msgstr "|image14|" - -msgid "image14" -msgstr "imagem14" - -msgid "" -"A lecture on the principles of animation is beyond the scope of this " -"tutorial. Just note that you don't want to time and space everything evenly. " -"Instead, animators play with timing and spacing, two core animation " -"principles. You want to offset and contrast in your character's motion to " -"make them feel alive." -msgstr "" -"Uma palestra sobre os princípios da animação está além do escopo deste " -"tutorial. Apenas observe que você não deseja cronometrar e espaçar tudo " -"uniformemente. Em vez disso, os animadores brincam com o tempo e o " -"espaçamento, dois princípios básicos da animação. Você quer variar e " -"contrastar o movimento do seu personagem para fazê-lo parecer vivo." - -msgid "" -"Move the time cursor to the end of the animation, at ``1.2`` seconds. Set " -"the Y position to about ``0.35`` and the X rotation to ``-9`` degrees. Once " -"again, create a key for both properties." -msgstr "" -"Mova o cursor de tempo para o final da animação, em ``1.2`` segundos. Defina " -"a posição Y para cerca de ``0.35`` e a rotação X para ``-9`` graus. Mais uma " -"vez, crie uma chave para ambas as propriedades." - -msgid "" -"You can preview the result by clicking the play button or pressing :kbd:" -"`Shift + D`. Click the stop button or press :kbd:`S` to stop playback." -msgstr "" -"Você pode visualizar o resultado clicando no botão play ou pressionando :kbd:" -"`Shift + D`. Clique no botão parar ou pressione :kbd:`S` para parar a " -"reprodução." - -msgid "|image15|" -msgstr "|image15|" - -msgid "image15" -msgstr "image15" - -msgid "" -"You can see that the engine interpolates between your keyframes to produce a " -"continuous animation. At the moment, though, the motion feels very robotic. " -"This is because the default interpolation is linear, causing constant " -"transitions, unlike how living things move in the real world." -msgstr "" -"Você pode ver que a engine interpola entre seus quadros-chave para produzir " -"uma animação contínua. No momento, porém, o movimento parece muito robótico. " -"Isso ocorre porque a interpolação padrão é linear, causando transições " -"constantes, ao contrário de como os seres vivos se movem no mundo real." - -msgid "We can control the transition between keyframes using easing curves." -msgstr "" -"Podemos controlar a transição entre quadros-chave usando curvas de " -"suavisação." - -msgid "" -"Click and drag around the first two keys in the timeline to box select them." -msgstr "" -"Clique e arraste ao redor das duas primeiras chaves na linha do tempo para " -"usar a seleção em retângulo." - -msgid "|image16|" -msgstr "|image16|" - -msgid "image16" -msgstr "image16" - -msgid "" -"You can edit the properties of both keys simultaneously in the *Inspector*, " -"where you can see an *Easing* property." -msgstr "" -"Você pode editar as propriedades de ambas as chaves simultaneamente no " -"*Inspector*, onde você pode ver uma propriedade de*Suavisação*." - -msgid "|image17|" -msgstr "|image17|" - -msgid "image17" -msgstr "image17" - -msgid "" -"Click and drag on the curve, pulling it towards the left. This will make it " -"ease-out, that is to say, transition fast initially and slow down as the " -"time cursor reaches the next keyframe." -msgstr "" -"Clique e arraste sobre a curva, puxando-a para a esquerda. Isso suavizará, " -"ou seja, a transição será rápida inicialmente e desacelerada quando o cursor " -"de tempo atingir o próximo quadro-chave." - -msgid "|image18|" -msgstr "|image18|" - -msgid "image18" -msgstr "image18" - -msgid "" -"Play the animation again to see the difference. The first half should " -"already feel a bit bouncier." -msgstr "" -"Reproduza a animação novamente para ver a diferença. A primeira metade já " -"deve parecer um pouco mais animada." - -msgid "Apply an ease-out to the second keyframe in the rotation track." -msgstr "Aplique uma suavização ao segundo quadro-chave na faixa de rotação." - -msgid "|image19|" -msgstr "|image19|" - -msgid "image19" -msgstr "image19" - -msgid "" -"Do the opposite for the second position keyframe, dragging it to the right." -msgstr "" -"Faça o oposto para o segundo quadro-chave de posição, arrastando-o para a " -"direita." - -msgid "|image20|" -msgstr "|image20|" - -msgid "image20" -msgstr "image20" - -msgid "Your animation should look something like this." -msgstr "Sua animação deve ser algo parecido com isto." - -msgid "|image21|" -msgstr "|image21|" - -msgid "image21" -msgstr "image21" - -msgid "" -"Animations update the properties of the animated nodes every frame, " -"overriding initial values. If we directly animated the *Player* node, it " -"would prevent us from moving it in code. This is where the *Pivot* node " -"comes in handy: even though we animated the *Character*, we can still move " -"and rotate the *Pivot* and layer changes on top of the animation in a script." -msgstr "" -"As animações atualizam as propriedades dos nós animados a cada quadro, " -"substituindo os valores iniciais. Se animarmos diretamente o nó *Player*, " -"isso nos impediria de movê-lo no código. É aqui que o nó *Pivô* é útil: " -"mesmo que tenhamos animado o *Personagem*, ainda podemos mover e girar o " -"*Pivô* e camada muda sobre a animação em um script." - -msgid "If you play the game, the player's creature will now float!" -msgstr "Se você jogar o jogo, a criatura do jogador vai flutuar agora!" - -msgid "" -"If the creature is a little too close to the floor, you can move the " -"``Pivot`` up to offset it." -msgstr "" -"Se a criatura estiver um pouco perto demais do chão, você pode mover o " -"``Pivô`` para cima para deslocá-lo." - -msgid "Controlling the animation in code" -msgstr "Controlando a animação por código" - -msgid "" -"We can use code to control the animation playback based on the player's " -"input. Let's change the animation speed when the character is moving." -msgstr "" -"Podemos usar o código para controlar a reprodução da animação com base na " -"entrada do jogador. Vamos mudar a velocidade da animação quando o personagem " -"estiver se movendo." - -msgid "Open the ``Player``'s script by clicking the script icon next to it." -msgstr "Abra o script do ``Player`` clicando no ícone de script próximo a ele." - -msgid "|image22|" -msgstr "|image22|" - -msgid "image22" -msgstr "image22" - -msgid "" -"In ``_physics_process()``, after the line where we check the ``direction`` " -"vector, add the following code." -msgstr "" -"Em ``_physics_process()``, após a linha onde verificamos o vetor " -"``direction``, adicione o seguinte código." - -msgid "" -"This code makes it so when the player moves, we multiply the playback speed " -"by ``4``. When they stop, we reset it to normal." -msgstr "" -"Este código faz com que quando o jogador se mova, multipliquemos a " -"velocidade de reprodução por ``4``. Quando eles param, nós redefinimos para " -"o normal." - -msgid "" -"We mentioned that the ``Pivot`` could layer transforms on top of the " -"animation. We can make the character arc when jumping using the following " -"line of code. Add it at the end of ``_physics_process()``." -msgstr "" -"Mencionamos que o ``Pivot``pode transformar camadas em cima da animação. " -"Podemos fazer o arco do personagem ao pular usando a seguinte linha de " -"código. Adicione-o no final de ``_physics_process()``." - -msgid "Animating the mobs" -msgstr "Animando os inimigos" - -msgid "" -"Here's another nice trick with animations in Godot: as long as you use a " -"similar node structure, you can copy them to different scenes." -msgstr "" -"Aqui está outro bom truque com animações no Godot: contanto que você use uma " -"estrutura de nó semelhante, você pode copiá-los para cenas diferentes." - -msgid "" -"For example, both the ``Mob`` and the ``Player`` scenes have a ``Pivot`` and " -"a ``Character`` node, so we can reuse animations between them." -msgstr "" -"Por exemplo, as cenas ``Mob`` e ``Player`` têm um nó ``Pivot`` e " -"``Character``, para que possamos reutilizar animações entre elas." - -msgid "" -"Open the *Player* scene, select the AnimationPlayer node and then click on " -"**Animation > Manage Animations...**. Click the *Copy animation to " -"clipboard* button (two small squares) alongside the *float* animation. Click " -"OK to close the window." -msgstr "" -"Abra a cena do **Jogador**, selecione o nó AnimationPlayer e, em seguida, " -"clique em **Animação > Gerenciar Animações....** Clique no botão *Copiar " -"animação para a área de transferência* (dois pequenos quadrados) ao lado da " -"animação *float*. Clique em OK para fechar a janela." - -msgid "" -"Then open ``mob.tscn``, create an :ref:`AnimationPlayer " -"` child node and select it. Click **Animation > " -"Manage Animations**, then **Add Library**. You should see the message " -"\"Global library will be created.\" Leave the text field blank and click OK. " -"Click the *Paste* icon (clipboard) and it should appear in the window. Click " -"OK to close the window." -msgstr "" -"Em seguida, abra ``mob.tscn``, crie um nó filho :ref:`AnimationPlayer " -"` e selecione-o. Clique em **Animação > Gerenciar " -"Animações**, depois em **Adicionar Biblioteca**. Você deve ver a mensagem " -"\"Biblioteca global será criada.\" Deixe o campo de texto em branco e clique " -"em OK. Clique no ícone *Colar* (prancheta) e ele deve aparecer na janela. " -"Clique em OK para fechar a janela." - -msgid "" -"We can change the playback speed based on the creature's ``random_speed``. " -"Open the *Mob*'s script and at the end of the ``initialize()`` function, add " -"the following line." -msgstr "" -"Podemos alterar a velocidade de reprodução com base na ``random_speed`` da " -"criatura. Abra o script *Inimigo* e no final da função ``initialize()``, " -"adicione a seguinte linha." - -msgid "And with that, you finished coding your first complete 3D game." -msgstr "E com isso, você terminou de programar seu primeiro jogo 3D completo." - -msgid "**Congratulations**!" -msgstr "**Parabéns**!" - -msgid "Here's the *Player* script." -msgstr "Aqui está o script do *Jogador*." - -msgid "And the *Mob*'s script." -msgstr "E o script do *Inimigo*." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/going_further.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/going_further.po deleted file mode 100644 index e94d380636..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/going_further.po +++ /dev/null @@ -1,111 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Going further" -msgstr "Indo mais longe" - -msgid "" -"You can pat yourself on the back for having completed your first 3D game " -"with Godot." -msgstr "" -"Você pode se dar um tapinha nas costas por ter completado seu primeiro jogo " -"3D com Godot." - -msgid "" -"In this series, we went over a wide range of techniques and editor features. " -"Hopefully, you've witnessed how intuitive Godot's scene system can be and " -"learned a few tricks you can apply in your projects." -msgstr "" -"Nesta série, passamos por uma ampla gama de técnicas e recursos do editor. " -"Esperamos que você tenha testemunado como pode ser intuitivo sistema de cena " -"do Godot e tenha aprendido alguns truques que você pode aplicar em seus " -"projetos." - -msgid "" -"But we just scratched the surface: Godot has a lot more in store for you to " -"save time creating games. And you can learn all that by browsing the " -"documentation." -msgstr "" -"Mas nós apenas arranhamos a superfície: Godot tem muito mais reservado para " -"você economizar tempo criando jogos. E você pode aprender tudo isso " -"navegando na documentação." - -msgid "" -"Where should you begin? Below, you'll find a few pages to start exploring " -"and build upon what you've learned so far." -msgstr "" -"Por onde você deve começar? Abaixo, você encontrará algumas páginas para " -"começar a explorar e desenvolver apartir do que aprendeu até agora." - -msgid "" -"But before that, here's a link to download a completed version of the " -"project: ``_." -msgstr "" -"Mas antes disso, aqui está um link para baixar uma versão completa do " -"projeto: ``_." - -msgid "Exploring the manual" -msgstr "Explorando o manual" - -msgid "" -"The manual is your ally whenever you have a doubt or you're curious about a " -"feature. It does not contain tutorials about specific game genres or " -"mechanics. Instead, it explains how Godot works in general. In it, you will " -"find information about 2D, 3D, physics, rendering and performance, and much " -"more." -msgstr "" -"O manual é seu aliado sempre que você tiver uma dúvida ou estiver curioso " -"sobre um recurso. Ele não contém tutoriais sobre gêneros ou mecânicas de " -"jogos específicos. Em vez disso, explica como o Godot funciona em geral. " -"Nele, você encontrará informações sobre 2D, 3D, física, renderização e " -"desempenho, e muito mais." - -msgid "Here are the sections we recommend you to explore next:" -msgstr "Aqui estão as seções que recomendamos que você explore a seguir:" - -msgid "" -"Read the :ref:`Scripting section ` to learn " -"essential programming features you'll use in every project." -msgstr "" -"Leia a seção :ref:`Scripting section ` para " -"aprender recursos essenciais de programação que você utilizará em cada " -"projeto." - -msgid "" -"The :ref:`3D ` and :ref:`Physics ` sections will teach you more about 3D game creation in the engine." -msgstr "" -"As seções :ref:`3D ` e :ref:`Physics ` lhe ensinarão mais sobre a criação de jogos 3D no " -"mecanismo." - -msgid "" -":ref:`Inputs ` is another important one for any " -"game project." -msgstr "" -"ref:`Inputs ` é outra importante para qualquer " -"projeto de jogo." - -msgid "" -"You can start with these or, if you prefer, look at the sidebar menu on the " -"left and pick your options." -msgstr "" -"Você pode começar com estes ou, se preferir, olhe para o menu da barra " -"lateral à esquerda e escolha suas opções." - -msgid "" -"We hope you enjoyed this tutorial series, and we're looking forward to " -"seeing what you achieve using Godot." -msgstr "" -"Esperamos que você tenha gostado desta série de tutoriais, e estamos " -"ansiosos para ver o que você consegue alcançar usando o Godot." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/index.po deleted file mode 100644 index 5959b58d64..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/first_3d_game/index.po +++ /dev/null @@ -1,113 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Your first 3D game" -msgstr "Seu primeiro jogo 3D" - -msgid "" -"In this step-by-step tutorial series, you will create your first complete 3D " -"game with Godot. By the end of the series, you will have a simple yet " -"finished project of your own like the animated gif below." -msgstr "" -"Nessa serie de tutoriais passo-à-passo, você criará seu primeiro Jogo 3D com " -"Godot. Ao final da série, você terá um projeto simples mas finalizado de seu " -"próprio goto como o GIF animado abaixo." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "imagem0" - -msgid "" -"The game we'll code here is similar to :ref:`doc_your_first_2d_game`, with a " -"twist: you can now jump and your goal is to squash the creeps. This way, you " -"will both **recognize patterns** you learned in the previous tutorial and " -"**build upon them** with new code and features." -msgstr "" -"O jogo que codificaremos aqui é similar a :ref:`doc_your_first_2d_game`, com " -"uma novidade: você pode pular e seu objetivo é esmagar os estranhos. Dessa " -"forma você ao mesmo tempo **reconhecerá padrões** que aprendeu no tutorial " -"anterior e **construirá com base neles** novos códigos e atributos." - -msgid "You will learn to:" -msgstr "Você aprenderá a:" - -msgid "Work with 3D coordinates with a jumping mechanic." -msgstr "Trabalha com coordenadas 3D com mecânica de salto." - -msgid "" -"Use kinematic bodies to move 3D characters and detect when and how they " -"collide." -msgstr "" -"Usa corpos cinemáticos para mover personagens 3D e detectar quando e como " -"eles colidem." - -msgid "" -"Use physics layers and a group to detect interactions with specific entities." -msgstr "" -"Use camadas físicas e um grupo para detectar interações com entidades " -"específicas." - -msgid "" -"Code basic procedural gameplay by instancing monsters at regular time " -"intervals." -msgstr "" -"Codifique uma jogabilidade procedural básica por instanciar em intervalo de " -"tempo regular." - -msgid "Design a movement animation and change its speed at run-time." -msgstr "" -"Projete uma animação de movimento e mude a velocidade em tempo de execução." - -msgid "Draw a user interface on a 3D game." -msgstr "Desenhar uma interface de usuário num jogo 3D." - -msgid "And more." -msgstr "Entre outras coisas." - -msgid "" -"You can follow this series without having done the 2D one. However, if " -"you're new to game development, we recommend you to start with 2D. 3D game " -"code is always more complex and the 2D series will give you foundations to " -"follow along more comfortably." -msgstr "" -"Você pode seguir esta série sem ter feito o 2D. Contudo, se você é novo no " -"desenvolvimento de jogos, recomendamos que comece com o 2D. O código de jogo " -"3D é sempre mais complexo e a série 2D dará a você fundamentos para seguir " -"adiante mais confortável." - -msgid "" -"We prepared some game assets so we can jump straight to the code. You can " -"download them here: `Squash the Creeps assets `__." -msgstr "" -"Preparamos alguns recursos do jogo para que possamos pular direto para o " -"código. Você pode baixá-los aqui: `Squash the Creeps assets `__." - -msgid "" -"We will first work on a basic prototype for the player's movement. We will " -"then add the monsters that we'll spawn randomly around the screen. After " -"that, we'll implement the jump and squashing mechanic before refining the " -"game with some nice animation. We'll wrap up with the score and the retry " -"screen." -msgstr "" -"Vamos primeiro trabalhar em um protótipo básico para o movimento do jogador. " -"Em seguida, adicionaremos os monstros que iremos gerar aleatoriamente pela " -"tela. Depois disso, implementaremos a mecânica de pular e esmagar antes de " -"refinar o jogo com uma boa animação. Terminaremos com a pontuação e a tela " -"de repetição." - -msgid "Contents" -msgstr "Sumário" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po deleted file mode 100644 index 7bd05dcbcf..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po +++ /dev/null @@ -1,110 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"This page will give you a brief overview of Godot's interface. We're going " -"to look at the different main screens and docks to help you situate yourself." -msgstr "" -"Esta página lhe dará uma breve visão geral da interface do Godot. Vamos ver " -"as diferentes telas principais e painéis para ajudá-lo a se situar." - -msgid "" -"To learn the Project Manager's ins and outs, read :ref:`doc_project_manager`." -msgstr "" -"Para aprender os mecanismos do Gerenciador de Projetos, leai :ref: " -"``doc_project_manager`." - -msgid "First look at Godot's editor" -msgstr "Primeiras impressões do editor do Godot" - -msgid "" -"On either side of the viewport sit the **docks**. And at the bottom of the " -"window lies the **bottom panel**." -msgstr "" -"Em ambos os lados da janela de exibição estão os **painéis**. E na parte " -"inferior da janela encontra-se o **painel inferior**." - -msgid "The four main screens" -msgstr "As quatro cenas principais" - -msgid "" -"You'll use the **2D screen** for all types of games. In addition to 2D " -"games, the 2D screen is where you'll build your interfaces." -msgstr "" -"Você usará a **tela 2D** para todos os tipos de jogos. Além dos jogos 2D, a " -"tela 2D é onde você construirá suas interfaces." - -msgid "" -"In the **3D screen**, you can work with meshes, lights, and design levels " -"for 3D games." -msgstr "" -"Na **tela 3D**, você pode trabalhar com malhas (*meshes*), luzes e a criação " -"de leveis para jogos 3D." - -msgid "" -"Read :ref:`doc_introduction_to_3d` for more detail about the **3D main " -"screen**." -msgstr "" -"Leia :ref:`doc_introduction_to_3d` para saber mais sobre a **tela principal " -"3D**." - -msgid "" -"The **Script screen** is a complete code editor with a debugger, rich auto-" -"completion, and built-in code reference." -msgstr "" -"A **tela Script** é um editor de código completo com um depurador, " -"preenchimento automático avançado e referência de código integrada." - -msgid "" -"You can learn more about the asset library in :ref:`doc_what_is_assetlib`." -msgstr "" -"Você pode aprender mais sobre a biblioteca de assets em :ref:" -"`doc_what_is_assetlib`." - -msgid "Integrated class reference" -msgstr "Documentação integrada" - -msgid "Godot comes with a built-in class reference." -msgstr "Godot vem com a documentão de referência de classe integrada." - -msgid "" -"You can search for information about a class, method, property, constant, or " -"signal by any one of the following methods:" -msgstr "" -"Você pode procurar informações sobre uma classe, método, propriedade, ou " -"sinal usando qualquer um dos métodos seguintes:" - -msgid "" -"Clicking the \"Search Help\" button in the top-right of the Script main " -"screen." -msgstr "" -"Clicando no botão \"Pesquisar Ajuda\" no canto superior direito da tela " -"principal do Script." - -msgid "Clicking on the Help menu and Search Help." -msgstr "Clicando no menu de Ajuda e Pequisar Ajuda." - -msgid "" -"When you do any of these, a window pops up. Type to search for any item. You " -"can also use it to browse available objects and methods." -msgstr "" -"Quando você faz qualquer um desses, uma janela aparece. Digite para " -"pesquisar qualquer item. Você também pode usá-lo para procurar objetos e " -"métodos disponíveis." - -msgid "" -"Double-click on an item to open the corresponding page in the script main " -"screen." -msgstr "" -"Clique duas vezes em um item para abrir a página correspondente na tela " -"principal do script." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po deleted file mode 100644 index 9c06bd2026..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po +++ /dev/null @@ -1,296 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot's design philosophy" -msgstr "Filosofia de Design do Godot" - -msgid "Now that you've gotten your feet wet, let's talk about Godot's design." -msgstr "" -"Agora que você já deu uma mergulhada no assunto, vamos falar no design do " -"Godot." - -msgid "" -"**Every game engine is different and fits different needs.** Not only do " -"they offer a range of features, but the design of each engine is unique. " -"This leads to different workflows and different ways to form your games' " -"structures. This all stems from their respective design philosophies." -msgstr "" -"**Cada game engine é diferente e atende a diferentes necessidades.** Além de " -"oferecer uma variedade de recursos, o design de cada engine é único. Isso " -"leva a diferentes fluxos de trabalho e diferentes formas de formar as " -"estruturas de seus jogos. Tudo isso decorre de suas respectivas filosofias " -"de design." - -msgid "" -"This page is here to help you understand how Godot works, starting with some " -"of its core pillars. It is not a list of available features, nor is it an " -"engine comparison. To know if any engine can be a good fit for your project, " -"you need to try it out for yourself and understand its design and " -"limitations." -msgstr "" -"Esta página está aqui para ajudá-lo a entender como funciona o Godot, " -"começando com alguns de seus fundamentos. Não é uma lista de funcionalidades " -"disponíveis, nem uma comparação entre game engines. Para saber se alguma " -"game engine é uma boa escolha para seu projeto, você mesmo precisa testá-las " -"e entender seu design e limitações." - -msgid "Object-oriented design and composition" -msgstr "Design orientado a objetos e composição" - -msgid "" -"Godot embraces object-oriented design at its core with its flexible scene " -"system and Node hierarchy. It tries to stay away from strict programming " -"patterns to offer an intuitive way to structure your game." -msgstr "" -"Godot adota o design orientado a objetos em seu núcleo, com seu sistema de " -"cena flexível e hierarquia de Nós. Ele tenta ficar longe de padrões estritos " -"de programação para oferecer uma maneira intuitiva de estruturar seu jogo." - -msgid "" -"For one, Godot lets you **compose or aggregate** scenes. It's like nested " -"prefabs: you can create a BlinkingLight scene and a BrokenLantern scene that " -"uses the BlinkingLight. Then, create a city filled with BrokenLanterns. " -"Change the BlinkingLight's color, save, and all the BrokenLanterns in the " -"city will update instantly." -msgstr "" -"Por um lado, Godot permite **compor ou agregar** cenas. É como prefabs " -"aninhados: você pode criar uma cena BlinkingLight e uma cena BrokenLantern " -"que usa o BlinkingLight. Em seguida, crie uma cidade repleta de " -"BrokenLanterns. Mude a cor do BlinkingLight, salve e todos os BrokenLanterns " -"na cidade serão atualizados instantaneamente." - -msgid "On top of that, you can **inherit** from any scene." -msgstr "Além disso, você pode **herdar** de qualquer cena." - -msgid "" -"A Godot scene could be a Weapon, a Character, an Item, a Door, a Level, part " -"of a level… anything you'd like. It works like a class in pure code, except " -"you're free to design it by using the editor, using only the code, or mixing " -"and matching the two." -msgstr "" -"Uma cena Godot pode ser uma Arma, um Personagem, um Item, uma Porta, um " -"Nível, parte de um nível... qualquer coisa que você quiser. Funciona como " -"uma classe em código puro, exceto que você é livre para projetá-la usando o " -"editor, usando apenas o código ou misturando e combinando os dois." - -msgid "" -"It's different from prefabs you find in several 3D engines, as you can then " -"inherit from and extend those scenes. You may create a Magician that extends " -"your Character. Modify the Character in the editor and the Magician will " -"update as well. It helps you build your projects so that their structure " -"matches the game's design." -msgstr "" -"É diferente dos prefabs encontrados em vários engines 3D, pois você pode " -"herdar e estender essas cenas. Você pode criar um Mago que amplie seu " -"Personagem. Modifique o Personagem no editor e o Mago também será " -"atualizado. Isso ajuda você a construir seus projetos para que sua estrutura " -"corresponda ao design do jogo." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "imagem0" - -msgid "" -"Also note that Godot offers many different types of objects called nodes, " -"each with a specific purpose. Nodes are part of a tree and always inherit " -"from their parents up to the Node class. Although the engine does feature " -"some nodes like collision shapes that a parent physics body will use, most " -"nodes work independently from one another." -msgstr "" -"Observe também que Godot oferece muitos tipos diferentes de objetos chamados " -"nós, cada um com uma finalidade específica. Os nós fazem parte de uma árvore " -"e sempre herdam de seus pais até a classe Node. Embora o mecanismo apresente " -"alguns nós como formas de colisão que um corpo físico pai usará, a maioria " -"dos nós funciona independentemente um do outro." - -msgid "" -"In other words, Godot's nodes do not work like components in some other game " -"engines." -msgstr "" -"Em outras palavras, os nós do Godot não funcionam como componentes de " -"algumas outras game engines." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "imagem1" - -msgid "All-inclusive package" -msgstr "Pacote com tudo incluído" - -msgid "" -"Godot tries to provide its own tools to answer most common needs. It has a " -"dedicated scripting workspace, an animation editor, a tilemap editor, a " -"shader editor, a debugger, a profiler, the ability to hot-reload locally and " -"on remote devices, etc." -msgstr "" -"Godot tenta fornecer suas próprias ferramentas para atender às necessidades " -"mais comuns. Possui um editor de script dedicado, um editor de animação, um " -"editor de tilemap, um editor de shader, um depurador, um criador de perfil, " -"a capacidade de rodar localmente e em dispositivos remotos, etc." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "imagem2" - -msgid "" -"GDScript lets you write code using an indentation-based syntax, yet it " -"detects types and offers a static language's quality of auto-completion. It " -"is also optimized for gameplay code with built-in types like Vectors and " -"Colors." -msgstr "" -"O GDScript permite que você escreva código usando uma sintaxe baseada em " -"recuo, mas detecta tipos e oferece a qualidade de preenchimento automático " -"de uma linguagem estática. Também é otimizado para código de jogo com tipos " -"integrados como Vetores e Cores." - -msgid "" -"Note that the 3D workspace doesn't feature as many tools as the 2D " -"workspace. You'll need external programs or add-ons to edit terrains, " -"animate complex characters, and so on. Godot provides a complete API to " -"extend the editor's functionality using game code. See `The Godot editor is " -"a Godot game`_ below." -msgstr "" -"Observe que o espaço de trabalho 3D não possui tantas ferramentas quanto o " -"espaço de trabalho 2D. Você precisará de programas externos ou complementos " -"para editar terrenos, animar caracteres complexos e assim por diante. O " -"Godot fornece uma API completa para estender a funcionalidade do editor " -"usando o código do jogo. Confira `O editor do Godot é um jogo do Godot`_." - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "imagem4" - -msgid "" -"*A State Machine editor plugin in Godot 2 by kubecz3k. It lets you manage " -"states and transitions visually.*" -msgstr "" -"*Um plug-in do editor State Machine no Godot 2 por kubecz3k. Ele permite que " -"você gerencie estados e transições visualmente.*" - -msgid "Open source" -msgstr "Código aberto" - -msgid "" -"Godot offers a fully open source codebase under the **MIT license**. This " -"means all the technologies that ship with it have to be Free (as in freedom) " -"as well. For the most part, they're developed from the ground up by " -"contributors." -msgstr "" -"O Godot oferece uma base de código totalmente aberto sob a **licença MIT**. " -"Isso significa que todas as tecnologias que acompanham o produto têm que ser " -"Livres (como em liberdade) também. Na maior parte, elas são codificadas do " -"zero pelos colaboradores." - -msgid "" -"Anyone can plug in proprietary tools for the needs of their projects — they " -"just won't ship with the engine. This may include Google AdMob, or FMOD. Any " -"of these can come as third-party plugins instead." -msgstr "" -"Qualquer um pode conectar ferramentas proprietárias em seus projetos - elas " -"só não vêm junto com o motor do Godot. Isso pode incluir NViDia PhysX, o " -"Google Admob ou um importador de arquivos FBX. Qualquer um destes pode vir " -"como plugins de terceiros." - -msgid "" -"On the other hand, an open codebase means you can **learn from and extend " -"the engine** to your heart's content. You can also debug games easily, as " -"Godot will print errors with a stack trace, even if they come from the " -"engine itself." -msgstr "" -"Por outro lado, uma base de código aberta significa que você pode **aprender " -"e estender a engine** como desejar. Você também consegue depurar jogos " -"facilmente, pois o Godot irá mostrar erros com um rastreamento de pilha, " -"mesmo se eles vierem da própria engine." - -msgid "" -"This **does not affect the work you do with Godot** in any way: there's no " -"strings attached to the engine or anything you make with it." -msgstr "" -"Isso **não afeta o trabalho que você faz com o Godot** de maneira alguma: " -"não há strings anexadas à engine ou qualquer coisa que você faça com ela." - -msgid "Community-driven" -msgstr "Orientada pela comunidade" - -msgid "" -"**Godot is made by its community, for the community, and for all game " -"creators out there.** It's the needs of the users and open discussions that " -"drive the core updates. New features from the core developers often focus on " -"what will benefit the most users first." -msgstr "" -"**O Godot é feito por sua comunidade, para a comunidade e para todos os " -"criadores de jogos.** São as necessidades dos usuários e as discussões " -"abertas que geram as principais atualizações. Novas funcionalidades dos " -"principais desenvolvedores geralmente focam no que beneficiará a maioria dos " -"usuários em primeiro lugar." - -msgid "The Godot editor is a Godot game" -msgstr "O editor do Godot é um jogo do Godot" - -msgid "" -"The Godot editor runs on the game engine. It uses the engine's own UI " -"system, it can hot-reload code and scenes when you test your projects, or " -"run game code in the editor. This means you can **use the same code** and " -"scenes for your games, or **build plugins and extend the editor.**" -msgstr "" -"O editor do Godot é executado na engine de jogo. Ele usa o próprio sistema " -"de interface do usuário da engine, pode recarregar códigos e cenas ao testar " -"seus projetos ou executar códigos de jogos no editor. Isso significa que " -"você pode **usar o mesmo código** e cenas para seus jogos ou **construir " -"plug-ins e estender o editor.**" - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "imagem5" - -msgid "" -"*RPG in a Box is a voxel RPG editor made with Godot 2. It uses Godot's UI " -"tools for its node-based programming system and for the rest of the " -"interface.*" -msgstr "" -"*RPG in a Box é um editor de RPG voxel feito no Godot 2. Ele usa as " -"ferramentas de Interface com Usuário do Godot para seu sistema de " -"programação baseada em nós e para o resto da interface.*" - -msgid "" -"The editor is fully written in C++ and is statically compiled into the " -"binary. This means you can't import it as a typical project that would have " -"a ``project.godot`` file." -msgstr "" -"O editor é inteiramente escrito em C++ e é compilado estaticamente num " -"binário. Isso significa que você não consegue importa-lo como um objeto " -"qualquer que teria um arquivo ``project.godot``." - -msgid "Separate 2D and 3D engines" -msgstr "Engine 2D e 3D separados" - -msgid "" -"Godot offers dedicated 2D and 3D rendering engines. As a result, **the base " -"unit for 2D scenes is pixels.** Even though the engines are separate, you " -"can render 2D in 3D, 3D in 2D, and overlay 2D sprites and interfaces over " -"your 3D world." -msgstr "" -"O Godot oferece mecanismos dedicados de renderização 2D e 3D. Como " -"resultado, **a unidade base para cenas 2D é pixels.** Mesmo que os " -"mecanismos sejam separados, você pode renderizar 2D em 3D, 3D em 2D e " -"sobrepor sprites 2D e fazer a interface em seu mundo 3D." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/introduction/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/introduction/index.po deleted file mode 100644 index 259453e2b2..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/introduction/index.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"This series will introduce you to Godot and give you an overview of its " -"features." -msgstr "" -"Esta série irá apresentá-lo ao Godot e dar-lhe uma visão geral de seus " -"recursos." - -msgid "" -"In the following pages, you will get answers to questions such as \"Is Godot " -"for me?\" or \"What can I do with Godot?\". We will then introduce the " -"engine's most essential concepts, run you through the editor's interface, " -"and give you tips to make the most of your time learning it." -msgstr "" -"Nas páginas a seguir, você obterá respostas para perguntas como \"Godot é " -"para mim?\" ou \"O que posso fazer com Godot?\". Em seguida, apresentaremos " -"os conceitos mais essenciais da engine, conduziremos você pela interface do " -"editor e daremos dicas para aproveitar ao máximo seu tempo de aprendizado." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po deleted file mode 100644 index 96c537ff9e..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po +++ /dev/null @@ -1,180 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to Godot" -msgstr "Introdução ao editor do Godot" - -msgid "" -"This article is here to help you figure out whether Godot might be a good " -"fit for you. We will introduce some broad features of the engine to give you " -"a feel for what you can achieve with it and answer questions such as \"what " -"do I need to know to get started?\"." -msgstr "" -"Este artigo está aqui para ajudá-lo a descobrir se o Godot pode ser uma boa " -"opção para você. Apresentaremos alguns recursos gerais da engine para lhe " -"dar uma ideia do que você pode conseguir com ele e responder a perguntas " -"como: \"o que preciso saber para começar?\"." - -msgid "" -"This is by no means an exhaustive overview. We will introduce many more " -"features in this getting started series." -msgstr "" -"Esta não é de forma alguma uma visão geral exaustiva. Apresentaremos muitos " -"outros recursos nesta série de introdução." - -msgid "What is Godot?" -msgstr "O que é o Godot?" - -msgid "" -"Godot is a general-purpose 2D and 3D game engine designed to support all " -"sorts of projects. You can use it to create games or applications you can " -"then release on desktop or mobile, as well as on the web." -msgstr "" -"Godot é um motor (engine) de jogos 2D e 3D de uso geral projetado para dar " -"suporte a qualquer tipo de projeto. Você pode usá-lo para criar jogos ou " -"aplicativos que podem ser lançados em computadores, celulares e também na " -"internet." - -msgid "" -"You can also create console games with it, although you either need strong " -"programming skills or a developer to port the game for you." -msgstr "" -"Você também pode criar jogos de console com ele, embora precise de boas " -"habilidades de programação ou de um desenvolvedor para portar o jogo para " -"você." - -msgid "What can the engine do?" -msgstr "O que a Engine é capaz de fazer?" - -msgid "" -"Some examples of games created with Godot include Ex-Zodiac and Helms of " -"Fury." -msgstr "" -"Alguns exemplos de jogos criados com o Godot incluem Ex-Zodiac e Helms of " -"Fury." - -msgid "You can find many more examples in the `official showcase videos`_." -msgstr "" -"Você pode encontrar muitos outros exemplos nos `vídeos oficiais de " -"demonstração`_." - -msgid "How does it work and look?" -msgstr "Como funciona e se parece?" - -msgid "" -"Godot comes with a fully-fledged game editor with integrated tools to answer " -"the most common needs. It includes a code editor, an animation editor, a " -"tilemap editor, a shader editor, a debugger, a profiler, and more." -msgstr "" -"O Godot vem com um editor de jogos completo com ferramentas integradas para " -"atender às necessidades mais comuns. Tem um editor de códigos dedicado, um " -"editor de animação, um editor de mapas 2D, um editor de shaders, um " -"depurador, um gerenciador de perfis e mais." - -msgid "" -"The team strives to offer a feature-rich game editor with a consistent user " -"experience. While there is always room for improvement, the user interface " -"keeps getting refined." -msgstr "" -"A equipe se esforça para oferecer um editor de jogos rico em recursos com " -"uma experiência de usuário consistente. Embora sempre haja espaço para " -"melhorias, a interface do usuário continua sendo refinada." - -msgid "" -"Of course, if you prefer, you can work with external programs. We officially " -"support importing 3D scenes designed in Blender_ and maintain plugins to " -"code in VSCode_ and Emacs_ for GDScript and C#. We also support Visual " -"Studio for C# on Windows." -msgstr "" -"Se você preferir, é claro, pode usar programas externos. Oficialmente damos " -"suporte à importação de cenas feitas no Blender_ e mantemos plugins para " -"programar no VSCode_ e Emacs_ para GDScript e C#. Também damos suporte ao " -"Visual Studio para C# no Windows." - -msgid "Programming languages" -msgstr "Linguagens de programação" - -msgid "Let's talk about the available programming languages." -msgstr "Vamos falar sobre as linguagens de programação disponíveis." - -msgid "" -"You can code your games using :ref:`GDScript `, a Godot-specific and tightly integrated language with a " -"lightweight syntax, or :ref:`C# `, which is popular " -"in the games industry. These are the two main scripting languages we support." -msgstr "" -"Você pode programar seu jogo usando :ref:`GDScript `, uma linguagem específica do Godot e diretamente integrada com " -"uma sintaxe simples, ou :ref:`C# `, que é popular na " -"indústria de jogos. Essas são as duas principais linguagens de scripts " -"suportadas." - -msgid "What do I need to know to use Godot?" -msgstr "O que eu preciso saber para usar o Godot?" - -msgid "" -"Godot is a feature-packed game engine. With its thousands of features, there " -"is a lot to learn. To make the most of it, you need good programming " -"foundations. While we try to make the engine accessible, you will benefit a " -"lot from knowing how to think like a programmer first." -msgstr "" -"Godot é um game engine repleto de recursos. Com suas milhares de " -"funcionalidades, há muito o que aprender. Para aproveitá-lo ao máximo, você " -"precisa de uma boa base de programação. Enquanto nós tentamos tornar a " -"engine acessível, você se beneficiará muito se primeiro souber pensar como " -"um programador." - -msgid "" -"Godot relies on the object-oriented programming paradigm. Being comfortable " -"with concepts such as classes and objects will help you code efficiently in " -"it." -msgstr "" -"Godot se baseia em um paradigma de programção baseado em objetos. " -"Familiaridade com tais conceitos como classes e objetos ajudaram você a " -"programar de forma eficiente." - -msgid "" -"If you are entirely new to programming, we recommend following the `CS50 " -"open courseware`_ from Harvard University. It's a great free course that " -"will teach you everything you need to know to be off to a good start. It " -"will save you countless hours and hurdles learning any game engine afterward." -msgstr "" -"Se você for completamente novo no mundo da programação, recomendamos que " -"você siga o curso`CS50 open courseware`_ da Universidade de Harvard. É um " -"ótimo curso gratuito, que ensinará você tudo oque precisa para um bom " -"início. Este conteúdo o livrará de diversas horas e dores de cabeça " -"aprendendo a utilizar qualquer Game Engine." - -msgid "" -"In CS50, you will learn multiple programming languages. Don't be afraid of " -"that: programming languages have many similarities. The skills you learn " -"with one language transfer well to others." -msgstr "" -"No curso CS50, você aprenderá diversas linguagens de programação. Porém não " -"se preocupe com isso, já que linguagens de programação utilizam conceitos " -"parecidos. As habilidade que você adquire com uma linguagem são " -"transferíveis para outras." - -msgid "" -"We will provide you with more Godot-specific learning resources in :ref:" -"`doc_learning_new_features`." -msgstr "" -"Nós vamos te providenciar recursos de aprendizagem específicos sobre o Godot " -"em :ref: ``doc_learning_new_features`." - -msgid "" -"In the next part, you will get an overview of the engine's essential " -"concepts." -msgstr "" -"Na próxima parte, você terá uma visão geral dos conceitos essenciais da " -"engine." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po deleted file mode 100644 index 909eaa609a..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po +++ /dev/null @@ -1,169 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Overview of Godot's key concepts" -msgstr "Visão geral dos principais conceitos do Godot" - -msgid "" -"Every game engine revolves around abstractions you use to build your " -"applications. In Godot, a game is a **tree** of **nodes** that you group " -"together into **scenes**. You can then wire these nodes so they can " -"communicate using **signals**." -msgstr "" -"Toda game engine gira em torno de abstrações que você usa para construir " -"seus aplicativos. Em Godot, um jogo é uma **árvore** de **nós** que você " -"agrupa em **cenas**. Você pode conectar esses nós para que eles possam se " -"comunicar usando **sinais**." - -msgid "" -"These are the four concepts you will learn here. We're going to look at them " -"briefly to give you a sense of how the engine works. In the getting started " -"series, you will get to use them in practice." -msgstr "" -"Estes são os quatro conceitos que você aprenderá aqui. Vamos analisá-los " -"brevemente para dar uma ideia de como o mecanismo funciona. Na série de " -"introdução, você poderá usá-los na prática." - -msgid "Scenes" -msgstr "Cenas" - -msgid "" -"In Godot, you break down your game in reusable scenes. A scene can be a " -"character, a weapon, a menu in the user interface, a single house, an entire " -"level, or anything you can think of. Godot's scenes are flexible; they fill " -"the role of both prefabs and scenes in some other game engines." -msgstr "" -"No Godot, você divide seu jogo em cenas reutilizáveis. Uma cena pode ser um " -"personagem, uma arma, um menu na interface do usuário, uma única casa, um " -"nível inteiro ou qualquer coisa que você possa imaginar. As cenas no Godot " -"são flexíveis; elas cumprem o papel de prefabs e cenas de outras game engine." - -msgid "" -"You can also nest scenes. For example, you can put your character in a " -"level, and drag and drop a scene as a child of it." -msgstr "" -"Você também pode aninhar cenas. Por exemplo, você pode colocar seu " -"personagem em um nível e arrastar e soltar uma cena como filho dela." - -msgid "Nodes" -msgstr "Nós" - -msgid "" -"A scene is composed of one or more **nodes**. Nodes are your game's smallest " -"building blocks that you arrange into trees. Here's an example of a " -"character's nodes." -msgstr "" -"Uma cena é composta por um ou mais **nós**. Os nós são os menores blocos de " -"construção do seu jogo que você organiza em árvores. Aqui está um exemplo " -"dos nós de um personagem." - -msgid "" -"Notice how nodes and scenes look the same in the editor. When you save a " -"tree of nodes as a scene, it then shows as a single node, with its internal " -"structure hidden in the editor." -msgstr "" -"Observe como os nós e as cenas parecem iguais no editor. Quando você salva " -"uma árvore de nós como uma cena, ela é exibida como um único nó, com sua " -"estrutura interna oculta no editor." - -msgid "" -"Godot provides an extensive library of base node types you can combine and " -"extend to build more powerful ones. 2D, 3D, or user interface, you will do " -"most things with these nodes." -msgstr "" -"Godot fornece uma extensa biblioteca de tipos de nós básicos que você pode " -"combinar e estender para construir outros mais poderosos. 2D, 3D ou " -"interface de usuário, você fará a maioria das coisas com esses nós." - -msgid "The scene tree" -msgstr "A árvore da cena" - -msgid "" -"All your game's scenes come together in the **scene tree**, literally a tree " -"of scenes. And as scenes are trees of nodes, the scene tree also is a tree " -"of nodes. But it's easier to think of your game in terms of scenes as they " -"can represent characters, weapons, doors, or your user interface." -msgstr "" -"Todas as cenas do seu jogo se reúnem na **árvore de cenas**, literalmente " -"uma árvore com diversos ramos, e cada ramo sendo as cenas do seu jogo. As " -"cenas são por si só, árvores de nós, vale dizer que a árvore de cenas também " -"é uma árvore de nós. Mas dessa forma é mais fácil de pensar no seu jogo como " -"uma ligação entre várias cenas, e uma cena pode representar personagens, " -"armas, portas, ou a interface do usuário." - -msgid "Signals" -msgstr "Sinais" - -msgid "" -"Nodes emit signals when some event occurs. This feature allows you to make " -"nodes communicate without hard-wiring them in code. It gives you a lot of " -"flexibility in how you structure your scenes." -msgstr "" -"Nós (nodes) emitem sinais quando certos eventos ocorrem. Essa função permite " -"que você possa fazer nós (nodes) se comunicarem sem complexidade nas " -"ligações do código. Isso lhe dá muita flexibilidade em como estruturar suas " -"cenas." - -msgid "" -"Signals are Godot's version of the *observer* pattern. You can read more " -"about it here: https://gameprogrammingpatterns.com/observer.html" -msgstr "" -"Sinais são a versão do Godot do padrão *observador*. Você pode ler mais " -"sobre em: http://gameprogrammingpatterns.com/observer.html" - -msgid "" -"For example, buttons emit a signal when pressed. You can connect to this " -"signal to run code in reaction to this event, like starting the game or " -"opening a menu." -msgstr "" -"Por exemplo, botões emitem um sinal quando pressionados. Você pode conectar " -"esse sinal para iniciar um código em reação a tal evento, como iniciar o " -"jogo ou abrir um menu." - -msgid "" -"Other built-in signals can tell you when two objects collided, when a " -"character or monster entered a given area, and much more. You can also " -"define new signals tailored to your game." -msgstr "" -"Outros sinais embutidos podem dizer a você quando dois objetos colidem, " -"quando um personagem ou monstro entra numa dada área, e muito mais. Você " -"também pode definir novos sinais a medida que cria seu jogo." - -msgid "Summary" -msgstr "Resumo" - -msgid "" -"Nodes, scenes, the scene tree, and signals are four core concepts in Godot " -"that you will manipulate all the time." -msgstr "" -"Nós, cenas, árvore de cenas, e sinais são quatro conceitos base no Godot que " -"você manipulará o tempo todo." - -msgid "" -"Nodes are your game's smallest building blocks. You combine them to create " -"scenes that you then combine and nest into the scene tree. You can then use " -"signals to make nodes react to events in other nodes or different scene tree " -"branches." -msgstr "" -"Nós são o menor tijolo de construção do seu jogo. Você pode combiná-los para " -"criar cenas que serão unidas na árvore de cenas. Então você poderá usar " -"sinais para criar nós para eventos em outros nós ou diferentes ramos da " -"árvore de cenas." - -msgid "" -"After this short breakdown, you probably have many questions. Bear with us " -"as you will get many answers throughout the getting started series." -msgstr "" -"Após este breve detalhamento, você provavelmente terá muitas perguntas. " -"Tenha paciência conosco, pois você obterá muitas respostas ao longo da série " -"\"Primeiros passos\"." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po deleted file mode 100644 index 77b8dc8f1a..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po +++ /dev/null @@ -1,73 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"In Godot, you can write code using the GDScript and C# programming languages." -msgstr "" -"No Godot, você pode escrever código usando as linguagens de programação " -"GDScript e C#." - -msgid "" -"If you are new to programming, we recommend starting with GDScript because " -"we designed it to be simpler than all-purpose languages like C#. It will be " -"both faster and easier to learn." -msgstr "" -"Se você é novo a programação, nós recomendamos começar com GDScript pois " -"desenvolvemos ela para ser mais simples que linguagens de uso geral como C#. " -"Será ambos mais rapido e mais facil de aprender." - -msgid "" -"While GDScript is a language specific to Godot, the techniques you will " -"learn with it will apply to other programming languages." -msgstr "" -"Enquanto GDScript é uma linguagem propria para Godot, as tecnicas que você " -"aprende com ela aplicam para outras linguagens de programação." - -msgid "" -"Note that it is completely normal for a programmer to learn and use multiple " -"languages. Programming languages have more similarities than differences, so " -"once you know one, you can learn another much faster." -msgstr "" -"Lembre-se que é completamente normal um programador aprender e usar " -"multiplas linguagens. Linguagens de programação tem mais similaridades que " -"diferenças, logo caso você saiba uma, pode aprender outra mais rapido." - -msgid "Learn in your browser with the GDScript app" -msgstr "Aprenda no seu navegador com o aplicativo GDScript" - -msgid "" -"To learn GDScript, you can use the app Learn GDScript From Zero. It is a " -"complete beginner course with interactive practices you can do right in your " -"browser." -msgstr "" -"Para aprender GDScript, você pode usar o aplicativo \"Learn GDScript From " -"Zero\". É um curso para iniciantes completo com praticas interativas que " -"você pode fazer direto do seu navegador." - -msgid "Click here to access the app: `Learn GDScript From Zero app`_" -msgstr "Clique aqui para acessar o aplicativo: `Learn GDScript From Zero app`_" - -msgid "" -"This app is an open-source project. To report bugs or contribute, head to " -"the app's source code repository: `GitHub repository`_." -msgstr "" -"Este aplicativo é um projeto de código aberto. Para informar bugs ou " -"contribuir, vá para o repositório do codigo fonte do aplicativo: `GitHub " -"repository`_." - -msgid "" -"In the next part, you will get an overview of the engine's essential " -"concepts." -msgstr "" -"Na próxima parte, você terá uma visão geral dos conceitos essenciais da " -"engine." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/introduction/learning_new_features.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/introduction/learning_new_features.po deleted file mode 100644 index b08b33c076..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/introduction/learning_new_features.po +++ /dev/null @@ -1,227 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Learning new features" -msgstr "Aprendendo novas funcionalidades" - -msgid "" -"Godot is a feature-rich game engine. There is a lot to learn about it. This " -"page explains how you can use the online manual, built-in code reference, " -"and join online communities to learn new features and techniques." -msgstr "" -"Godot é uma game engine rica em recursos. Há muito a aprender sobre isso. " -"Esta página explica como você pode usar o manual on-line, a referência de " -"código integrada e ingressar em comunidades on-line para aprender novos " -"recursos e técnicas." - -msgid "Making the most of this manual" -msgstr "Fazendo a maior parte deste manual" - -msgid "" -"What you are reading now is the user manual. It documents each of the " -"engine's concepts and available features. When learning a new topic, you can " -"start by browsing the corresponding section of this website. The left menu " -"allows you to explore broad topics while the search bar will help you find " -"more specific pages. If a page exists for a given theme, it will often link " -"to more related content." -msgstr "" -"O que você está lendo agora é o manual do usuário. Ele documenta cada um dos " -"conceitos da engine e recursos disponíveis. Ao aprender um novo tópico, você " -"pode começar navegando na seção correspondente deste site. O menu à esquerda " -"permite explorar tópicos amplos, enquanto a barra de pesquisa o ajudará a " -"encontrar páginas mais específicas. Se existir uma página para um " -"determinado tema, ela geralmente será vinculada a um conteúdo relacionado." - -msgid "A class reference's page tells you:" -msgstr "A página de referência de classe informa:" - -msgid "" -"Where the class exists in the inheritance hierarchy. You can click the top " -"links to jump to parent classes and see the properties and methods a type " -"inherits." -msgstr "" -"Onde a classe existe na hierarquia de herança. Você pode clicar nos links " -"superiores para ir para as classes pai e ver as propriedades e métodos que " -"um tipo herda." - -msgid "A summary of the class's role and use cases." -msgstr "Um resumo da função e dos casos de uso da classe." - -msgid "" -"An explanation of the class's properties, methods, signals, enums, and " -"constants." -msgstr "" -"Uma explicação das propriedades, métodos, sinais, enumerações e constantes " -"da classe." - -msgid "Links to manual pages further detailing the class." -msgstr "Links para páginas de manual detalhando ainda mais a classe." - -msgid "" -"If the manual or class reference is missing or has insufficient information, " -"please open an Issue in the official `godot-docs `_ GitHub repository to report it." -msgstr "" -"Se o manual ou referência de classe estiver ausente ou tiver informações " -"insuficientes, abra um *issue* no repositório oficial `godot-docs `_ do GitHub para reportá-lo." - -msgid "Learning to think like a programmer" -msgstr "Aprender a pensar como um programador" - -msgid "" -"Teaching programming foundations and how to think like a game developer is " -"beyond the scope of Godot's documentation. If you're new to programming, we " -"recommend two excellent free resources to get you started:" -msgstr "" -"Ensinar os fundamentos sobre programação e a forma que os desenvolvedores de " -"jogos pensam está fora do escopo da documentação do Godot. Se você for novo " -"na programação, recomendamos dois recursos excelentes para começar:" - -msgid "" -"Harvard university offers a free courseware to learn to program, `CS50 " -"`_. It will teach you programming fundamentals, " -"how code works, and how to think like a programmer. These skills are " -"essential to become a game developer and learn any game engine efficiently. " -"You can see this course as an investment that will save you time and trouble " -"when you learn to create games." -msgstr "" -"A Universidade Harvard oferece um curso gratuito para aprender a programar, " -"`CS50 `_. Este conteúdo irá te ensinar os " -"fundamentos da programação, como o código funciona e como os programadores " -"pensam. Estas habilidades são essenciais para se tornar um desenvolvedor de " -"jogos e para aprender de forma eficiente a utilizar qualquer game engine. " -"Você pode encarar este curso como um investimento que te poupará tempo e " -"dores de cabeça no processo de criação de jogos." - -msgid "" -"If you prefer books, check out the free ebook `Automate The Boring Stuff " -"With Python `_ by Al Sweigart." -msgstr "" -"Se você preferir leitura, dê uma olhada neste ebook gratuito `Automate The " -"Boring Stuff With Python `_ escrito por " -"Al Sweigart." - -msgid "Learning with the community" -msgstr "Aprenda com a comunidade" - -msgid "" -"Godot has a growing community of users. If you're stuck on a problem or need " -"help to better understand how to achieve something, you can ask other users " -"for help on one of the many `active communities `_." -msgstr "" -"Godot tem uma comunidade crescente de usuários. Se você está preso em um " -"problema ou precisa de ajuda para entender melhor como conseguir algo, você " -"pode pedir ajuda a outros usuários em uma das muitas `comunidades ativas " -"`_." - -msgid "" -"Asking questions well and providing details will help others answer you " -"faster and better. When asking questions, we recommend including the " -"following information:" -msgstr "" -"Formular boas perguntas e fornecer detalhes ajudará os outros a te " -"responderem com mais rapidez e qualidade. Ao fazer perguntas, recomendamos " -"incluir as seguintes informações:" - -msgid "" -"**Describe your goal**. You want to explain what you are trying to achieve " -"design-wise. If you are having trouble figuring out how to make a solution " -"work, there may be a different, easier solution that accomplishes the same " -"goal." -msgstr "" -"**Descreva seu objetivo**. Você quer explicar o que está tentando alcançar " -"em termos de design. Se você está tendo problemas para descobrir como fazer " -"uma solução funcionar, pode haver uma solução diferente e mais fácil que " -"atinja o mesmo objetivo." - -msgid "" -"If there is an error involved, **share the exact error message**. You can " -"copy the exact error message in the editor's Debugger bottom panel by " -"clicking the Copy Error icon. Knowing what it says can help community " -"members better identify how you triggered the error." -msgstr "" -"Se houver um erro envolvido, **compartilhe a mensagem de erro original**. " -"Você pode copiar a mensagem de erro no painel inferior do Depurador do " -"editor clicando no ícone Copiar Erro. Saber o que ele diz pode ajudar os " -"membros da comunidade a identificar melhor como você acionou o erro." - -msgid "" -"If there is code involved, **share a code sample**. Other users won't be " -"able to help you fix a problem without seeing your code. Share the code as " -"text directly. To do so, you can copy and paste a short code snippet in a " -"chat box, or use a website like `Pastebin `_ to share " -"long files." -msgstr "" -"Se tem código envolvido, **compartilhe um trecho do código**. Outros " -"usuários não vão conseguir te ajudar sem olhar o seu código. Compartilhe o " -"código como texto diretamente. Você pode copiar e colar um trecho do código " -"no chat, ou usando um site como `Pastebin `_ para " -"compartilhar arquivos grandes." - -msgid "" -"**Share a screenshot** of your *Scene* dock along with your written code. " -"Most of the code you write affects nodes in your scenes. As a result, you " -"should think of those scenes as part of your source code." -msgstr "" -"**Compartilhe uma captura de tela** do seu painel *Cena* junto com seu " -"código escrito. A maior parte do código que você escreve afeta os nós em " -"suas cenas. Como resultado, você deve pensar nessas cenas como parte de seu " -"código-fonte." - -msgid "" -"Sharing a video of your running game can also be really **useful to " -"troubleshoot your game**. You can use programs like `OBS Studio `_ and `Screen to GIF `_ to " -"capture your screen." -msgstr "" -"Compartilhar um vídeo do seu jogo rodando também pode ser bem **útil para " -"solucionar problemas do seu jogo**. Você pode usar programas como `OBS " -"Studio `_ e `Screen to GIF `_ para capturar sua tela." - -msgid "" -"You can then use a service like `streamable `_ or a " -"cloud provider to upload and share your videos for free." -msgstr "" -"Você pode então usar serviços como `streamable `_ " -"ou algum armazenamento em nuvem para enviar e compartilhar seus vídeos de " -"graça." - -msgid "" -"If you're not using the stable version of Godot, please mention the version " -"you're using. The answer can be different as available features and the " -"interface evolve rapidly." -msgstr "" -"Se você não está usando a versão estável do Godot, por favor diga a versão " -"que você está usando. A resposta pode variar já que funcionalidades e a " -"interface mudam rapidamente." - -msgid "Community tutorials" -msgstr "Tutoriais da Comunidade" - -msgid "" -"This manual aims to provide a comprehensive reference of Godot's features. " -"Aside from the 2D and 3D getting started series, it does not contain " -"tutorials to implement specific game genres. If you're looking for a " -"tutorial about creating a role-playing game, a platformer, or other, please " -"see :ref:`doc_community_tutorials`, which lists content made by the Godot " -"community." -msgstr "" -"Este manual visa fornecer uma referência abrangente dos recursos do Godot. " -"Além da série de introdução 2D e 3D, ele não contém tutoriais para " -"implementar gêneros de jogos específicos. Se você está procurando um " -"tutorial sobre como criar um RPG, um jogo de plataforma ou outro, consulte :" -"ref:`doc_community_tutorials`, que lista o conteúdo feito pela comunidade " -"Godot." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/index.po deleted file mode 100644 index 3cd369c375..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/index.po +++ /dev/null @@ -1,39 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Step by step" -msgstr "Passo a passo" - -msgid "" -"This series builds upon the :ref:`Introduction to Godot ` and will get you started with the editor and the engine. You " -"will learn more about nodes and scenes, code your first classes with " -"GDScript, use signals to make nodes communicate with one another, and more." -msgstr "" -"Esta série baseia-se na :ref:`Introdução ao Godot ` " -"e vai te apresentar o editor e a engine. Você aprenderá mais sobre nós e " -"cenas, codificará suas primeiras aulas com GDScript, usará sinais para fazer " -"com que os nós se comuniquem e muito mais." - -msgid "" -"The following lessons are here to prepare you for :ref:" -"`doc_your_first_2d_game`, a step-by-step tutorial where you will code a game " -"from scratch. By the end of it, you will have the necessary foundations to " -"explore more features in other sections. We also included links to pages " -"that cover a given topic in-depth where appropriate." -msgstr "" -"As lições a seguir estão aqui para prepará-lo para :ref:" -"`doc_your_first_2d_game`, um tutorial passo a passo onde você codificará um " -"jogo do zero. Ao final dele, você terá os fundamentos necessários para " -"explorar mais recursos em outras seções. Também incluímos links para páginas " -"que cobrem um determinado tópico em profundidade, quando apropriado." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/instancing.po deleted file mode 100644 index f8edb5bab8..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ /dev/null @@ -1,257 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating instances" -msgstr "Criando instâncias" - -msgid "" -"In the previous part, we saw that a scene is a collection of nodes organized " -"in a tree structure, with a single node as its root. You can split your " -"project into any number of scenes. This feature helps you break down and " -"organize your game's different components." -msgstr "" -"Na parte anterior, nós vimos que uma cena é uma coleção de nós organizados " -"em uma estrutura de árvore, com um único nó como sua raiz. Você pode dividir " -"seu projeto em qualquer número de cenas. Essa funcionalidade ajuda você a " -"dividir e organizar os diferentes componentes do seu jogo." - -msgid "" -"As we mentioned in the previous part, instanced scenes behave like a node: " -"the editor hides their content by default. When you instance the Ball, you " -"only see the Ball node. Notice also how each duplicate has a unique name." -msgstr "" -"Como mencionamos na parte anterior, as cenas instanciadas se comportam como " -"um nó: o editor oculta seu conteúdo por padrão. Quando você instancia a " -"Bola, você vê apenas o nó Ball. Observe também como cada duplicata tem um " -"nome exclusivo." - -msgid "In practice" -msgstr "Na prática" - -msgid "" -"Extract the archive on your computer. To import it, you need the Project " -"Manager. The Project Manager is accessed by opening Godot, or if you already " -"have Godot opened, click on *Project -> Quit to Project List* (:kbd:`Ctrl + " -"Shift + Q`, :kbd:`Ctrl + Option + Cmd + Q` on macOS)" -msgstr "" -"Extraia o arquivo no seu computador. Para importá-lo, você precisará do " -"Gerenciador de Projeto, este pode ser acessado abrindo o Godot, ou se ele já " -"estiver aberto clique em *Projetos > Sair para a Lista de Projetos* (:kbd: " -"`Ctrl + Shift + Q`, :kbd: `Ctrl + Option + Cmd + Q` no macOS)" - -msgid "Finally, click the Import & Edit button." -msgstr "Por fim, clique no botão Importar e Editar." - -msgid "" -"Let's add a ball as a child of the Main node. In the Scene dock, select the " -"Main node. Then, click the link icon at the top of the scene dock. This " -"button allows you to add an instance of a scene as a child of the currently " -"selected node." -msgstr "" -"Vamos adicionar uma bola como um filho do nó principal. No painel da Cena, " -"selecione o nó Principal. Depois, clique no ícone de ligação na parte " -"superior do painel da cena. Este botão permite-lhe adicionar uma instância " -"de uma cena como filho do nó atualmente selecionado." - -msgid "Double-click the ball scene to instance it." -msgstr "Clique duas vezes na cena da bola para instancia-la." - -msgid "The ball appears in the top-left corner of the viewport." -msgstr "A bola vai aparecer no canto superior esquerdo da tela." - -msgid "Click on it and drag it towards the center of the view." -msgstr "Clique nela e arraste-a para o centro da tela." - -msgid "You can repeat this process until you have several in the scene." -msgstr "" -"Você pode repetir esse processo até que você tenha várias bolas na cena." - -msgid "" -"Play the game again. You should now see every ball fall independently from " -"one another. This is what instances do. Each is an independent reproduction " -"of a template scene." -msgstr "" -"Jogue o jogo novamente. Agora você deve ver cada bola cair de forma " -"independente uma da outra. Isso é o que instâncias fazem. Cama uma é uma " -"reprodução independente de uma cena modelo." - -msgid "Editing scenes and instances" -msgstr "Editando cenas e instâncias" - -msgid "There is more to instances. With this feature, you can:" -msgstr "Instâncias fazem mais do que isso. Com essa funcionalidade, você pode:" - -msgid "" -"Change the properties of one ball without affecting the others using the " -"Inspector." -msgstr "" -"Altere as propriedades de uma bola sem afetar as outras usando o Inspetor." - -msgid "" -"Changing a property on an instance always overrides values from the " -"corresponding packed scene." -msgstr "" -"Mudar uma propriedade em uma instância sempre terá prioridade sobre os " -"valores da Cena Empacotada correspondente." - -msgid "" -"Let's now adjust an individual instance. Head back to the Main scene by " -"clicking on the corresponding tab above the viewport." -msgstr "" -"Agora vamos ajustar uma instância de forma individual. Clique na aba " -"correspondente acima da janela de exibição para voltar para a cena Main." - -msgid "" -"Select one of the instanced Ball nodes and, in the Inspector, set its " -"Gravity Scale value to ``10``." -msgstr "" -"Selecione um dos nós Ball instanciados e, no Inspetor, mude sua Escala de " -"Gravidade para ``10``." - -msgid "A grey \"revert\" button appears next to the adjusted property." -msgstr "" -"Um botão cinza de \"reverter\" aparecerá perto da propriedade ajustada." - -msgid "" -"This icon indicates you are overriding a value from the source packed scene. " -"Even if you modify the property in the original scene, the value override " -"will be preserved in the instance. Clicking the revert icon will restore the " -"property to the value in the saved scene." -msgstr "" -"Este ícone indica que você está substituindo um valor da cena empacotada de " -"origem. Mesmo que você modifique a propriedade na cena original, a " -"substituição do valor será preservada na instância. Clicar no ícone de " -"reversão restaurará a propriedade para o valor na cena salva." - -msgid "" -"Rerun the game and notice how this ball now falls much faster than the " -"others." -msgstr "" -"Rode o jogo de novo e perceba que essa bola agora caí muito mais rápida que " -"as outras." - -msgid "" -"Resources are another essential building block of Godot games we will cover " -"in a later lesson." -msgstr "" -"Recursos são outro bloco de construção essencial de jogos Godot que " -"cobriremos em uma lição posterior." - -msgid "Scene instances as a design language" -msgstr "Instâncias de cena como linguagem de design" - -msgid "" -"Instances and scenes in Godot offer an excellent design language, setting " -"the engine apart from others out there. We designed Godot around this " -"concept from the ground up." -msgstr "" -"Instâncias e cenas no Godot oferecem uma excelente linguagem de design, " -"distinguindo a engine de outras. Concebemos o Godot em torno deste conceito " -"desde o início." - -msgid "" -"We recommend dismissing architectural code patterns when making games with " -"Godot, such as Model-View-Controller (MVC) or Entity-Relationship diagrams. " -"Instead, you can start by imagining the elements players will see in your " -"game and structure your code around them." -msgstr "" -"Nós recomendamos ignorar padrões de código de arquitetura, tal como o Model-" -"View-Control (MVC) ou diagramas Relação-Entidade, ao fazer jogos com Godot. " -"Ao invés disso, você pode começar imaginando os elementos que jogadores " -"verão em seu jogo e estruturar seu código ao redor deles." - -msgid "For example, you could break down a shooter game like so:" -msgstr "Por exemplo, você pode dividir um jogo de tiro da seguinte forma:" - -msgid "" -"You can come up with a diagram like this for almost any type of game. Each " -"rectangle represents an entity that's visible in the game from the player's " -"perspective. The arrows tell you which scene owns which." -msgstr "" -"Você pode criar um diagrama assim para quase qualquer tipo de jogo. Cada " -"retângulo representa uma entidade que é visível no jogo na perspectiva do " -"jogador. As setas indicam qual cena possui qual." - -msgid "" -"Programmers tend to spend a lot of time designing abstract architectures and " -"trying to fit components into it. Designing based on scenes makes " -"development faster and more straightforward, allowing you to focus on the " -"game logic itself. Because most game components map directly to a scene, " -"using a design based on scene instantiation means you need little other " -"architectural code." -msgstr "" -"Os programadores tendem a gastar muito tempo projetando arquiteturas " -"abstratas e tentando encaixar componentes nelas. O design baseado em cenas " -"torna o desenvolvimento mais rápido e direto, permitindo que você se " -"concentre na própria lógica do jogo. Como a maioria dos componentes do jogo " -"é mapeada diretamente para uma cena, usar um design baseado em " -"instanciamento de cenas significa que você precisará de muito menos código " -"arquitetural." - -msgid "" -"Here's the example of a scene diagram for an open-world game with tons of " -"assets and nested elements:" -msgstr "" -"Aqui está o exemplo de um diagrama de cena para um jogo de mundo aberto com " -"muitos assets e elementos aninhados:" - -msgid "" -"Imagine we started by creating the room. We could make a couple of different " -"room scenes, with unique arrangements of furniture in them. Later, we could " -"make a house scene that uses multiple room instances for the interior. We " -"would create a citadel out of many instanced houses and a large terrain on " -"which we would place the citadel. Each of these would be a scene instancing " -"one or more sub-scenes." -msgstr "" -"Imagine que começamos criando a sala. Poderíamos fazer algumas cenas de " -"salas diferentes, com arranjos únicos de móveis nelas. Mais tarde, " -"poderíamos fazer uma cena de casa que usa várias instâncias de sala para o " -"interior. Criaríamos uma cidadela a partir de muitas casas instanciadas e um " -"grande terreno no qual colocaríamos a cidadela. Cada uma delas seria uma " -"cena que instancia uma ou mais subcenas." - -msgid "" -"Later, we could create scenes representing guards and add them to the " -"citadel. They would be indirectly added to the overall game world." -msgstr "" -"Mais tarde, poderíamos criar cenas representando guardas e adicioná-los à " -"cidadela. Eles seriam adicionados indiretamente ao mundo geral do jogo." - -msgid "" -"With Godot, it's easy to iterate on your game like this, as all you need to " -"do is create and instantiate more scenes. We designed the editor to be " -"accessible to programmers, designers, and artists alike. A typical team " -"development process can involve 2D or 3D artists, level designers, game " -"designers, and animators, all working with the Godot editor." -msgstr "" -"Com Godot, é fácil iterar em seu jogo assim, pois tudo o que você precisa " -"fazer é criar e instanciar mais cenas. Nós fizemos o editor ser mais " -"acessível a programadores, designers e artistas. Um processo típico de " -"desenvolvimento de equipe pode envolver artistas 2D ou 3D, designers de " -"níveis, designers de jogos e animadores, todos trabalhando com o editor " -"Godot." - -msgid "Summary" -msgstr "Resumo" - -msgid "The ability to divide your game into reusable components." -msgstr "A capacidade de dividir seu jogo em componentes reutilizáveis." - -msgid "A tool to structure and encapsulate complex systems." -msgstr "Uma ferramenta para estruturar e encapsular sistemas complexos." - -msgid "" -"A language to think about your game project's structure in a natural way." -msgstr "" -"Uma linguagem para pensar sobre a estrutura do seu projeto de jogo de uma " -"forma natural." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po deleted file mode 100644 index 67f101b010..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po +++ /dev/null @@ -1,226 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Nodes and Scenes" -msgstr "Nós e cenas" - -msgid "" -"In :ref:`doc_key_concepts_overview`, we saw that a Godot game is a tree of " -"scenes and that each scene is a tree of nodes. In this lesson, we explain a " -"bit more about them. You will also create your first scene." -msgstr "" -"Na :ref:`doc_key_concepts_overview`, nós vimos que um jogo Godot é uma " -"árvore de cenas e que cada cena é uma árvore de nós. Nessa aula, nós vamos " -"explicar um pouco mais sobre eles. Você também vai criar sua primeira cena." - -msgid "Nodes" -msgstr "Nós" - -msgid "" -"**Nodes are the fundamental building blocks of your game**. They are like " -"the ingredients in a recipe. There are dozens of kinds that can display an " -"image, play a sound, represent a camera, and much more." -msgstr "" -"**Nós são um conceito fundamental do seu jogo**. Eles são como ingredientes " -"numa receita. Tem um monte de nós que podem mostrar uma imagem, tocar um " -"som, representar uma câmera, e muito mais." - -msgid "A name." -msgstr "Um nome." - -msgid "Editable properties." -msgstr "Propriedades editáveis." - -msgid "They receive callbacks to update every frame." -msgstr "Eles recebem retornos de chamada para atualizar cada quadro." - -msgid "You can extend them with new properties and functions." -msgstr "Podem ser estendidos com novas propriedades e funções." - -msgid "You can add them to another node as a child." -msgstr "Podem ser adicionados a outro nó como filho." - -msgid "Scenes" -msgstr "Cenas" - -msgid "" -"When you organize nodes in a tree, like our character, we call this " -"construct a scene. Once saved, scenes work like new node types in the " -"editor, where you can add them as a child of an existing node. In that case, " -"the instance of the scene appears as a single node with its internals hidden." -msgstr "" -"Quando você organiza nós numa árvore, como nosso personagem, nós chamamos " -"isso de construir uma cena. Uma vez salvo, cenas funcionam como nós no " -"editor, como pode adicioná-las como filho de um nó existente. Nesse caso, a " -"instância da cena aparece como um único nó com os nós internos escondidos." - -msgid "" -"Scenes allow you to structure your game's code however you want. You can " -"**compose nodes** to create custom and complex node types, like a game " -"character that runs and jumps, a life bar, a chest with which you can " -"interact, and more." -msgstr "" -"Cenas permitem que você estruture o código do seu jogo do jeito que quiser. " -"Você pode **compor nós** para criar nós personalizados e complexos, como um " -"personagem de um jogo que corre e pula, uma barra de vida, um baú que você " -"interage, e mais." - -msgid "" -"The Godot editor essentially is a **scene editor**. It has plenty of tools " -"for editing 2D and 3D scenes, as well as user interfaces. A Godot project " -"can contain as many of these scenes as you need. The engine only requires " -"one as your application's **main scene**. This is the scene Godot will first " -"load when you or a player runs the game." -msgstr "" -"O editor Godot é essencialmente um **editor de cena**. Possui muitas " -"ferramentas para edição de cenas 2D e 3D, bem como interfaces de usuário. Um " -"projeto Godot pode conter quantas dessas cenas você precisar. A engine " -"requer apenas um nó como a **cena principal** do seu aplicativo. Esta é a " -"cena que Godot carregará primeiro quando você ou um jogador executar o jogo." - -msgid "" -"You can create as many instances of a scene as you'd like. You could have " -"five or ten characters in your game, created from your Character scene." -msgstr "" -"Você pode criar quantas instâncias de uma cena quiser. Você pode ter cinco " -"ou dez personagens em seu jogo, criados a partir de sua cena \"Character\"." - -msgid "Creating your first scene" -msgstr "Criando sua primeira Cena" - -msgid "" -"Press the \"Add Child Node\" button or \"Other Node\" to create a root node." -msgstr "" -"Clique no botão \"Adicionar Nó Filho\" ou \"Outro Nó\" para criar um nó raiz." - -msgid "The Create Node dialog opens, showing the long list of available nodes." -msgstr "" -"A caixa de diálogo Criar Novo Nó é aberta, mostrando a longa lista de nós " -"disponíveis." - -msgid "Select the Label node. You can type its name to filter down the list." -msgstr "Selecione o nó Label. Você pode digitar seu nome para filtrar a lista." - -msgid "" -"Click on the Label node to select it and click the Create button at the " -"bottom of the window." -msgstr "" -"Clique no nó Label para selecioná-lo e clique no botão Criar na parte " -"inferior da janela." - -msgid "" -"A lot happens when you add a scene's first node. The scene changes to the 2D " -"workspace because Label is a 2D node type. The Label appears, selected, in " -"the top-left corner of the viewport. The node appears in the Scene dock on " -"the left, and the node's properties appear in the Inspector dock on the " -"right." -msgstr "" -"Muito coisa acontece quando você adiciona o primeiro nó da cena. A cena muda " -"pra área de trabalho 2D porque Label é um nó do tipo 2D. A Label aparece, " -"selecionada, no canto superior esquerdo da tela (viewport). O nó aparece no " -"Painel de Cenas à esquerda, e as propriedades do nó aparecem no Painel " -"Inspetor à direita." - -msgid "Changing a node's properties" -msgstr "Alterando as propriedades de um nó" - -msgid "" -"The next step is to change the Label's \"Text\" property. Let's change it to " -"\"Hello World\"." -msgstr "" -"O próximo passo é mudar a propriedade \"Text\" do Label. Vamos alterá-la " -"para \"Olá, mundo!\"." - -msgid "" -"Head to the Inspector dock on the right of the viewport. Click inside the " -"field below the Text property and type \"Hello World\"." -msgstr "" -"Vá para o painel Inspetor à direita da viewport. Clique dentro do campo " -"abaixo da propriedade de Texto e digite \"Olá Mundo\"." - -msgid "You will see the text draw in the viewport as you type." -msgstr "Você vai ver o texto aparecer na viewport enquanto você digita." - -msgid "" -"You can edit any property listed in the Inspector as we did with the Text. " -"For a complete reference of the Inspector dock, see :ref:" -"`doc_editor_inspector_dock`." -msgstr "" -"Você pode editar qualquer propriedade listada no inspetor, assim como " -"fizemos com o Text. Para um referência completa sobre a aba do Inspetor, " -"veja :ref: `doc_editor_inspector_dock`." - -msgid "" -"You can move your Label node in the viewport by selecting the move tool in " -"the toolbar." -msgstr "" -"Você pode mover seu nó Label na viewport selecionando a ferramenta de mover " -"na barra de ferramentas (toolbar)." - -msgid "" -"With the Label selected, click and drag anywhere in the viewport to move it " -"to the center of the view delimited by the rectangle." -msgstr "" -"Com a Label selecionada, clique e arraste para qualquer lugar na viewport " -"para movê-la para o centro da janela delimitada pelo retângulo." - -msgid "Running the scene" -msgstr "Executando a cena" - -msgid "" -"Everything's ready to run the scene! Press the Play Scene button in the top-" -"right of the screen or press :kbd:`F6` (:kbd:`Cmd + R` on macOS)." -msgstr "" -"Está tudo pronto para rodar a cena! Clique no botão \"Rodar Cena Atual\" no " -"canto direito superior da tela ou aperte a tecla :kbd:`F6` (:kbd:`Cmd + R` " -"no macOS)." - -msgid "" -"The Save Scene As dialog, like other file dialogs in the editor, only allows " -"you to save files inside the project. The ``res://`` path at the top of the " -"window represents the project's root directory and stands for \"resource " -"path\". For more information about file paths in Godot, see :ref:" -"`doc_filesystem`." -msgstr "" -"O diálogo de Salvar Cena, como outros diálogos de arquivos no editor, só " -"deixam você salvar arquivos dentro do projeto. O ``res://`` no topo da " -"janela representa o diretório raiz do projeto e significa \"Caminho dos " -"Recursos\". Para mais informações sobre o caminho dos arquivos no Godot, " -"veja :ref:`doc_filesystem`." - -msgid "" -"The application should open in a new window and display the text \"Hello " -"World\"." -msgstr "" -"A aplicação deve abrir uma nova janela e mostrar o texto \"Olá Mundo\"." - -msgid "Setting the main scene" -msgstr "Definindo a cena principal" - -msgid "A popup window appears and invites you to select the main scene." -msgstr "" -"Uma janela popup aparecerá, te convidando para selecionar a cena principal." - -msgid "" -"The demo should run again. Moving forward, every time you run the project, " -"Godot will use this scene as a starting point." -msgstr "" -"A demo deve rodar novamente. No futuro, toda vez que rodar seu projeto, " -"Godot vai usar essa cena como um ponto de partida." - -msgid "" -"In the next part, we will discuss another key concept in games and in Godot: " -"creating instances of a scene." -msgstr "" -"Na próxima parte, discutiremos outro conceito-chave nos jogos e no Godot: a " -"criação de instâncias de uma cena." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po deleted file mode 100644 index e3702ea9f6..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po +++ /dev/null @@ -1,242 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating your first script" -msgstr "Criando seu primeiro script" - -msgid "" -"In this lesson, you will code your first script to make the Godot icon turn " -"in circles using GDScript. As we mentioned :ref:`in the introduction `, we assume you have programming foundations. The " -"equivalent C# code has been included in another tab for convenience." -msgstr "" -"Nesta lição, você irá programar seu primeiro script para fazer o ícone do " -"Godot girar em círculos usando GDScript. Como nós mencionamos :ref:`na " -"introdução `, assumimos que você tem os fundamentos " -"de programação. O código em C# equivalente será incluído em outra aba para " -"conveniência." - -msgid "" -"To learn more about GDScript, its keywords, and its syntax, head to the :ref:" -"`GDScript reference`." -msgstr "" -"Para aprender mais sobre GDScript, suas palavras-chave, e sua sintaxe, veja " -"as :ref:`referências GDScript`." - -msgid "" -"To learn more about C#, head to the :ref:`C# basics ` page." -msgstr "" -"Para aprender mais sobre C#, vá para a página :ref:`Conceitos Básicos de C# " -"`." - -msgid "Project setup" -msgstr "Configuração do projeto" - -msgid "" -"Then, click and drag the icon in the viewport to center it in the game view." -msgstr "" -"E então, clique e arraste o ícone no viewport para centralizá-lo na " -"visualização do jogo." - -msgid "Creating a new script" -msgstr "Criando um novo script" - -msgid "" -"The Attach Node Script window appears. It allows you to select the script's " -"language and file path, among other options." -msgstr "" -"A janela Adicionar Script ao Nó será exibida. Permite selecionar a linguagem " -"do script e o caminho do arquivo, entre outras opções." - -msgid "" -"C# script names need to match their class name. In this case, you should " -"name the file ``MySprite2D.cs``." -msgstr "" -"Os nomes do scripts em C# devem ser iguais aos nomes de sua classe. Neste " -"caso você deve nomear o arquivo ```MySprite2D.cs``." - -msgid "" -"Inherited properties include the ones you can see in the Inspector dock, " -"like our node's ``texture``." -msgstr "" -"Propriedades herdadas inclui as que você pode ver no painel Inspetor, que " -"nem o ``texture`` do nosso nó." - -msgid "" -"By default, the Inspector displays a node's properties in \"Title Case\", " -"with capitalized words separated by a space. In GDScript code, these " -"properties are in \"snake_case\", which is lowercase with words separated by " -"an underscore." -msgstr "" -"Por padrão, o Inspetor exibe as propriedades de um nó em \"Title Case\", com " -"palavras em maiúsculas separadas por um espaço. No código GDScript, essas " -"propriedades estão em \"snake_case\", que é minúscula com palavras separadas " -"por sublinhado." - -msgid "Hello, world!" -msgstr "Olá, mundo!" - -msgid "" -"Our script currently doesn't do anything. Let's make it print the text " -"\"Hello, world!\" to the Output bottom panel to get started." -msgstr "" -"Nosso script por enquanto não está fazendo nada. Vamos fazê-lo imprimir o " -"texto \"Olá, mundo!\" no painel de Saída em baixo para começarmos." - -msgid "Add the following code to your script:" -msgstr "Adicione o seguinte código no seu script:" - -msgid "" -"Let's break it down. The ``func`` keyword defines a new function named " -"``_init``. This is a special name for our class's constructor. The engine " -"calls ``_init()`` on every object or node upon creating it in memory, if you " -"define this function." -msgstr "" -"Vamos decompô-lo. A palavra-chave ``func`` define uma nova função chamada " -"``_init``. Este é um nome especial para o construtor da nossa classe. A " -"engine chama o ``_init()`` em cada objeto ou nó ao criá-lo na memória, se " -"você definir esta função." - -msgid "" -"GDScript is an indent-based language. The tab at the start of the line that " -"says ``print()`` is necessary for the code to work. If you omit it or don't " -"indent a line correctly, the editor will highlight it in red and display the " -"following error message: \"Indented block expected\"." -msgstr "" -"GDScript é uma linguagem baseada em recuo. A aba no início da linha que diz " -"``print()`` é necessária para que o código funcione. Se você omitir ou não " -"recuar uma linha corretamente, o editor a destacará em vermelho e exibirá a " -"seguinte mensagem de erro: \"Esperado recuo do bloco\"." - -msgid "Turning around" -msgstr "Adicionando movimento" - -msgid "" -"Member variables sit near the top of the script, after any \"extends\" " -"lines, but before functions. Every node instance with this script attached " -"to it will have its own copy of the ``speed`` and ``angular_speed`` " -"properties." -msgstr "" -"As variáveis de definição ficam próximas ao topo do script, depois de " -"qualquer linha \"extends\", mas antes das funções. Cada instância de nó com " -"este script anexado a ela terá sua própria cópia das propriedades ``speed`` " -"e ``angular_speed``." - -msgid "" -"Angles in Godot work in radians by default, but you have built-in functions " -"and properties available if you prefer to calculate angles in degrees " -"instead." -msgstr "" -"Os ângulos no Godot trabalham com radianos por padrão, mas há funções e " -"propriedades embutidas disponíveis se você preferir calcular ângulos em " -"graus ao invés de radianos." - -msgid "" -"Games work by rendering many images per second, each called a frame, and " -"they do so in a loop. We measure the rate at which a game produces images in " -"Frames Per Second (FPS). Most games aim for 60 FPS, although you might find " -"figures like 30 FPS on slower mobile devices or 90 to 240 for virtual " -"reality games." -msgstr "" -"Os jogos funcionam renderizando muitas imagens por segundo, cada uma chamada " -"de quadro, e fazem isso em um loop. Medimos a taxa na qual um jogo produz " -"imagens em quadros por segundo (FPS). A maioria dos jogos aponta para 60 " -"FPS, embora você possa encontrar números como 30 FPS em dispositivos móveis " -"mais lentos ou 90 a 240 para jogos de realidade virtual." - -msgid "" -"The engine and game developers do their best to update the game world and " -"render images at a constant time interval, but there are always small " -"variations in frame render times. That's why the engine provides us with " -"this delta time value, making our motion independent of our framerate." -msgstr "" -"A engine e os desenvolvedores de jogos fazem seu melhor para atualizar o " -"mundo do jogo e renderizar imagens em um intervalo de tempo constante, mas " -"sempre terá pequenas variações no tempo de renderização de frames. É por " -"isso que a engine nos oferece o valor de tempo delta, fazendo com que o " -"movimento ocorra independente da taxa de quadros." - -msgid "At the bottom of the script, define the function:" -msgstr "No fim do script, defina a função:" - -msgid "" -"The ``func`` keyword defines a new function. After it, we have to write the " -"function's name and arguments it takes in parentheses. A colon ends the " -"definition, and the indented blocks that follow are the function's content " -"or instructions." -msgstr "" -"A palavra-chave ``func`` define uma nova função. Depois disso, devemos " -"escrever o nome da função e os argumentos que ela recebe entre parênteses. " -"Dois pontos terminam a definição e os blocos recuados que seguem são o " -"conteúdo ou as instruções da função." - -msgid "" -"Notice how ``_process()``, like ``_init()``, starts with a leading " -"underscore. By convention, Godot's virtual functions, that is to say, built-" -"in functions you can override to communicate with the engine, start with an " -"underscore." -msgstr "" -"Observe como ``_process()`` e ``_init()``, começam com um sublinhado à " -"esquerda. Por convenção, as funções virtuais do Godot, ou seja, funções " -"integradas que você pode substituir para se comunicar com a engine, começam " -"com um sublinhado." - -msgid "Run the scene to see the Godot icon turn in-place." -msgstr "Execute a cena para ver o ícone Godot girar." - -msgid "" -"In C#, notice how the ``delta`` argument taken by ``_Process()`` is a " -"``double``. We therefore need to convert it to ``float`` when we apply it to " -"the rotation." -msgstr "" -"Em C#, note como o argumento ``delta`` passado ao método ```_Process()`` é " -"do tipo ```double``. Nós, portanto, devemos converte-lo para o tipo " -"``float`` ao aplicarmos à rotação." - -msgid "Moving forward" -msgstr "Adicionando movimento" - -msgid "" -"As we already saw, the ``var`` keyword defines a new variable. If you put it " -"at the top of the script, it defines a property of the class. Inside a " -"function, it defines a local variable: it only exists within the function's " -"scope." -msgstr "" -"Como já vimos, a palavra-chave ``var`` define uma nova variável. Se você " -"colocá-lo no início do script, ela define uma propriedade da classe. Dentro " -"de uma função, define uma variável local: ela só existe dentro do escopo da " -"função." - -msgid "" -"We add ``velocity * delta`` to the node's ``position`` to move it. The " -"position itself is of type :ref:`Vector2 `, a built-in type " -"in Godot representing a 2D vector." -msgstr "" -"Adicionamos ``velocity * delta`` à ``posição`` do nó para movê-lo. A própria " -"posição é do tipo :ref:`Vector2 `, um tipo embutido em Godot " -"representando um vetor 2D." - -msgid "Run the scene to see the Godot head run in circles." -msgstr "Execute a cena para ver a cabeça do Godot se mover em círculos." - -msgid "" -"Moving a node like that does not take into account colliding with walls or " -"the floor. In :ref:`doc_your_first_2d_game`, you will learn another approach " -"to moving objects while detecting collisions." -msgstr "" -"Mover um nó assim não leva em consideração a colisão com paredes ou o chão. " -"Em :ref:`doc_your_first_2d_game`, você aprenderá outra abordagem para mover " -"objetos enquanto detecta colisões." - -msgid "Complete script" -msgstr "Script completo" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po deleted file mode 100644 index be9917be11..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po +++ /dev/null @@ -1,253 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Scripting languages" -msgstr "Linguagens de script" - -msgid "" -"This lesson will give you an overview of the available scripting languages " -"in Godot. You will learn the pros and cons of each option. In the next part, " -"you will write your first script using GDScript." -msgstr "" -"Esta lição lhe dará uma visão geral das linguagens de script disponíveis no " -"Godot. Você aprenderá os prós e contras de cada opção. Na próxima parte, " -"você escreverá seu primeiro script usando GDScript." - -msgid "" -"**Scripts attach to a node and extend its behavior**. This means that " -"scripts inherit all functions and properties of the node they attach to." -msgstr "" -"**Os scripts são anexados a um nó e estendem seu comportamento**. Isso " -"significa que os scripts herdam todas as funções e propriedades do nó ao " -"qual se conectam." - -msgid "" -"For example, take a game where a Camera2D node follows a ship. The Camera2D " -"node follows its parent by default. Imagine you want the camera to shake " -"when the player takes damage. As this feature is not built into Godot, you " -"would attach a script to the Camera2D node and code the shake." -msgstr "" -"Por exemplo, considere um jogo em que um nó Camera2D segue um navio. O nó " -"Camera2D segue seu pai por padrão. Imagine que você deseja que a câmera " -"trema quando o jogador sofrer dano. Como esse recurso não está embutido no " -"Godot, você anexaria um script ao nó Camera2D e codificaria o tremer da " -"câmera." - -msgid "Available scripting languages" -msgstr "Linguagens de script disponíveis" - -msgid "" -"We provide this flexibility to answer the needs of different game projects " -"and developers." -msgstr "" -"Nós oferecemos esta flexibilidade para atender as necessidades de diferentes " -"projetos de jogos e desenvolvedores." - -msgid "Which language should I use?" -msgstr "Qual linguagem eu devo usar?" - -msgid "" -"If you're a beginner, we recommend to **start with GDScript**. We made this " -"language specifically for Godot and the needs of game developers. It has a " -"lightweight and straightforward syntax and provides the tightest integration " -"with Godot." -msgstr "" -"Se você é um iniciante, nós recomendamos **começar com GDScript**. Nós " -"fizemos esta linguagem especificamente para o Godot e para as necessidades " -"de desenvolvedores de jogos. Tem uma sintaxe simples e direta, e fornece a " -"melhor integração com o Godot." - -msgid "" -"For C#, you will need an external code editor like `VSCode `_ or Visual Studio. While C# support is now mature, you " -"will find fewer learning resources for it compared to GDScript. That's why " -"we recommend C# mainly to users who already have experience with the " -"language." -msgstr "" -"Para C#, você irá precisar de um editor de código externo como `VSCode " -"`_ ou Visual Studio. Apesar do suporte para " -"C# estar consolidado, você vai achar menos recursos de aprendizado para C# " -"comparado a GDScript. É por isso que recomendamos C# principalmente para " -"usuários que já tem experiência com a linguagem." - -msgid "Let's look at each language's features, as well as its pros and cons." -msgstr "" -"Vamos dar uma olhada nos recursos de cada linguagem, assim como seus prós e " -"contras." - -msgid "GDScript" -msgstr "GDScript" - -msgid "" -":ref:`GDScript` is an `object-oriented `_ and `imperative `_ programming language built for " -"Godot. It's made by and for game developers to save you time coding games. " -"Its features include:" -msgstr "" -":ref:`GDScript` é uma linguagem de programação `orientada a " -"objetos `_ e `imperativa `_ feita para o Godot. É " -"feita por e para desenvolvedores de jogos para economizar seu tempo " -"programando jogos. Seus recursos incluem:" - -msgid "A simple syntax that leads to short files." -msgstr "Uma sintaxe simples que resulta em arquivos pequenos." - -msgid "Blazing fast compilation and loading times." -msgstr "Compilação e tempos de carregamento extremamente rápidos." - -msgid "" -"Tight editor integration, with code completion for nodes, signals, and more " -"information from the scene it's attached to." -msgstr "" -"A integração com o editor é agradável de trabalhar, com complementação de " -"código para nós, sinais e muitos outros itens pertinentes à cena em edição." - -msgid "" -"Built-in vector and transform types, making it efficient for heavy use of " -"linear algebra, a must for games." -msgstr "" -"Tipos vetoriais e de transformação incorporados, tornando-o eficiente para " -"uso intenso de álgebra linear, essencial para jogos." - -msgid "Supports multiple threads as efficiently as statically typed languages." -msgstr "" -"Suporta múltiplas partes_paralelizáveis tão eficientemente quanto linguagens " -"de tipagem estática." - -msgid "" -"No `garbage collection `_, as this feature eventually gets in " -"the way when creating games. The engine counts references and manages the " -"memory for you in most cases by default, but you can also control memory if " -"you need to." -msgstr "" -"Não há `coletor de lixo `_, já que esse recurso eventualmente " -"atrapalha o processo de criação de jogos. A engine conta as referências e " -"gerencia a memória pra você na maioria dos casos por padrão, mas você também " -"pode controlar a memória caso necessário." - -msgid "" -"`Gradual typing `_. Variables " -"have dynamic types by default, but you also can use type hints for strong " -"type checks." -msgstr "" -"`Tipagem gradual (Gradual Typing) `_. As variáveis tem tipos dinâmicos por padrão, mas você " -"também pode usar dicas de tipo para reforçar verificações do tipo da " -"variável." - -msgid "" -"GDScript looks like Python as you structure your code blocks using " -"indentations, but it doesn't work the same way in practice. It's inspired by " -"multiple languages, including Squirrel, Lua, and Python." -msgstr "" -"GDScript se parece com o Python ao passo que você estrutura seus blocos de " -"código usando identações, mas não funciona da mesma maneira na prática. Ela " -"é inspirada em várias linguagens, incluindo Squirrel, Lua e Python." - -msgid "Why don't we use Python or Lua directly?" -msgstr "Por quê não usamos Python ou Lua diretamente?" - -msgid "" -"Years ago, Godot used Python, then Lua. Both languages' integration took a " -"lot of work and had severe limitations. For example, threading support was a " -"big challenge with Python." -msgstr "" -"Anos atrás, Godot usava Python, depois Lua. A integração de ambas as " -"linguagens deu muito trabalho e tinha limitações severas. Por exemplo, " -"suporte a threading era um grande desafio com Python." - -msgid "" -"Developing a dedicated language doesn't take us more work and we can tailor " -"it to game developers' needs. We're now working on performance optimizations " -"and features that would've been difficult to offer with third-party " -"languages." -msgstr "" -"Desenvolver uma linguagem dedicada não nos dá mais trabalho e podemos adaptá-" -"la às necessidades dos desenvolvedores de jogos. Agora estamos trabalhando " -"em otimizações de desempenho e recursos que seriam difíceis de oferecer com " -"linguagens de terceiros." - -msgid ".NET / C#" -msgstr ".NET / C#" - -msgid "" -"C# offers a good tradeoff between performance and ease of use, although you " -"should be aware of its garbage collector." -msgstr "" -"C# oferece uma boa compensação entre desempenho e facilidade de uso, embora " -"você deva estar ciente de seu coletor de lixo." - -msgid "" -"GDScript code itself doesn't execute as fast as compiled C# or C++. However, " -"most script code calls functions written with fast algorithms in C++ code " -"inside the engine. In many cases, writing gameplay logic in GDScript, C#, or " -"C++ won't have a significant impact on performance." -msgstr "" -"Um código em GDScript não é executado tão rapidamente quanto um em C# ou C++ " -"compilados. No entanto, a maioria dos códigos de script chama funções " -"escritas com algoritmos rápidos em código C++ dentro da engine. Em muitos " -"casos, escrever a lógica do jogo em GDScript, C# ou C++ não terá um impacto " -"significativo no desempenho." - -msgid "" -"Projects written in C# using Godot 4 currently cannot be exported to the web " -"platform. To use C# on that platform, consider Godot 3 instead. Android and " -"iOS platform support is available as of Godot 4.2, but is experimental and :" -"ref:`some limitations apply `." -msgstr "" -"Projetos escritos em C# usando Godot 4 atualmente não podem ser exportados " -"para a plataforma web. Para usar C# nessa plataforma, considere Godot 3 em " -"vez disso. Suporte de plataforma Android e iOS está disponível a partir de " -"Godot 4.2, mas é experimental e :ref: `algumas limitações aplicam " -"`." - -msgid "" -"To learn more about C#, head to the :ref:`C# basics ` page." -msgstr "" -"Para aprender mais sobre C#, vá para a página :ref:`Conceitos Básicos de C# " -"`." - -msgid "C++ via GDExtension" -msgstr "C++ através da GDExtension" - -msgid "" -"You can use any version of the language or mix compiler brands and versions " -"for the generated shared libraries, thanks to our use of an internal C API " -"Bridge." -msgstr "" -"Você pode usar qualquer versão da linguagem ou misturar compiladores e " -"versões de compiladores para as bibliotecas compartilhadas geradas, graças " -"ao uso de uma ponte C API interna." - -msgid "Summary" -msgstr "Resumo" - -msgid "" -"Scripts are files containing code that you attach to a node to extend its " -"functionality." -msgstr "" -"Scripts são arquivos contendo código que você anexa a um nó para estender " -"sua funcionalidade." - -msgid "" -"You can mix languages, for instance, to implement demanding algorithms with " -"C or C++ and write most of the game logic with GDScript or C#." -msgstr "" -"Você pode misturar linguagens, por exemplo, para implementar algoritmos " -"exigentes com C ou C++ e escrever a maior parte da lógica do jogo com " -"GDScript ou C#." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po deleted file mode 100644 index 84890265cf..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po +++ /dev/null @@ -1,199 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Listening to player input" -msgstr "Capturando os controles de entrada do jogador" - -msgid "You have two main tools to process the player's input in Godot:" -msgstr "" -"Você tem duas ferramentas principais para processar as entradas do jogador " -"no Godot:" - -msgid "" -"The built-in input callbacks, mainly ``_unhandled_input()``. Like " -"``_process()``, it's a built-in virtual function that Godot calls every time " -"the player presses a key. It's the tool you want to use to react to events " -"that don't happen every frame, like pressing :kbd:`Space` to jump. To learn " -"more about input callbacks, see :ref:`doc_inputevent`." -msgstr "" -"Os retornos de chamada de entrada embutidos, principalmente " -"``_unhandled_input()``. Como ``_process()``, é uma função virtual integrada " -"que o Godot chama toda vez que o jogador pressiona uma tecla. É a ferramenta " -"que você deve usar para reagir a eventos que não acontecem a cada quadro, " -"como pressionar :kbd:`Espaço` para pular. Para saber mais sobre callbacks de " -"entrada, veja :ref:`doc_inputevent`." - -msgid "" -"The ``Input`` singleton. A singleton is a globally accessible object. Godot " -"provides access to several in scripts. It's the right tool to check for " -"input every frame." -msgstr "" -"O singleton ``Input``. Um singleton é um objeto globalmente acessível. Godot " -"fornece acesso a vários scripts. É a ferramenta certa para verificar a " -"entrada a cada quadro." - -msgid "" -"We're going to use the ``Input`` singleton here as we need to know if the " -"player wants to turn or move every frame." -msgstr "" -"Vamos usar o singleton ``Input`` aqui, pois precisamos saber se o jogador " -"deseja virar ou mover em cada quadro processado." - -msgid "" -"For turning, we should use a new variable: ``direction``. In our " -"``_process()`` function, replace the ``rotation += angular_speed * delta`` " -"line with the code below." -msgstr "" -"Para virar, devemos usar uma nova variável: ``direction``. Em nossa função " -"``_process()``, substitua a linha ``rotation += angular_speed * delta`` pelo " -"código abaixo." - -msgid "" -"Our ``direction`` local variable is a multiplier representing the direction " -"in which the player wants to turn. A value of ``0`` means the player isn't " -"pressing the left or the right arrow key. A value of ``1`` means the player " -"wants to turn right, and ``-1`` means they want to turn left." -msgstr "" -"Nossa variável local ``direction`` é um multiplicador que representa a " -"direção em que o jogador quer virar. Um valor de ``0`` significa que o " -"jogador não está pressionando a tecla de seta para a esquerda ou para a " -"direita. Um valor de ``1`` significa que o jogador quer virar à direita, e " -"``-1`` significa que quer virar à esquerda." - -msgid "" -"To produce these values, we introduce conditions and the use of ``Input``. A " -"condition starts with the ``if`` keyword in GDScript and ends with a colon. " -"The condition is the expression between the keyword and the end of the line." -msgstr "" -"Para produzir esses valores, introduzimos condições e o uso de ``Input``. " -"Uma condição começa com a palavra-chave ``if`` no GDScript e termina com " -"dois pontos. A condição é a expressão entre a palavra-chave e o final da " -"linha." - -msgid "" -"To check if a key was pressed this frame, we call ``Input." -"is_action_pressed()``. The method takes a text string representing an input " -"action and returns ``true`` if the action is pressed, ``false`` otherwise." -msgstr "" -"Para verificar se uma tecla foi pressionada neste quadro, chamamos ``Input." -"is_action_pressed()``. O método pega uma string de texto representando uma " -"ação de entrada e retorna ``true`` se a ação foi executada, ``false`` caso " -"contrário." - -msgid "" -"The two actions we use above, \"ui_left\" and \"ui_right\", are predefined " -"in every Godot project. They respectively trigger when the player presses " -"the left and right arrows on the keyboard or left and right on a gamepad's D-" -"pad." -msgstr "" -"As duas ações que usamos acima, \"ui_left\" e \"ui_right\", são predefinidas " -"em cada projeto Godot. Eles são acionados, respectivamente, quando o jogador " -"pressiona as setas esquerda e direita no teclado ou esquerda e direita no D-" -"pad de um gamepad." - -msgid "" -"You can see and edit input actions in your project by going to Project -> " -"Project Settings and clicking on the Input Map tab." -msgstr "" -"Você pode ver e editar ações de entrada em seu projeto acessando Projeto -> " -"Configurações do Projeto e clicando na guia *Mapa de Entrada*." - -msgid "" -"Finally, we use the ``direction`` as a multiplier when we update the node's " -"``rotation``: ``rotation += angular_speed * direction * delta``." -msgstr "" -"Finalmente, usamos ``direction`` como um multiplicador quando atualizamos a " -"``rotation`` do nó: ``rotation += angular_speed * direction * delta``." - -msgid "" -"Comment out the lines ``var velocity = Vector2.UP.rotated(rotation) * " -"speed`` and ``position += velocity * delta`` like this:" -msgstr "" -"Comente as linhas ``var velocity = Vector2.UP.rotated(rotation) * speed`` " -"e``position += velocity * delta``dessa forma:" - -msgid "" -"This will ignore the code that moved the icon's position in a circle without " -"user input from the previous exercise." -msgstr "" -"Isto irá ignorar o código que movia a posição do ícone em um círculo sem a " -"interação do usuário, do exercício anterior." - -msgid "" -"If you run the scene with this code, the icon should rotate when you press :" -"kbd:`Left` and :kbd:`Right`." -msgstr "" -"Se você executar a cena com este código, o ícone deve girar quando você " -"pressionar :kbd:`Esquerda` e :kbd:`Direita`." - -msgid "Moving when pressing \"up\"" -msgstr "Movendo-se ao pressionar \"para cima\"" - -msgid "" -"We initialize the ``velocity`` with a value of ``Vector2.ZERO``, another " -"constant of the built-in ``Vector`` type representing a 2D vector of length " -"0." -msgstr "" -"Inicializamos a ``velocity`` com um valor de ``Vector2.ZERO``, outra " -"constante do tipo ``Vector`` integrada que representa um vetor 2D de " -"comprimento 0." - -msgid "" -"If the player presses the \"ui_up\" action, we then update the velocity's " -"value, causing the sprite to move forward." -msgstr "" -"Se o jogador pressionar a seta para cima \"ui_up\", atualizamos o valor da " -"velocidade, fazendo com que o sprite se mova para frente." - -msgid "Complete script" -msgstr "Script completo" - -msgid "" -"If you run the scene, you should now be able to rotate with the left and " -"right arrow keys and move forward by pressing :kbd:`Up`." -msgstr "" -"Se você executar a cena, agora poderá girar com as setas esquerda e direita " -"e avançar pressionando :kbd:`Up`." - -msgid "Summary" -msgstr "Resumo" - -msgid "" -"In GDScript, the variables you put at the top of the file are your class's " -"properties, also called member variables. Besides variables, you can define " -"functions, which, for the most part, will be your classes' methods." -msgstr "" -"No GDScript, as variáveis que você coloca no início do arquivo são as " -"propriedades de sua classe, também chamadas de variáveis de membro. Além das " -"variáveis, você pode definir funções, que, em sua maioria, serão os métodos " -"de suas classes." - -msgid "" -"Godot provides several virtual functions you can define to connect your " -"class with the engine. These include ``_process()``, to apply changes to the " -"node every frame, and ``_unhandled_input()``, to receive input events like " -"key and button presses from the users. There are quite a few more." -msgstr "" -"Godot fornece várias funções virtuais que você pode definir para conectar " -"sua classe com a engine. Estes incluem ``_process()``, para aplicar " -"alterações ao nó a cada quadro, e ``_unhandled_input()``, para receber " -"eventos de entrada como teclas e botões pressionados pelos usuários. Existem " -"mais algumas." - -msgid "" -"The ``Input`` singleton allows you to react to the players' input anywhere " -"in your code. In particular, you'll get to use it in the ``_process()`` loop." -msgstr "" -"O singleton ``Input`` permite que você reaja à entrada dos jogadores em " -"qualquer lugar do seu código. Em particular, você poderá usá-lo no loop " -"``_process()``." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/signals.po deleted file mode 100644 index 0d8e30c068..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/signals.po +++ /dev/null @@ -1,340 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Signal" -msgstr "Sinal" - -msgid "Using signals" -msgstr "Usando sinais" - -msgid "" -"In this lesson, we will look at signals. They are messages that nodes emit " -"when something specific happens to them, like a button being pressed. Other " -"nodes can connect to that signal and call a function when the event occurs." -msgstr "" -"Nesta lição, veremos os sinais. São mensagens que os nós emitem quando algo " -"específico acontece com eles, como um botão sendo pressionado. Outros nós " -"podem se conectar a esse sinal e chamar uma função quando o evento ocorrer." - -msgid "" -"Signals are a delegation mechanism built into Godot that allows one game " -"object to react to a change in another without them referencing one another. " -"Using signals limits `coupling `_ and keeps your code flexible." -msgstr "" -"Os sinais são um mecanismo de delegação embutido no Godot que permite que um " -"objeto do jogo reaja a uma mudança em outro sem que eles façam referência um " -"ao outro. O uso de sinais limita o `acoplamento `_ e mantém seu código flexível." - -msgid "" -"Like methods (:ref:`class_callable`), signals are a first-class type since " -"Godot 4.0. This means you can pass them around as method arguments directly " -"without having to pass them as strings, which allows for better " -"autocompletion and is less error-prone. See the :ref:`class_signal` class " -"reference for a list of what you can do with the Signal type directly." -msgstr "" -"Assim como métodos (:ref:`class_callable`), sinais são um tipo de dado de " -"primeira classe desde a Godot 4.0. Isso significa que você pode passá-los " -"diretamente como argumentos de método sem precisar usá-los como strings, o " -"que permite um melhor autocompletar e reduz a chance de erros. Consulte a " -"referência da classe :ref:`class_signal` para ver uma lista do que você pode " -"fazer diretamente com o tipo \"Signal\"." - -msgid "" -"As mentioned in the introduction, signals are Godot's version of the " -"observer pattern. You can learn more about it in `Game Programming Patterns " -"`__." -msgstr "" -"Conforme mencionado na introdução, os sinais são a versão de Godot do padrão " -"do observador. Você pode aprender mais sobre isso aqui: `Padrões de " -"Programações de Jogos `__." - -msgid "" -"We will now use a signal to make our Godot icon from the previous lesson (:" -"ref:`doc_scripting_player_input`) move and stop by pressing a button." -msgstr "" -"Vamos agora usar um sinal para fazer nosso ícone Godot da lição anterior (:" -"ref:`doc_scripting_player_input`) se mover e parar ao pressionar um botão." - -msgid "For this project, we will be following the Godot naming conventions." -msgstr "Para esse projeto, vamos seguir as convenções de nomeação do Godot." - -msgid "" -"**GDScript**: Classes (nodes) use PascalCase, variables and functions use " -"snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." -msgstr "" -"**GDScript**: Classes (nós) usam o estilo ``PascalCase`` " -"(IniciaisMaiúsculas), variáveis e funções usam ``snake_case`` " -"(minúsculas_separadas_por_sublinha) e constantes usam ``ALL_CAPS`` " -"(TODAS_MAIÚSCULAS) (Veja mais em :ref:`doc_gdscript_styleguide`)." - -msgid "" -"**C#**: Classes, export variables and methods use PascalCase, private fields " -"use _camelCase, local variables and parameters use camelCase (See :ref:" -"`doc_c_sharp_styleguide`). Be careful to type the method names precisely " -"when connecting signals." -msgstr "" -"**C#**: Classes, variáveis de exportação e métodos usam PascalCase, campos " -"privados usam _camelCase, variáveis locais e parâmetros usam camelCase " -"(Veja :ref: `doc_c_sharp_styleguide`). Tenha o cuidado de digitar os nomes " -"dos métodos com precisão ao conectar os sinais." - -msgid "Scene setup" -msgstr "Configuração da cena" - -msgid "Create a new scene by going to the menu Scene -> New Scene." -msgstr "Crie uma nova cena acessando o menu Cena -> Nova cena." - -msgid "" -"The node is small by default. Click and drag on the bottom-right handle of " -"the Button in the viewport to resize it." -msgstr "" -"O nó é pequeno por padrão. Clique e arraste a alça inferior direita do " -"Button na viewport para redimensioná-lo." - -msgid "" -"If you don't see the handles, ensure the select tool is active in the " -"toolbar." -msgstr "" -"Se você não vir as alças, verifique se a ferramenta de seleção está ativa na " -"barra de ferramentas." - -msgid "Click and drag on the button itself to move it closer to the sprite." -msgstr "Clique e arraste o botão para aproximá-lo do sprite." - -msgid "Your scene tree and viewport should look like this." -msgstr "Sua árvore da cena e o Viewport devem se parecer com isso." - -msgid "Connecting a signal in the editor" -msgstr "Conectando um sinal no editor" - -msgid "" -"You can connect signals in the Node dock. Select the Button node and, on the " -"right side of the editor, click on the tab named \"Node\" next to the " -"Inspector." -msgstr "" -"Você pode conectar sinais no painel do Nó. Selecione o nó Botão e, no lado " -"direito do editor, clique na aba \"Nó\" ao lado do Inspetor." - -msgid "The dock displays a list of signals available on the selected node." -msgstr "O painel exibe uma lista de sinais disponíveis no nó selecionado." - -msgid "Double-click the \"pressed\" signal to open the node connection window." -msgstr "" -"Clique duas vezes no sinal \"pressed\" para abrir a janela de conexão do nó." - -msgid "" -"When connecting signals via the editor's Node dock, you can use two modes. " -"The simple one only allows you to connect to nodes that have a script " -"attached to them and creates a new callback function on them." -msgstr "" -"Ao conectar sinais por meio do encaixe do nó do editor, você pode usar dois " -"modos. O simples permite apenas conectar-se a nós que possuem um script " -"anexado a eles e cria uma nova função de retorno de chamada neles." - -msgid "" -"The advanced view lets you connect to any node and any built-in function, " -"add arguments to the callback, and set options. You can toggle the mode in " -"the window's bottom-right by clicking the Advanced button." -msgstr "" -"O avançado permite conectar-se a qualquer nó e qualquer função integrada, " -"adicionar argumentos ao retorno de chamada e definir opções. Você pode " -"alternar o modo no canto inferior esquerdo da janela clicando no botão " -"Avançado." - -msgid "" -"Click the Connect button to complete the signal connection and jump to the " -"Script workspace. You should see the new method with a connection icon in " -"the left margin." -msgstr "" -"Clique no botão Conectar para concluir a conexão do sinal e vá para a área " -"de trabalho Script. Você deve ver o novo método com um ícone de conexão na " -"margem esquerda." - -msgid "" -"If you click the icon, a window pops up and displays information about the " -"connection. This feature is only available when connecting nodes in the " -"editor." -msgstr "" -"Se você clicar no ícone, uma janela aparecerá e exibirá informações sobre a " -"conexão. Este recurso está disponível apenas ao conectar nós no editor." - -msgid "" -"Let's replace the line with the ``pass`` keyword with code that'll toggle " -"the node's motion." -msgstr "" -"Vamos substituir a linha com a palavra-chave ``pass`` com o código que " -"alternará o movimento do nó." - -msgid "" -"This function will toggle processing and, in turn, the icon's motion on and " -"off upon pressing the button." -msgstr "" -"Esta função alternará o processamento e, por sua vez, o movimento do ícone " -"ligado e desligado ao pressionar o botão." - -msgid "" -"Before trying the game, we need to simplify our ``_process()`` function to " -"move the node automatically and not wait for user input. Replace it with the " -"following code, which we saw two lessons ago:" -msgstr "" -"Antes de testar o jogo, precisamos simplificar nossa função ``_process()`` " -"para mover o nó automaticamente e não esperar pela entrada do usuário. " -"Substitua-o pelo seguinte código, que vimos duas lições atrás:" - -msgid "" -"Run the scene now and click the button to see the sprite start and stop." -msgstr "" -"Execute a cena agora e clique no botão para ver o sprite andar e parar." - -msgid "Connecting a signal via code" -msgstr "Conectando um sinal via código" - -msgid "" -"You can connect signals via code instead of using the editor. This is " -"necessary when you create nodes or instantiate scenes inside of a script." -msgstr "" -"Você pode conectar sinais via código em vez de usar o editor. Isso é " -"necessário quando você cria nós ou instancia cenas dentro de um script." - -msgid "" -"Let's use a different node here. Godot has a :ref:`Timer ` node " -"that's useful to implement skill cooldown times, weapon reloading, and more." -msgstr "" -"Vamos usar um nó diferente aqui. Godot tem um nó :ref:`Timer ` " -"que é útil para implementar o tempo de resfriamento de habilidades, recarga " -"de armas e muito mais." - -msgid "We need to do two operations to connect the nodes via code:" -msgstr "Precisamos fazer duas operações para conectar os nós via código:" - -msgid "" -"To get a reference to a node relative to the current one, we use the method :" -"ref:`Node.get_node() `. We can store the " -"reference in a variable." -msgstr "" -"Para obter uma referência a um nó relativo ao atual, usamos o método :ref:" -"`Node.get_node() `. Podemos armazenar a " -"referência em uma variável." - -msgid "" -"By convention, we name these callback methods in GDScript as " -"\"_on_node_name_signal_name\" and in C# as \"OnNodeNameSignalName\". Here, " -"it'll be \"_on_timer_timeout\" for GDScript and OnTimerTimeout() for C#." -msgstr "" -"Por convenção, nomeamos estes métodos de callback em GDScript como " -"\"_on_nome_do_no_nome_do_sinal\" e em C# como \"OnNomeDoNoNomeDoSinal\". " -"Aqui, ele será \"_on_timer_timeout para GDScript e OnTimerTimeout() para C#." - -msgid "" -"The ``visible`` property is a boolean that controls the visibility of our " -"node. The line ``visible = not visible`` toggles the value. If ``visible`` " -"is ``true``, it becomes ``false``, and vice-versa." -msgstr "" -"A propriedade ``visible`` é um booleano que controla a visibilidade do nosso " -"nó. A linha ``visible = not visible`` alterna o valor. Se ``visible`` for " -"``true``, torna-se ``false``, e vice-versa." - -msgid "Complete script" -msgstr "Script completo" - -msgid "Custom signals" -msgstr "Sinais personalizados" - -msgid "" -"This section is a reference on how to define and use your own signals, and " -"does not build upon the project created in previous lessons." -msgstr "" -"Esta seção é uma referência sobre como definir e usar seus próprios sinais e " -"não se baseia no projeto criado nas lições anteriores." - -msgid "" -"You can define custom signals in a script. Say, for example, that you want " -"to show a game over screen when the player's health reaches zero. To do so, " -"you could define a signal named \"died\" or \"health_depleted\" when their " -"health reaches 0." -msgstr "" -"Você pode definir sinais personalizados em um script. Digamos, por exemplo, " -"que você deseja mostrar uma tela de game over quando a saúde do jogador " -"chegar a zero. Para fazer isso, você pode definir um sinal chamado \"died\" " -"ou \"health_depleted\" quando a saúde chegar a 0." - -msgid "" -"As signals represent events that just occurred, we generally use an action " -"verb in the past tense in their names." -msgstr "" -"Como os sinais representam eventos que acabaram de ocorrer, geralmente " -"usamos um verbo de ação no pretérito em seus nomes." - -msgid "" -"Your signals work the same way as built-in ones: they appear in the Node tab " -"and you can connect to them like any other." -msgstr "" -"Seus sinais funcionam da mesma forma que os integrados: eles aparecem na " -"guia Nó e você pode se conectar a eles como qualquer outro." - -msgid "" -"A signal can optionally declare one or more arguments. Specify the argument " -"names between parentheses:" -msgstr "" -"Um sinal também pode opcionalmente declarar um ou mais argumentos. " -"Especifique os nomes dos argumentos entre parênteses:" - -msgid "" -"The signal arguments show up in the editor's node dock, and Godot can use " -"them to generate callback functions for you. However, you can still emit any " -"number of arguments when you emit signals. So it's up to you to emit the " -"correct values." -msgstr "" -"Os argumentos de sinal aparecem na aba nó do editor e o Godot pode usá-los " -"para gerar funções de retorno de chamada para você. No entanto, você ainda " -"pode emitir qualquer número de argumentos ao emitir sinais. Então cabe a " -"você emitir os valores corretos." - -msgid "Summary" -msgstr "Resumo" - -msgid "" -"Any node in Godot emits signals when something specific happens to them, " -"like a button being pressed. Other nodes can connect to individual signals " -"and react to selected events." -msgstr "" -"Qualquer nó em Godot emite sinais quando algo específico acontece com eles, " -"como um botão sendo pressionado. Outros nós podem se conectar a sinais " -"individuais e reagir a eventos selecionados." - -msgid "" -"Signals have many uses. With them, you can react to a node entering or " -"exiting the game world, to a collision, to a character entering or leaving " -"an area, to an element of the interface changing size, and much more." -msgstr "" -"Os sinais têm muitos usos. Com eles, você pode reagir a um nó entrando ou " -"saindo do mundo do jogo, a uma colisão, a um personagem entrando ou saindo " -"de uma área, a um elemento da interface que muda de tamanho e muito mais." - -msgid "" -"For example, an :ref:`Area2D ` representing a coin emits a " -"``body_entered`` signal whenever the player's physics body enters its " -"collision shape, allowing you to know when the player collected it." -msgstr "" -"Por exemplo, um :ref:`Area2D ` representando uma moeda emite " -"um sinal ``body_entered`` sempre que o corpo físico do jogador entra em " -"forma de colisão, permitindo que você saiba quando o jogador a coletou." - -msgid "" -"In the next section, :ref:`doc_your_first_2d_game`, you'll create a complete " -"2D game and put everything you learned so far into practice." -msgstr "" -"Na próxima seção, :ref:`doc_your_first_game`, você criará um jogo completo " -"contendo vários usos de sinais para conectar diferentes componentes do jogo." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/index.po b/sphinx/po/pt_BR/LC_MESSAGES/index.po deleted file mode 100644 index 136583b573..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/index.po +++ /dev/null @@ -1,167 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "About" -msgstr "Sobre" - -msgid "Getting started" -msgstr "Primeiros passos" - -msgid "Manual" -msgstr "Manual" - -msgid "Contributing" -msgstr "Contribuindo" - -msgid "Community" -msgstr "Comunidade" - -msgid "Class reference" -msgstr "Referência de classe" - -msgid "" -"Godot's documentation is available in various languages and versions. Expand " -"the \"Read the Docs\" panel at the bottom of the sidebar to see the list." -msgstr "" -"A documentação do Godot está disponível em vários idiomas e versões. Expanda " -"o painel \"Leia a Documentação\" na parte inferior da barra lateral para ver " -"a lista." - -msgid "" -"This documentation is translated from the `original English one `_ by community members on `Weblate `_." -msgstr "" -"Esta documentação é traduzida do `original em inglês `_ por membros da comunidade no `Weblate `_." - -msgid "" -"Depending on the translation effort's completion level, you may find " -"paragraphs or whole pages which are still in English. You can help the " -"community by providing new translations or reviewing existing ones on " -"Weblate." -msgstr "" -"Dependendo do nível de esforço para a conclusão da tradução, você pode " -"encontrar parágrafos ou páginas inteiras que ainda estão em inglês. Você " -"pode ajudar a comunidade fornecendo novas traduções ou revisando as " -"existentes no Weblate." - -msgid "" -"For the time being, localized translations are only available for the " -"\"stable\" branch. You can still view the English documentation for other " -"engine versions using the \"Read the Docs\" panel at the bottom of the " -"sidebar." -msgstr "" -"Por enquanto, as traduções localizadas estão disponíveis apenas na versão " -"\"estável\". Você ainda pode conferir a documentação em inglês para outras " -"versões da ferramenta usando o painel \"Read the Docs\" no fim da barra " -"lateral." - -msgid "" -"Welcome to the official documentation of `Godot Engine `__, the free and open source community-driven 2D and 3D game engine! If " -"you are new to this documentation, we recommend that you read the :ref:" -"`introduction page ` to get an overview of what this " -"documentation has to offer." -msgstr "" -"Seja bem-vindo à documentação oficial do `Godot Engine `__, o motor(engine) de jogos gratuito e de código aberto impulsionado " -"pela comunidade para jogos 2D e 3D! Se você não conhece a documentação, " -"sugerimos que leia a :ref:`introdução ` para obter uma " -"visão geral do que esta documentação tem a oferecer." - -msgid "" -"The table of contents in the sidebar should let you easily access the " -"documentation for your topic of interest. You can also use the search " -"function in the top-left corner." -msgstr "" -"O sumário abaixo e a barra lateral devem permitem que você acesse facilmente " -"a documentação do tópico de seu interesse. Você também pode utilizar a " -"função de busca no canto superior esquerdo." - -msgid "Get involved" -msgstr "Envolva-se" - -msgid "" -"Godot Engine is an open source project developed by a community of " -"volunteers. The documentation team can always use your feedback and help to " -"improve the tutorials and class reference. If you don't understand " -"something, or cannot find what you are looking for in the docs, help us make " -"the documentation better by letting us know!" -msgstr "" -"Godot Engine é um projeto de código aberto desenvolvido por uma comunidade " -"de voluntários. A equipe de documentação sempre pode usar seu feedback e " -"ajudar a aprimorar os tutoriais e a referência de classe. Se você não " -"entender alguma coisa ou não encontrar o que está procurando nos documentos, " -"ajude-nos a melhorar a documentação nos informando!" - -msgid "" -"Submit an issue or pull request on the `GitHub repository `_, help us `translate the documentation " -"`_ into your language, or " -"talk to us on the ``#documentation`` channel on the `Godot Contributors Chat " -"`_!" -msgstr "" -"Envie um \"issue\" ou \"pull request\" no `Repositório do GitHub `_, ajude-nos a `traduzir a " -"documentação `_ para o seu " -"idioma ou fale conosco no canal ``#documentation`` do `Chat de " -"Contribuidores do Godot `_!" - -msgid "weblate_widget" -msgstr "weblate_widget" - -msgid "Translation status" -msgstr "Progresso da Tradução" - -msgid "Offline documentation" -msgstr "Documentação offline" - -msgid "" -"To browse the documentation offline, you can download an HTML copy (updated " -"every Monday): `stable `__, `latest " -"`__, `3.6 `__. Extract the ZIP archive then open the top-level ``index." -"html`` in a web browser." -msgstr "" -"Para acessar a documentação offline, você pode baixar uma cópia HTML " -"(atualizada toda segunda-feira): `estável `__, `mais recente `__, `3.6 " -"`__. Extraia o arquivo ZIP e abra ``index." -"html`` em um navegador web." - -msgid "" -"For mobile devices or e-readers, you can also download an ePub copy (updated " -"every Monday): `stable `__, `latest " -"`__, `3.6 `__. Extract the ZIP archive then open the ``GodotEngine.epub`` " -"file in an e-book reader application." -msgstr "" -"Para celulares ou leitores digitais, você também pode baixar uma cópia em " -"ePub (atualizada toda segunda-feira) para leitura offline: `estável `__, `mais recente `__, `3.6 `__. Extraia o arquivo ZIP " -"e abra ``GodotEngine.epub`` em um aplicativo de leitura de livros digitais." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/sphinx.po b/sphinx/po/pt_BR/LC_MESSAGES/sphinx.po deleted file mode 100644 index dc62459fb0..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/sphinx.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Languages" -msgstr "Idiomas" - -msgid "Versions" -msgstr "Versões" - -msgid "On Read the Docs" -msgstr "Em \"Leia a Documentação\"" - -msgid "Project Home" -msgstr "Início do Projeto" - -msgid "Builds" -msgstr "Compilações" - -msgid "Downloads" -msgstr "Downloads" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_antialiasing.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_antialiasing.po deleted file mode 100644 index d1c4be1e46..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_antialiasing.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po deleted file mode 100644 index 5808db3e1b..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D lights and shadows" -msgstr "Luzes 2D e sombras" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Nodes" -msgstr "Nós" - -msgid "Directional light" -msgstr "Directional light (Luz direcional)" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_meshes.po deleted file mode 100644 index 7b764a1654..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ /dev/null @@ -1,89 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D meshes" -msgstr "Malhas 2D" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"In 3D, meshes are used to display the world. In 2D, they are rare as images " -"are used more often. Godot's 2D engine is a pure two-dimensional engine, so " -"it can't really display 3D meshes directly (although it can be done via " -"``Viewport`` and ``ViewportTexture``)." -msgstr "" -"Em 3D, as malhas são usadas para exibir o mundo. Em 2D, eles são raros, pois " -"as imagens são usadas com mais frequência. A engine 2D do Godot é uma engine " -"bidimensional pura, então ela não pode realmente exibir malhas 3D " -"diretamente (embora isso possa ser feito via ``Viewport`` e " -"``ViewportTexture``)." - -msgid "" -"If you are interested in displaying 3D meshes on a 2D viewport, see the :ref:" -"`doc_viewport_as_texture` tutorial." -msgstr "" -"Se você estiver interessado em exibir malhas 3D em uma janela de exibição " -"2D, consulte o tutorial :ref:`doc_viewport_as_texture`." - -msgid "" -"2D meshes are meshes that contain two-dimensional geometry (Z can be omitted " -"or ignored) instead of 3D. You can experiment creating them yourself using " -"``SurfaceTool`` from code and displaying them in a ``MeshInstance2D`` node." -msgstr "" -"As malhas 2D são malhas que contêm geometria bidimensional (Z pode ser " -"omitido ou ignorado) em vez de 3D. Você pode experimentar criá-los usando " -"``SurfaceTool`` a partir de código e exibi-los em um nó ``MeshInstance2D``." - -msgid "Optimizing pixels drawn" -msgstr "Otimizando pixels desenhados" - -msgid "" -"This workflow is useful for optimizing 2D drawing in some situations. When " -"drawing large images with transparency, Godot will draw the whole quad to " -"the screen. The large transparent areas will still be drawn." -msgstr "" -"Este fluxo de trabalho é útil para otimizar o desenho 2D em algumas " -"situações. Ao desenhar imagens grandes com transparência, Godot desenha todo " -"o quad para a tela. As grandes áreas transparentes ainda serão desenhadas." - -msgid "" -"This can affect performance, especially on mobile devices, when drawing very " -"large images (generally screen sized), or layering multiple images on top of " -"each other with large transparent areas (for example, when using " -"``ParallaxBackground``)." -msgstr "" -"Isso pode afetar o desempenho, especialmente em dispositivos móveis, ao " -"desenhar imagens muito grandes (geralmente do tamanho da tela) ou colocar " -"várias imagens umas sobre as outras com grandes áreas transparentes (por " -"exemplo, ao usar ``ParallaxBackground``)." - -msgid "" -"Converting to a mesh will ensure that only the opaque parts will be drawn " -"and the rest will be ignored." -msgstr "" -"A conversão para uma malha garantirá que apenas as partes opacas serão " -"desenhadas e o restante será ignorado." - -msgid "" -"A dialog will appear, showing a preview of how the 2D mesh will be created:" -msgstr "" -"Uma caixa de diálogo será exibida, mostrando uma visualização de como a " -"malha 2D será criada:" - -msgid "" -"The default values are good enough for many cases, but you can change growth " -"and simplification according to your needs:" -msgstr "" -"Os valores padrão são bem bons para muitos casos, mas você pode alterar o " -"crescimento e a simplificação de acordo com suas necessidades:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_movement.po deleted file mode 100644 index 181d96e6bc..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_movement.po +++ /dev/null @@ -1,147 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D movement overview" -msgstr "Visão geral de movimento 2D" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"Every beginner has been there: \"How do I move my character?\" Depending on " -"the style of game you're making, you may have special requirements, but in " -"general the movement in most 2D games is based on a small number of designs." -msgstr "" -"Todo iniciante está lá: \"Como faço para mover meu personagem?\" Dependendo " -"do estilo de jogo que você está fazendo, você pode ter requisitos especiais, " -"mas em geral o movimento na maioria dos jogos 2D é baseado em um pequeno " -"número de designs." - -msgid "Setup" -msgstr "Configurar" - -msgid "" -"Open ``Project -> Project Settings`` and select the \"Input Map\" tab. Add " -"the following input actions (see :ref:`InputEvent ` for " -"details):" -msgstr "" -"Abra ``Projeto -> Configurações do Projeto`` e selecione a guia \"Mapa de " -"Entrada\". Adicione as seguintes ações de entrada (consulte :ref:`InputEvent " -"` para obter detalhes):" - -msgid "8-way movement" -msgstr "Movimento em 8 direções" - -msgid "" -"In this scenario, you want the user to press the four directional keys (up/" -"left/down/right or W/A/S/D) and move in the selected direction. The name \"8-" -"way movement\" comes from the fact that the player can move diagonally by " -"pressing two keys at the same time." -msgstr "" -"Neste cenário, você quer que o usuário pressione as quatro teclas " -"direcionais (para cima/esquerda/baixo/direita ou W/A/S/D) e se mova na " -"direção selecionada. O nome \"movimento em 8 direções\" vem do fato de que o " -"jogador pode se mover diagonalmente pressionando duas teclas ao mesmo tempo." - -msgid "" -"If you've never used vector math before, or need a refresher, you can see an " -"explanation of vector usage in Godot at :ref:`doc_vector_math`." -msgstr "" -"Se você nunca usou matemática vetorial antes, ou precisa de uma atualização, " -"você pode ver uma explicação sobre o uso de vetores no Godot em :ref:" -"`doc_vector_math`." - -msgid "" -"If the code above does nothing when you press the keys, double-check that " -"you've set up input actions correctly as described in the :ref:" -"`doc_2d_movement_setup` part of this tutorial." -msgstr "" -"Se o código acima não faz nada quando você pressiona as teclas, verifique se " -"você configurou as ações de entrada corretamente conforme descrito na parte :" -"ref:`doc_2d_movement_setup` deste tutorial." - -msgid "Rotation + movement" -msgstr "Rotação + movimento" - -msgid "" -"This type of movement is sometimes called \"Asteroids-style\" because it " -"resembles how that classic arcade game worked. Pressing left/right rotates " -"the character, while up/down moves it forward or backward in whatever " -"direction it's facing." -msgstr "" -"Esse tipo de movimento às vezes é chamado de \"estilo Asteroids\" porque se " -"assemelha a como o clássico jogo de arcade que funcionava assim. Pressionar " -"a esquerda/direita gira o caractere, enquanto para cima/para baixo o move " -"para frente ou para trás em qualquer direção que esteja voltado." - -msgid "Rotation + movement (mouse)" -msgstr "Rotação + movimento (mouse)" - -msgid "" -"This style of movement is a variation of the previous one. This time, the " -"direction is set by the mouse position instead of the keyboard. The " -"character will always \"look at\" the mouse pointer. The forward/back inputs " -"remain the same, however." -msgstr "" -"Este estilo de movimento é uma variação do anterior. Desta vez, a direção é " -"definida pela posição do mouse em vez do teclado. O personagem sempre " -"\"olhará\" para o ponteiro do mouse. No entanto, as entradas para a frente/" -"para trás permanecem as mesmas." - -msgid "Click-and-move" -msgstr "Clique e mova" - -msgid "" -"This last example uses only the mouse to control the character. Clicking on " -"the screen will cause the player to move to the target location." -msgstr "" -"Este último exemplo usa apenas o mouse para controlar o personagem. Clicar " -"na tela fará com que o jogador se mova para o local de destino." - -msgid "" -"Note the ``distance_to()`` check we make prior to movement. Without this " -"test, the body would \"jitter\" upon reaching the target position, as it " -"moves slightly past the position and tries to move back, only to move too " -"far and repeat." -msgstr "" -"Observe a verificação ``distance_to()`` que fazemos antes do movimento. Sem " -"esse teste, o corpo \"tremeria\" ao atingir a posição-alvo, pois se moveria " -"um pouco além da posição e tentaria voltar, apenas para se afastar demais e " -"repetir." - -msgid "" -"Uncommenting the ``look_at()`` line will also turn the body to point in its " -"direction of motion if you prefer." -msgstr "" -"Descomentar a linha ``look_at()`` também irá virar o corpo para apontar em " -"sua direção de movimento, se você preferir." - -msgid "" -"This technique can also be used as the basis of a \"following\" character. " -"The ``target`` position can be that of any object you want to move to." -msgstr "" -"Essa técnica também pode ser usada como base para um personagem " -"\"seguidor\". A posição ``target`` pode ser a de qualquer objeto para o qual " -"você deseja mover." - -msgid "Summary" -msgstr "Resumo" - -msgid "" -"You may find these code samples useful as starting points for your own " -"projects. Feel free to use them and experiment with them to see what you can " -"make." -msgstr "" -"Você pode achar esses exemplos de código úteis como pontos de partida para " -"seus próprios projetos. Sinta-se livre para usá-los e experimentá-los para " -"ver o que você pode fazer." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_parallax.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_parallax.po deleted file mode 100644 index d1c4be1e46..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_parallax.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po deleted file mode 100644 index b6f05b2594..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ /dev/null @@ -1,201 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"In this scenario, you have a collection of images, each containing one of " -"your character's animation frames. For this example, we'll use the following " -"animation:" -msgstr "" -"Neste cenário, você tem uma coleção de imagens, cada qual contendo um dos " -"seus frames de animação do personagem. Para este exemplo, nós usaremos a " -"seguinte animação:" - -msgid "" -"Unzip the images and place them in your project folder. Set up your scene " -"tree with the following nodes:" -msgstr "" -"Descompacte as imagens e coloque-as na pasta do seu projeto. Configure a " -"árvore da sua cena com os seguintes nós:" - -msgid "" -"The root node could also be :ref:`Area2D ` or :ref:" -"`RigidBody2D `. The animation will still be made in the " -"same way. Once the animation is completed, you can assign a shape to the " -"CollisionShape2D. See :ref:`Physics Introduction ` " -"for more information." -msgstr "" -"O nó raiz também pode ser :ref:`Area2D` ou :ref:" -"`RigidBody2D`. A animação ainda será feita da mesma " -"maneira. Assim que a animação estiver completa, você pode atribuir uma forma " -"ao CollisionShape2D. Veja :ref:`Introdução à " -"Física` para mais informação." - -msgid "" -"Click on the new SpriteFrames resource and you'll see a new panel appear at " -"the bottom of the editor window:" -msgstr "" -"Clique no novo recurso SpriteFrames e você verá um novo painel aparecer na " -"parte inferior na janela do editor:" - -msgid "" -"From the FileSystem dock on the left side, drag the 8 individual images into " -"the center part of the SpriteFrames panel. On the left side, change the name " -"of the animation from \"default\" to \"run\"." -msgstr "" -"Pelo painel de Sistema de Arquivos no lado esquerdo, arraste as 8 imagens " -"individuais para a parte central do painel de SpriteFrames. No lado " -"esquerdo, mude o nome da animação de \"default\" para \"run\"." - -msgid "Controlling the animation" -msgstr "Controlando a animação" - -msgid "" -"Once the animation is complete, you can control the animation via code using " -"the ``play()`` and ``stop()`` methods. Here is a brief example to play the " -"animation while the right arrow key is held, and stop it when the key is " -"released." -msgstr "" -"Uma vez que a animação estiver completa, você pode controlar a animação por " -"meio do código usando os métodos ``play()`` e ``stop()``. Aqui está um breve " -"exemplo para reproduzir a animação enquanto a tecla da seta para direita " -"está sendo pressionada, e para parar a animação quando a tecla é solta." - -msgid "" -"Right-click the image and choose \"Save Image As\" to download it, and then " -"copy the image into your project folder." -msgstr "" -"Clique com o botão direito do mouse na imagem e selecione \"Salvar imagem " -"como\" para baixá-la, e logo depois copie a imagem na pasta do seu projeto." - -msgid "" -"Click on the new SpriteFrames resource. This time, when the bottom panel " -"appears, select \"Add frames from a Sprite Sheet\"." -msgstr "" -"Clique no novo recurso SpriteFrames. Dessa vez, quando o painel inferior " -"aparecer, selecione \"Add frames from a Sprite Sheet(Adicionar frames de uma " -"Sprite Sheet)\"." - -msgid "You will be prompted to open a file. Select your sprite sheet." -msgstr "Será pedido que você abra um arquivo. Selecione sua sprite sheet." - -msgid "" -"A new window will open, showing your sprite sheet. The first thing you will " -"need to do is to change the number of vertical and horizontal images in your " -"sprite sheet. In this sprite sheet, we have four images horizontally and two " -"images vertically." -msgstr "" -"Uma nova janela abrirá, mostrando sua sprite sheet. A primeira coisa que " -"você precisará fazer é mudar o número de imagens verticais e horizontais em " -"sua sprite sheet. Nesta sprite sheet, nós temos quatro imagens " -"horizontalmente e duas imagens verticalmente." - -msgid "" -"Next, select the frames from the sprite sheet that you want to include in " -"your animation. We will select the top four, then click \"Add 4 frames\" to " -"create the animation." -msgstr "" -"Em seguida, selecione os frames da sprite sheet que você quer incluir na sua " -"animação. Nós vamos selecionar os quatro de cima, depois clique em \"Add 4 " -"frames(Adicionar 4 frame(s))\" para criar a animação." - -msgid "" -"You will now see your animation under the list of animations in the bottom " -"panel. Double click on default to change the name of the animation to jump." -msgstr "" -"Agora você verá sua animação na lista de animações no painel inferior. " -"Clique duas vezes em \"default\" para mudar o nome da animação para \"jump\"." - -msgid "Sprite sheet with AnimationPlayer" -msgstr "Sprite sheet com AnimationPlayer" - -msgid "Consider this sprite sheet, which contains 6 frames of animation:" -msgstr "Considere esta sprite sheet, a qual contém 6 quadros de animação:" - -msgid "" -"Right-click the image and choose \"Save Image As\" to download, then copy " -"the image into your project folder." -msgstr "" -"Clique com o botão direito na imagem e selecione \"Salvar imagem como\" para " -"baixá-la. Em seguida, copie a imagem para dentro da pasta do seu projeto." - -msgid "" -"Our goal is to display these images one after another in a loop. Start by " -"setting up your scene tree:" -msgstr "" -"Nosso objetivo é exibir essas imagens uma após a outra em um ciclo. Começe " -"configurando a árvore da sua cena:" - -msgid "" -"Drag the spritesheet into the Sprite's *Texture* property, and you'll see " -"the whole sheet displayed on the screen. To slice it up into individual " -"frames, expand the *Animation* section in the Inspector and set the " -"*Hframes* to ``6``. *Hframes* and *Vframes* are the number of horizontal and " -"vertical frames in your sprite sheet." -msgstr "" -"Arraste a sprite sheet para a propriedade *Texture* da Sprite, e você verá " -"toda a folha exibida na tela. Para cortá-la em frames individuais, expanda a " -"seção *Animação* no Inspetor e defina a propriedade *Hframes* como ``6``. " -"*Hframes* e *Vframes* são o número de quadros horizontais e verticais, " -"respectivamente na sua sprite sheet." - -msgid "" -"Select the ``AnimationPlayer`` and click the \"Animation\" button followed " -"by \"New\". Name the new animation \"walk\". Set the animation length to " -"``0.6`` and click the \"Loop\" button so that our animation will repeat." -msgstr "" -"Selecione o ``AnimationPlayer`` e clique no botão \"Animação\" e ,depois, em " -"\"Novo\". Nomeie a nova animação como \"walk\". Defina a duração da animação " -"como ``0.6`` e clique no botão \"Loop\" para que a nossa animação se repita." - -msgid "" -"Continue adding frames at each point in the timeline (``0.1`` seconds by " -"default), until you have all the frames from 0 to 5. You'll see the frames " -"actually appearing in the animation track:" -msgstr "" -"Continue adicionando frames a cada ponto da linha do tempo (``0.1`` segundos " -"por padrão), até que você tenha todos os frames de 0 a 5. Você verá os " -"frames realmente aparecendo na trilha de animação:" - -msgid "Press \"Play\" on the animation to see how it looks." -msgstr "Pressione \"Play\" na animação para ver como ela fica." - -msgid "Controlling an AnimationPlayer animation" -msgstr "Controlando uma animação do AnimationPlayer" - -msgid "" -"If updating both an animation and a separate property at once (for example, " -"a platformer may update the sprite's ``h_flip``/``v_flip`` properties when a " -"character turns while starting a 'turning' animation), it's important to " -"keep in mind that ``play()`` isn't applied instantly. Instead, it's applied " -"the next time the :ref:`AnimationPlayer ` is " -"processed. This may end up being on the next frame, causing a 'glitch' " -"frame, where the property change was applied but the animation was not. If " -"this turns out to be a problem, after calling ``play()``, you can call " -"``advance(0)`` to update the animation immediately." -msgstr "" -"Se atualiza-se tanto uma animação quanto uma propriedade separada de uma vez " -"(por exemplo, um jogo de plataforma pode atualizar as propriedades " -"``h_flip``/``v_flip`` da sprite quando um personagem vira enquanto começa " -"uma animação de 'virando'), é importante ter em mente que o método``play()`` " -"não é aplicado instantaneamente. Ao invés disso, ele é aplicado no próximo " -"momento em que o :ref:`AnimationPlayer ` é " -"processado. Isso pode acabar sendo no próximo frame, causando um 'glitch' de " -"um frame, no qual a mudança na propriedade foi aplicada, porém a animação " -"não foi. Se isso vir a ser um problema, depois de chamar ``play()``, você " -"pode chamar ``advance(0)`` para atualizar a animação imediatamente." - -msgid "Summary" -msgstr "Resumo" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_transforms.po deleted file mode 100644 index 992f2c07b2..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ /dev/null @@ -1,98 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Viewport and canvas transforms" -msgstr "Transformações de janela de exibição e tela" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"This is an overview of the 2D transforms going on for nodes from the moment " -"they draw their content locally to the time they are drawn onto the screen. " -"This overview discusses very low level details of the engine." -msgstr "" -"Esta é uma visão geral das transformações 2D que ocorrem para os nós desde o " -"momento em que eles desenham seu conteúdo localmente até o momento em que " -"são desenhados na tela. Esta visão geral discute detalhes de nível muito " -"baixo do mecanismo." - -msgid "Canvas transform" -msgstr "Transformação de tela" - -msgid "" -"As mentioned in the previous tutorial, :ref:`doc_canvas_layers`, every " -"CanvasItem node (remember that Node2D and Control based nodes use CanvasItem " -"as their common root) will reside in a *Canvas Layer*. Every canvas layer " -"has a transform (translation, rotation, scale, etc.) that can be accessed as " -"a :ref:`Transform2D `." -msgstr "" -"Como mencionado no tutorial anterior, :ref:`doc_canvas_layers`, cada nó " -"CanvasItem (lembre-se que os nós baseados em Node2D e Control usam " -"CanvasItem como sua raiz comum) residirão em uma *Canvas Layer*. Cada camada " -"de canvas tem uma transformação (translação, rotação, escala, etc.) que pode " -"ser acessada como :ref:`Transform2D `." - -msgid "" -"Also covered in the previous tutorial, nodes are drawn by default in Layer " -"0, in the built-in canvas. To put nodes in a different layer, a :ref:" -"`CanvasLayer ` node can be used." -msgstr "" -"Também abordado no tutorial anterior, os nós são desenhados por padrão na " -"Camada 0, na tela embutida. Para colocar nós em uma camada diferente, um nó :" -"ref:`CanvasLayer ` pode ser usado." - -msgid "Global canvas transform" -msgstr "Transformação global de canvas" - -msgid "Stretch transform" -msgstr "Transformação de alongamento" - -msgid "" -"Finally, viewports have a *Stretch Transform*, which is used when resizing " -"or stretching the screen. This transform is used internally (as described " -"in :ref:`doc_multiple_resolutions`), but can also be manually set on each " -"viewport." -msgstr "" -"Finalmente, as viewports possuem uma *Stretch Transform*, que é usada ao " -"redimensionar ou esticar a tela. Esta transformação é usada internamente " -"(conforme descrito em :ref:`doc_multiple_resolutions`), mas também pode ser " -"configurada manualmente em cada viewport." - -msgid "Transform order" -msgstr "Ordem de transformação" - -msgid "Transform functions" -msgstr "Funções de transformação" - -msgid "" -"Finally, then, to convert a CanvasItem local coordinates to screen " -"coordinates, just multiply in the following order:" -msgstr "" -"Finalmente, para converter as coordenadas locais de um CanvasItem em " -"coordenadas de tela, basta multiplicar na seguinte ordem:" - -msgid "" -"Keep in mind, however, that it is generally not desired to work with screen " -"coordinates. The recommended approach is to simply work in Canvas " -"coordinates (``CanvasItem.get_global_transform()``), to allow automatic " -"screen resolution resizing to work properly." -msgstr "" -"Tenha em mente, no entanto, que geralmente não é desejável trabalhar com " -"coordenadas de tela. A abordagem recomendada é simplesmente trabalhar nas " -"coordenadas do Canvas (``CanvasItem.get_global_transform()``), para permitir " -"que o redimensionamento automático da resolução da tela funcione " -"corretamente." - -msgid "Feeding custom input events" -msgstr "Alimentando eventos de entrada personalizados" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/canvas_layers.po deleted file mode 100644 index 9818415de3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ /dev/null @@ -1,111 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Canvas layers" -msgstr "Camadas de canvas" - -msgid "Viewport and Canvas items" -msgstr "Janela de Exibição e itens de Canvas" - -msgid "" -":ref:`CanvasItem ` is the base for all 2D nodes, be it " -"regular 2D nodes, such as :ref:`Node2D `, or :ref:`Control " -"`. Both inherit from :ref:`CanvasItem `. " -"You can arrange canvas items in trees. Each item will inherit its parent's " -"transform: when the parent moves, its children move too." -msgstr "" -"Nós 2D normais, como :ref:`Node2D ` ou :ref:`Control " -"` ambos herdam de :ref:`CanvasItem `, que é " -"a base para todos os nós 2D. CanvasItems podem ser organizados em árvores. " -"Cada item herdará a transformação de seu pai. Isso significa que quando o " -"pai é movido, os filhos também se movem." - -msgid "" -"To achieve effects like scrolling, manipulating the canvas transform " -"property is more efficient than moving the root canvas item and the entire " -"scene with it." -msgstr "" -"Para obter efeitos como rolagem, manipular a propriedade de transformação da " -"tela é mais eficiente do que mover o item de lona raiz e toda a cena com ela." - -msgid "" -"Usually though, we don't want *everything* in the game or app to be subject " -"to the canvas transform. For example:" -msgstr "" -"Normalmente, porém, não queremos que *tudo* no jogo ou aplicativo estejam " -"sujeitos à transformação de canvas. Exemplos disso são:" - -msgid "" -"**Parallax Backgrounds**: Backgrounds that move slower than the rest of the " -"stage." -msgstr "" -"**Planos de fundo Paralax**: planos de fundo que se movem mais lentamente do " -"que o resto do estágio." - -msgid "" -"**UI**: Think of a user interface (UI) or head-up display (HUD) superimposed " -"on our view of the game world. We want a life counter, score display and " -"other elements to retain their screen positions even when our view of the " -"game world changes." -msgstr "" -"**UI**: Pense em uma Interface de Usuário (UI) ou uma head-up display (HUD) " -"sobreposta à nossa visão do mundo do jogo. Queremos um contador de vida, uma " -"exibição de pontuação e outros elementos para manter suas posições na tela " -"mesmo quando nossa visão do mundo do jogo está mudando." - -msgid "" -"**Transitions**: We may want visual effects used for transitions (fades, " -"blends) to remain at a fixed screen location." -msgstr "" -"**Transições**: Podemos desejar que os efeitos visuais usados para as " -"transições (fades, misturas) permaneçam em um local fixo na tela." - -msgid "CanvasLayers" -msgstr "CanvasLayers" - -msgid "" -"The answer is :ref:`CanvasLayer `, which is a node that " -"adds a separate 2D rendering layer for all its children and grand-children. " -"Viewport children will draw by default at layer \"0\", while a CanvasLayer " -"will draw at any numeric layer. Layers with a greater number will be drawn " -"above those with a smaller number. CanvasLayers also have their own " -"transform and do not depend on the transform of other layers. This allows " -"the UI to be fixed in screen-space while our view on the game world changes." -msgstr "" -"A resposta é :ref:`CanvasLayer `, que é um nó que " -"adiciona uma camada de renderização 2D separada para todos os seus filhos e " -"netos. Filhos da janela de visualização desenharão por padrão na camada " -"\"0\", enquanto um CanvasLayer desenhará em qualquer camada numérica. " -"Camadas com um número maior serão desenhadas acima daquelas com um número " -"menor. CanvasLayers também têm sua própria transformação e não dependem da " -"transformação de outras camadas. Isso permite que a UI seja fixada no espaço " -"da tela enquanto nossa visão do mundo do jogo muda." - -msgid "" -"An example of this is creating a parallax background. This can be done with " -"a CanvasLayer at layer \"-1\". The screen with the points, life counter and " -"pause button can also be created at layer \"1\"." -msgstr "" -"Um exemplo disso é a criação de um fundo de paralax. Isso pode ser feito com " -"um CanvasLayer na camada \"-1\". A tela com os pontos, contador de vida e " -"botão de pausa também pode ser criada na camada \"1\"." - -msgid "Here's a diagram of how it looks:" -msgstr "Aqui está um diagrama de como ele se parece:" - -msgid "" -"CanvasLayers are independent of tree order, and they only depend on their " -"layer number, so they can be instantiated when needed." -msgstr "" -"CanvasLayers são independentes da ordem da árvore e dependem apenas do " -"número da camada, portanto, podem ser instanciados quando necessário." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po deleted file mode 100644 index 959757f74c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ /dev/null @@ -1,408 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Custom drawing in 2D" -msgstr "Desenho personalizado em 2D" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"Custom drawing in a 2D node is *really* useful. Here are some use cases:" -msgstr "" -"O desenho personalizado em um nó 2D é *realmente* útil. Aqui estão alguns " -"casos de uso:" - -msgid "" -"Drawing shapes or logic that existing nodes can't do, such as an image with " -"trails or a special animated polygon." -msgstr "" -"Desenhar formas ou lógica que os nós existentes não podem fazer, como uma " -"imagem com rastros ou um polígono animado especial." - -msgid "" -"Making a custom UI control. There are plenty of controls available, but when " -"you have unusual needs, you will likely need a custom control." -msgstr "" -"Fazendo um controle de interface do usuário personalizado. Há muitos " -"controles disponíveis, mas quando você tiver necessidades incomuns, " -"provavelmente precisará de um controle personalizado." - -msgid "Drawing" -msgstr "Desenhando" - -msgid "Updating" -msgstr "Atualizando" - -msgid "Antialiased drawing" -msgstr "Desenho com suavização de serrilhado" - -msgid "Tools" -msgstr "Ferramentas" - -msgid "Drawing a custom polygon shape" -msgstr "Criando um nó de um polígono personalizado" - -msgid "" -"While there is a dedicated node to draw custom polygons ( :ref:`Polygon2D " -"`), we will use in this case exclusively lower level " -"drawing functions to combine them on the same node and be able to create " -"more complex shapes later on." -msgstr "" -"Embora haja um nó dedicado para desenhar polígonos personalizados ( :ref:" -"`Polygon2D `), vamos usar neste caso exclusivamente funções " -"de desenho de nível inferior para combiná-los no mesmo nó e ser capaz de " -"criar formas mais complexas mais tarde." - -msgid "" -"First, we will define a set of points -or X and Y coordinates- that will " -"form the base of our shape:" -msgstr "" -"Primeiro, definiremos um conjunto de pontos -ou coordenadas X e Y - que " -"formarão a base da nossa forma:" - -msgid "" -"This format, while compact, is not the one that Godot understands to draw a " -"polygon. In a different scenario we could have to load these coordinates " -"from a file or calculate the positions while the application is running, so " -"some transformation may be needed." -msgstr "" -"Este formato, enquanto compacto, não é aquele que Godot entende desenhar um " -"polígono. Em um cenário diferente, poderíamos ter que carregar essas " -"coordenadas de um arquivo ou calcular as posições enquanto o aplicativo está " -"sendo executado, então alguma transformação pode ser necessária." - -msgid "" -"To transform these coordinates into the right format, we will create a new " -"method ``float_array_to_Vector2Array()``. Then we will override the " -"``_ready()`` function, which Godot will call only once -at the start of the " -"execution- to load those coordinates into a variable:" -msgstr "" -"Para transformar essas coordenadas no formato certo, criaremos um novo " -"método ``float_array_to_Vector2Array()``. Então vamos substituir a função " -"``_ready()``, que Godot vai chamar apenas uma vez - no início da execução- " -"para carregar essas coordenadas em uma variável:" - -msgid "" -"To finally draw our first shape, we will use the method :ref:`draw_polygon " -"` and pass the points (as an array of " -"Vector2 coordinates) and its color, like this:" -msgstr "" -"Para finalmente desenhar nossa primeira forma, vamos usar o método :ref:" -"`draw_polygon ` e passar os pontos " -"(como uma matriz de coordenadas Vector2) e sua cor, como esta:" - -msgid "When running it you should see something like this:" -msgstr "Ao executá-lo você deve ver algo assim:" - -msgid "" -"Note the lower part of the logo looks segmented- this is because a low " -"amount of points were used to define that part. To simulate a smooth curve, " -"we could add more points to our array, or maybe use a mathematical function " -"to interpolate a curve and create a smooth shape from code (see :ref:" -"`example 2`)." -msgstr "" -"Note a parte inferior do logotipo parece segmentada - isto é porque uma " -"baixa quantidade de pontos foram usados para definir essa parte. Para " -"simular uma curva lisa, poderíamos adicionar mais pontos ao nosso array, ou " -"talvez usar uma função matemática para interpor uma curva e criar uma forma " -"lisa do código (ver :ref:`example 2`)." - -msgid "" -"Polygons will always **connect its last defined point to its first one** in " -"order to have a closed shape." -msgstr "" -"Os polígonos sempre **conectam seu último ponto definido ao seu primeiro** a " -"fim de ter uma forma fechada." - -msgid "Drawing connected lines" -msgstr "Desenhando linhas conectadas" - -msgid "" -"Drawing a sequence of connected lines that don't close down to form a " -"polygon is very similar to the previous method. We will use a connected set " -"of lines to draw Godot's logo mouth." -msgstr "" -"Desenhar uma sequência de linhas conectadas que não se fecham para formar um " -"polígono é muito semelhante ao método anterior. Usaremos um conjunto de " -"linhas conectadas para desenhar a boca do logotipo do Godot." - -msgid "" -"First, we will define the list of coordinates that form the mouth shape, " -"like this:" -msgstr "" -"Primeiro, vamos definir a lista de coordenadas que formam a forma da boca, " -"assim:" - -msgid "" -"We will load these coordinates into a variable and define an additional " -"variable with the configurable line thickness:" -msgstr "" -"Vamos carregar essas coordenadas em uma variável e definir uma variável " -"adicional com a espessura da linha configurável:" - -msgid "" -"And finally we will use the method :ref:`draw_polyline " -"` to actually draw the line, like " -"this:" -msgstr "" -"E finalmente usaremos o método :ref:`draw_polyline " -"` para realmente desenhar a linha, " -"assim:" - -msgid "You should get the following output:" -msgstr "Você deve obter a seguinte saída:" - -msgid "" -"The order of the ``_draw`` calls is important- like with the Node positions " -"on the tree hierarchy, the different shapes will be drawn from top to " -"bottom, resulting in the latest shapes hiding earlier ones if they overlap. " -"In this case we want the mouth drawn over the head, so we put it afterwards." -msgstr "" -"A ordem das chamadas ``_draw`` é importante - como que com as posições dos " -"Nós na hierarquia da árvore, as diferentes formas serão desenhadas de cima " -"para baixo, resultando nas formas mais recentes que se escondem mais cedo se " -"eles se sobrepõem. Neste caso queremos a boca desenhada sobre a cabeça, " -"então colocamos depois." - -msgid "" -"Notice how we can define colors in different ways, either with a hexadecimal " -"code or a predefined color name. Check the class :ref:`Color ` " -"for other constants and ways to define Colors." -msgstr "" -"Observe como podemos definir cores de maneiras diferentes, seja com um " -"código hexadecimal ou um nome de cor predefinido. Confira a classe :ref:" -"`Color ` para outras constantes e formas de definir Cores." - -msgid "Drawing circles" -msgstr "Desenhando Círculos" - -msgid "" -"To create the eyes, we are going to add 4 additional calls to draw the eye " -"shapes, in different sizes, colors and positions." -msgstr "" -"Para criar os olhos, vamos adicionar 4 chamadas adicionais para desenhar as " -"formas dos olhos, em diferentes tamanhos, cores e posições." - -msgid "" -"To draw a circle, you position it based on its center using the :ref:" -"`draw_circle ` method. The first " -"parameter is a :ref:`Vector2` with the coordinates of its " -"center, the second is its radius, and the third is its color:" -msgstr "" -"Para desenhar um círculo, você posiciona-o com base em seu centro usando o " -"método :ref:`draw_circle `. O primeiro " -"parâmetro é um :ref:`Vector2 com as coordenadas de seu " -"centro, o segundo é seu raio, e o terceiro é sua cor:" - -msgid "When executing it, you should have something like this:" -msgstr "Ao executá-lo, você deve ter algo assim:" - -msgid "" -"For partial, unfilled arcs (portions of a circle shape between certain " -"arbitrary angles), you can use the method :ref:`draw_arc " -"`." -msgstr "" -"Para arcos parciais, não preenchidos (porções de uma forma círculo entre " -"certos ângulos arbitrários), você pode usar o método :ref:`draw_arc " -"`." - -msgid "Drawing lines" -msgstr "Desenhando linhas" - -msgid "" -"To draw the final shape (the nose) we will use a line to approximate it." -msgstr "" -"Para desenhar a forma final (o nariz) usaremos uma linha para aproximá-la." - -msgid "" -":ref:`draw_line ` can be used to draw a " -"single segment by providing its start and end coordinates as arguments, like " -"this:" -msgstr "" -":ref:`draw_line ` pode ser usado para " -"desenhar um único segmento fornecendo suas coordenadas de início e fim como " -"argumentos, como este:" - -msgid "You should now be able to see the following shape on screen:" -msgstr "Agora você deve ser capaz de ver a seguinte forma na tela:" - -msgid "" -"Note that if multiple unconnected lines are going to be drawn at the same " -"time, you may get additional performance by drawing all of them in a single " -"call, using the :ref:`draw_multiline " -"` method." -msgstr "" -"Note que se várias linhas não conectadas forem desenhadas ao mesmo tempo, " -"você pode obter desempenho adicional desenhando todas elas em uma única " -"chamada, usando o método :ref:`draw_multiline " -"`." - -msgid "Drawing text" -msgstr "Desenhando texto" - -msgid "" -"While using the :ref:`Label ` Node is the most common way to " -"add text to your application, the low level `_draw` function includes " -"functionality to add text to your custom Node drawing. We will use it to add " -"the name \"GODOT\" under the robot head." -msgstr "" -"Embora o nó :ref:`Label ` seja a maneira mais comum de " -"adicionar texto à sua aplicação, a função `_draw` de baixo nível inclui " -"funcionalidade para adicionar texto ao seu desenho de nó personalizado. " -"Vamos usá-lo para adicionar o nome \"GODOT\" sob a cabeça do robô." - -msgid "" -"We will use the :ref:`draw_string ` " -"method to do it, like this:" -msgstr "" -"Vamos usar o método :ref:`draw_string ` " -"para fazê-lo, assim:" - -msgid "" -"Here we first load into the defaultFont variable the configured default " -"theme font (a custom one can be set instead) and then we pass the following " -"parameters: font, position, text, horizontal alignment, width, and font size." -msgstr "" -"Aqui nós primeiro carregamos a variável defaultFont a fonte padrão " -"configurada no tema(uma personalizada pode ser definida no lugar) e então " -"passamos os seguintes parâmetros: fonte, posição, texto, alinhamento " -"horizontal, largura e tamanho da fonte." - -msgid "You should see the following on your screen:" -msgstr "Você deve ver o seguinte em sua tela:" - -msgid "" -"Additional parameters as well as other methods related to text and " -"characters can be found on the :ref:`CanvasItem ` class " -"reference." -msgstr "" -"Parâmetros adicionais, bem como outros métodos relacionados ao texto e " -"caracteres podem ser encontrados na referência de classe :ref:`CanvasItem " -"`." - -msgid "Show the drawing while editing" -msgstr "Mostrar o desenho durante a edição" - -msgid "" -"While the code so far is able to draw the logo on a running window, it will " -"not show up on the ``2D view`` on the editor. In certain cases you would " -"also like to show your custom Node2D or control on the editor, to position " -"and scale it appropriately, like most other nodes do." -msgstr "" -"Enquanto o código até agora é capaz de desenhar o logotipo em uma janela em " -"execução, ele não aparecerá na view ``2D`` no editor. Em certos casos, você " -"também gostaria de mostrar seu Node2D personalizado ou controle no editor, " -"posicionar e dimensioná-lo adequadamente, como a maioria dos outros nós " -"fazem." - -msgid "" -"To show the logo directly on the editor (without running it), you can use " -"the :ref:`@tool` annotation to request the custom " -"drawing of the node to also appear while editing, like this:" -msgstr "" -"Para mostrar o logotipo diretamente no editor (sem executá-lo), você pode " -"usar o :ref:`@tool` anotação para solicitar o " -"desenho personalizado do nó também aparecer enquanto edita, assim:" - -msgid "" -"You will need to save your scene, rebuild your project (for C# only) and " -"reload the current scene manually at the menu option ``Scene > Reload Saved " -"Scene`` to refresh the current node in the ``2D`` view the first time you " -"add or remove the ``@tool`` annotation." -msgstr "" -"Você precisará salvar sua cena, refazer a build seu projeto (apenas para C#) " -"e recarregar a cena atual manualmente na opção menu ``Scene > Recarregue " -"Saved Scene`` para refrescar o nó atual na view ``2D`` da primeira vez que " -"você adicionar ou remover a anotação ``@tool``." - -msgid "Animation" -msgstr "Animação" - -msgid "" -"If we wanted to make the custom shape change at runtime, we could modify the " -"methods called or its arguments at execution time, or apply a transform." -msgstr "" -"Se quiséssemos fazer a mudança de forma personalizada no tempo de execução, " -"poderíamos modificar os métodos chamados ou seus argumentos no tempo de " -"execução, ou aplicar uma transformação." - -msgid "" -"For example, if we want the custom shape we just designed to rotate, we " -"could add the following variable and code to the ``_ready`` and ``_process`` " -"methods:" -msgstr "" -"Por exemplo, se quisermos a forma personalizada que acabamos de projetar " -"para girar, poderíamos adicionar a seguinte variável e código aos métodos " -"``_ready`` e ``_process``:" - -msgid "" -"The problem with the above code is that because we have created the points " -"approximately on a rectangle starting from the upper left corner, the ``(0, " -"0)`` coordinate and extending to the right and down, we see that the " -"rotation is done using the top left corner as pivot. A position transform " -"change on the node won't help us here, as the rotation transform is applied " -"first." -msgstr "" -"O problema com o código acima é que porque criamos os pontos aproximadamente " -"em um retângulo a partir do canto superior esquerdo, a coordenada ``(0, " -"0)``` e estendendo-se para a direita e para baixo, vemos que a rotação é " -"feita usando o canto superior esquerdo como pivô. Uma mudança de posição de " -"transformação no nó não nos ajudará aqui, pois a transformação de rotação é " -"aplicada primeiro." - -msgid "" -"While we could rewrite all of the points' coordinates to be centered around " -"``(0, 0)``, including negative coordinates, that would be a lot of work." -msgstr "" -"Embora pudéssemos reescrever todas as coordenadas dos pontos para serem " -"centradas em torno de ``(0, 0)``, incluindo coordenadas negativas, isso " -"seria muito trabalho." - -msgid "" -"One possible way to work around this is to use the lower level :ref:" -"`draw_set_transform` method to " -"fix this issue, translating all points in the CanvasItem's own space, and " -"then moving it back to its original place with a regular node transform, " -"either in the editor or in code, like this:" -msgstr "" -"Uma maneira possível de trabalhar em torno disso é usar o método de nível " -"mais baixo :ref:" -"`draw_set_transform` para " -"corrigir este problema, traduzindo todos os pontos no próprio espaço do " -"CanvasItem, e depois movendo-o de volta para o seu lugar original com um nó " -"regular transforma, tanto no editor ou no código, como este:" - -msgid "This is the result, rotating around a pivot now on ``(60, 60)``:" -msgstr "Este é o resultado, girando em torno de um pivô agora em ``(60, 60)``:" - -msgid "" -"If what we wanted to animate was a property inside the ``_draw()`` call, we " -"must remember to call ``queue_redraw()`` to force a refresh, as otherwise it " -"would not be updated on screen." -msgstr "" -"Se o que queríamos animar era uma propriedade dentro da chamada ``_draw()``, " -"devemos lembrar de chamar ``queue_redraw()`` para forçar uma atualização, " -"como de outra forma não seria atualizado na tela." - -msgid "" -"For example, this is how we can make the robot appear to open and close its " -"mouth, by changing the width of its mouth line follow a sinusoidal (:ref:" -"`sin`) curve:" -msgstr "" -"Por exemplo, é assim que podemos fazer o robô parecer abrir e fechar a boca, " -"alterando a largura de sua linha da boca seguir uma curva sinusoidal (:ref:" -"`sin`):" - -msgid "It will look somewhat like this when run:" -msgstr "Vai parecer um pouco assim quando executar:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/index.po deleted file mode 100644 index 91d4c93359..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/index.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D" -msgstr "2D" - -msgid "Rendering" -msgstr "Renderizando" - -msgid "Tools" -msgstr "Ferramentas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/introduction_to_2d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/introduction_to_2d.po deleted file mode 100644 index 13203baedc..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/introduction_to_2d.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Coordinate system" -msgstr "Sistema de coordenadas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/particle_systems_2d.po deleted file mode 100644 index 648d375a63..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ /dev/null @@ -1,446 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Intro" -msgstr "Introdução" - -msgid "" -"The idea is that a \"particle\" is emitted at a fixed interval and with a " -"fixed lifetime. During its lifetime, every particle will have the same base " -"behavior. What makes each particle different from the rest and provides a " -"more organic look is the \"randomness\" associated with each parameter. In " -"essence, creating a particle system means setting base physics parameters " -"and then adding randomness to them." -msgstr "" -"A ideia é que uma \"partícula\" seja emitida em um intervalo fixo e com um " -"tempo de vida fixo. Durante sua vida útil, cada partícula terá o mesmo " -"comportamento de base. O que torna cada partícula diferente do resto e " -"proporciona uma aparência mais orgânica é a \"aleatoriedade\" associada a " -"cada parâmetro. Em essência, criar um sistema de partículas significa " -"definir parâmetros físicos básicos e, em seguida, adicionar aleatoriedade a " -"eles." - -msgid "Particle nodes" -msgstr "Nós de partículas" - -msgid "Texture" -msgstr "Textura" - -msgid "" -"Credit: `JoesAlotofthings `__ (CC BY 4.0)" -msgstr "" -"Créditos: `JoesAlotofthings `__ (CC BY 4.0)" - -msgid "Time parameters" -msgstr "Parâmetros de tempo" - -msgid "Lifetime" -msgstr "Tempo de Duração" - -msgid "" -"The time in seconds that every particle will stay alive. When lifetime ends, " -"a new particle is created to replace it." -msgstr "" -"O tempo em segundos em que cada partícula permanecerá viva. Quando a vida " -"útil termina, uma nova partícula é criada para substituí-la." - -msgid "Lifetime: 0.5" -msgstr "Tempo de vida: 0.5" - -msgid "Lifetime: 4.0" -msgstr "Tempo de vida: 4.0" - -msgid "One Shot" -msgstr "Disparo Único" - -msgid "Preprocess" -msgstr "Pré processamento" - -msgid "" -"Particle systems begin with zero particles emitted, then start emitting. " -"This can be an inconvenience when loading a scene and systems like a torch, " -"mist, etc. begin emitting the moment you enter. Preprocess is used to let " -"the system process a given number of seconds before it is actually drawn the " -"first time." -msgstr "" -"Os sistemas de partículas começam com zero partículas emitidas, depois " -"começam a emitir. Isso pode ser um inconveniente ao carregar uma cena e " -"sistemas como uma tocha, névoa, etc. começar a emitir só no momento em que " -"entrar. O pré-processamento é usado para permitir que o sistema processe um " -"determinado número de segundos antes de ser realmente desenhado pela " -"primeira vez." - -msgid "Speed Scale" -msgstr "Escalonamento da Velocidade" - -msgid "" -"The speed scale has a default value of ``1`` and is used to adjust the speed " -"of a particle system. Lowering the value will make the particles slower " -"while increasing the value will make the particles much faster." -msgstr "" -"A escala de velocidade tem um valor padrão de ``1`` e é usada para ajustar a " -"velocidade de um sistema de partículas. Diminuir o valor tornará as " -"partículas mais lentas, enquanto aumentar o valor tornará as partículas " -"muito mais rápidas." - -msgid "Explosiveness" -msgstr "Explosividade" - -msgid "" -"If lifetime is ``1`` and there are 10 particles, it means a particle will be " -"emitted every 0.1 seconds. The explosiveness parameter changes this, and " -"forces particles to be emitted all together. Ranges are:" -msgstr "" -"Se o tempo de vida for ``1`` e houver 10 partículas, isso significa que uma " -"partícula será emitida a cada 0,1 segundos. O parâmetro de explosividade " -"altera isso e força as partículas a serem emitidas todas juntas. Os " -"intervalos são:" - -msgid "0: Emit particles at regular intervals (default value)." -msgstr "0: Emite partículas em intervalos regulares (valor padrão)." - -msgid "1: Emit all particles simultaneously." -msgstr "1: Emite todas as partículas simultaneamente." - -msgid "" -"Values in the middle are also allowed. This feature is useful for creating " -"explosions or sudden bursts of particles:" -msgstr "" -"Valores no meio também são permitidos. Esse recurso é útil para criar " -"explosões ou explosões repentinas de partículas:" - -msgid "Randomness" -msgstr "Aleatoriedade" - -msgid "" -"All physics parameters can be randomized. Random values range from ``0`` to " -"``1``. The formula to randomize a parameter is:" -msgstr "" -"Todos os parâmetros físicos podem ser randomizados. Os valores aleatórios " -"variam de ``0`` a ``1``. A fórmula para randomizar um parâmetro é:" - -msgid "Fixed FPS" -msgstr "FPS Fixado" - -msgid "" -"This setting can be used to set the particle system to render at a fixed " -"FPS. For instance, changing the value to ``2`` will make the particles " -"render at 2 frames per second. Note this does not slow down the particle " -"system itself." -msgstr "" -"Essa configuração pode ser usada para definir o sistema de partículas para " -"renderizar em um FPS fixo. Por exemplo, alterar o valor para ``2`` fará com " -"que as partículas sejam renderizadas a 2 quadros por segundo. Observe que " -"isso não desacelera o próprio sistema de partículas." - -msgid "Fract Delta" -msgstr "Delta Fractal" - -msgid "This can be used to turn Fract Delta on or off." -msgstr "Isso pode ser usado para ativar ou desativar o Fract Delta." - -msgid "Drawing parameters" -msgstr "Parâmetros de desenho" - -msgid "Visibility Rect" -msgstr "Visibility Rect (Retângulo de Visibilidade)" - -msgid "" -"The visibility rectangle controls the visibility of the particles on screen. " -"If this rectangle is outside of the viewport, the engine will not render the " -"particles on screen." -msgstr "" -"O retângulo de visibilidade controla a visibilidade das partículas na tela. " -"Se esse retângulo estiver fora da janela de exibição, o mecanismo não " -"renderizará as partículas na tela." - -msgid "" -"The rectangle's ``W`` and ``H`` properties respectively control its Width " -"and its Height. The ``X`` and ``Y`` properties control the position of the " -"upper-left corner of the rectangle, relative to the particle emitter." -msgstr "" -"As propriedades ``W`` e ``H`` do retângulo controlam respectivamente sua " -"Largura e sua Altura. As propriedades ``X`` e ``Y`` controlam a posição do " -"canto superior esquerdo do retângulo, em relação ao emissor de partículas." - -msgid "" -"You can control the emit duration with the ``Generation Time (sec)`` option. " -"The maximum value is 25 seconds. If you need more time for your particles to " -"move around, you can temporarily change the ``preprocess`` duration on the " -"Particles2D node." -msgstr "" -"Você pode controlar a duração da emissão com a opção ``Tempo de geração " -"(seg)``. O valor máximo é de 25 segundos. Se você precisar de mais tempo " -"para suas partículas se moverem, você pode alterar temporariamente a duração " -"do ``pré-processamento`` no nó Particles2D." - -msgid "Local Coords" -msgstr "Coordenadas Locais" - -msgid "" -"By default this option is on, and it means that the space that particles are " -"emitted to is relative to the node. If the node is moved, all particles are " -"moved with it:" -msgstr "" -"Por padrão, esta opção está ativada e significa que o espaço para o qual as " -"partículas são emitidas é relativo ao nó. Se o nó for movido, todas as " -"partículas são movidas com ele:" - -msgid "" -"If disabled, particles will emit to global space, meaning that if the node " -"is moved, already emitted particles are not affected:" -msgstr "" -"Se desativado, as partículas serão emitidas para o espaço global, o que " -"significa que, se o nó for movido, as partículas já emitidas não serão " -"afetadas:" - -msgid "Draw Order" -msgstr "Ordem de Desenho" - -msgid "" -"This controls the order in which individual particles are drawn. ``Index`` " -"means particles are drawn according to their emission order (default). " -"``Lifetime`` means they are drawn in order of remaining lifetime." -msgstr "" -"Isso controla a ordem na qual as partículas individuais são desenhadas. " -"``Índice`` significa que as partículas são desenhadas de acordo com sua " -"ordem de emissão (padrão). ``Lifetime`` significa que eles são desenhados em " -"ordem de vida restante." - -msgid "Direction" -msgstr "Direção" - -msgid "" -"This is the base direction at which particles emit. The default is " -"``Vector3(1, 0, 0)`` which makes particles emit to the right. However, with " -"the default gravity settings, particles will go straight down." -msgstr "" -"Esta é a direção básica na qual as partículas emitem. O padrão é " -"``Vector3(1, 0, 0)`` que faz com que as partículas emitam para a direita. No " -"entanto, com as configurações de gravidade padrão, as partículas irão direto " -"para baixo." - -msgid "" -"For this property to be noticeable, you need an *initial velocity* greater " -"than 0. Here, we set the initial velocity to 40. You'll notice that " -"particles emit toward the right, then go down because of gravity." -msgstr "" -"Para que essa propriedade seja perceptível, você precisa de uma *velocidade " -"inicial* maior que 0. Aqui, definimos a velocidade inicial como 40. Você " -"notará que as partículas emitem para a direita e depois descem devido à " -"gravidade." - -msgid "Spread" -msgstr "Espalhar" - -msgid "" -"This parameter is the angle in degrees which will be randomly added in " -"either direction to the base ``Direction``. A spread of ``180`` will emit in " -"all directions (+/- 180). For spread to do anything the \"Initial Velocity\" " -"parameter must be greater than 0." -msgstr "" -"Este parâmetro é o ângulo em graus que será adicionado aleatoriamente em " -"qualquer direção à base ``Direction``. Uma propagação de ``180`` emitirá em " -"todas as direções (+/- 180). Para que o spread faça qualquer coisa, o " -"parâmetro \"Initial Velocity\" deve ser maior que 0." - -msgid "Flatness" -msgstr "Planicidade" - -msgid "This property is only useful for 3D particles." -msgstr "Esta propriedade só é útil para partículas 3D." - -msgid "Gravity" -msgstr "Gravidade" - -msgid "The gravity applied to every particle." -msgstr "A gravidade aplicada a todas as partículas." - -msgid "Initial Velocity" -msgstr "Velocidade Inicial" - -msgid "" -"Initial velocity is the speed at which particles will be emitted (in pixels/" -"sec). Speed might later be modified by gravity or other accelerations (as " -"described further below)." -msgstr "" -"Velocidade inicial é a velocidade na qual as partículas serão emitidas (em " -"pixels/seg). A velocidade pode mais tarde ser modificada pela gravidade ou " -"outras acelerações (conforme descrito mais adiante)." - -msgid "Angular Velocity" -msgstr "Velocidade Angular" - -msgid "Angular velocity is the initial angular velocity applied to particles." -msgstr "" -"A velocidade angular é a velocidade angular inicial aplicada às partículas." - -msgid "Spin Velocity" -msgstr "Spin Velocity (Velocidade de Giro)" - -msgid "" -"Spin velocity is the speed at which particles turn around their center (in " -"degrees/sec)." -msgstr "" -"A velocidade de rotação é a velocidade na qual as partículas giram em torno " -"de seu centro (em graus/seg)." - -msgid "Orbit Velocity" -msgstr "Velocidade Orbital" - -msgid "Orbit velocity is used to make particles turn around their center." -msgstr "" -"A velocidade da órbita é usada para fazer as partículas girarem em torno de " -"seu centro." - -msgid "Linear Acceleration" -msgstr "Aceleração Linear" - -msgid "The linear acceleration applied to each particle." -msgstr "A aceleração linear aplicada a cada partícula." - -msgid "Radial Acceleration" -msgstr "Aceleração Radial" - -msgid "" -"If this acceleration is positive, particles are accelerated away from the " -"center. If negative, they are absorbed towards it." -msgstr "" -"Se esta aceleração for positiva, as partículas são aceleradas para longe do " -"centro. Se negativo, eles são absorvidos por ele." - -msgid "Tangential Acceleration" -msgstr "Aceleração Tangencial" - -msgid "" -"This acceleration will use the tangent vector to the center. Combining with " -"radial acceleration can do nice effects." -msgstr "" -"Essa aceleração usará o vetor tangente ao centro. Combinando com aceleração " -"radial pode fazer bons efeitos." - -msgid "Damping" -msgstr "Amortecimento" - -msgid "" -"Damping applies friction to the particles, forcing them to stop. It is " -"especially useful for sparks or explosions, which usually begin with a high " -"linear velocity and then stop as they fade." -msgstr "" -"Damping aplica fricção às partículas, forçando-as a parar. É especialmente " -"útil para faíscas ou explosões, que geralmente começam com uma alta " -"velocidade linear e param quando desaparecem." - -msgid "Angle" -msgstr "Ângulo" - -msgid "" -"Determines the initial angle of the particle (in degrees). This parameter is " -"mostly useful randomized." -msgstr "" -"Determina o ângulo inicial da partícula (em graus). Este parâmetro é " -"principalmente útil randomizado." - -msgid "Scale" -msgstr "Escala" - -msgid "Determines the initial scale of the particles." -msgstr "Determina a escala inicial das partículas." - -msgid "Color" -msgstr "Cor" - -msgid "Used to change the color of the particles being emitted." -msgstr "Usado para alterar a cor das partículas que estão sendo emitidas." - -msgid "" -"The ``Variation`` value sets the initial hue variation applied to each " -"particle. The ``Variation Random`` value controls the hue variation " -"randomness ratio." -msgstr "" -"O valor ``Variation`` define a variação de tom inicial aplicada a cada " -"partícula. O valor ``Variation Random`` controla a taxa de aleatoriedade da " -"variação de tom." - -msgid "Animation" -msgstr "Animação" - -msgid "Emission Shapes" -msgstr "Formas de Emissão" - -msgid "Open it and select \"Load Emission Mask\":" -msgstr "" -"Abra-a e selecione \"Load Emission Mask\" (Carregar Máscara de Emissões):" - -msgid "Then select which texture you want to use as your mask:" -msgstr "Em seguida, selecione qual textura você deseja usar como sua máscara:" - -msgid "A dialog box with several settings will appear." -msgstr "Uma caixa de diálogo com várias configurações aparecerá." - -msgid "Emission Mask" -msgstr "Máscara de Emissão" - -msgid "Three types of emission masks can be generated from a texture:" -msgstr "" -"Três tipos de máscaras de emissão podem ser gerados a partir de uma textura:" - -msgid "" -"Solid Pixels: Particles will spawn from any area of the texture, excluding " -"transparent areas." -msgstr "" -"Pixels Sólidos: Partículas surgirão de qualquer área da textura, excluindo " -"áreas transparentes." - -msgid "" -"Border Pixels: Particles will spawn from the outer edges of the texture." -msgstr "" -"Pixels da borda: as partículas serão geradas nas bordas externas da textura." - -msgid "" -"Directed Border Pixels: Similar to Border Pixels, but adds extra information " -"to the mask to give particles the ability to emit away from the borders. " -"Note that an ``Initial Velocity`` will need to be set in order to utilize " -"this." -msgstr "" -"Pixels de borda direcionados: semelhantes aos pixels de borda, mas adicionam " -"informações extras à máscara para dar às partículas a capacidade de emitir " -"para longe das bordas. Observe que uma ``velocidade inicial`` precisará ser " -"definida para utilizar isso." - -msgid "Emission Colors" -msgstr "Cores de Emissão" - -msgid "" -"``Capture from Pixel`` will cause the particles to inherit the color of the " -"mask at their spawn points." -msgstr "" -"``Capture from Pixel`` fará com que as partículas herdem a cor da máscara em " -"seus pontos de geração." - -msgid "" -"All of the values within this section have been automatically generated by " -"the \"Load Emission Mask\" menu, so they should generally be left alone." -msgstr "" -"Todos os valores nesta seção foram gerados automaticamente pelo menu \"Load " -"Emission Mask\", portanto, geralmente não de deve mexer em nada." - -msgid "" -"An image should not be added to ``Point Texture`` or ``Color Texture`` " -"directly. The \"Load Emission Mask\" menu should always be used instead." -msgstr "" -"Uma imagem não deve ser adicionada a ``Point Texture`` ou ``Color Texture`` " -"diretamente. O menu \"Load Emission Mask\" deve ser sempre utilizado em seu " -"lugar." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/using_tilemaps.po deleted file mode 100644 index a5bb57f44c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using TileMaps" -msgstr "Usando TileMaps" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Rendering" -msgstr "Renderizando" - -msgid "Physics" -msgstr "Física" - -msgid "Navigation" -msgstr "Navegação" - -msgid "Line" -msgstr "Linha" - -msgid "Bucket Fill" -msgstr "Preenchimento de Balde" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/using_tilesets.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/using_tilesets.po deleted file mode 100644 index 048cad4da5..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/using_tilesets.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Using multiple tile selection" -msgstr "Usando a seleção de vários blocos" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/3d_antialiasing.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/3d_antialiasing.po deleted file mode 100644 index d1c4be1e46..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/3d_antialiasing.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po deleted file mode 100644 index a76a75e01b..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ /dev/null @@ -1,166 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "3D rendering limitations" -msgstr "Limitações da renderização 3D" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"Due to their focus on performance, real-time rendering engines have many " -"limitations. Godot's renderer is no exception. To work effectively with " -"those limitations, you need to understand them." -msgstr "" -"Devido a seu foco no desempenho, os motores de renderização em tempo real " -"têm muitas limitações. O renderizador Godot não é exceção. Para trabalhar " -"eficazmente com essas limitações, você precisa compreendê-las." - -msgid "Texture size limits" -msgstr "Limites de tamanho da textura" - -msgid "" -"On desktops and laptops, textures larger than 8192×8192 may not be supported " -"on older devices. You can check your target GPU's limitations on `GPUinfo." -"org `__." -msgstr "" -"Em desktops e laptops, texturas maiores que 8192×8192 podem não ser " -"suportadas em dispositivos mais antigos. Você pode verificar as limitações " -"de sua GPU de destino em `GPUinfo.org `__." - -msgid "" -"Mobile GPUs are typically limited to 4096×4096 textures. Also, some mobile " -"GPUs don't support repeating non-power-of-two-sized textures. Therefore, if " -"you want your texture to display correctly on all platforms, you should " -"avoid using textures larger than 4096×4096 and use a power of two size if " -"the texture needs to repeat." -msgstr "" -"As GPUs mobiles são tipicamente limitadas a 4096×4096 texturas. Além disso, " -"algumas GPUs mobiles não suportam a repetição de texturas sem poder de dois " -"tamanhos. Portanto, se você quiser que sua textura seja exibida corretamente " -"em todas as plataformas, você deve evitar usar texturas maiores que " -"4096×4096 e usar uma potência de dois tamanhos se a textura precisar repetir." - -msgid "Color banding" -msgstr "Faixas de cores" - -msgid "There are two main ways to alleviate banding:" -msgstr "Existem duas maneiras principais de aliviar as bandas:" - -msgid "Depth buffer precision" -msgstr "Precisão do buffer de profundidade" - -msgid "" -"To sort objects in 3D space, rendering engines rely on a *depth buffer* " -"(also called *Z-buffer*). This buffer has a finite precision: 24-bit on " -"desktop platforms, sometimes 16-bit on mobile platforms (for performance " -"reasons). If two different objects end up on the same buffer value, then Z-" -"fighting will occur. This will materialize as textures flickering back and " -"forth as the camera moves or rotates." -msgstr "" -"Para classificar objetos no espaço 3D, os motores de renderização dependem " -"de um *buffer de profundidade * (também chamado *Z-buffer*). Este buffer tem " -"uma precisão finita: 24 bits em plataformas desktop, às vezes 16 bits em " -"plataformas móveis (por razões de desempenho). Se dois objetos diferentes " -"terminarem no mesmo valor de buffer, então ocorrerá a luta Z. Isto se " -"materializará em texturas cintilantes para frente e para trás à medida que a " -"câmera se move ou gira." - -msgid "" -"To make the depth buffer more precise over the rendered area, you should " -"*increase* the Camera node's **Near** property. However, be careful: if you " -"set it too high, players will be able to see through nearby geometry. You " -"should also *decrease* the Camera node's **Far** property to the lowest " -"permissible value for your use case, though keep in mind it won't impact " -"precision as much as the **Near** property." -msgstr "" -"Para tornar o buffer de profundidade mais preciso sobre a área renderizada, " -"você deve *aumentar* a propriedade **Near** do nó da câmera. No entanto, " -"tenha cuidado: se você definir muito alto, os jogadores poderão ver através " -"da geometria próxima. Você também deve *diminuir* a propriedade **Far** do " -"nó Câmera para o menor valor permitido para o seu caso de uso, embora tenha " -"em mente que isso não afetará a precisão tanto quanto a propriedade **Near**." - -msgid "" -"If you only need high precision when the player can see far away, you could " -"change it dynamically based on the game conditions. For instance, if the " -"player enters an airplane, the **Near** property can be temporarily " -"increased to avoid Z-fighting in the distance. It can then be decreased once " -"the player leaves the airplane." -msgstr "" -"Se você só precisa de alta precisão quando o jogador pode ver de longe, você " -"pode mudá-lo dinamicamente com base nas condições do jogo. Por exemplo, se o " -"jogador entrar em um avião, a propriedade **Perto** pode ser temporariamente " -"aumentada para evitar a luta Z na distância. Ela pode então ser diminuída " -"quando o jogador deixa o avião." - -msgid "" -"Depending on the scene and viewing conditions, you may also be able to move " -"the Z-fighting objects further apart without the difference being visible to " -"the player." -msgstr "" -"Dependendo da cena e das condições de visualização, você também pode ser " -"capaz de mover os objetos na luta em Z mais distantes, sem que a diferença " -"seja visível para o jogador." - -msgid "Transparency sorting" -msgstr "Classificação por transparência" - -msgid "" -"Some rendering engines feature *order-independent transparency* techniques " -"to alleviate this, but this is costly on the GPU. Godot currently doesn't " -"provide this feature. There are still several ways to avoid this problem:" -msgstr "" -"Alguns mecanismos de renderização apresentam técnicas de *transparência " -"independente da ordem* para aliviar isso, mas isso é caro para a GPU. Godot " -"atualmente não fornece esse recurso. Ainda existem várias maneiras de evitar " -"esse problema:" - -msgid "Multi-sample antialiasing" -msgstr "Anti-serrilhamento de múltiplas amostras" - -msgid "" -"Multi-sample antialiasing (MSAA) takes multiple *coverage* samples at the " -"edges of polygons when rendering objects. It does not increase the number of " -"*color* samples used to render a scene. Here's what this means in practice:" -msgstr "" -"O suavização de serrilhado de várias amostras (MSAA) usa várias amostras de " -"*cobertura* nas bordas dos polígonos ao renderizar objetos. Ele não aumenta " -"o número de amostras *coloridas* usadas para renderizar uma cena. Veja o que " -"isso significa na prática:" - -msgid "" -"Edges of meshes will be smoothed out nicely (as well as supersampling would)." -msgstr "" -"As bordas das malhas serão bem suavizadas (assim como a superamostragem)." - -msgid "" -"Transparent materials that use *alpha testing* (1-bit transparency) won't be " -"smoothed out." -msgstr "" -"Os materiais transparentes que usam *teste alfa* (transparência de 1 bit) " -"não serão suavizados." - -msgid "" -"Specular aliasing (\"sparkles\" that appear on reflective surfaces) won't be " -"reduced." -msgstr "" -"O aliasing especular (\"brilhos\" que aparecem em superfícies reflexivas) " -"não será reduzido." - -msgid "" -"There are several ways to work around this limitation depending on your " -"performance budget:" -msgstr "" -"Há várias maneiras de contornar essa limitação, dependendo da margem de uso " -"de desempenho que tenha:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/3d_text.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/3d_text.po deleted file mode 100644 index da2fbbff6a..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/3d_text.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "3D text" -msgstr "Texto 3D" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Label3D" -msgstr "Label3D" - -msgid "Advantages" -msgstr "Vantagens" - -msgid "Limitations" -msgstr "Limitações" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/csg_tools.po deleted file mode 100644 index 00c0978143..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/csg_tools.po +++ /dev/null @@ -1,67 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to CSG nodes" -msgstr "Introdução aos nós de CSG" - -msgid "CSG tools features" -msgstr "Características das ferramentas CSG" - -msgid "CSGPolygon" -msgstr "PolígonoCSG" - -msgid "Custom meshes" -msgstr "Malhas personalizadas" - -msgid "it must be closed," -msgstr "deve ser fechado," - -msgid "Processing order" -msgstr "Ordem de processamento" - -msgid "Prototyping a level" -msgstr "Prototipando um nível" - -msgid "a room," -msgstr "um quarto," - -msgid "a bed," -msgstr "uma cama," - -msgid "a lamp," -msgstr "uma lâmpada," - -msgid "a desk," -msgstr "uma mesa," - -msgid "a bookshelf." -msgstr "uma estante de livros." - -msgid "" -"Undo the re-parent after observing the effect. The bed you've built should " -"look like this:" -msgstr "" -"Desfaça a herança depois de observar o efeito. A cama que você construiu " -"deve ter esta aparência:" - -msgid "" -"Position your furniture in your room as you like and your scene should look " -"this:" -msgstr "" -"Posicione seus móveis em seu quarto como quiser e sua cena deve ficar assim:" - -msgid "Using prototype textures" -msgstr "Usando texturas protótipo" - -msgid "There are two ways to apply a material to a CSG node:" -msgstr "Há duas maneiras de aplicar um material a um nó CSG:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po deleted file mode 100644 index b8f11824e0..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ /dev/null @@ -1,330 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Environment and post-processing" -msgstr "Ambiente e pós-processamento" - -msgid "Environment" -msgstr "Ambiente" - -msgid "" -"The WorldEnvironment node can be added to any scene, but only one can exist " -"per active scene tree. Adding more than one will result in a warning." -msgstr "" -"O nó WorldEnvironment pode ser adicionado a qualquer cena, mas apenas um " -"pode existir por árvore de cena ativa. Adicionar mais de um resultará em um " -"alerta." - -msgid "" -"Any Environment added has higher priority than the default Environment " -"(explained below). This means it can be overridden on a per-scene basis, " -"which makes it quite useful." -msgstr "" -"Qualquer ambiente adicionado tem prioridade mais alta que o ambiente padrão " -"(explicado abaixo). Isso significa que pode ser substituído por cena, o que " -"o torna bastante útil." - -msgid "Environment options" -msgstr "Opções de ambiente" - -msgid "Background" -msgstr "Plano de Fundo" - -msgid "**Custom Color** is like Clear Color, but with a custom color value." -msgstr "" -"**Custom Color** é como o Clear Color, mas com um valor de cor personalizado." - -msgid "Ambient light" -msgstr "Ambient light" - -msgid "Here is a comparison of how different ambient light affects a scene:" -msgstr "" -"Aqui está uma comparação de como a luz ambiente diferente afeta uma cena:" - -msgid "Fog" -msgstr "Névoa" - -msgid "" -"**Depth Fog:** This one is applied based on the distance from the camera." -msgstr "**Depth Fog:** Este é aplicado com base na distância da câmera." - -msgid "" -"**Height Fog:** This one is applied to any objects below (or above) a " -"certain height, regardless of the distance from the camera." -msgstr "" -"**Height Fog:** Este é aplicado a qualquer objeto abaixo (ou acima) de uma " -"certa altura, independentemente da distância da câmera." - -msgid "" -"Both of these fog types can have their curve tweaked, making their " -"transition more or less sharp." -msgstr "" -"Ambos os tipos de névoa podem ter sua curva ajustada, tornando sua transição " -"mais ou menos nítida." - -msgid "Two properties can be tweaked to make the fog effect more interesting:" -msgstr "" -"Duas propriedades podem ser ajustadas para tornar o efeito de névoa mais " -"interessante:" - -msgid "" -"The first is **Sun Amount**, which makes use of the Sun Color property of " -"the fog. When looking towards a directional light (usually a sun), the color " -"of the fog will be changed, simulating the sunlight passing through the fog." -msgstr "" -"A primeira é **Sun Amount**, que faz uso da propriedade de Cor do Sol na " -"névoa. Quando olhando em direção a uma luz direcional (geralmente um sol), a " -"cor da névoa mudará, simulando a luz do sol passando pela névoa." - -msgid "" -"The second is **Transmit Enabled** which simulates more realistic light " -"transmittance. In practice, it makes light stand out more across the fog." -msgstr "" -"O segundo é **Transmit Enabled**, que simula uma transmitância de luz mais " -"realista. Na prática, faz com que a luz se destaque mais no nevoeiro." - -msgid "Tonemap" -msgstr "Mapa de Tons" - -msgid "The tone mapping options are:" -msgstr "As opções de mapeamento de tom são:" - -msgid "**Mode:** The tone mapping mode to use." -msgstr "**Mode:** O modo de mapeamento de tom a ser usado." - -msgid "" -"**Linear:** The default tonemapping mode. This is the fastest and simplest " -"tonemapping operator, but it causes bright lighting to look blown out, with " -"noticeable clipping in the output colors." -msgstr "" -"**Linear:** É o método padrão de mapeamento do tom. É o mais rápido e mais " -"simples operador de mapeamento de tom, mas isto faz com que cores brilhantes " -"fiquem estouradas, com recorte perceptível nas cores de saída." - -msgid "" -"**Reinhardt:** Performs a variation on rendered pixels' colors by this " -"formula: ``color = color / (1 + color)``. This avoids clipping bright " -"highlights, but the resulting image can look a bit dull." -msgstr "" -"**Reinhardt:** Executa uma variação nas cores dos pixels renderizados " -"através desta fórmula: ``color = color / (1 + color)``. Isso evita cortes " -"com realces brilhantes, mas a imagem resultante pode parecer um pouco sem " -"brilho." - -msgid "" -"**Filmic:** This avoids clipping bright highlights, with a resulting image " -"that usually looks more vivid than Reinhardt." -msgstr "" -"**Filmic:** Este evita estourar os destaques muito claros, resultando numa " -"imagem que geralmente parece mais vívida do que o Reinhardt." - -msgid "" -"**Exposure:** Tone mapping exposure which simulates amount of light received " -"over time (default: ``1.0``). Higher values result in an overall brighter " -"appearance. If the scene appears too dark as a result of a tonemapping " -"operator or whitepoint change, try increasing this value slightly." -msgstr "" -"**Exposição:** Exposição do mapa de tonalidade que simula a quantidade de " -"luz recebida ao longo do tempo (padrão ``1.0``). Valores mais altos resultam " -"em uma aparência mais clara num geral. Caso a cena aparente muito escura por " -"conta do mapa de tonalidade ou da mudança do ponto branco, tente aumentar " -"levemente este valor." - -msgid "" -"**White:** Tone mapping whitepoint, which simulates where in the scale white " -"is located (default: ``1.0``). For photorealistic lighting, recommended " -"values are between ``6.0`` and ``8.0``. Higher values result in less blown " -"out highlights, but make the scene appear slightly darker as a whole." -msgstr "" -"**Branco:** Ponto branco do mapa de tonalidade, que simula aonde o branco " -"está na escala (padrão:``1.0``). Para uma iluminação fotorrealista, é " -"recomendado usar valores entre ``6.0`` e ``8.0``. Valores mais altos " -"resultam em luzes de destaque menos estouradas, mas faz com que a cena " -"aparente ligeiramente mais escura como um todo." - -msgid "Mid- and post-processing effects" -msgstr "Efeitos de médio e pós processamento" - -msgid "Screen-Space Reflections (SSR)" -msgstr "Reflexos em Espaço de Tela (SSR)" - -msgid "" -"A few user-controlled parameters are available to better tweak the technique:" -msgstr "" -"Alguns parâmetros controlados pelo usuário estão disponíveis para melhor " -"ajustar a técnica:" - -msgid "Screen-Space Ambient Occlusion (SSAO)" -msgstr "Oclusão Ambiente em Espaço de Tela (SSAO)" - -msgid "" -"Constant ambient color and Sky are the same everywhere, while GI and " -"Reflection probes have more local detail, but not enough to simulate " -"situations where light is not able to fill inside hollow or concave features." -msgstr "" -"Cor constante de ambiente e céu são as mesmas em todo lugar, porém GI e " -"Reflection Probes são detalhes mais localizados, mas não o suficiente para " -"simular situações onde a luz não é capaz de preencher espaços côncavos ou " -"ocos." - -msgid "" -"This can be simulated with Screen Space Ambient Occlusion. As you can see in " -"the image below, its purpose is to make sure concave areas are darker, " -"simulating a narrower path for the light to enter:" -msgstr "" -"Isso pode ser simulado com Oclusão Ambiente em Espaço de Tela. Como podemos " -"ver na imagem abaixo, seu propósito é deixar as áreas concavas mais escuras, " -"simulando um caminho mais estreito para a luz entrar:" - -msgid "Glow" -msgstr "Brilho" - -msgid "" -"By default, even if the effect is enabled, it will be weak or invisible. One " -"of two conditions need to happen for it to actually show:" -msgstr "" -"Por padrão, mesmo que o efeito esteja ativado, ele será fraco ou invisível. " -"Uma das duas condições precisa ocorrer para que ele seja de fato exibido:" - -msgid "" -"The light in a pixel surpasses the **HDR Threshold** (where 0 is all light " -"surpasses it, and 1.0 is light over the tonemapper **White** value). " -"Normally, this value is expected to be at 1.0, but it can be lowered to " -"allow more light to bleed. There is also an extra parameter, **HDR Scale**, " -"that allows scaling (making brighter or darker) the light surpassing the " -"threshold." -msgstr "" -"A luz em um pixel ultrapassa o **Limite do HDR** (Aonde 0 é toda luz que o " -"ultrapassa, e 1.0 são luzes além do valor **Branco** tonemapper). " -"Normalmente, se espera que esse valor seja 1.0, mas ele pode ser reduzido " -"para permitir que mais luz vaze. Há também um parâmetro extra, **Escala do " -"HDR**, que permite escalonar (tornando mais clara ou escura) a luz que " -"ultrapassar o limite." - -msgid "Both will cause the light to start bleeding out of the brighter areas." -msgstr "Ambos farão a luz começar vazar para fora das áreas mais claras." - -msgid "Once glow is visible, it can be controlled with a few extra parameters:" -msgstr "" -"Assim que o Glow estar visível, ele pode ser controlado com alguns " -"parâmetros extras:" - -msgid "The **Blend Mode** of the effect can also be changed:" -msgstr "O **Modo de Mistura** do efeito também pode ser alterado:" - -msgid "" -"**Screen** ensures glow never brightens more than itself and it works great " -"as an all around." -msgstr "" -"**Tela** garante que o brilho nunca ilumine mais do que ele mesmo e funciona " -"muito bem como um todo." - -msgid "" -"**Softlight** is the default and weakest one, producing only a subtle color " -"disturbance around the objects. This mode works best on dark scenes." -msgstr "" -"**Luz suave** é o padrão e o mais fraco, produzindo apenas uma leve mudança " -"de cor em torno dos objetos. Esse modo funciona melhor em cenas escuras." - -msgid "" -"To change the glow effect size and shape, Godot provides **Levels**. Smaller " -"levels are strong glows that appear around objects, while large levels are " -"hazy glows covering the whole screen:" -msgstr "" -"Para mudar o tamanho e forma do efeito de brilho, a Godot possibilita usar " -"**Níveis**. Níveis menores tem um brilho mais forte entorno do objeto, e " -"níveis mais altos são brilhos mais nebulosos na tela inteira:" - -msgid "" -"The real strength of this system, though, is to combine levels to create " -"more interesting glow patterns:" -msgstr "" -"A real força desse sistema, no entanto, é combinar níveis para criar padrões " -"mais interessantes de brilho:" - -msgid "Example of using glow in a 2D scene" -msgstr "Exemplo de uso de brilho em uma cena 2D" - -msgid "Adjustments" -msgstr "Ajustes" - -msgid "" -"At the end of processing, Godot offers the possibility to do some standard " -"image adjustments." -msgstr "" -"Ao fim do processamento, A Godot oferece a possibilidade de fazer alguns " -"ajustes padrão de imagem." - -msgid "" -"A linear black-to-white gradient like the following one will produce no " -"effect:" -msgstr "" -"Um gradiente linear preto para branco como o seguinte não produzirá nenhum " -"efeito:" - -msgid "" -"But creating custom ones will allow to map each channel to a different color:" -msgstr "" -"Mas criar gradientes específicos permite mudar cada canal de cor para uma " -"cor diferente:" - -msgid "Depth of Field / Far Blur" -msgstr "Profundidade de Campo / Desfoque distante" - -msgid "Depth of Field / Near Blur" -msgstr "Profundidade de campo / Próximo de desfoque" - -msgid "" -"The **Amount** parameter controls the amount of blur. For larger blurs, " -"tweaking the **Quality** may be needed in order to avoid artifacts." -msgstr "" -"O parâmetro **Amount** controla a quantidade de desfoque. Para desfoques " -"maiores, pode ser necessário ajustar a qualidade para evitar artefatos." - -msgid "" -"It is common to use both blurs together to focus the viewer's attention on a " -"given object, or create a so-called `\"tilt shift\" effect `__." -msgstr "" -"É comum usar ambos os blurs juntos para focalizar a atenção do espectador em " -"um determinado objeto, ou criar um efeito chamado `\"tilt shift\" effect " -"`__." - -msgid "Exposure" -msgstr "Exposição" - -msgid "Auto Exposure" -msgstr "Exposição automática" - -msgid "" -"The simplest way to use auto exposure is to make sure outdoor lights (or " -"other strong lights) have energy beyond 1.0. This is done by tweaking their " -"**Energy** multiplier (on the Light itself). To make it consistent, the " -"**Sky** usually needs to use the energy multiplier too, to match with the " -"directional light. Normally, values between 3.0 and 6.0 are enough to " -"simulate indoor-outdoor conditions." -msgstr "" -"A forma mais fácil de usar a auto exposição é tendo certeza de que as luzes " -"do exterior (ou outra luz forte) tenha uma energia maior que 1.0. Isso é " -"feito ao ajustar seu multiplicador de **Energia** (na própria Luz). Para " -"tornar isso consistente, o **Céu** geralmente precisa usar o multiplicador " -"de energia também, para se alinhar a luz direcional. Normalmente, valores " -"entre 3.0 e 6.0 são o suficiente para simular as condições de interior-" -"exterior." - -msgid "" -"The user-controllable values in the Auto Exposure section come with sensible " -"defaults, but you can still tweak them:" -msgstr "" -"Os valores controláveis pelo usuário na seção Exposição Automática por " -"padrão vêm valores sensatos, mas você ainda pode ajustá-los:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/global_illumination/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/global_illumination/index.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/global_illumination/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po deleted file mode 100644 index b34f0ecd4d..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Performance" -msgstr "Desempenho" - -msgid "**VoxelGI:**" -msgstr "**VoxelGI:**" - -msgid "**SDFGI:**" -msgstr "**SDFGI:**" - -msgid "good" -msgstr "bom" - -msgid "bad" -msgstr "ruim" - -msgid "Summary" -msgstr "Resumo" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po deleted file mode 100644 index d6d8f05c42..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Reflection probes" -msgstr "Reflection probes" - -msgid "Visual comparison" -msgstr "Comparação visual" - -msgid "Limitations" -msgstr "Limitações" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po deleted file mode 100644 index 5797c50d50..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po +++ /dev/null @@ -1,133 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual comparison" -msgstr "Comparação visual" - -msgid "Setting up" -msgstr "Configurando" - -msgid "" -"There are a few ways to ensure your object has a unique UV2 layer and " -"texture size:" -msgstr "" -"Há algumas maneiras de garantir que seu objeto tenha uma camada UV2 e um " -"tamanho de textura únicos:" - -msgid "" -"Select the imported scene in the filesystem dock, then go to the **Import** " -"dock. There, the following option can be modified:" -msgstr "" -"Selecione a cena importada no painel de sistema de arquivos e vá para o " -"painel **Import**. Lá, a seguinte opção pode ser modificada:" - -msgid "" -"The effect of setting this option is that all meshes within the scene will " -"have their UV2 maps properly generated." -msgstr "" -"O efeito de definir esta opção é que todas as malhas dentro da cena terão " -"seus mapas UV2 gerados corretamente." - -msgid "" -"Also, the ``*.unwrap_cache`` files should *not* be ignored in version " -"control as these files guarantee that UV2 reimports are consistent across " -"platforms and engine versions." -msgstr "" -"Além disso, os arquivos ``*.unwrap_cache`` *não* devem ser ignorados no " -"controle de versão, pois esses arquivos garantem que as reimportações UV2 " -"sejam consistentes entre plataformas e versões de engine." - -msgid "Unwrap from within Godot" -msgstr "Desempacotar(Unwrap) de dentro Godot" - -msgid "Simply do an unwrap on the second UV2 layer." -msgstr "Basta desempacotar(unwrap) a segunda camada UV2." - -msgid "" -"Then import the 3D scene normally. Remember you will need to set the texture " -"size on the mesh after import." -msgstr "" -"Em seguida, importe a cena 3D normalmente. Lembre-se de que você precisará " -"definir o tamanho da textura na malha após a importação." - -msgid "Checking UV2" -msgstr "Verificando UV2" - -msgid "Setting up the scene" -msgstr "Configurando a cena" - -msgid "Setting up meshes" -msgstr "Configuração de malhas" - -msgid "" -"When auto-generating lightmaps on scene import, this is enabled " -"automatically." -msgstr "" -"Ao gerar automaticamente mapas de luz na importação de cena, isso é ativado " -"automaticamente." - -msgid "Setting up lights" -msgstr "Configurando luzes" - -msgid "" -"Lights can be disabled (no bake) or be fully baked (direct and indirect). " -"This can be controlled from the **Bake Mode** menu in lights:" -msgstr "" -"As luzes podem ser desativadas (sem bake) ou totalmente pré-calculada " -"(diretamente e indiretamente). Isso pode ser controlado no menu **Bake " -"Mode** nas luzes:" - -msgid "The modes are:" -msgstr "Os modos são:" - -msgid "Disabled" -msgstr "Desativado" - -msgid "" -"This mode allows performing *subtle* changes to a light's color, energy and " -"position while still looking fairly correct. For example, you can use this " -"to create flickering static torches that have their indirect light baked." -msgstr "" -"Este modo permite realizar alterações *sutis* na cor, energia e posição de " -"uma luz enquanto ainda parece razoavelmente correta. Por exemplo, você pode " -"usar isso para criar tochas estáticas cintilantes que têm sua luz indireta " -"pré-calculada(baked)." - -msgid "Baking" -msgstr "Pré-Calculo" - -msgid "" -"This can take from seconds to minutes (or hours) depending on scene size, " -"bake method and quality selected." -msgstr "" -"Isso pode levar de segundos a minutos (ou horas), dependendo do tamanho da " -"cena, do método de pré-calculo e da qualidade selecionada." - -msgid "Tweaks" -msgstr "Ajustes" - -msgid "Balancing bake times with quality" -msgstr "Equilibrando tempos de pré-calculo (bake) com a qualidade" - -msgid "Dynamic objects" -msgstr "Objetos dinâmicos" - -msgid "" -"The generated EXR file can be viewed and even edited using an image editor " -"to perform post-processing if needed. However, keep in mind that changes to " -"the EXR file will be lost when baking lightmaps again." -msgstr "" -"O arquivo EXR gerado pode ser visto ou mesmo editado usando um editor de " -"imagens para realizar pós-processamento se necessário. Porém, lembre-se de " -"que mudanças no arquivo EXR serão perdidas quando gerar os lightmaps " -"novamente." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po deleted file mode 100644 index 6665b03c70..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual comparison" -msgstr "Comparação visual" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po deleted file mode 100644 index 6665b03c70..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual comparison" -msgstr "Comparação visual" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/high_dynamic_range.po deleted file mode 100644 index 14bcfffcc8..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ /dev/null @@ -1,175 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "High dynamic range lighting" -msgstr "Iluminação HDR" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"So at what point does all this \"HDR\" business come into play? To " -"understand the answer, we need to look at how displays behave." -msgstr "" -"Então, em que contexto o \"HDR\" pode ser usado? Para entendermos bem a " -"resposta, primeiro precisamos entender como um display funciona." - -msgid "" -"Your display outputs linear light ratios from some maximum to some minimum " -"intensity. Modern game engines perform complex math on linear light values " -"in their respective scenes. So what's the problem?" -msgstr "" -"Seu display mostra as taxas de iluminação linear variando de uma intensidade " -"máxima até uma mínima. As Game Engines atuais conseguem calcular esses " -"valores facilmente para cada uma das cenas. Então, qual o problema com o HDR?" - -msgid "" -"The display has a limited range of intensity, depending on the display type. " -"The game engine renders to an unlimited range of intensity values, however. " -"While \"maximum intensity\" means something to an sRGB display, it has no " -"bearing in the game engine; there is only a potentially infinitely wide " -"range of intensity values generated per frame of rendering." -msgstr "" -"Cada display tem limites variados de intensidade, dependendo do tipo. Já as " -"Game Engines renderizam para quaisquer valores de intensidade. Assim, " -"\"intensidade máxima\" significa algo apenas para o Display sRGB, enquanto a " -"Game Engine poderia calcular qualquer intensidade a cada frame renderizado." - -msgid "" -"This means that some transformation of the scene light intensity, also known " -"as *scene-referred* light ratios, need to be transformed and mapped to fit " -"within the particular output range of the chosen display. This can be most " -"easily understood if we consider virtually photographing our game engine " -"scene through a virtual camera. Here, our virtual camera would apply a " -"particular camera rendering transform to the scene data, and the output " -"would be ready for display on a particular display type." -msgstr "" -"Isso significa que algumas transformações para a intensidade de iluminação " -"de uma cena, especialmente às que alteram níveis de intensidade *específicos " -"da cena*, precisam ser transformados e mapeados para limites específicos do " -"display escolhido. Para entender melhor, basta pensar que estamos olhando " -"cada cena na Game Engine por uma câmera virtual, que aplica a transformação " -"da cena e depois disso prepara a saída para ser mostrada apenas em um " -"display específico." - -msgid "" -"Godot does not support high dynamic range *output* yet. It can only perform " -"lighting in HDR and tonemap the result to a low dynamic range image." -msgstr "" -"Godot não suporta *saída* de Alto Alcance Dinâmico ainda. Ela só pode " -"executar HDR na iluminação e o tonemap resulta em uma imagem de baixo " -"alcance dinâmico." - -msgid "" -"For advanced users, it is still possible to get a non-tonemapped image of " -"the viewport with full HDR data, which can then be saved to an OpenEXR file." -msgstr "" -"Para usuários avançados, é possível obter uma imagem não temperada da " -"viewport com todos os dados de HDR, que podem então ser salvos em um arquivo " -"OpenEXR." - -msgid "Computer displays" -msgstr "Telas de computador" - -msgid "" -"Almost all displays require a nonlinear encoding for the code values sent to " -"them. The display in turn, using its unique transfer characteristic, " -"\"decodes\" the code value into linear light ratios of output, and projects " -"the ratios out of the uniquely colored lights at each reddish, greenish, and " -"blueish emission site." -msgstr "" -"Quase todos os monitores requerem uma codificação não linear para os valores " -"dos códigos a ele enviados. O monitor por sua parte, usando suas " -"características únicas de transferência, \"decodifica\" os valores dos " -"códigos em uma saída de taxa de luz linear, e projeta as taxas para fora das " -"luzes coloridas independentemente pra cada campo de emissão avermelhado, " -"esverdeado e azulado." - -msgid "" -"For a majority of computer displays, the specifications of the display are " -"outlined in accordance with IEC 61966-2-1, also known as the 1996 sRGB " -"specification. This specification outlines how an sRGB display is to behave, " -"including the color of the lights in the LED pixels as well as the transfer " -"characteristics of the input (OETF) and output (EOTF)." -msgstr "" -"Para a maioria das telas ou displays de computador, as especificações estão " -"de acordo com a norma IEC 61966-2-1, conhecida como a especificação de 1996 " -"para o sRGB. Essa especificação diz como um display sRGB precisa funcionar, " -"incluindo as cores das luzes nos pixels para LED e as características da " -"função de transformação da entrada (OETF, em inglês) e de saída (EOTF, em " -"inglês)." - -msgid "" -"Not all displays use the same OETF and EOTF as a computer display. For " -"example, television broadcast displays use the BT.1886 EOTF. However, Godot " -"currently only supports sRGB displays." -msgstr "" -"Mas no geral nem todas as telas usam a mesma função de transferência de " -"entrada (OETF) e saída (EOTF) como os computadores fazem. Por exemplo, uma " -"tela de televisão usa a função de saída conhecida como BT.1886. No entanto, " -"a Godot no momento apenas suporta displays sRGB." - -msgid "" -"The sRGB standard is based around the nonlinear relationship between the " -"current to light output of common desktop computing CRT displays." -msgstr "" -"O padrão sRGB é baseado na relação não-linear entre as saídas atuais de luz " -"de uma tela comum CRT para computadores." - -msgid "" -"The mathematics of a scene-referred model require that we multiply the scene " -"by different values to adjust the intensities and exposure to different " -"light ranges. The transfer function of the display can't appropriately " -"render the wider dynamic range of the game engine's scene output using the " -"simple transfer function of the display. A more complex approach to encoding " -"is required." -msgstr "" -"Os cálculos de um modelo referenciado por cena exige que multiplicamos a " -"cena por diferentes valores para ajustar a intensidade e a exposição para " -"diferentes faixas de luz. A função de transferência da tela não pode " -"renderizar apropriadamente a gama dinâmica mais ampla da saída de cena da " -"engine usando a função de transferência simples da tela. É necessária uma " -"abordagem mais complexa para a codificação." - -msgid "Scene linear & asset pipelines" -msgstr "Linear de cena & importação de recursos" - -msgid "There are two ways to do this:" -msgstr "Há duas maneiras de fazer isso:" - -msgid "Hardware sRGB transfer function to display linear conversion" -msgstr "Função sRBG to hardware para mostrar a conversão linear" - -msgid "" -"The GPU will do the conversion after reading the texel using floating-point. " -"This works fine on PC and consoles, but most mobile devices don't support " -"it, or they don't support it on compressed texture formats (iOS for example)." -msgstr "" -"A GPU vai fazer a conversão depois de ler os texels usando numeros " -"quebrados. Isso funciona bem para PC e consoles, mas a maioria dos " -"dispositivos mobile não tem suporte para isso, ou eles não tem suporte para " -"texturas comprimidas (iOS por exemplo)." - -msgid "" -"Keep in mind that the **sRGB -> Display Linear** and **Display Linear -> " -"sRGB** conversions must always be **both** enabled. Failing to enable one of " -"them will result in horrible visuals suitable only for avant-garde " -"experimental indie games." -msgstr "" -"Lembre-se de que as conversões **sRGB -> Linear de Exibição** e **Linear de " -"Exibição -> sRGB** devem sempre estar **ambas** ativadas. Não ativar uma " -"delas resultará em visuais horríveis, adequados apenas para jogos " -"independentes experimentais vanguardistas." - -msgid "Parameters of HDR" -msgstr "Parâmetros de HDR" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/index.po deleted file mode 100644 index 18c430249d..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/index.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "3D" -msgstr "3D" - -msgid "Rendering" -msgstr "Renderizando" - -msgid "Optimization" -msgstr "Otimização" - -msgid "Tools" -msgstr "Ferramentas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/introduction_to_3d.po deleted file mode 100644 index 788f068ef0..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ /dev/null @@ -1,177 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to 3D" -msgstr "Introdução ao 3D" - -msgid "Coordinate system" -msgstr "Sistema de coordenadas" - -msgid "" -"Godot uses the `metric `__ " -"system for everything in 3D, with 1 unit being equal to 1 meter. Physics and " -"other areas are tuned for this scale. Therefore, attempting to use a " -"different scale is usually a bad idea (unless you know what you are doing)." -msgstr "" -"O Godot usa o sistema `métrico `__ para tudo. A física 3D e outras áreas são ajustadas " -"para isso, então tentar usar uma escala diferente é geralmente uma má ideia " -"(a menos que você saiba o que está fazendo)." - -msgid "**X** is sides" -msgstr "**X** são lados" - -msgid "**Y** is up/down" -msgstr "**Y** é para cima/para baixo" - -msgid "**Z** is front/back" -msgstr "**Z** é frente/trás" - -msgid "Space and manipulation gizmos" -msgstr "Espaço e manipulação gizmos" - -msgid "Some useful keybindings:" -msgstr "Algumas combinações de teclas úteis:" - -msgid "To center the view on the selected object, press :kbd:`F`." -msgstr "" -"Para centralizar a visualização no objeto selecionado, pressione :kbd:`F`." - -msgid "3D content" -msgstr "Conteúdo 3D" - -msgid "Generated geometry" -msgstr "Geometria gerada" - -msgid "" -"It is possible to create custom geometry by using the :ref:`ArrayMesh " -"` resource directly. Simply create your arrays and use the :" -"ref:`ArrayMesh.add_surface_from_arrays() " -"` function. A helper class " -"is also available, :ref:`SurfaceTool `, which provides a " -"more straightforward API and helpers for indexing, generating normals, " -"tangents, etc." -msgstr "" -"É possível criar geometria personalizada usando o recurso :ref:`ArrayMesh " -"` diretamente. Simplesmente crie seus arrays e use a " -"função :ref:`ArrayMesh.add_surface_from_arrays() " -"`. Uma classe auxiliar " -"também está disponível, :ref:`SurfaceTool `, que fornece " -"uma API mais simples e auxiliares para indexação, geração de normais, " -"tangentes, etc." - -msgid "" -"In any case, this method is meant for generating static geometry (models " -"that will not be updated often), as creating vertex arrays and submitting " -"them to the 3D API has a significant performance cost." -msgstr "" -"De qualquer forma, este método é destinado a gerar geometria estática " -"(modelos que não serão atualizados com frequência), pois criar arrays de " -"vértices e enviá-los à API 3D tem um custo significativo de desempenho." - -msgid "Immediate geometry" -msgstr "Geometria imediata" - -msgid "2D in 3D" -msgstr "2D em 3D" - -msgid "" -"While Godot packs a powerful 2D engine, many types of games use 2D in a 3D " -"environment. By using a fixed camera (either orthogonal or perspective) that " -"does not rotate, nodes such as :ref:`Sprite3D ` and :ref:" -"`AnimatedSprite3D ` can be used to create 2D games " -"that take advantage of mixing with 3D backgrounds, more realistic parallax, " -"lighting/shadow effects, etc." -msgstr "" -"Embora Godot tenha um poderoso engine 2D, muitos tipos de jogos usam 2D em " -"um ambiente 3D. Usando uma câmera fixa (ortogonal ou perspectiva) que não " -"gira, nós como :ref:`Sprite3D ` e :ref:`AnimatedSprite3D " -"` podem ser usados para criar jogos 2D que " -"aproveitam a mistura com fundos 3D, paralaxe mais realista, efeitos de " -"iluminação/sombra, etc." - -msgid "" -"The disadvantage is, of course, that added complexity and reduced " -"performance in comparison to plain 2D, as well as the lack of reference of " -"working in pixels." -msgstr "" -"A desvantagem é, claro, que aumentou a complexidade e reduziu o desempenho " -"em comparação com o 2D simples, bem como a falta de referência de trabalho " -"em pixels." - -msgid "Environment" -msgstr "Ambiente" - -msgid "" -"Besides editing a scene, it is often common to edit the environment. Godot " -"provides a :ref:`WorldEnvironment ` node that allows " -"changing the background color, mode (as in, put a skybox), and applying " -"several types of built-in post-processing effects. Environments can also be " -"overridden in the Camera." -msgstr "" -"Além de editar uma cena, muitas vezes é comum editar o ambiente. Godot " -"fornece um nó :ref:`WorldEnvironment ` que permite " -"alterar a cor de fundo, o modo (como em, colocar um skybox) e aplicar vários " -"tipos de efeitos de pós-processamento integrados. Os ambientes também podem " -"ser substituídos na câmera." - -msgid "Cameras" -msgstr "Câmeras" - -msgid "" -"Cameras are associated with (and only display to) a parent or grandparent " -"viewport. Since the root of the scene tree is a viewport, cameras will " -"display on it by default, but if sub-viewports (either as render target or " -"picture-in-picture) are desired, they need their own children cameras to " -"display." -msgstr "" -"As câmeras são associadas a (e exibidas apenas para) uma janela de exibição " -"pai ou avô. Como a raiz da árvore de cena é uma janela de exibição, as " -"câmeras serão exibidas nela por padrão, mas se sub-janelas de exibição (como " -"destino de renderização ou picture-in-picture) forem desejadas, elas " -"precisarão de suas próprias câmeras filhas para exibição." - -msgid "" -"When dealing with multiple cameras, the following rules are enforced for " -"each viewport:" -msgstr "" -"Ao lidar com várias câmeras, as seguintes regras são aplicadas para cada " -"janela de exibição:" - -msgid "" -"If no cameras are present in the scene tree, the first one that enters it " -"will become the active camera. Further cameras entering the scene will be " -"ignored (unless they are set as *current*)." -msgstr "" -"Se nenhuma câmera estiver presente na árvore de cenas, a primeira que entrar " -"nela se tornará a câmera ativa. Outras câmeras entrando na cena serão " -"ignoradas (a menos que sejam definidas como *atual*)." - -msgid "" -"If a camera has the \"*current*\" property set, it will be used regardless " -"of any other camera in the scene. If the property is set, it will become " -"active, replacing the previous camera." -msgstr "" -"Se uma câmera tiver a propriedade \"*atual*\" definida, ela será usada " -"independentemente de qualquer outra câmera na cena. Se a propriedade estiver " -"definida, ela ficará ativa, substituindo a câmera anterior." - -msgid "" -"If an active camera leaves the scene tree, the first camera in tree-order " -"will take its place." -msgstr "" -"Se uma câmera ativa deixar a árvore de cena, a primeira câmera na ordem da " -"árvore ocupará seu lugar." - -msgid "Lights" -msgstr "Luzes" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/lights_and_shadows.po deleted file mode 100644 index c5972b4876..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ /dev/null @@ -1,203 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "3D lights and shadows" -msgstr "Luzes e sombras 3D" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"Light sources emit light that mixes with the materials and produces a " -"visible result. Light can come from several types of sources in a scene:" -msgstr "" -"Fontes de luz emitem luz que mistura com os materiais e produz um resultado " -"visível. A luz pode vir de vários tipos de fontes em uma cena:" - -msgid "Light nodes: DirectionalLight3D, OmniLight3D and SpotLight3D." -msgstr "Nós de Luz: DirectionalLight3D, OmniLight3D and SpotLight3D." - -msgid "" -"Ambient light in the :ref:`Environment ` or :ref:" -"`doc_reflection_probes`." -msgstr "" -"Luz Ambiental no :ref:`Environment ` ou :ref:" -"`doc_reflection_probes`." - -msgid "" -"The emission color is a material property. You can read more about it in " -"the :ref:`doc_standard_material_3d` tutorial." -msgstr "" -"A cor de emissão é uma propriedade do material. Você pode ler mais sobre " -"isso no tutorial :ref:`doc_standard_material_3d`." - -msgid "" -"You can compare various types of lights in action using the `3D Lights and " -"Shadows demo project `__." -msgstr "" -"Você pode comparar vários tipos de luzes em ação usando o projeto demo `3D " -"Lights and Shadows demo project `__." - -msgid "Light nodes" -msgstr "Nós de luz" - -msgid "" -"There are three types of light nodes: :ref:`class_DirectionalLight3D`, :ref:" -"`class_OmniLight3D` and :ref:`class_SpotLight3D`. Let's take a look at the " -"common parameters for lights:" -msgstr "" -"Existem três tipos de nós de luz: :ref:`class_DirectionalLight3D`, :ref:" -"`class_OmniLight3D` e :ref:`class_SpotLight3D` Vamos dar uma olhada nos " -"parâmetros comuns para luzes:" - -msgid "Each property has a specific function:" -msgstr "Cada propriedade tem uma função específica:" - -msgid "Shadow mapping" -msgstr "Mapeamento de sombras" - -msgid "" -"Lights can optionally cast shadows. This gives them greater realism (light " -"does not reach occluded areas), but it can incur a bigger performance cost. " -"There is a list of generic shadow parameters, each also has a specific " -"function:" -msgstr "" -"As luzes podem, opcionalmente, converter sombras. Isso lhes confere maior " -"realismo (a luz não atinge áreas obstruídas), mas pode acarretar um maior " -"custo de desempenho. Existe uma lista de parâmetros de sombra genéricos, " -"cada um também tem uma função específica:" - -msgid "Directional light" -msgstr "Directional light (Luz direcional)" - -msgid "" -"This is the most common type of light and represents a light source very far " -"away (such as the sun). It is also the cheapest light to compute and should " -"be used whenever possible (although it's not the cheapest shadow-map to " -"compute, but more on that later)." -msgstr "" -"Este é o tipo de luz mais comum e representa uma fonte de luz muito distante " -"(como o sol). É também a luz menos custosas para computar e deve ser usada " -"sempre que possível (embora não seja o mapa de sombras menos custoso para " -"computar, mas falaremos mais sobre isso depois)." - -msgid "" -"Directional light models an infinite number of parallel light rays covering " -"the whole scene. The directional light node is represented by a big arrow " -"which indicates the direction of the light rays. However, the position of " -"the node does not affect the lighting at all and can be anywhere." -msgstr "" -"A luz direcional modela um número infinito de raios de luz paralelos " -"cobrindo toda a cena. O nó de luz direcional é representado por uma grande " -"seta que indica a direção dos raios de luz. No entanto, a posição do nó não " -"afeta a iluminação e pode estar em qualquer lugar." - -msgid "Directional shadow mapping" -msgstr "Mapeamento de sombras direcionais" - -msgid "With this, shadows become more detailed:" -msgstr "Com isso, as sombras ficam mais detalhadas:" - -msgid "To control PSSM, a number of parameters are exposed:" -msgstr "Para controlar o PSSM, uma série de parâmetros são expostos:" - -msgid "Omni light" -msgstr "Omni light (luz omnidireccional)" - -msgid "" -"Omni light is a point source that emits light spherically in all directions " -"up to a given radius." -msgstr "" -"A luz Omni é uma fonte pontual que emite luz esfericamente em todas as " -"direções até um determinado raio." - -msgid "" -"In real life, light attenuation is an inverse function, which means omni " -"lights don't have a radius. This is a problem because it means computing " -"several omni lights would become demanding." -msgstr "" -"Na vida real, a atenuação da luz é uma função inversa, o que significa que " -"as luzes omni não têm um raio. Isso é um problema porque significa que " -"computar várias omni lights se tornaria exigente." - -msgid "" -"These two parameters allow tweaking how this works visually in order to find " -"aesthetically pleasing results." -msgstr "" -"Esses dois parâmetros permitem ajustar como isso funciona visualmente para " -"encontrar resultados esteticamente agradáveis." - -msgid "Omni shadow mapping" -msgstr "Mapeamento de sombra omnidirecional" - -msgid "" -"Omni light shadow mapping is relatively straightforward. The main issue that " -"needs to be considered is the algorithm used to render it." -msgstr "" -"O mapeamento de sombras de luz Omni é relativamente simples. A principal " -"questão que precisa ser considerada é o algoritmo utilizado para renderizá-" -"lo." - -msgid "Spot light" -msgstr "Spot light (luz focal)" - -msgid "" -"Spot lights are similar to omni lights, except they emit light only into a " -"cone (or \"cutoff\"). They are useful to simulate flashlights, car lights, " -"reflectors, spots, etc. This type of light is also attenuated towards the " -"opposite direction it points to." -msgstr "" -"As luzes spot são semelhantes às luzes omni, exceto que emitem luz apenas em " -"um cone (ou \"corte\"). São úteis para simular lanternas, faróis de carros, " -"refletores, spots, etc. Este tipo de luz também é atenuado na direção oposta " -"que aponta." - -msgid "Spot shadow mapping" -msgstr "Mapeamento de sombra spot" - -msgid "Shadow atlas" -msgstr "Atlas de sombras" - -msgid "" -"Each quadrant can be subdivided to allocate any number of shadow maps; the " -"following is the default subdivision:" -msgstr "" -"Cada quadrante pode ser subdividido para alocar qualquer número de mapas de " -"sombra; o seguinte é a subdivisão padrão:" - -msgid "Every frame, the following procedure is performed for all lights:" -msgstr "" -"A cada quadro, o seguinte procedimento é executado para todas as luzes:" - -msgid "" -"Check if the light is on a slot of the right size. If not, re-render it and " -"move it to a larger/smaller slot." -msgstr "" -"Verifique se a luz está em um slot do tamanho certo. Caso contrário, " -"renderize-o novamente e mova-o para um slot maior/menor." - -msgid "" -"Check if any object affecting the shadow map has changed. If it did, re-" -"render the light." -msgstr "" -"Verifique se algum objeto que afeta o mapa de sombras foi alterado. Se sim, " -"renderize novamente a luz." - -msgid "" -"If neither of the above has happened, nothing is done, and the shadow is " -"left untouched." -msgstr "" -"Se nenhuma das opções acima acontecer, nada é feito e a sombra permanece " -"intacta." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/mesh_lod.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/mesh_lod.po deleted file mode 100644 index 69d91100f3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/mesh_lod.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Visual comparison" -msgstr "Comparação visual" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/occlusion_culling.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/occlusion_culling.po deleted file mode 100644 index 0dfcc902ce..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/occlusion_culling.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Occlusion culling" -msgstr "Descarte por oclusão" - -msgid "Troubleshooting" -msgstr "Solução de problemas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/attractors.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/attractors.po deleted file mode 100644 index bfb8b17c73..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/attractors.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "3D Particle attractors" -msgstr "Atratores de partículas 3D" - -msgid "Particle attractors" -msgstr "Atratores de partículas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/collision.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/collision.po deleted file mode 100644 index d0a46a4a33..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/collision.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Solução de problemas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/index.po deleted file mode 100644 index 75d0b36137..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/index.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Particles" -msgstr "Partículas" - -msgid "Basic usage" -msgstr "Uso básico" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po deleted file mode 100644 index ad9580ddd0..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Angle" -msgstr "Ângulo" - -msgid "Direction" -msgstr "Direção" - -msgid "Gravity" -msgstr "Gravidade" - -msgid "Damping" -msgstr "Amortecimento" - -msgid "Scale" -msgstr "Escala" - -msgid "Color" -msgstr "Cor" - -msgid "Animation" -msgstr "Animação" - -msgid "The available sub-emitter modes" -msgstr "Os modos subemitter disponíveis" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/properties.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/properties.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/properties.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/subemitters.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/subemitters.po deleted file mode 100644 index 81c5b33263..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/subemitters.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Limitations" -msgstr "Limitações" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/trails.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/trails.po deleted file mode 100644 index 18188b87de..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/trails.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "3D Particle trails" -msgstr "Rastros de partículas 3D" - -msgid "Particle trail params" -msgstr "Parâmetros de rastros de partículas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/turbulence.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/turbulence.po deleted file mode 100644 index 829573589f..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/turbulence.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Particle turbulence properties" -msgstr "Propriedades de turbulência de partículas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po deleted file mode 100644 index 5c25249297..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"The biggest disadvantage of using physical light units is you will have to " -"pay close attention to the dynamic range in use at a given time. You can run " -"into floating point precision errors when mixing very high light intensities " -"with very low light intensities." -msgstr "" -"A maior desvantagem de usar unidades de luz físicas é que você terá que " -"prestar atenção cuidadosa ao intervalo dinâmico em uso em um determinado " -"momento. Você pode encontrar erros de precisão de ponto flutuante ao " -"misturar intensidades de luz muito altas com intensidades de luz muito " -"baixas." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po deleted file mode 100644 index ca5b316697..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po +++ /dev/null @@ -1,151 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the ArrayMesh" -msgstr "Usando o ArrayMesh" - -msgid "Index" -msgstr "Índice" - -msgid "Mesh.ArrayType Enum" -msgstr "Mesh.ArrayType Enum" - -msgid "Array type" -msgstr "Tipo de matriz" - -msgid "0" -msgstr "0" - -msgid "``ARRAY_VERTEX``" -msgstr "``ARRAY_VERTEX``" - -msgid "1" -msgstr "1" - -msgid "``ARRAY_NORMAL``" -msgstr "``ARRAY_NORMAL``" - -msgid "2" -msgstr "2" - -msgid "``ARRAY_TANGENT``" -msgstr "``ARRAY_TANGENT``" - -msgid "3" -msgstr "3" - -msgid "``ARRAY_COLOR``" -msgstr "``ARRAY_COLOR``" - -msgid "4" -msgstr "4" - -msgid "``ARRAY_TEX_UV``" -msgstr "``ARRAY_TEX_UV``" - -msgid "5" -msgstr "5" - -msgid "``ARRAY_TEX_UV2``" -msgstr "``ARRAY_TEX_UV2``" - -msgid "10" -msgstr "10" - -msgid "``ARRAY_BONES``" -msgstr "``ARRAY_BONES``" - -msgid "11" -msgstr "11" - -msgid "``ARRAY_WEIGHTS``" -msgstr "``ARRAY_WEIGHTS``" - -msgid "12" -msgstr "12" - -msgid "``ARRAY_INDEX``" -msgstr "``ARRAY_INDEX``" - -msgid "Under ``_ready()``, create a new Array." -msgstr "Em ''_ready()'', crie uma nova Array." - -msgid "" -"This will be the array that we keep our surface information in - it will " -"hold all the arrays of data that the surface needs. Godot will expect it to " -"be of size ``Mesh.ARRAY_MAX``, so resize it accordingly." -msgstr "" -"Esta será a matriz na qual manteremos nossas informações de superfície - ela " -"conterá todas as matrizes de dados que a superfície necessita. Godot espera " -"que ela seja do tamanho ``Mesh.ARRAY_MAX``, portanto, redimensione-a de " -"acordo." - -msgid "Next create the arrays for each data type you will use." -msgstr "Em seguida, crie as matrizes para cada tipo de dado que você usará." - -msgid "" -"Once you have filled your data arrays with your geometry you can create a " -"mesh by adding each array to ``surface_array`` and then committing to the " -"mesh." -msgstr "" -"Uma vez que você tenha preenchido suas matrizes de dados com sua geometria, " -"você pode criar uma malha adicionando cada matriz a ``surface_array`` e, em " -"seguida, comitando para a malha." - -msgid "" -"In this example, we used ``Mesh.PRIMITIVE_TRIANGLES``, but you can use any " -"primitive type available from mesh." -msgstr "" -"Neste exemplo, utilizamos ``Mesh.PRIMITIVE_TRIANGLES``, mas você pode " -"utilizar qualquer tipo primitivo disponível na malha." - -msgid "Put together, the full code looks like:" -msgstr "Juntos, o código completo se parece com:" - -msgid "" -"The code that goes in the middle can be whatever you want. Below we will " -"present some example code for generating a sphere." -msgstr "" -"O código que vai no meio pode ser o que você quiser. A seguir apresentaremos " -"um exemplo de código para gerar uma esfera." - -msgid "Generating geometry" -msgstr "Gerando geometria" - -msgid "" -"Here is sample code for generating a sphere. Although the code is presented " -"in GDScript, there is nothing Godot specific about the approach to " -"generating it. This implementation has nothing in particular to do with " -"ArrayMeshes and is just a generic approach to generating a sphere. If you " -"are having trouble understanding it or want to learn more about procedural " -"geometry in general, you can use any tutorial that you find online." -msgstr "" -"Aqui está uma amostra de código para gerar uma esfera. Embora o código seja " -"apresentado no GDScript, não há nada de específico do Godot sobre a " -"abordagem para gerá-lo. Esta implementação não tem nada em particular a ver " -"com ArrayMeshes e é apenas uma abordagem genérica para a geração de uma " -"esfera. Se você estiver tendo problemas para compreendê-la ou quiser " -"aprender mais sobre a geometria de procedimentos em geral, você pode usar " -"qualquer tutorial que encontrar on-line." - -msgid "Saving" -msgstr "Salvando" - -msgid "" -"Finally, we can use the :ref:`ResourceSaver ` class to " -"save the ArrayMesh. This is useful when you want to generate a mesh and then " -"use it later without having to re-generate it." -msgstr "" -"Finalmente, podemos usar a classe :ref:'ResourceSaver' " -"para salvar a ArrayMesh. Isso é útil quando você deseja gerar uma malha e, " -"em seguida, usá-la mais tarde sem ter que gerá-la novamente." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po deleted file mode 100644 index d525a092ff..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po +++ /dev/null @@ -1,63 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Procedural geometry" -msgstr "Geometria processual" - -msgid "What is a Mesh?" -msgstr "O que é uma Malha?" - -msgid "What a Mesh is" -msgstr "O que é uma malha" - -msgid "Surfaces" -msgstr "Superfícies" - -msgid "Surface array" -msgstr "Matriz de superfície" - -msgid "Tools" -msgstr "Ferramentas" - -msgid "ArrayMesh" -msgstr "ArrayMesh" - -msgid "" -"For more information about the ArrayMesh, please see the :ref:`ArrayMesh " -"tutorial `." -msgstr "" -"Para obter mais informações sobre o ArrayMesh, consulte o :ref:`tutorial do " -"ArrayMesh `." - -msgid "MeshDataTool" -msgstr "MeshDataTool" - -msgid "" -"For more information about the MeshDataTool, please see the :ref:" -"`MeshDataTool tutorial `." -msgstr "" -"Para mais informações sobre o MeshDataTool, consulte o :ref:`tutorial " -"MeshDataTool `." - -msgid "SurfaceTool" -msgstr "Ferramenta de Superfície" - -msgid "" -"For more information about the SurfaceTool, please see the :ref:`SurfaceTool " -"tutorial `." -msgstr "" -"Para obter mais informações sobre a SurfaceTool, consulte o :ref:`tutorial " -"da SurfaceTool `." - -msgid "Which one should I use?" -msgstr "Qual devo usar?" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po deleted file mode 100644 index 298b83188c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the MeshDataTool" -msgstr "Usando o MeshDataTool" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po deleted file mode 100644 index d77f7d2726..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the SurfaceTool" -msgstr "Usando o SurfaceTool" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/resolution_scaling.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/resolution_scaling.po deleted file mode 100644 index 14e50eaf10..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/resolution_scaling.po +++ /dev/null @@ -1,87 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "``0.50``" -msgstr "``0.50``" - -msgid "960×540" -msgstr "960×540" - -msgid "``0.67``" -msgstr "``0.67``" - -msgid "1286×723" -msgstr "1286×723" - -msgid "``0.75``" -msgstr "``0.75``" - -msgid "1440×810" -msgstr "1440×810" - -msgid "``0.85``" -msgstr "``0.85``" - -msgid "1632×918" -msgstr "1632×918" - -msgid "**1920×1080**" -msgstr "**1920×1080**" - -msgid "2553×1436" -msgstr "2553×1436" - -msgid "2880×1620" -msgstr "2880×1620" - -msgid "3840×2160" -msgstr "3840×2160" - -msgid "1280×720" -msgstr "1280×720" - -msgid "1715×964" -msgstr "1715×964" - -msgid "1920×1080" -msgstr "1920×1080" - -msgid "2176×1224" -msgstr "2176×1224" - -msgid "**2560×1440**" -msgstr "**2560×1440**" - -msgid "3404×1915" -msgstr "3404×1915" - -msgid "5120×2880" -msgstr "5120×2880" - -msgid "2572×1447" -msgstr "2572×1447" - -msgid "3264×1836" -msgstr "3264×1836" - -msgid "**3840×2160**" -msgstr "**3840×2160**" - -msgid "5107×2872" -msgstr "5107×2872" - -msgid "5760×3240" -msgstr "5760×3240" - -msgid "Troubleshooting" -msgstr "Solução de problemas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/spring_arm.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/spring_arm.po deleted file mode 100644 index d1c4be1e46..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/spring_arm.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/standard_material_3d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/standard_material_3d.po deleted file mode 100644 index 508c86e55c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/standard_material_3d.po +++ /dev/null @@ -1,675 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"If you add a material to the mesh itself, every time that mesh is used it " -"will have that material. If you add a material to the node using the mesh, " -"the material will only be used by that node, it will also override the " -"material property of the mesh. If a material is added in the *Material " -"Override* property of the node, it will only be used by that node. It will " -"also override the regular material property of the node and the material " -"property of the mesh." -msgstr "" -"Se você adicionar um material à própria malha, toda vez que a malha for " -"usada, ela terá esse material. Se você adicionar um material ao nó usando a " -"malha, o material será usado apenas por esse nó e também substituirá a " -"propriedade do material da malha. Se um material for adicionado na " -"propriedade *Sobreposição de material* do nó, ele será usado apenas por esse " -"nó. Ele também substituirá a propriedade de material regular do nó e a " -"propriedade de material da malha." - -msgid "" -"The *Material Overlay* property will render a material **over** the current " -"one being used by the mesh. As an example, this can be used to put a " -"transparent shield effect on a mesh." -msgstr "" -"A propriedade *Material Overlay* renderizará um material **sobre** o atual " -"sendo usado pela malha. Por exemplo, isso pode ser usado para colocar um " -"efeito de escudo transparente em uma malha." - -msgid "Blend Mode" -msgstr "Modo de mesclagem" - -msgid "" -"Controls the blend mode for the material. Keep in mind that any mode other " -"than *Mix* forces the object to go through the transparent pipeline." -msgstr "" -"Controla o modo de mesclagem do material. Lembre-se de que qualquer modo " -"diferente de *Mix* força o objeto a passar pelo pipeline transparente." - -msgid "" -"**Mix:** Default blend mode, alpha controls how much the object is visible." -msgstr "" -"**Mix:** Modo de mesclagem padrão, alfa controla o quanto o objeto é visível." - -msgid "Cull Mode" -msgstr "Cull Mode" - -msgid "" -"Determines which side of the object is not drawn when backfaces are rendered:" -msgstr "" -"Determina qual lado do objeto não é desenhado quando as faces traseiras são " -"renderizadas:" - -msgid "**Back:** The back of the object is culled when not visible (default)." -msgstr "" -"**Back:** A parte de trás do objeto é retirada quando não visível (padrão)." - -msgid "**Front:** The front of the object is culled when not visible." -msgstr "**Front:** A frente do objeto é cortada quando não é visível." - -msgid "" -"**Disabled:** Used for objects that are double-sided (no culling is " -"performed)." -msgstr "" -"**Disabled:** Utilizado para objetos com dupla face (não é realizado nenhuma " -"retirada)." - -msgid "" -"By default, Blender has backface culling disabled on materials and will " -"export materials to match how they render in Blender. This means that " -"materials in Godot will have their cull mode set to **Disabled**. This can " -"decrease performance since backfaces will be rendered, even when they are " -"being culled by other faces. To resolve this, enable **Backface Culling** in " -"Blender's Materials tab, then export the scene to glTF again." -msgstr "" -"Por padrão, o Blender tem a eliminação de faces desabilitada nos materiais e " -"irá exportar os materiais para combinar como eles renderizam no Blender. " -"Isso significa que os materiais na Godot terão seu modo de eliminação " -"definido como **Desativado**. Isso pode diminuir o desempenho, uma vez que " -"as faces posteriores serão renderizadas, mesmo quando estão sendo " -"selecionadas por outras faces. Para resolver isso, habilite **Backface " -"Culling** na aba Materiais do Blender, então exporte a cena para glTF " -"novamente." - -msgid "Depth Draw Mode" -msgstr "Modo de Desenho de Profundidade" - -msgid "Specifies when depth rendering must take place." -msgstr "Especifica quando a renderização de profundidade deve ocorrer." - -msgid "**Opaque Only (default):** Depth is only drawn for opaque objects." -msgstr "" -"**Somente opaco (padrão):** A profundidade é desenhada apenas para objetos " -"opacos." - -msgid "" -"**Always:** Depth draw is drawn for both opaque and transparent objects." -msgstr "" -"**Sempre:** O desenho de profundidade é desenhado tanto para objetos opacos " -"quanto transparentes." - -msgid "" -"**Depth Pre-Pass:** For transparent objects, an opaque pass is made first " -"with the opaque parts, then transparency is drawn above. Use this option " -"with transparent grass or tree foliage." -msgstr "" -"**Depth Pre-Pass:** Para objetos transparentes, uma passagem opaca é feita " -"primeiro com as partes opacas, então a transparência é desenhada acima. Use " -"esta opção com grama transparente ou folhagem de árvore." - -msgid "No Depth Test" -msgstr "Sem Teste de Profundidade" - -msgid "" -"In order for close objects to appear over far away objects, depth testing is " -"performed. Disabling it has the result of objects appearing over (or under) " -"everything else." -msgstr "" -"Para que objetos próximos apareçam sobre objetos distantes, é realizado um " -"teste de profundidade. Desativá-lo tem como resultado objetos aparecendo " -"sobre (ou abaixo) de todo o resto." - -msgid "" -"Disabling this makes the most sense for drawing indicators in world space, " -"and works very well with the *Render Priority* property of Material (see the " -"bottom of this page)." -msgstr "" -"Desativar isso faz mais sentido para desenhar indicadores no espaço do mundo " -"e funciona muito bem com a propriedade *Render Priority* do Material (veja o " -"final desta página)." - -msgid "Shading" -msgstr "Criando Shaders(shading)" - -msgid "Diffuse Mode" -msgstr "Modo Difuso" - -msgid "" -"**Burley:** Default mode, the original Disney Principled PBS diffuse " -"algorithm." -msgstr "" -"**Burley:** Modo padrão, o algoritmo difuso Disney Principled PBS original." - -msgid "**Lambert:** Is not affected by roughness." -msgstr "**Lambert:** Não é afetado pela rugosidade." - -msgid "" -"**Lambert Wrap:** Extends Lambert to cover more than 90 degrees when " -"roughness increases. Works great for hair and simulating cheap subsurface " -"scattering. This implementation is energy conserving." -msgstr "" -"**Lambert Wrap:** Amplia o Lambert para cobrir mais de 90 graus quando a " -"rugosidade aumenta. Funciona muito bem para o cabelo e simula a dispersão de " -"baixo custo da superfície subterrânea. Esta implementação conserva energia." - -msgid "Specular Mode" -msgstr "Modo Especular" - -msgid "" -"Specifies how the specular blob will be rendered. The specular blob " -"represents the shape of a light source reflected in the object." -msgstr "" -"Especifica como o blob especular será renderizado. O blob especular " -"representa a forma de uma fonte de luz refletida no objeto." - -msgid "" -"**Toon:** Creates a toon blob, which changes size depending on roughness." -msgstr "" -"**Toon:** Cria um blob toon, que muda de tamanho dependendo da rugosidade." - -msgid "**Disabled:** Sometimes the blob gets in the way. Begone!" -msgstr "**Desativado:** Às vezes, o reflexo atrapalha. Vá embora!" - -msgid "Disable Ambient Light" -msgstr "Desativar a luz ambiente" - -msgid "" -"Makes the object not receive any kind of ambient lighting that would " -"otherwise light it." -msgstr "" -"Faz com que o objeto não receba qualquer tipo de iluminação ambiente que de " -"outra forma o iluminaria." - -msgid "Disable Fog" -msgstr "Desativar Fog" - -msgid "Vertex Color" -msgstr "Cor do vértice" - -msgid "Use as Albedo" -msgstr "Use como Albedo" - -msgid "Choosing this option means vertex color is used as albedo color." -msgstr "" -"Escolhendo esta opção significa que a cor do vértice é usada como cor albedo." - -msgid "Is sRGB" -msgstr "É sRGB" - -msgid "Albedo" -msgstr "Albedo" - -msgid "" -"*Albedo* is the base color for the material, on which all the other settings " -"operate. When set to *Unshaded*, this is the only color that is visible. In " -"previous versions of Godot, this channel was named *Diffuse*. The change of " -"name mainly happened because, in PBR (Physically Based Rendering), this " -"color affects many more calculations than just the diffuse lighting path." -msgstr "" -"*Albedo* é a cor base do material, sobre a qual operam todas as outras " -"configurações. Quando ajustado para *Unshaded*, esta é a única cor que é " -"visível. Nas versões anteriores do Godot, este canal era chamado *Diffuse*. " -"A mudança de nome aconteceu principalmente porque, em PBR (Physically Based " -"Rendering), esta cor afeta muito mais os cálculos do que apenas o caminho de " -"iluminação difusa." - -msgid "Albedo color and texture can be used together as they are multiplied." -msgstr "" -"A cor e a textura do albedo podem ser usadas em conjunto à medida que são " -"multiplicadas." - -msgid "" -"*Alpha channel* in albedo color and texture is also used for the object " -"transparency. If you use a color or texture with *alpha channel*, make sure " -"to either enable transparency or *alpha scissoring* for it to work." -msgstr "" -"O *alpha channel* em cor e textura albedo também é usado para a " -"transparência do objeto. Se você usar uma cor ou textura com *alpha " -"channel*, certifique-se de ativar a transparência ou *alpha scissoring* para " -"que ela funcione." - -msgid "Metallic" -msgstr "Metálico" - -msgid "" -"Godot uses a metallic model over competing models due to its simplicity. " -"This parameter defines how reflective the material is. The more reflective, " -"the less diffuse/ambient light affects the material and the more light is " -"reflected. This model is called \"energy-conserving\"." -msgstr "" -"O Godot usa um modelo metálico em vez de modelos concorrentes devido a sua " -"simplicidade. Este parâmetro define o quão reflexivo é o material. Quanto " -"mais reflexivo, menos difusa/luz ambiente afeta o material e mais luz é " -"refletida. Este modelo é chamado de \"conservação de energia\"." - -msgid "" -"The *Specular* parameter is a general amount for the reflectivity (unlike " -"*Metallic*, this is not energy-conserving, so leave it at ``0.5`` and don't " -"touch it unless you need to)." -msgstr "" -"O parâmetro *Specular* é uma quantidade geral para a refletividade (ao " -"contrário de *Metallic*, isto não economiza energia, portanto deixe-o em " -"``0.5`` e não o toque a menos que seja necessário)." - -msgid "" -"The minimum internal reflectivity is ``0.04``, so it's impossible to make a " -"material completely unreflective, just like in real life." -msgstr "" -"A refletividade interna mínima é ``0.04``, portanto é impossível tornar um " -"material completamente sem reflexão, tal como na vida real." - -msgid "Roughness" -msgstr "Rugosidade" - -msgid "" -"*Roughness* affects the way reflection happens. A value of ``0`` makes it a " -"perfect mirror while a value of ``1`` completely blurs the reflection " -"(simulating natural microsurfacing). Most common types of materials can be " -"achieved with the right combination of *Metallic* and *Roughness*." -msgstr "" -"*Rugosidade* afeta a maneira como a reflexão acontece. Um valor de ``0`` faz " -"dele um espelho perfeito, enquanto que um valor de ``1`` embaça " -"completamente a reflexão (simulando o microsurfacing natural). Os tipos mais " -"comuns de materiais podem ser obtidos com a combinação correta de *Metálico* " -"e *Rugosidade*." - -msgid "Emission" -msgstr "Emissão" - -msgid "" -"*Emission* specifies how much light is emitted by the material (keep in mind " -"this does not include light surrounding geometry unless :ref:`VoxelGI " -"` or :ref:`SDFGI ` are used). This " -"value is added to the resulting final image and is not affected by other " -"lighting in the scene." -msgstr "" -"*Emissão* especifica quanta luz é emitida pelo material (lembre-se de que " -"isso não inclui a geometria ao redor da luz, a menos que :ref:`VoxelGI " -"` or :ref:`SDFGI ` sejam usados). Esse " -"valor é adicionado à imagem final resultante e não é afetado por outra " -"iluminação na cena." - -msgid "Normal map" -msgstr "Mapa Normal" - -msgid "" -"Normal mapping allows you to set a texture that represents finer shape " -"detail. This does not modify geometry, only the incident angle for light. In " -"Godot, only the red and green channels of normal maps are used for better " -"compression and wider compatibility." -msgstr "" -"O mapeamento normal permite definir uma textura que representa um detalhe de " -"forma mais fina. Isto não modifica a geometria, apenas o ângulo de " -"incidência da luz. No Godot, apenas os canais vermelho e verde dos mapas " -"normais são usados para uma melhor compressão e compatibilidade mais ampla." - -msgid "" -"Godot requires the normal map to use the X+, Y+ and Z+ coordinates, this is " -"known as OpenGL style. If you've imported a material made to be used with " -"another engine it may be DirectX style, in which case the normal map needs " -"to be converted so its Y axis is flipped." -msgstr "" -"O Godot requer que o normal map use as coordenadas X+, Y- e Z+. Em outras " -"palavras, se você importou um material feito para ser usado com outro motor, " -"pode ser necessário converter o normal map para que seu eixo Y seja " -"invertido. Caso contrário, a direção do normal map pode parecer estar " -"invertida no eixo Y." - -msgid "" -"More information about normal maps (including a coordinate order table for " -"popular engines) can be found `here `__." -msgstr "" -"Mais informações sobre normal maps (incluindo uma tabela de ordem de " -"coordenadas para motores populares) podem ser encontradas `aqui (em Inglês) " -"`__." - -msgid "Rim" -msgstr "Aro" - -msgid "" -"Some fabrics have small micro-fur that causes light to scatter around it. " -"Godot emulates this with the *Rim* parameter. Unlike other rim lighting " -"implementations, which just use the emission channel, this one actually " -"takes light into account (no light means no rim). This makes the effect " -"considerably more believable." -msgstr "" -"Alguns tecidos têm pequenos micropêlos que fazem com que a luz se espalhe ao " -"seu redor. Godot emula isso com o parâmetro *Rim*. Ao contrário de outras " -"implementações de iluminação de borda, que usam apenas o canal de emissão, " -"esta realmente leva em consideração a luz (sem luz significa que não há " -"borda). Isso torna o efeito consideravelmente mais realista." - -msgid "" -"Rim size depends on roughness, and there is a special parameter to specify " -"how it must be colored. If *Tint* is ``0``, the color of the light is used " -"for the rim. If *Tint* is ``1``, then the albedo of the material is used. " -"Using intermediate values generally works best." -msgstr "" -"O tamanho do \"Rim\" depende da rugosidade e existe um parâmetro especial " -"para especificar como ele deve ser colorido. Se *Tint* for ``0``, a cor da " -"luz é usada para o aro. Se *Tint* for ``1``, então o albedo do material é " -"usado. Usar valores intermediários geralmente funciona melhor." - -msgid "Clearcoat" -msgstr "Clearcoat" - -msgid "" -"The *Clearcoat* parameter is used to add a secondary pass of transparent " -"coat to the material. This is common in car paint and toys. In practice, " -"it's a smaller specular blob added on top of the existing material." -msgstr "" -"O parâmetro *Clearcoat* é usado para adicionar uma passagem secundária de " -"revestimento transparente ao material. Isto é comum em pintura de automóveis " -"e brinquedos. Na prática, é um especular blob menor adicionada em cima do " -"material existente." - -msgid "Anisotropy" -msgstr "Anisotrópico" - -msgid "" -"This changes the shape of the specular blob and aligns it to tangent space. " -"Anisotropy is commonly used with hair, or to make materials such as brushed " -"aluminum more realistic. It works especially well when combined with " -"flowmaps." -msgstr "" -"Isso altera a forma do blob especular e o alinha ao espaço tangente. A " -"anisotropia é comumente usada com cabelos ou para tornar materiais como o " -"alumínio escovado mais realistas. Funciona especialmente bem quando " -"combinado com flowmaps." - -msgid "Ambient Occlusion" -msgstr "Oclusão de Ambiente" - -msgid "" -"It is possible to specify a baked ambient occlusion map. This map affects " -"how much ambient light reaches each surface of the object (it does not " -"affect direct light by default). While it is possible to use Screen-Space " -"Ambient Occlusion (SSAO) to generate ambient occlusion, nothing beats the " -"quality of a well-baked AO map. It is recommended to bake ambient occlusion " -"whenever possible." -msgstr "" -"É possível especificar um mapa de oclusão de ambiente pré-calculado. Este " -"mapa afeta quanta luz ambiente atinge cada superfície do objeto (não afeta a " -"luz direta por padrão). Embora seja possível usar Screen-Space Ambient " -"Occlusion (SSAO) para gerar oclusão de ambiente, nada supera a qualidade de " -"um mapa AO bem gerado e gravado. Recomenda-se a oclusão do ambiente seja pré-" -"calculada sempre que possível." - -msgid "Height" -msgstr "Altura" - -msgid "Subsurface Scattering" -msgstr "Dispersão Subsuperficial" - -msgid "" -"This effect emulates light that penetrates an object's surface, is " -"scattered, and then comes out. It is useful to create realistic skin, " -"marble, colored liquids, etc." -msgstr "" -"Este efeito emula a luz que penetra na superfície de um objeto, se dispersa " -"e depois sai. É útil para criar pele realista, mármore, líquidos coloridos, " -"etc." - -msgid "" -"This controls how much light from the lit side (visible to light) is " -"transferred to the dark side (opposite from the light). This works well for " -"thin objects such as plant leaves, grass, human ears, etc." -msgstr "" -"Isto controla quanta luz do lado iluminado (visível à luz) é transferida " -"para o lado escuro (oposto à luz). Isto funciona bem para objetos finos, " -"tais como folhas de plantas, grama, orelhas humanas, etc." - -msgid "Refraction" -msgstr "Refração" - -msgid "Detail" -msgstr "Detalhe" - -msgid "" -"Godot allows using secondary albedo and normal maps to generate a detail " -"texture, which can be blended in many ways. By combining this with secondary " -"UV or triplanar modes, many interesting textures can be achieved." -msgstr "" -"Godot permite utilizar albedo secundário e mapas normais para gerar uma " -"textura de detalhe, que pode ser misturada de muitas maneiras. Combinando " -"isto com os modos secundário UV ou triplanar, muitas texturas interessantes " -"podem ser alcançadas." - -msgid "There are several settings that control how detail is used." -msgstr "Há várias configurações que controlam como os detalhes são usados." - -msgid "" -"Mask: The detail mask is a black and white image used to control where the " -"blending takes place on a texture. White is for the detail textures, Black " -"is for the regular material textures, different shades of gray are for " -"partial blending of the material textures and detail textures." -msgstr "" -"Máscara: A máscara de detalhes é uma imagem em preto e branco usada para " -"controlar onde a mescla ocorre em uma textura. O branco é para as texturas " -"de detalhe, o preto é para as texturas normais do material, diferentes tons " -"de cinza são para a mistura parcial das texturas do material e das texturas " -"de detalhe." - -msgid "" -"Blend Mode: These four modes control how the textures are blended together." -msgstr "" -"Modo de mescla: Estes quatro modos controlam como as texturas são misturadas " -"entre si." - -msgid "" -"Mix: Combines pixel values of both textures. At black, only show the " -"material texture, at white, only show the detail texture. Values of gray " -"create a smooth blend between the two." -msgstr "" -"Mix: Combina valores de pixel de ambas as texturas. No preto, mostre apenas " -"a textura do material, no branco, mostre apenas a textura do detalhe. " -"Valores de cinza criam uma mistura suave entre os dois." - -msgid "" -"Add: Adds pixel values of one Texture with the other. Unlike mix mode both " -"textures are completely mixed at white parts of a mask and not at gray " -"parts. The original texture is mostly unchanged at black" -msgstr "" -"Add: Adiciona valores de pixel de uma textura com a outra. Ao contrário do " -"modo de mistura, ambas as texturas são completamente misturadas em partes " -"brancas de uma máscara e não em partes cinzas. A textura original é " -"praticamente inalterada em preto" - -msgid "" -"Sub: Subtracts pixel values of one texture with the other. The second " -"texture is completely subtracted at white parts of a mask with only a little " -"subtraction in black parts, gray parts being different levels of subtraction " -"based on the exact texture." -msgstr "" -"Sub: Subtrai os valores de pixel de uma textura com a outra. A segunda " -"textura é completamente subtraída em partes brancas de uma máscara com " -"apenas uma pequena subtração em partes pretas, partes cinza sendo diferentes " -"níveis de subtração com base na textura exata." - -msgid "" -"Mul: Multiplies the RGB channel numbers for each pixel from the top texture " -"with the values for the corresponding pixel from the bottom texture." -msgstr "" -"Mul: Multiplica os números do canal RGB para cada pixel da textura superior " -"com os valores para o pixel correspondente da textura inferior." - -msgid "" -"Albedo: This is where you put an albedo texture you want to blend. If " -"nothing is in this slot it will be interpreted as white by default." -msgstr "" -"Albedo: Aqui é onde você coloca uma textura de albedo que você quer " -"misturar. Se nada estiver neste slot, ele será interpretado como branco por " -"padrão." - -msgid "" -"Normal: This is where you put a normal texture you want to blend. If nothing " -"is in this slot it will be interpreted as a flat normal map. This can still " -"be used even if the material does not have normal map enabled." -msgstr "" -"Normal: Aqui é onde você coloca uma textura normal que você quer misturar. " -"Se nada estiver neste espaço, será interpretado como um mapa normal plano. " -"Isto ainda pode ser usado mesmo que o material não tenha o mapa normal " -"habilitado." - -msgid "UV1 and UV2" -msgstr "UV1 e UV2" - -msgid "" -"Godot supports two UV channels per material. Secondary UV is often useful " -"for ambient occlusion or emission (baked light). UVs can be scaled and " -"offset, which is useful when using repeating textures." -msgstr "" -"Godot suporta dois canais UV por material. UV secundário é muitas vezes útil " -"para a oclusão ambiente ou emissão (luz baked). Os UVs podem ser " -"dimensionados e compensados, o que é útil ao usar texturas repetitivas." - -msgid "Triplanar Mapping" -msgstr "Mapeamento Triplanar" - -msgid "" -"Triplanar mapping is supported for both UV1 and UV2. This is an alternative " -"way to obtain texture coordinates, sometimes called \"Autotexture\". " -"Textures are sampled in X, Y and Z and blended by the normal. Triplanar " -"mapping can be performed in either world space or object space." -msgstr "" -"Mapeamento triplanar é suportado para UV1 e UV2. Esta é uma maneira " -"alternativa de obter coordenadas de textura, às vezes chamada de " -"\"Autotextura\". As texturas são amostradas em X, Y e Z e misturadas pelo " -"normal. Mapeamento triplanar pode ser realizado no espaço mundial ou no " -"espaço objeto." - -msgid "" -"In the image below, you can see how all primitives share the same material " -"with world triplanar, so the brick texture continues smoothly between them." -msgstr "" -"Na imagem abaixo, você pode ver como todos os primitivos compartilham o " -"mesmo material com o triplanar do mundo, de modo que a textura do tijolo " -"continua suavemente entre eles." - -msgid "World Triplanar" -msgstr "Triplanar Global" - -msgid "Filter" -msgstr "Filtro" - -msgid "Repeat" -msgstr "Repetir" - -msgid "Shadows" -msgstr "Sombras" - -msgid "Do Not Receive Shadows" -msgstr "Não Receber Sombras" - -msgid "" -"Makes the object not receive any kind of shadow that would otherwise be cast " -"onto it." -msgstr "" -"Faz com que o objeto não receba nenhum tipo de sombra que de outra forma " -"seria lançada sobre ele." - -msgid "Use Shadow to Opacity" -msgstr "Use sombra para opacidade" - -msgid "" -"Lighting modifies the alpha so shadowed areas are opaque and non-shadowed " -"areas are transparent. Useful for overlaying shadows onto a camera feed in " -"AR." -msgstr "" -"A iluminação modifica o alfa para que as áreas sombreadas sejam opacas e as " -"áreas não sombreadas sejam transparentes. Útil para sobrepor sombras em " -"câmera de RA." - -msgid "Billboard Mode" -msgstr "Modo Billboard" - -msgid "" -"Enables billboard mode for drawing materials. This controls how the object " -"faces the camera:" -msgstr "" -"Habilita o modo billboard para desenhar materiais. Isso controla como o " -"objeto fica voltado para a câmera:" - -msgid "**Disabled:** Billboard mode is disabled." -msgstr "**Disabled**: Modo Billboard está desativado." - -msgid "Billboard Keep Scale" -msgstr "Billboard Keep Scale" - -msgid "Enables scaling a mesh in billboard mode." -msgstr "Permite dimensionar uma malha no modo billboard." - -msgid "Grow" -msgstr "Crescer" - -msgid "Grows the object vertices in the direction pointed by their normals:" -msgstr "Aumenta os vértices do objeto na direção apontada por suas normais:" - -msgid "" -"This is commonly used to create cheap outlines. Add a second material pass, " -"make it black and unshaded, reverse culling (Cull Front), and add some grow:" -msgstr "" -"Isto é comumente usado para criar esboços de baixos custos. Adicionar um " -"segundo passe de material, torná-lo preto e sem sombras, reverse culling " -"(Cull Front), e aumentar um pouco o tamanho:" - -msgid "Transform" -msgstr "Transformar" - -msgid "Fixed Size" -msgstr "Tamanho Fixo" - -msgid "" -"This causes the object to be rendered at the same size no matter the " -"distance. This is useful mostly for indicators (no depth test and high " -"render priority) and some types of billboards." -msgstr "" -"Isso faz com que o objeto seja renderizado no mesmo tamanho, " -"independentemente da distância. Isso é útil principalmente para indicadores " -"(sem teste de profundidade e alta prioridade de renderização) e alguns tipos " -"de billboards." - -msgid "Use Point Size" -msgstr "Usar Point Size (Tamanho de ponto)" - -msgid "Point Size" -msgstr "Tamanho do ponto" - -msgid "When drawing points, specify the point size in pixels." -msgstr "Ao desenhar pontos, especifique o tamanho do ponto em pixels." - -msgid "Transmission" -msgstr "Transmissão" - -msgid "Material Settings" -msgstr "Configurações do material" - -msgid "Render priority" -msgstr "Prioridade de Renderização" - -msgid "" -"The rendering order of objects can be changed, although this is mostly " -"useful for transparent objects (or opaque objects that perform depth draw " -"but no color draw, such as cracks on the floor)." -msgstr "" -"A ordem de renderização dos objetos pode ser alterada, embora isto seja útil " -"principalmente para objetos transparentes (ou objetos opacos que realizam " -"desenho em profundidade, mas sem desenho colorido, como rachaduras no chão)." - -msgid "Next Pass" -msgstr "Próximo passo" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_decals.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_decals.po deleted file mode 100644 index 8e7b657afd..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_decals.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Use cases" -msgstr "Casos de uso" - -msgid "Parameters" -msgstr "Parâmetros" - -msgid "Limitations" -msgstr "Limitações" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_gridmaps.po deleted file mode 100644 index 473f9830a5..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ /dev/null @@ -1,88 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using GridMaps" -msgstr "Usando GridMaps" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Example project" -msgstr "Exemplo de projeto" - -msgid "Creating a MeshLibrary" -msgstr "Criando uma MeshLibrary" - -msgid "Collisions" -msgstr "Colisões" - -msgid "Materials" -msgstr "Materiais" - -msgid "" -"Only the materials from within the meshes are used when generating the mesh " -"library. Materials set on the node will be ignored." -msgstr "" -"Somente materiais no interior das malhas serão usados quando gerado a " -"biblioteca de malhas. Materiais definidos no Nó serão ignorados." - -msgid "NavigationMeshes" -msgstr "Malhas de Navegação" - -msgid "Exporting the MeshLibrary" -msgstr "Exportando a MeshLibrary" - -msgid "" -"You can find an already exported MeshLibrary in the project named " -"\"MeshLibrary.tres\"." -msgstr "" -"Você encontra uma MeshLibrary já exportada no projeto chamado \"MeshLibrary." -"tres\"." - -msgid "Using GridMap" -msgstr "Usando GridMap" - -msgid "" -"Create a new scene and add a GridMap node. Add the mesh library by dragging " -"the resource file from the FileSystem dock and dropping it in the \"Theme\" " -"property in the Inspector." -msgstr "" -"Cria uma nova cena e adiciona um nó GridMap. Adicione a biblioteca de malhas " -"arrastando o arquivo do recurso do painel de arquivos e soltando-o na " -"propriedade de \"Tema\" do Inspetor." - -msgid "" -"Holding :kbd:`Shift` and dragging with the left mouse button will draw a " -"selection box. You can duplicate or clear the selected area using the " -"respective menu options." -msgstr "" -"Segurando :kbd:`Shift`e arrastando com o botão esquerdo do mouse irá " -"desenhar uma caixa de seleção. Você pode duplicar ou limpar a área " -"selecionada usando as opções do menu." - -msgid "" -"In the menu, you can also change the axis you're drawing on, as well as " -"shift the drawing plane higher or lower on its axis." -msgstr "" -"No menu, você também pode mudar o eixo em que está desenhando, assim como " -"elevar ou abaixar o plano de desenho em seu eixo." - -msgid "Using GridMap in code" -msgstr "Usando o GridMap no código" - -msgid "" -"See :ref:`class_GridMap` for details on the node's methods and member " -"variables." -msgstr "" -"Veja :ref:`class_GridMap` para detalhes sobre os métodos do nó e variáveis " -"de membro." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po deleted file mode 100644 index c935edd32a..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ /dev/null @@ -1,49 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Setting up the nodes" -msgstr "Configurando os nós" - -msgid "" -"The other node is used as the source, the mesh that you want to have " -"duplicated. In the tree case, this would be the tree itself." -msgstr "" -"O outro nó é usado como a fonte, a malha que você quer duplicar. No caso da " -"árvore, isso seria a árvore em si." - -msgid "MultiMesh settings" -msgstr "Configurações do MultiMesh" - -msgid "Target Surface" -msgstr "Superfície Alvo" - -msgid "Source Mesh" -msgstr "Malha de Origem" - -msgid "Random Rotation" -msgstr "Rotação aleatória" - -msgid "Random Tilt" -msgstr "Inclinação aleatória" - -msgid "Random Scale" -msgstr "Escala Aleatória" - -msgid "Scale" -msgstr "Escala" - -msgid "Amount" -msgstr "Quantidade" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_transforms.po deleted file mode 100644 index 9f063de521..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_transforms.po +++ /dev/null @@ -1,457 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using 3D transforms" -msgstr "Usando transformadores 3D" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"If you have never made 3D games before, working with rotations in three " -"dimensions can be confusing at first. Coming from 2D, the natural way of " -"thinking is along the lines of *\"Oh, it's just like rotating in 2D, except " -"now rotations happen in X, Y and Z\"*." -msgstr "" -"Se você nunca fez jogos 3D antes, trabalhar com rotações em três dimensões " -"pode ser confuso no início. Vindo de 2D, a coisa natural é ter um raciocínio " -"tipo *\"Ah, é como girar em 2D, exceto que agora as rotações acontecem em X, " -"Y e Z\"*." - -msgid "" -"At first, this seems easy. For simple games, this way of thinking may even " -"be enough. Unfortunately, it's often incorrect." -msgstr "" -"A princípio, isso parece fácil. Para jogos simples, essa forma de pensar " -"pode até ser suficiente. Infelizmente, muitas vezes é incorreto." - -msgid "" -"Angles in three dimensions are most commonly referred to as \"Euler Angles\"." -msgstr "" -"Ângulos em três dimensões são mais comumente referidos como \"Ângulos de " -"Euler\"." - -msgid "" -"Euler angles were introduced by mathematician Leonhard Euler in the early " -"1700s." -msgstr "" -"Os ângulos de Euler foram introduzidos pelo matemático Leonhard Euler no " -"início do século XVIII." - -msgid "" -"This way of representing 3D rotations was groundbreaking at the time, but it " -"has several shortcomings when used in game development (which is to be " -"expected from a guy with a funny hat). The idea of this document is to " -"explain why, as well as outlining best practices for dealing with transforms " -"when programming 3D games." -msgstr "" -"Essa forma de representar as rotações 3D foi inovadora na época, mas " -"apresenta várias deficiências quando usada no desenvolvimento de jogos (o " -"que é de se esperar de um cara com um chapéu engraçado). A ideia deste " -"documento é explicar o porquê, bem como descrever as melhores práticas para " -"lidar com transformações ao programar jogos 3D." - -msgid "Problems of Euler angles" -msgstr "Problemas dos ângulos de Euler" - -msgid "" -"While it may seem intuitive that each axis has a rotation, the truth is that " -"it's just not practical." -msgstr "" -"Embora possa parecer intuitivo que cada eixo tenha uma rotação, a verdade é " -"que não é prático." - -msgid "Axis order" -msgstr "Ordem dos eixos" - -msgid "" -"The main reason for this is that there isn't a *unique* way to construct an " -"orientation from the angles. There isn't a standard mathematical function " -"that takes all the angles together and produces an actual 3D rotation. The " -"only way an orientation can be produced from angles is to rotate the object " -"angle by angle, in an *arbitrary order*." -msgstr "" -"A principal razão para isso é que não existe uma maneira *única* de " -"construir uma orientação a partir dos ângulos. Não existe uma função " -"matemática padrão que junte todos os ângulos e produza uma rotação 3D real. " -"A única maneira de produzir uma orientação a partir de ângulos é girar o " -"objeto ângulo por ângulo, em uma *ordem arbitrária*." - -msgid "" -"This could be done by first rotating in *X*, then *Y* and then in *Z*. " -"Alternatively, you could first rotate in *Y*, then in *Z* and finally in " -"*X*. Anything works, but depending on the order, the final orientation of " -"the object will *not necessarily be the same*. Indeed, this means that there " -"are several ways to construct an orientation from 3 different angles, " -"depending on *the order of the rotations*." -msgstr "" -"Isso pode ser feito pela primeira vez girando em *X*, então *Y* e depois em " -"*Z*. Alternativamente, você pode primeiro girar em *Y*, então em *Z* e " -"finalmente em *X*. Tudo funciona, mas dependendo da ordem, a orientação " -"final do objeto não será necessariamente a mesma *. De fato, isso significa " -"que existem várias maneiras de construir uma orientação de 3 ângulos " -"diferentes, dependendo da *ordem das rotações*." - -msgid "" -"Following is a visualization of rotation axes (in X, Y, Z order) in a gimbal " -"(from Wikipedia). As you can see, the orientation of each axis depends on " -"the rotation of the previous one:" -msgstr "" -"A seguir está uma visualização de eixos de rotação (em X, Y, Z) em um " -"\"gimbal\" (da Wikipedia). Como você pode ver, a orientação de cada eixo " -"depende da rotação do anterior:" - -msgid "" -"You may be wondering how this affects you. Let's look at a practical example:" -msgstr "" -"Você pode estar se perguntando como isso te afeta. Vejamos um exemplo " -"prático:" - -msgid "" -"Imagine you are working on a first-person controller (e.g. an FPS game). " -"Moving the mouse left and right controls your view angle parallel to the " -"ground, while moving it up and down moves the player's view up and down." -msgstr "" -"Imagine que você está trabalhando em um controle de primeira pessoa (por " -"exemplo, num jogo FPS). Movendo o mouse para a esquerda e para a direita " -"controla seu ângulo de visão paralelo ao chão, enquanto move-o para cima e " -"para baixo move a vista do jogador para cima e para baixo." - -msgid "" -"In this case to achieve the desired effect, rotation must be applied first " -"in the *Y* axis (\"up\" in this case, since Godot uses a \"Y-Up\" " -"orientation), followed by rotation in the *X* axis." -msgstr "" -"Neste caso, para alcançar o efeito desejado, a rotação deve ser aplicada " -"primeiro no eixo *Y* (\"para cima\" neste caso, uma vez que Godot usa uma " -"orientação \"Y-Up\"), seguida pela rotação no eixo *X*." - -msgid "" -"If we were to apply rotation in the *X* axis first, and then in *Y*, the " -"effect would be undesired:" -msgstr "" -"Se tivéssemos que aplicar rotação no eixo *X* primeiro, e então no *Y*, o " -"efeito não seria o desejado:" - -msgid "" -"Depending on the type of game or effect desired, the order in which you want " -"axis rotations to be applied may differ. Therefore, applying rotations in X, " -"Y, and Z is not enough: you also need a *rotation order*." -msgstr "" -"Dependendo do tipo de jogo ou efeito desejado, a ordem em que você deseja " -"que as rotações dos eixos sejam aplicadas pode ser diferente. Portanto, " -"aplicar rotações em X, Y e Z não é suficiente: você também precisa de uma " -"*ordem de rotação*." - -msgid "Interpolation" -msgstr "Interpolação" - -msgid "" -"Another problem with using Euler angles is interpolation. Imagine you want " -"to transition between two different camera or enemy positions (including " -"rotations). One logical way to approach this is to interpolate the angles " -"from one position to the next. One would expect it to look like this:" -msgstr "" -"Outro problema com o uso de ângulos de Euler é a interpolação. Imagine que " -"você deseja fazer a transição entre duas posições diferentes de câmera ou " -"inimigo (incluindo rotações). Uma maneira lógica de abordar isso é " -"interpolar os ângulos de uma posição para a outra. Seria de esperar que " -"ficasse assim:" - -msgid "But this does not always have the expected effect when using angles:" -msgstr "Mas isso nem sempre tem o efeito esperado ao usar ângulos:" - -msgid "The camera actually rotated the opposite direction!" -msgstr "A câmera realmente girou na direção oposta!" - -msgid "There are a few reasons this may happen:" -msgstr "Há algumas razões para que isto tenha acontecido:" - -msgid "" -"Rotations don't map linearly to orientation, so interpolating them does not " -"always result in the shortest path (i.e., to go from ``270`` to ``0`` " -"degrees is not the same as going from ``270`` to ``360``, even though the " -"angles are equivalent)." -msgstr "" -"As rotações não mapeiam linearmente a orientação, portanto interpolá-las nem " -"sempre resulta no caminho mais curto (ou seja, ir de ``270`` a ``0`` graus " -"não é o mesmo que ir de ``270`` a ``360``, mesmo que os ângulos sejam " -"equivalentes)." - -msgid "" -"Gimbal lock is at play (first and last rotated axis align, so a degree of " -"freedom is lost). See `Wikipedia's page on Gimbal Lock `_ for a detailed explanation of this problem." -msgstr "" -"O gimbal lock está em jogo (o primeiro e o último eixo girado se alinham, " -"portanto, um grau de liberdade é perdido). Veja a `página da Wikipedia sobre " -"Gimbal Lock `_ para uma " -"explicação detalhada deste problema." - -msgid "Say no to Euler angles" -msgstr "Diga não aos ângulos de Euler" - -msgid "Instead, there is a better way to solve your rotation problems." -msgstr "" -"Em vez disso, há uma maneira melhor de resolver seus problemas de rotação." - -msgid "Introducing transforms" -msgstr "Introduzindo transformadores" - -msgid "" -"It is also possible to access the world coordinate transform via the " -"``global_transform`` property." -msgstr "" -"Também é possível acessar as coordenadas de transformação do mundo através " -"da propriedade ``global_transform``." - -msgid "" -"A transform has a :ref:`class_Basis` (transform.basis sub-property), which " -"consists of three :ref:`class_Vector3` vectors. These are accessed via the " -"``transform.basis`` property and can be accessed directly by ``transform." -"basis.x``, ``transform.basis.y``, and ``transform.basis.z``. Each vector " -"points in the direction its axis has been rotated, so they effectively " -"describe the node's total rotation. The scale (as long as it's uniform) can " -"also be inferred from the length of the axes. A *basis* can also be " -"interpreted as a 3x3 matrix and used as ``transform.basis[x][y]``." -msgstr "" -"Um transform tem um :ref:`class_Basis` (transform.basis sub-property), que " -"consiste em três vetores :ref:`class_Vector3`. Estes são acessados através " -"da propriedade ``transform.basis`` e podem ser acessados diretamente por " -"``transform.basis.x``, ``transform.basis.y`, e`transform.basis.z```. Cada " -"ponto vetorial na direção que seu eixo foi girado, então eles efetivamente " -"descrevem a rotação total do nó. A escala (embora seja uniforme) também pode " -"ser inferida a partir do comprimento dos eixos. Uma *basis* também pode ser " -"interpretada como uma matriz 3x3 e usada como ``transform.basis[x][y]```." - -msgid "A default basis (unmodified) is akin to:" -msgstr "Uma base padrão (não modificada) é semelhante a:" - -msgid "This is also an analog of a 3x3 identity matrix." -msgstr "Isto também é similar a uma matriz de identidade 3x3." - -msgid "" -"Following the OpenGL convention, ``X`` is the *Right* axis, ``Y`` is the " -"*Up* axis and ``Z`` is the *Forward* axis." -msgstr "" -"Seguindo a convenção OpenGL, ``X`` é o eixo *Right*, ``Y`` é o eixo *Up* e " -"``Z`` é o eixo *Forward*." - -msgid "" -"Together with the *basis*, a transform also has an *origin*. This is a " -"*Vector3* specifying how far away from the actual origin ``(0, 0, 0)`` this " -"transform is. Combining the *basis* with the *origin*, a *transform* " -"efficiently represents a unique translation, rotation, and scale in space." -msgstr "" -"Juntamente com a *base*, uma transformação também tem uma *origem*. Este é " -"um *Vector3* especificando quão longe da origem real ``(0, 0, 0)`` esta " -"transformação é. Combinando a *base* com a *origem*, um *transform* " -"representa eficientemente uma única translação, rotação e escala no espaço." - -msgid "" -"One way to visualize a transform is to look at an object's 3D gizmo while in " -"\"local space\" mode." -msgstr "" -"Uma maneira de visualizar uma transformação é olhar o gizmo 3D de um objeto " -"enquanto está no modo \"espaço local\"." - -msgid "" -"The gizmo's arrows show the ``X``, ``Y``, and ``Z`` axes (in red, green, and " -"blue respectively) of the basis, while the gizmo's center is at the object's " -"origin." -msgstr "" -"As setas do gizmo mostram os eixos ``X``, ``Y``, e ``Z`` (em vermelho, " -"verde, e azul respectivamente) da base, enquanto o centro do gizmo está na " -"origem do objeto." - -msgid "" -"For more information on the mathematics of vectors and transforms, please " -"read the :ref:`doc_vector_math` tutorials." -msgstr "" -"Para mais informações sobre a matemática de vetores e transformações, leia " -"os tutoriais :ref:`doc_vector_math`." - -msgid "Manipulating transforms" -msgstr "Manipulação de transformadores" - -msgid "" -"Of course, transforms are not as straightforward to manipulate as angles and " -"have problems of their own." -msgstr "" -"É claro que as transformações não são tão simples de manipular quanto os " -"ângulos e têm problemas próprios." - -msgid "" -"It is possible to rotate a transform, either by multiplying its basis by " -"another (this is called accumulation), or by using the rotation methods." -msgstr "" -"É possível girar uma transformação, seja multiplicando sua base por outra " -"(isso é chamado de acumulação), ou usando os métodos de rotação." - -msgid "This rotates the node relative to the parent node." -msgstr "Isso gira o nó em relação ao nó pai." - -msgid "" -"To rotate relative to object space (the node's own transform), use the " -"following:" -msgstr "" -"Para girar em relação ao espaço do objeto (a própria transformação do nó), " -"use o seguinte:" - -msgid "Precision errors" -msgstr "Erros de precisão" - -msgid "" -"Doing successive operations on transforms will result in a loss of precision " -"due to floating-point error. This means the scale of each axis may no longer " -"be exactly ``1.0``, and they may not be exactly ``90`` degrees from each " -"other." -msgstr "" -"Fazer operações sucessivas de transformação resultará em uma perda de " -"precisão devido a erro de ponto flutuante. Isto significa que a escala de " -"cada eixo pode não ser mais exatamente ``1.0``, e podem não ser exatamente " -"``90`` graus um do outro." - -msgid "" -"If a transform is rotated every frame, it will eventually start deforming " -"over time. This is unavoidable." -msgstr "" -"Se uma transformação for girada a cada quadro, ela eventualmente começará a " -"se deformar com o tempo. Isto é inevitável." - -msgid "" -"There are two different ways to handle this. The first is to " -"*orthonormalize* the transform after some time (maybe once per frame if you " -"modify it every frame):" -msgstr "" -"Existem duas maneiras diferentes de lidar com isso. A primeira é " -"*ortonormalizar* a transformação depois de algum tempo (talvez uma vez por " -"quadro, se você modificá-la a cada quadro):" - -msgid "" -"This will make all axes have ``1.0`` length again and be ``90`` degrees from " -"each other. However, any scale applied to the transform will be lost." -msgstr "" -"Isto fará com que todos os eixos tenham ``1.0`` de comprimento de novo e " -"estejam ``90`` graus um do outro. Entretanto, qualquer escala aplicada à " -"transformação será perdida." - -msgid "Obtaining information" -msgstr "Obtendo informação" - -msgid "" -"You might be thinking at this point: **\"Ok, but how do I get angles from a " -"transform?\"**. The answer again is: you don't. You must do your best to " -"stop thinking in angles." -msgstr "" -"Você pode estar pensando neste ponto: **\"Tá bom, mas como obter ângulos de " -"uma transformação?\"**. A resposta novamente é: você não tem. Você deve " -"fazer o seu melhor para parar de pensar em ângulos." - -msgid "" -"Imagine you need to shoot a bullet in the direction your player is facing. " -"Just use the forward axis (commonly ``Z`` or ``-Z``)." -msgstr "" -"Imagine que você precisa atirar uma bala na direção que seu jogador está " -"virado. Basta utilizar o eixo dianteiro (geralmente ``Z`` ou ``-Z``)." - -msgid "" -"Is the enemy looking at the player? Use the dot product for this (see the :" -"ref:`doc_vector_math` tutorial for an explanation of the dot product):" -msgstr "" -"O inimigo está olhando para o jogador? Utilize o produto escalar para isso " -"(veja o tutorial :ref:`doc_vector_math` para uma explicação do produto " -"escalar):" - -msgid "Strafe left:" -msgstr "Desviar à esquerda:" - -msgid "Jump:" -msgstr "Pulo:" - -msgid "All common behaviors and logic can be done with just vectors." -msgstr "" -"Todos os comportamentos e lógicas comuns podem ser feitos apenas com vetores." - -msgid "Setting information" -msgstr "Definindo informações" - -msgid "" -"There are, of course, cases where you want to set information to a " -"transform. Imagine a first person controller or orbiting camera. Those are " -"definitely done using angles, because you *do want* the transforms to happen " -"in a specific order." -msgstr "" -"Há, é claro, casos em que você quer definir informações para uma " -"transformação. Imagine um controle em primeira pessoa ou uma câmera " -"orbitando. Estes são definitivamente feitos usando ângulos, porque você " -"*quer que* as transformações aconteçam em uma ordem específica." - -msgid "Example of looking around, FPS style:" -msgstr "Exemplo de olhar ao redor, estilo FPS:" - -msgid "" -"As you can see, in such cases it's even simpler to keep the rotation " -"outside, then use the transform as the *final* orientation." -msgstr "" -"Como você pode ver, em tais casos é ainda mais simples manter a rotação do " -"lado de fora, então use o transform como a orientação *final*." - -msgid "Interpolating with quaternions" -msgstr "Interpolando com quaternions" - -msgid "" -"Interpolating between two transforms can efficiently be done with " -"quaternions. More information about how quaternions work can be found in " -"other places around the Internet. For practical use, it's enough to " -"understand that pretty much their main use is doing a closest path " -"interpolation. As in, if you have two rotations, a quaternion will smoothly " -"allow interpolation between them using the closest axis." -msgstr "" -"A interpolação entre duas transformações pode ser feita eficientemente com " -"quaternions. Mais informações sobre como funcionam os quaternions podem ser " -"encontradas em outros lugares ao redor da Internet. Para uso prático, é " -"suficiente entender que praticamente seu principal uso é fazer uma " -"interpolação do caminho mais próximo. Assim como em duas rotações, um " -"quaternion permitirá a interpolação entre eles usando o eixo mais próximo." - -msgid "Converting a rotation to quaternion is straightforward." -msgstr "Converter uma rotação para quaternion é simples." - -msgid "" -"Quaternions are useful when doing camera/path/etc. interpolations, as the " -"result will always be correct and smooth." -msgstr "" -"Quaternions são úteis ao fazer interpolações de câmera/percurso/etc., pois o " -"resultado será sempre correto e suave." - -msgid "Transforms are your friend" -msgstr "Transforms são seus amigos" - -msgid "" -"For most beginners, getting used to working with transforms can take some " -"time. However, once you get used to them, you will appreciate their " -"simplicity and power." -msgstr "" -"Para a maioria dos iniciantes, acostumar-se a trabalhar com transforms pode " -"levar algum tempo. No entanto, uma vez acostumado a eles, você vai apreciar " -"sua simplicidade e poder." - -msgid "" -"Don't hesitate to ask for help on this topic in any of Godot's `online " -"communities `_ and, once you become " -"confident enough, please help others!" -msgstr "" -"Não hesite em pedir ajuda sobre este tópico em qualquer uma das comunidades " -"online da Godot ` `_ e, assim que você se " -"tornar confiante o suficiente, por favor, ajude outros!" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/variable_rate_shading.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/variable_rate_shading.po deleted file mode 100644 index 453ab2c686..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/variable_rate_shading.po +++ /dev/null @@ -1,39 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Density" -msgstr "Densidade" - -msgid "Color" -msgstr "Cor" - -msgid "Comment" -msgstr "Comente" - -msgid "4×2" -msgstr "4×2" - -msgid "8×4" -msgstr "8×4" - -msgid "+10.7%" -msgstr "+10.7%" - -msgid "+12.3%" -msgstr "+12.3%" - -msgid "+16.2%" -msgstr "+16.2%" - -msgid "+23.1%" -msgstr "+23.1%" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/visibility_ranges.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/visibility_ranges.po deleted file mode 100644 index 0eb1f776bb..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/visibility_ranges.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "How it works" -msgstr "Como funciona" - -msgid "Rim" -msgstr "Aro" - -msgid "Clearcoat" -msgstr "Clearcoat" - -msgid "Anisotropy" -msgstr "Anisotrópico" - -msgid "Height" -msgstr "Altura" - -msgid "Subsurface Scattering" -msgstr "Dispersão Subsuperficial" - -msgid "Refraction" -msgstr "Refração" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/volumetric_fog.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/volumetric_fog.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/volumetric_fog.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/2d_skeletons.po deleted file mode 100644 index 088034cda2..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D skeletons" -msgstr "Esqueletos 2D" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Setup" -msgstr "Configurar" - -msgid "Creating the polygons" -msgstr "Criando os polígonos" - -msgid "Creating the skeleton" -msgstr "Criando o esqueleto" - -msgid "Deforming the polygons" -msgstr "Deformando os polígonos" - -msgid "Internal vertices" -msgstr "Vértices internos" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/animation_track_types.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/animation_track_types.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/animation_track_types.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/animation_tree.po deleted file mode 100644 index 25de76ecf9..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/animation_tree.po +++ /dev/null @@ -1,390 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using AnimationTree" -msgstr "Usando AnimationTree" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Creating an AnimationTree" -msgstr "Criando uma AnimationTree" - -msgid "" -"Before starting, it must be made clear that an ``AnimationTree`` node does " -"not contain its own animations. Instead, it uses animations contained in an " -"``AnimationPlayer`` node. This way, you can edit your animations (or import " -"them from a 3D scene) as usual and then use this extra node to control the " -"playback." -msgstr "" -"Antes de começar, é preciso deixar claro que um nó ``AnimationTree`` não " -"contém suas próprias animações. Em vez disso, ele usa animações contidas em " -"um nó ``AnimationPlayer``. Dessa forma, você pode editar suas animações (ou " -"importá-las de uma cena 3D) como de costume e, em seguida, usar esse nó " -"extra para controlar a reprodução." - -msgid "" -"The most common way to use ``AnimationTree`` is in a 3D scene. When " -"importing your scenes from a 3D exchange format, they will usually come with " -"animations built-in (either multiple ones or split from a large one on " -"import). At the end, the imported Godot scene will contain the animations in " -"a ``AnimationPlayer`` node." -msgstr "" -"A maneira mais comum de usar o ``AnimationTree`` é em uma cena 3D. Ao " -"importar suas cenas de um formato de troca 3D, elas geralmente virão com " -"animações incorporadas (várias ou divididas de uma grande na importação). No " -"final, a cena Godot importada conterá as animações em um nó " -"``AnimationPlayer``." - -msgid "" -"As you rarely use imported scenes directly in Godot (they are either " -"instantiated or inherited from), you can place the ``AnimationTree`` node in " -"your new scene which contains the imported one. Afterwards, point the " -"``AnimationTree`` node to the ``AnimationPlayer`` that was created in the " -"imported scene." -msgstr "" -"Como você raramente usa cenas importadas diretamente no Godot (elas são " -"instanciadas ou herdadas), é possível colocar o nó ``AnimationTree`` em sua " -"nova cena que contém a cena importada. Depois disso, aponte o nó " -"``AnimationTree`` para o ``AnimationPlayer`` que foi criado na cena " -"importada." - -msgid "" -"This is how it's done in the `Third Person Shooter demo `_, for reference:" -msgstr "" -"É assim que isso é feito na demonstração do `Jogo de Tiro em Terceira Pessoa " -"`_ , para referência:" - -msgid "Creating a tree" -msgstr "Criando uma árvore" - -msgid "" -"There are three main types of nodes that can be used in ``AnimationTree``:" -msgstr "" -"Há três tipos principais de nós que podem ser usados em ``AnimationTree``:" - -msgid "Animation Root nodes, which are used to blend sub-nodes." -msgstr "Nós Animation Root, que são usados para misturar subnós." - -msgid "" -"Animation Blend nodes, which are used within ``AnimationNodeBlendTree`` as " -"single-graph blending via multiple input ports." -msgstr "" -"Nós Animation Blend, que são usados em ``AnimationNodeBlendTree`` como " -"combinação de gráfico único por meio de várias portas de entrada." - -msgid "To set a root node in ``AnimationTree``, a few types are available:" -msgstr "" -"Para definir um nó raiz em ``AnimationTree``, há alguns tipos disponíveis:" - -msgid "" -"``AnimationNodeAnimation``: Selects an animation from the list and plays it. " -"This is the simplest root node, and generally not used directly as root." -msgstr "" -"``AnimationNodeAnimation``: Seleciona uma animação da lista e a reproduz. " -"Esse é o nó raiz mais simples e geralmente não é usado diretamente como raiz." - -msgid "" -"``AnimationNodeBlendTree``: Contains many *blend* type nodes, such as mix, " -"blend2, blend3, one shot, etc. This is one of the most commonly used roots." -msgstr "" -"``AnimationNodeBlendTree``: Contém muitos nós do tipo *blend*, como mix, " -"blend2, blend3, one shot, etc. Essa é uma das raízes mais usadas normalmente." - -msgid "" -"``AnimationNodeStateMachine``: Contains multiple root nodes as children in a " -"graph. Each node is used as a *state*, and provides multiple functions to " -"alternate between states." -msgstr "" -"``AnimationNodeStateMachine``: Contém vários nós-raiz como filhos em um " -"gráfico. Cada nó é usado como um *estado* , e fornece várias funções para " -"alternar entre estados." - -msgid "" -"``AnimationNodeBlendSpace2D``: Allows placing root nodes in a 2D blend " -"space. Control the blend position in 2D to mix between multiple animations." -msgstr "" -"``AnimationNodeBlendSpace2D``: Permite colocar nós raiz em um espaço de " -"mesclagem 2D. Controle a posição da mescla em 2D para misturar várias " -"animações." - -msgid "``AnimationNodeBlendSpace1D``: Simplified version of the above (1D)." -msgstr "``AnimationNodeBlendSpace1D``: Versão simplificada do acima (1D)." - -msgid "Blend tree" -msgstr "Árvore (Tree) de mistura" - -msgid "" -"An ``AnimationNodeBlendTree`` can contain both root and regular nodes used " -"for blending. Nodes are added to the graph from a menu:" -msgstr "" -"Um ``AnimationNodeBlendTree`` pode conter nós raiz e regulares usados para " -"combinação. Os nós são adicionados ao gráfico a partir de um menu:" - -msgid "" -"All blend trees contain an ``Output`` node by default, and something has to " -"be connected to it in order for animations to play." -msgstr "" -"Todas as árvores de mesclagem contêm um nó ``Output`` por padrão, e algo " -"deve ser conectado a ele para que as animações sejam reproduzidas." - -msgid "" -"The easiest way to test this functionality is to connect an ``Animation`` " -"node to it directly:" -msgstr "" -"A maneira mais fácil de testar essa funcionalidade é conectar um nó " -"``Animation`` diretamente a ele:" - -msgid "" -"This will simply play back the animation. Make sure that the " -"``AnimationTree`` is active for something to actually happen." -msgstr "" -"Isso simplesmente reproduzirá a animação. Certifique-se de que o " -"``AnimationTree`` esteja ativo para que algo realmente aconteça." - -msgid "Following is a short description of available nodes:" -msgstr "A seguir, uma breve descrição dos nós disponíveis:" - -msgid "Blend2 / Blend3" -msgstr "Blend2 / Blend3" - -msgid "" -"These nodes will blend between two or three inputs by a user-specified blend " -"value:" -msgstr "" -"Esses nós combinam duas ou três entradas com um valor de combinação " -"especificado pelo usuário:" - -msgid "For more complex blending, it is advised to use blend spaces instead." -msgstr "" -"Para mesclagens mais complexas, é recomendável usar espaços de mesclagem." - -msgid "" -"Blending can also use filters, i.e. you can control individually which " -"tracks go through the blend function. This is very useful for layering " -"animations on top of each other." -msgstr "" -"A mesclagem também pode usar filtros, ou seja, você pode controlar " -"individualmente quais faixas passam pela função de mesclagem. Isso é muito " -"útil para colocar animações em camadas umas sobre as outras." - -msgid "OneShot" -msgstr "OneShot" - -msgid "" -"This node will execute a sub-animation and return once it finishes. Blend " -"times for fading in and out can be customized, as well as filters." -msgstr "" -"Esse nó executará uma subanimação e retornará assim que for concluído. É " -"possível personalizar os tempos de mesclagem para o fading in e o fading " -"out, bem como os filtros." - -msgid "" -"This node can be used to cause a seek command to happen to any sub-children " -"of the animation graph. Use this node type to play an ``Animation`` from the " -"start or a certain playback position inside the ``AnimationNodeBlendTree``." -msgstr "" -"Esse nó pode ser usado para fazer com que um comando de busca ocorra em " -"qualquer subfilho do gráfico de animação. Use esse tipo de nó para " -"reproduzir um ``Animation`` desde o início ou em uma determinada posição de " -"reprodução dentro do ``AnimationNodeBlendTree``." - -msgid "TimeScale" -msgstr "TimeScale" - -msgid "Transition" -msgstr "Transição" - -msgid "BlendSpace2D" -msgstr "BlendSpace2D" - -msgid "" -"``BlendSpace2D`` is a node to do advanced blending in two dimensions. Points " -"are added to a two-dimensional space and then a position can be controlled " -"to determine blending:" -msgstr "" -"``BlendSpace2D`` é um nó para realizar a combinação avançada em duas " -"dimensões. Os pontos são adicionados a um espaço bidimensional e, em " -"seguida, uma posição pode ser controlada para determinar a mesclagem:" - -msgid "" -"It is also possible to draw the triangles manually by disabling the *auto " -"triangle* option, though this is rarely necessary:" -msgstr "" -"Também é possível desenhar os triângulos manualmente, desativando a opção " -"*auto triangle*, embora isso raramente seja necessário:" - -msgid "" -"Finally, it is possible to change the blend mode. By default, blending " -"happens by interpolating points inside the closest triangle. When dealing " -"with 2D animations (frame by frame), you may want to switch to *Discrete* " -"mode. Alternatively, if you want to keep the current play position when " -"switching between discrete animations, there is a *Carry* mode. This mode " -"can be changed in the *Blend* menu:" -msgstr "" -"Por fim, é possível alterar o modo de mesclagem. Por padrão, a mesclagem " -"ocorre interpolando pontos dentro do triângulo mais próximo. Ao lidar com " -"animações 2D (quadro a quadro), talvez você queira mudar para o modo " -"*Discrete*. Como alternativa, se você quiser manter a posição de reprodução " -"atual ao alternar entre animações discretas, há um modo *Carry*. Esse modo " -"pode ser alterado no menu *Blend*:" - -msgid "BlendSpace1D" -msgstr "BlendSpace1D" - -msgid "" -"This is similar to 2D blend spaces, but in one dimension (so triangles are " -"not needed)." -msgstr "" -"Isso é semelhante aos espaços de mesclagem 2D, mas em uma dimensão " -"(portanto, triângulos não são necessários)." - -msgid "StateMachine" -msgstr "StateMachine(Máquina de Estados)" - -msgid "" -"This node acts as a state machine with root nodes as states. Root nodes can " -"be created and connected via lines. States are connected via *Transitions*, " -"which are connections with special properties. Transitions are uni-" -"directional, but two can be used to connect in both directions." -msgstr "" -"Esse nó atua como uma máquina de estado com nós raiz como estados. Os nós " -"raiz podem ser criados e conectados através de linhas. Os estados são " -"conectados através de *Transitions*, que são conexões com propriedades " -"especiais. As transições são unidirecionais, mas duas podem ser usadas para " -"se conectar em ambas as direções." - -msgid "There are many types of transition:" -msgstr "Existem muitos tipos de transições:" - -msgid "" -"*Immediate*: Will switch to the next state immediately. The current state " -"will end and blend into the beginning of the new one." -msgstr "" -"*Imediato*: Mudará para o próximo estado imediatamente. O estado atual " -"terminará e se misturará ao início do novo." - -msgid "" -"*Sync*: Will switch to the next state immediately, but will seek the new " -"state to the playback position of the old state." -msgstr "" -"*Sync*: Mudará para o próximo estado imediatamente, mas buscará o novo " -"estado na posição de reprodução do estado antigo." - -msgid "" -"*At End*: Will wait for the current state playback to end, then switch to " -"the beginning of the next state animation." -msgstr "" -"*At End*: Aguardará o término da reprodução do estado atual e, em seguida, " -"alternará para o início da animação do próximo estado." - -msgid "" -"Transitions also have a few properties. Click any transition and it will be " -"displayed in the inspector dock:" -msgstr "" -"As transições também têm algumas propriedades. Clique em qualquer transição " -"e ela será exibida no painel do inspetor:" - -msgid "" -"*Switch Mode* is the transition type (see above), it can be modified after " -"creation here." -msgstr "" -"*Switch Mode* é o tipo de transição (veja acima), ele pode ser modificado " -"após a criação aqui." - -msgid "" -"*Auto Advance* will turn on the transition automatically when this state is " -"reached. This works best with the *At End* switch mode." -msgstr "" -"*O Auto Advance* ativará a transição automaticamente quando esse estado for " -"atingido. Isso funciona melhor com o modo de switch *At End*." - -msgid "" -"*Advance Condition* will turn on auto advance when this condition is set. " -"This is a custom text field that can be filled with a variable name. The " -"variable can be modified from code (more on this later)." -msgstr "" -"*Advance Condition (Condição de avanço)* ativará o avanço automático quando " -"essa condição for definida. Esse é um campo de texto personalizado que pode " -"ser preenchido com um nome de variável. A variável pode ser modificada a " -"partir do código (mais sobre isso adiante)." - -msgid "*Xfade Time* is the time to cross-fade between this state and the next." -msgstr "*Xfade Time* é o tempo para cruzar entre este estado e o próximo." - -msgid "" -"*Priority* is used together with the ``travel()`` function from code (more " -"on this later). Lower priority transitions are preferred when travelling " -"through the tree." -msgstr "" -"*Priority(Prioridade)* é usada em conjunto com a função ``travel()`` do " -"código (mais sobre isso posteriormente). As transições de prioridade mais " -"baixa têm preferência ao percorrer a árvore." - -msgid "" -"*Disabled* toggles disabling this transition (when disabled, it will not be " -"used during travel or auto advance)." -msgstr "" -"*Disabled(Desativado)* alterna a desativação desta transição (quando " -"desativada, não será usada durante a mudança ou avanço automático)." - -msgid "Root motion" -msgstr "Root motion(Movimento de raiz)" - -msgid "" -"When working with 3D animations, a popular technique is for animators to use " -"the root skeleton bone to give motion to the rest of the skeleton. This " -"allows animating characters in a way where steps actually match the floor " -"below. It also allows precise interaction with objects during cinematics." -msgstr "" -"Ao trabalhar com animações em 3D, uma técnica popular é a de os animadores " -"usarem o osso raiz do esqueleto para dar movimento ao restante do esqueleto. " -"Isso permite animar os personagens de forma que os passos realmente " -"correspondam ao piso abaixo. Também permite a interação precisa com objetos " -"durante as cenas." - -msgid "" -"When playing back the animation in Godot, it is possible to select this bone " -"as the *root motion track*. Doing so will cancel the bone transformation " -"visually (the animation will stay in place)." -msgstr "" -"Ao reproduzir a animação no Godot, é possível selecionar esse osso como a " -"*faixa de movimento raiz* . Ao fazer isso, a transformação do osso será " -"cancelada visualmente (a animação permanecerá no lugar)." - -msgid "" -"Afterwards, the actual motion can be retrieved via the :ref:`AnimationTree " -"` API as a transform:" -msgstr "" -"Depois disso, o movimento real pode ser recuperado por meio da API :ref:" -"`AnimationTree ` como uma transformação:" - -msgid "" -"There is also a tool node, ``RootMotionView``, that can be placed in a scene " -"and will act as a custom floor for your character and animations (this node " -"is disabled by default during the game)." -msgstr "" -"Há também um nó de ferramenta, ``RootMotionView``, que pode ser colocado em " -"uma cena e funcionará como um piso personalizado para seu personagem e suas " -"animações (esse nó é desativado por padrão durante o jogo)." - -msgid "Controlling from code" -msgstr "Controlando por código" - -msgid "" -"After building the tree and previewing it, the only question remaining is " -"\"How is all this controlled from code?\"." -msgstr "" -"Depois de criar a árvore e visualizá-la, a única pergunta que resta é \"Como " -"tudo isso é controlado por código?\"." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/creating_movies.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/creating_movies.po deleted file mode 100644 index a44372d967..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/creating_movies.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "PNG" -msgstr "PNG" - -msgid "Configuration" -msgstr "Configuração" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/cutout_animation.po deleted file mode 100644 index 47ee930293..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ /dev/null @@ -1,149 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Cutout animation" -msgstr "Animação de recorte(Cut-out)" - -msgid "What is it?" -msgstr "O que é isso?" - -msgid "" -"Traditionally, `cutout animation `__ is a type of `stop motion animation `__ in which pieces of paper (or other thin " -"material) are cut into special shapes and arranged in two-dimensional " -"representations of characters and objects. Characters' bodies are usually " -"made out of several pieces. The pieces are arranged and photographed once " -"for each frame of the film. The animator moves and rotates the parts in " -"small increments between each shot to create the illusion of movement when " -"the images are played back quickly in sequence." -msgstr "" -"Tradicionalmente, `animação de recorte `__ é um tipo de `animação stop motion `__ em que as peças de papel (ou outro " -"material fino) são cortados em formas especiais e dispostos em " -"representações bidimensionais de personagens e objetos. Os corpos dos " -"personagens geralmente são feitos de várias peças. As peças são arranjadas e " -"fotografadas uma vez para cada quadro do filme. O animador move e gira as " -"partes em pequenos incrementos entre cada tomada para criar a ilusão de " -"movimento quando as imagens são reproduzidas rapidamente em sequência." - -msgid "" -"Simulations of cutout animation can now be created using software as seen in " -"`South Park `__ and `Jake and the " -"Never Land Pirates `__." -msgstr "" -"Simulações de animação de recorte agora podem ser criadas usando software " -"como visto em `South Park `__ e " -"`Jake and the Never Land Pirates `__." - -msgid "" -"In video games, this technique has also become popular. Examples of this are " -"`Paper Mario `__ or `Rayman " -"Origins `__ ." -msgstr "" -"Nos videogames, essa técnica também se tornou popular. Exemplos disso são " -"`Paper Mario `__ ou `Rayman " -"Origins `__ ." - -msgid "Cutout animation in Godot" -msgstr "Animação de recorte (Cutout) no Godot" - -msgid "" -"**The animation system is fully integrated with the engine**: This means " -"animations can control much more than just motion of objects. Textures, " -"sprite sizes, pivots, opacity, color modulation, and more, can all be " -"animated and blended." -msgstr "" -"**O sistema de animação é totalmente integrado ao engine**: Isso significa " -"que as animações podem controlar muito mais do que apenas o movimento de " -"objetos. Texturas, tamanhos de sprites, pivôs, opacidade, modulação de cores " -"e muito mais podem ser animados e mesclados." - -msgid "" -"**Custom Shaped Elements**: Custom shapes can be created with :ref:" -"`Polygon2D ` allowing UV animation, deformations, etc." -msgstr "" -"**Elementos de formato personalizado**: Formas personalizadas podem ser " -"criadas com :ref:`Polygon2D ` permitindo animação UV, " -"deformações, etc." - -msgid "" -"**Particle Systems**: A cutout animation rig can be combined with particle " -"systems. This can be useful for magic effects, jetpacks, etc." -msgstr "" -"**Sistemas de partículas**: um equipamento de animação de recorte pode ser " -"combinado com sistemas de partículas. Isso pode ser útil para efeitos " -"mágicos, jetpacks, etc." - -msgid "" -"**Custom Colliders**: Set colliders and influence areas in different parts " -"of the skeletons, great for bosses and fighting games." -msgstr "" -"**Custom Colliders**: Defina colisores e áreas de influência em diferentes " -"partes dos esqueletos, ótimo para chefes e jogos de luta." - -msgid "" -"**Animation Tree**: Allows complex combinations and blending between several " -"animations, the same way it works in 3D." -msgstr "" -"**Árvore de Animação**: Permite combinações complexas e mistura entre várias " -"animações, da mesma forma que funciona em 3D." - -msgid "And much more!" -msgstr "E muito mais!" - -msgid "Making of GBot" -msgstr "Criação do GBot" - -msgid "" -"For this tutorial, we will use as demo content the pieces of the `GBot " -"`__ character, created by " -"Andreas Esau." -msgstr "" -"Para este tutorial, usaremos como conteúdo de demonstração as peças do " -"personagem `GBot `__, criado por Andreas Esau." - -msgid "Adjusting the pivot" -msgstr "Ajustando o pivô" - -msgid "RemoteTransform2D node" -msgstr "Nó RemoteTransform2D" - -msgid "Completing the skeleton" -msgstr "Completando o esqueleto" - -msgid "Skeletons" -msgstr "Esqueletos" - -msgid "Your final skeleton should look something like this:" -msgstr "Sua cena final deve ser algo como isto:" - -msgid "IK chains" -msgstr "cadeias IK" - -msgid "Animation tips" -msgstr "Dicas de animação" - -msgid "Setting keyframes and excluding properties" -msgstr "Definindo quadros-chave e excluindo propriedades" - -msgid "Creating a rest pose" -msgstr "Criando uma pose de descanso" - -msgid "Create a new animation, rename it \"rest\"." -msgstr "Crie uma nova animação e renomeie-a como \"rest\"." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/index.po deleted file mode 100644 index e05e82a0ab..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "Animação" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/introduction.po deleted file mode 100644 index e96b2462a1..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/introduction.po +++ /dev/null @@ -1,243 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to the animation features" -msgstr "Introdução aos recursos de animação" - -msgid "" -"The :ref:`class_AnimationPlayer` node allows you to create anything from " -"simple to complex animations." -msgstr "" -"O nó :ref:`class_AnimationPlayer` permite que você crie desde animações " -"simples até animações complexas." - -msgid "In this guide you learn to:" -msgstr "Neste guia, você aprenderá a:" - -msgid "Work with the Animation Panel" -msgstr "Trabalhar com o Painel de Animação" - -msgid "Animate any property of any node" -msgstr "Animar qualquer propriedade de qualquer nó" - -msgid "Create a simple animation" -msgstr "Criar uma animação simples" - -msgid "Create an AnimationPlayer node" -msgstr "Criar um nó AnimationPlayer" - -msgid "" -"To use the animation tools we first have to create an :ref:" -"`class_AnimationPlayer` node." -msgstr "" -"Para usar as ferramentas de animação, primeiro temos que criar um nó :ref:" -"`class_AnimationPlayer`." - -msgid "The AnimationPlayer node" -msgstr "O nó AnimationPlayer" - -msgid "The animation panel position" -msgstr "A posição do painel de animação" - -msgid "The animation panel" -msgstr "O painel de animação" - -msgid "Animation controls (i.e. add, load, save, and delete animations)" -msgstr "" -"Controles de animação (ou seja, adicionar, carregar, salvar e excluir " -"animações)" - -msgid "The tracks listing" -msgstr "Lista de faixas" - -msgid "The timeline with keyframes" -msgstr "A linha do tempo com quadros-chave" - -msgid "Computer animation relies on keyframes" -msgstr "A animação por computador depende de quadros-chave" - -msgid "Keyframes in Godot" -msgstr "Quadros-chave no Godot" - -msgid "Two keyframes are all it takes to obtain a smooth motion" -msgstr "" -"Dois quadros-chave são tudo o que é necessário para obter um movimento suave" - -msgid "The timeline in the animation panel" -msgstr "A linha do tempo no painel de animação" - -msgid "Example of Normal animation tracks" -msgstr "Exemplo de faixas de animação Normal" - -msgid "Play from beginning" -msgstr "Reproduzir desde o início" - -msgid "Tutorial: Creating a simple animation" -msgstr "Tutorial: Criando uma animação simples" - -msgid "Scene setup" -msgstr "Configuração da cena" - -msgid "" -"For this tutorial, we'll create a Sprite node with an AnimationPlayer as its " -"child. We will animate the sprite to move between two points on the screen." -msgstr "" -"Para este tutorial, criaremos um nó Sprite com um AnimationPlayer como " -"filho. Vamos animar o sprite para se mover entre dois pontos na tela." - -msgid "Our scene setup" -msgstr "Nossa configuração de cena" - -msgid "" -"Therefore, it is not recommended to add nodes that have a 2D/3D transform as " -"a child of an AnimationPlayer node." -msgstr "" -"Portanto, não é recomendável adicionar nós que tenham uma transformação " -"2D/3D como filho de um nó AnimationPlayer." - -msgid "Add Animation" -msgstr "Adicionar animação" - -msgid "Add a new animation" -msgstr "Adicionar uma nova animação" - -msgid "Adding a track" -msgstr "Adicionando uma faixa" - -msgid "Convenience buttons" -msgstr "Botões de conveniência" - -msgid "The sprite track" -msgstr "A faixa de sprite" - -msgid "The second keyframe" -msgstr "O segundo quadro-chave" - -msgid "Animation length" -msgstr "Duração da animação" - -msgid "Run the animation" -msgstr "Reproduzir a animação" - -msgid "Click on the \"Play from beginning\" (|Play from beginning|) button." -msgstr "Clique no botão \"Reproduzir do início\" (|Reproduzir do início|)." - -msgid "Yay! Our animation runs:" -msgstr "Eba! Nossa animação está funcionando:" - -msgid "The animation" -msgstr "A animação" - -msgid "Back and forth" -msgstr "Vai e volta" - -msgid "Animation loop" -msgstr "Loop de animação" - -msgid "Track settings" -msgstr "Configurações de faixa" - -msgid "" -"The update mode of a track tells Godot when to update the property values. " -"This can be:" -msgstr "" -"O modo de atualização de uma faixa informa a Godot quando atualizar os " -"valores de propriedade. Isso pode ser:" - -msgid "Track mode" -msgstr "Modo de faixa" - -msgid "Nearest: Set the nearest keyframe value" -msgstr "Nearest(Mais próximo): defina o valor do quadro-chave mais próximo" - -msgid "" -"Linear: Set the value based on a linear function calculation between the two " -"keyframes" -msgstr "" -"Linear: defina o valor com base em um cálculo de função linear entre os dois " -"quadros-chave" - -msgid "" -"Cubic: Set the value based on a cubic function calculation between the two " -"keyframes" -msgstr "" -"Cúbico: defina o valor com base em um cálculo de função cúbica entre os dois " -"quadros-chave" - -msgid "Track interpolation" -msgstr "Interpolação de faixa" - -msgid "Loop modes" -msgstr "Modos de Loop" - -msgid "" -"Clamp loop interpolation: When this is selected, the animation stops after " -"the last keyframe for this track. When the first keyframe is reached again, " -"the animation will reset to its values." -msgstr "" -"Clamp loop interpolation: Quando esta opção é selecionada, a animação para " -"após o último quadro-chave desta faixa. Quando o primeiro quadro-chave for " -"atingido novamente, a animação será redefinida para seus valores." - -msgid "" -"Wrap loop interpolation: When this is selected, Godot calculates the " -"animation after the last keyframe to reach the values of the first keyframe " -"again." -msgstr "" -"Wrap loop interpolation: Quando esta opção é selecionada, Godot calcula a " -"animação após o último quadro-chave para atingir os valores do primeiro " -"quadro-chave novamente." - -msgid "Keyframes for other properties" -msgstr "Quadros-chave para outras propriedades" - -msgid "Edit keyframes" -msgstr "Editar quadro-chave" - -msgid "Keyframe editor editing a key" -msgstr "Editor de quadros-chave editando uma chave" - -msgid "Using RESET tracks" -msgstr "Usando faixas RESET" - -msgid "" -"You can set up a special *RESET* animation to contain the \"default pose\". " -"This is used to ensure that the default pose is restored when you save the " -"scene and open it again in the editor." -msgstr "" -"Você pode configurar uma animação *RESET* especial para conter a \"pose " -"padrão\". Isso é usado para garantir que a pose padrão seja restaurada " -"quando você salvar a cena e abri-la novamente no editor." - -msgid "" -"For existing tracks, you can add an animation called \"RESET\" (case-" -"sensitive), then add tracks for each property that you want to reset. The " -"only keyframe should be at time 0, and give it the desired default value for " -"each track." -msgstr "" -"Para faixas existentes, você pode adicionar uma animação chamada \"RESET\" " -"(com distinção entre maiúsculas e minúsculas) e adicionar faixas para cada " -"propriedade que deseja redefinir. O único quadro-chave deve estar no tempo 0 " -"e dar a ele o valor padrão desejado para cada faixa." - -msgid "" -"If AnimationPlayer's **Reset On Save** property is set to ``true``, the " -"scene will be saved with the effects of the reset animation applied (as if " -"it had been seeked to time ``0.0``). This only affects the saved file – the " -"property tracks in the editor stay where they were." -msgstr "" -"Se a propriedade **Reset On Save** do AnimationPlayer estiver definida como " -"``true``, a cena será salva com os efeitos da animação de redefinição " -"aplicada (como se tivesse sido buscada para o tempo ``0.0``). Isso afeta " -"apenas o arquivo salvo – as faixas de propriedade no editor permanecem onde " -"estavam." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/playing_videos.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/playing_videos.po deleted file mode 100644 index 57e5a48266..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/playing_videos.po +++ /dev/null @@ -1,285 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Playing videos" -msgstr "Reproduzindo videos" - -msgid "Supported playback formats" -msgstr "Formatos de reprodução suportados" - -msgid "" -"The only supported format in core is **Ogg Theora** (not to be confused with " -"Ogg Vorbis audio). It's possible for extensions to bring support for " -"additional formats, but no such extensions exist yet as of July 2022." -msgstr "" -"O único formato suportado no núcleo é **Ogg Theora** (não confundir com " -"áudio Ogg Vorbis). É possível que as extensões tragam suporte para formatos " -"adicionais, mas essas extensões ainda não existem em julho de 2022." - -msgid "" -"H.264 and H.265 cannot be supported in core Godot, as they are both " -"encumbered by software patents. AV1 is royalty-free, but it remains slow to " -"decode on the CPU and hardware decoding support isn't readily available on " -"all GPUs in use yet." -msgstr "" -"H.264 e H.265 não podem ser suportados no núcleo do Godot, pois ambos estão " -"protegidos por patentes de software. O AV1 é isento de royalties, mas " -"permanece lento para decodificar na CPU e o suporte de decodificação de " -"hardware ainda não está disponível em todas as GPUs em uso." - -msgid "" -"You may find videos with an ``.ogg`` or ``.ogx`` extensions, which are " -"generic extensions for data within an Ogg container." -msgstr "" -"Você pode encontrar vídeos com extensões ``.ogg`` ou ``.ogx``, que são " -"extensões genéricas para dados dentro de um contêiner Ogg." - -msgid "" -"Renaming these file extensions to ``.ogv`` *may* allow the videos to be " -"imported in Godot. However, not all files with ``.ogg`` or ``.ogx`` " -"extensions are videos - some of them may only contain audio." -msgstr "" -"Renomear essas extensões de arquivo para ``.ogv`` *talvez possa* permitir " -"que os vídeos sejam importados no Godot. No entanto, nem todos os arquivos " -"com extensões ``.ogg`` ou ``.ogx`` são vídeos - alguns deles podem conter " -"apenas áudio." - -msgid "" -"If you don't have your video in Ogg Theora format yet, jump to :ref:" -"`doc_playing_videos_recommended_theora_encoding_settings`." -msgstr "" -"Se você ainda não tem seu vídeo no formato Ogg Theora, vá para :ref:" -"`doc_playing_videos_recommended_theora_encoding_settings`." - -msgid "Handling resizing and different aspect ratios" -msgstr "Lidando com redimensionamento e diferentes proporções" - -msgid "" -"Add an AspectRatioContainer node. Make sure it is not a child of any other " -"container node. Select the AspectRatioContainer node, then set its " -"**Layout** at the top of the 2D editor to **Full Rect**. Set **Ratio** in " -"the AspectRatioContainer node to match your video's aspect ratio. You can " -"use math formulas in the inspector to help yourself. Remember to make one of " -"the operands a float. Otherwise, the division's result will always be an " -"integer." -msgstr "" -"Adicione um nó AspectRatioContainer. Certifique-se de que não seja filho de " -"nenhum outro nó de contêiner. Selecione o nó AspectRatioContainer e defina " -"seu **Layout** na parte superior do editor 2D como **Full Rect**. Defina " -"**Ratio** no nó AspectRatioContainer para corresponder à proporção do seu " -"vídeo. Você pode usar fórmulas matemáticas no inspetor para se ajudar. " -"Lembre-se de transformar um dos operandos em float. Caso contrário, o " -"resultado da divisão será sempre um número inteiro." - -msgid "" -"AspectRatioContainer's Ratio property being modified in the editor inspector" -msgstr "" -"A propriedade Ratio de AspectRatioContainer sendo modificada no inspetor do " -"editor" - -msgid "This will evaluate to (approximately) 1.777778" -msgstr "Isso avaliará para (aproximadamente) 1,777778" - -msgid "" -"See :ref:`doc_multiple_resolutions` for more tips on supporting multiple " -"aspect ratios in your project." -msgstr "" -"Veja :ref:`doc_internationalizing_games` para mais dicas sobre como suportar " -"múltiplas proporções em seu projeto." - -msgid "Displaying a video on a 3D surface" -msgstr "Exibindo um vídeo em uma superfície 3D" - -msgid "This can be done with the following steps:" -msgstr "Isto pode ser feito com as seguintes etapas:" - -msgid "" -"See :ref:`doc_viewports` and the `GUI in 3D demo `__ for more " -"information on setting this up." -msgstr "" -"Veja :ref:`doc_viewports` e o `GUI em demonstração 3D `__ para mais " -"informações sobre a configuração desta instalação." - -msgid "Video decoding conditions and recommended resolutions" -msgstr "Condições de decodificação de vídeo e resoluções recomendadas" - -msgid "" -"Video decoding is performed on the CPU, as GPUs don't have hardware " -"acceleration for decoding Theora videos. Modern desktop CPUs can decode Ogg " -"Theora videos at 1440p @ 60 FPS or more, but low-end mobile CPUs will likely " -"struggle with high-resolution videos." -msgstr "" -"A decodificação de vídeo é realizada na CPU, pois as GPUs não possuem " -"aceleração de hardware para decodificar os vídeos do Theora. CPUs de desktop " -"modernas podem decodificar vídeos Ogg Theora em 1440p @ 60 FPS ou mais, mas " -"CPUs móveis de baixo custo provavelmente terão dificuldades com vídeos de " -"alta resolução." - -msgid "To ensure your videos decode smoothly on varied hardware:" -msgstr "" -"Para garantir que seus vídeos sejam decodificados sem problemas em diversos " -"hardwares:" - -msgid "" -"When developing games for desktop platforms, it's recommended to encode in " -"1080p at most (preferably at 30 FPS). Most people are still using 1080p or " -"lower resolution displays, so encoding higher-resolution videos may not be " -"worth the increased file size and CPU requirements." -msgstr "" -"Ao desenvolver jogos para plataformas de desktop, é recomendável codificar " -"no máximo em 1080p (de preferência a 30 FPS). A maioria das pessoas ainda " -"está usando monitores de resolução 1080p ou inferior, portanto, a " -"codificação de vídeos de resolução mais alta pode não valer o aumento do " -"tamanho do arquivo e dos requisitos de CPU." - -msgid "" -"When developing games for mobile or web platforms, it's recommended to " -"encode in 720p at most (preferably at 30 FPS or even lower). The visual " -"difference between 720p and 1080p videos on a mobile device is usually not " -"that noticeable." -msgstr "" -"Ao desenvolver jogos para plataformas móveis ou web, recomenda-se codificar " -"em 720p no máximo (de preferência a 30 FPS ou até menos). A diferença visual " -"entre vídeos 720p e 1080p em um dispositivo móvel geralmente não é tão " -"perceptível." - -msgid "Playback limitations" -msgstr "Limitações de reprodução" - -msgid "" -"There are several limitations with the current implementation of video " -"playback in Godot:" -msgstr "" -"Existem várias limitações com a implementação atual da reprodução de vídeo " -"no Godot:" - -msgid "Seeking a video to a certain point is not supported." -msgstr "Não há suporte para a busca até a um determinado ponto do vídeo." - -msgid "Streaming a video from a URL is not supported." -msgstr "A transmissão de um vídeo de um URL não é suportada." - -msgid "Recommended Theora encoding settings" -msgstr "Configurações recomendadas de codificação Theora" - -msgid "" -"A word of advice is to **avoid relying on built-in Ogg Theora exporters** " -"(most of the time). There are 2 reasons you may want to favor using an " -"external program to encode your video:" -msgstr "" -"Um conselho é **evitar depender de exportadores Ogg Theora integrados** (na " -"maioria das vezes). Existem 2 razões pelas quais você pode querer usar um " -"programa externo para codificar seu vídeo:" - -msgid "" -"Some programs such as Blender can render to Ogg Theora. However, the default " -"quality presets are usually very low by today's standards. You may be able " -"to increase the quality options in the software you're using, but you may " -"find the output quality to remain less than ideal (given the increased file " -"size). This usually means that the software only supports encoding to " -"constant bit rate (CBR), instead of variable bit rate (VBR). VBR encoding " -"should be preferred in most scenarios as it provides a better quality to " -"file size ratio." -msgstr "" -"Alguns programas como o Blender podem renderizar para Ogg Theora. No " -"entanto, as predefinições de qualidade padrão geralmente são muito baixas " -"para os padrões atuais. Você pode aumentar as opções de qualidade no " -"software que está usando, mas pode achar que a qualidade de saída permanece " -"abaixo do ideal (dado o tamanho maior do arquivo). Isso geralmente significa " -"que o software suporta apenas codificação para taxa de bits constante (CBR), " -"em vez de taxa de bits variável (VBR). A codificação VBR deve ser preferida " -"na maioria dos cenários, pois fornece uma melhor relação entre qualidade e " -"tamanho do arquivo." - -msgid "Some other programs can't render to Ogg Theora at all." -msgstr "Alguns outros programas não podem renderizar para Ogg Theora." - -msgid "" -"In this case, you can **render the video to an intermediate high-quality " -"format** (such as a high-bitrate H.264 video) then re-encode it to Ogg " -"Theora. Ideally, you should use a lossless or uncompressed format as an " -"intermediate format to maximize the quality of the output Ogg Theora video, " -"but this can require a lot of disk space." -msgstr "" -"Nesse caso, você pode **renderizar o vídeo para um formato intermediário de " -"alta qualidade** (como um vídeo H.264 de alta taxa de bits) e recodificá-lo " -"para Ogg Theora. Idealmente, você deve usar um formato sem perdas ou " -"descompactado como um formato intermediário para maximizar a qualidade do " -"vídeo Ogg Theora de saída, mas isso pode exigir muito espaço em disco." - -msgid "" -"`HandBrake `__ (GUI) and `FFmpeg `__ (CLI) are popular open source tools for this purpose. FFmpeg has a " -"steeper learning curve, but it's more powerful." -msgstr "" -"`HandBrake `__ (GUI) e `FFmpeg `__ (CLI) são ferramentas populares de código aberto para essa finalidade. " -"O FFmpeg tem uma curva de aprendizado mais acentuada, mas é mais poderoso." - -msgid "" -"Make sure your copy of FFmpeg is compiled with libtheora and libvorbis " -"support. You can check this by running ``ffmpeg`` without any arguments, " -"then looking at the ``configuration:`` line in the command output." -msgstr "" -"Certifique-se de que sua cópia do FFmpeg seja compilada com suporte a " -"libtheora e libvorbis. Você pode verificar isso executando ``ffmpeg`` sem " -"nenhum argumento e, em seguida, observando a linha ``configuration:`` na " -"saída do comando." - -msgid "Balancing quality and file size" -msgstr "Equilibrando qualidade e tamanho do arquivo" - -msgid "" -"The **video quality** level (``-q:v``) must be between ``1`` and ``10``. " -"Quality ``6`` is a good compromise between quality and file size. If " -"encoding at a high resolution (such as 1440p or 4K), you will probably want " -"to decrease ``-q:v`` to ``5`` to keep file sizes reasonable. Since pixel " -"density is higher on a 1440p or 4K video, lower quality presets at higher " -"resolutions will look as good or better compared to low-resolution videos." -msgstr "" -"O nível de **qualidade de vídeo** (``-q:v``) deve estar entre ``1`` e " -"``10``. Qualidade ``6`` é um bom compromisso entre qualidade e tamanho do " -"arquivo. Se estiver codificando em alta resolução (como 1440p ou 4K), você " -"provavelmente desejará diminuir ``-q:v`` para ``5`` para manter os tamanhos " -"de arquivo razoáveis. Como a densidade de pixels é maior em um vídeo de " -"1440p ou 4K, as predefinições de qualidade inferior em resoluções mais altas " -"parecerão tão boas ou melhores em comparação com vídeos de baixa resolução." - -msgid "FFmpeg: Convert while preserving original video resolution" -msgstr "FFmpeg: Converter preservando a resolução de vídeo original" - -msgid "" -"The following command converts the video while keeping its original " -"resolution. The video and audio's bitrate will be variable to maximize " -"quality while saving space in parts of the video/audio that don't require a " -"high bitrate (such as static scenes)." -msgstr "" -"O comando a seguir converte o vídeo mantendo sua resolução original. A taxa " -"de bits do vídeo e do áudio será variável para maximizar a qualidade " -"enquanto economiza espaço em partes do vídeo/áudio que não requerem uma taxa " -"de bits alta (como cenas estáticas)." - -msgid "FFmpeg: Resize the video then convert it" -msgstr "FFmpeg: Redimensionar o vídeo e depois convertê-lo" - -msgid "" -"The following command resizes a video to be 720 pixels tall (720p), while " -"preserving its existing aspect ratio. This helps decrease the file size " -"significantly if the source is recorded at a higher resolution than 720p:" -msgstr "" -"O comando a seguir redimensiona um vídeo para 720 pixels de altura (720p), " -"preservando sua proporção existente. Isso ajuda a diminuir " -"significativamente o tamanho do arquivo se a fonte for gravada em uma " -"resolução superior a 720p:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po deleted file mode 100644 index 539cc8ca31..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po +++ /dev/null @@ -1,138 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "Animação" - -msgid "Animation supported:" -msgstr "Animações suportadas:" - -msgid "transform animation of all types of objects" -msgstr "transformar animação de todos os tipos de objetos" - -msgid "transform animation of pose bones" -msgstr "transformar animação de ossos de pose" - -msgid "shape key animation" -msgstr "animação de chaves de forma" - -msgid "light animation" -msgstr "Animação de luzes" - -msgid "camera animation" -msgstr "Animação da câmera" - -msgid "Multiple Actions For Single Object" -msgstr "Múltiplas ações para um único objeto" - -msgid "" -"In most games, one object would have several animations to switch between. " -"This add-on has support for exporting multiple actions all at once into a " -"single AnimationPlayer and makes it easy to switch actions." -msgstr "" -"Na maior parte dos jogos, um objeto teria animações para as quais alternar. " -"Esta extensão tem suporte para exportar múltiplas ações, todas de uma vez, " -"em apenas um AnimationPlayer o que torna fácil a mudança de ações." - -msgid "" -"This workflow makes use of blender nla_tracks. Here is a brief guide on how " -"to use this feature:" -msgstr "" -"Esse fluxo de trabalho faz uso de nla_tracks do Blender. Segue um breve guia " -"de como utilizar esta funcionalidade:" - -msgid "**1. Stash active action**" -msgstr "**2. Esconder a ação ativa**" - -msgid "" -"New created action is always an active action bound to object. There are " -"several ways to place an active action into NLA track, one is of course " -"doing it in ``NLA Editor``" -msgstr "" -"A nova ação criada é sempre uma ação ativa vinculada ao objeto. Existem " -"várias maneiras de colocar uma ação ativa na trilha NLA, uma, é claro, fazê-" -"lo no ``NLA Editor``" - -msgid "Or it can be done stashing the action in ``Dope Sheet``" -msgstr "Ou pode ser feito juntando a ação em ``Dope Sheet``" - -msgid "**2. Check mute status of NLA tracks**" -msgstr "**2. Verificar o estado mute das faixas NLA**" - -msgid "**3. Export the scene**" -msgstr "**4. Exportar a cena**" - -msgid "Make sure the ``Export Stashed Actions`` option has been turned on." -msgstr "Certifique-se de que a opção ``Export Stashed Actions`` está ativada." - -msgid "" -"Then all the stashed actions, as well as the active action, are exported to " -"an AnimationPlayer." -msgstr "" -"Em seguida, todas as ações escondidas, bem como a ação ativa, são exportadas " -"para um AnimationPlayer." - -msgid "Constraints" -msgstr "Restrições" - -msgid "" -"Sometimes complicated animation is built with object constraint; a usual " -"example is inverse kinematics. The add-on would automatically check if an " -"object has some constraint; if it does, all the constraints are baked into " -"actions and then exported along with the object." -msgstr "" -"Às vezes, umaa animação complicada é construída com restrição de objetos; Um " -"exemplo usual é a cinemática inversa. O complemento verifica automaticamente " -"se um objeto tem alguma restrição; se isso acontecer, todas as restrições " -"serão inseridas em todas suas ações e depois exportadas." - -msgid "Animation Mode" -msgstr "Modo de Animação" - -msgid "**Mode 'Animation as Actions'**" -msgstr "**Modo 'Animação como Ações'**" - -msgid "" -"Treat all the animations as object actions, so in the exported scene, every " -"object would have its own AnimationPlayer and hold its actions." -msgstr "" -"Tratar todas as animações como ações de objeto, então na cena exportada, " -"cada objeto teria seu próprio AnimationPlayer mantendo suas ações." - -msgid "**Mode 'Scene Animation'**" -msgstr "**Modo 'Animação de Cena'**" - -msgid "" -"If you want your animation to generate the same result as playing at " -"Blender's timeline, this is what you want. In this mode, all the animations " -"in the scene are placed in just one AnimationPlayer in the scene root." -msgstr "" -"Se você quer sua animação gere o mesmo resultado que o da linha do tempo do " -"Blender, isto é o que você quer. Neste modo, todas as animações na cena são " -"colocadas em apenas um AnimationPlayer na raiz da cena." - -msgid "**Mode 'Animation as Action with Squash'**" -msgstr "**Modo 'Animações como Ações com Alongamento'**" - -msgid "" -"This mode has very similar behavior of mode 'Animation as Action', but it " -"can generate fewer AnimationPlayers; objects in parent-children relationship " -"would share their AnimationPlayer. It is useful when you have several rigs, " -"and each Skeleton and Mesh has actions; then one rig would have just one " -"AnimationPlayer." -msgstr "" -"Este modo tem comportamento bem similar ao do modo \"Animação como Ação\", " -"mas pode gerar menos AnimationPlayers; objetos em relacionamento pai-filho " -"compartilham seu AnimationPlayer. É útil quando você tem vários \"rigs\", e " -"cada Esqueleto e Malha tem ações; então um \"rig\" teria somente um " -"AnimationPlayer." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po deleted file mode 100644 index d5f42093f2..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po +++ /dev/null @@ -1,77 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Blender ESCN exporter" -msgstr "Exportador ESCN do Blender" - -msgid "" -"This chapter relates to the Blender plugin called \"Godot Blender " -"Exporter\", which can be downloaded here: https://github.com/godotengine/" -"godot-blender-exporter" -msgstr "" -"Esse capítulo se refere ao plugin do Blender chamado \"Godot Blender " -"Exporter\", que pode ser feito o download aqui: https://github.com/" -"godotengine/godot-blender-exporter" - -msgid "" -"This plugin can be used to export Blender scenes in a Godot-specific scene " -"format called ESCN, which is similar to TSCN (text format) but will be " -"imported as binary SCN for performance." -msgstr "" -"Este plugin pode ser utilizado para exportar cenas do Blender para um " -"formato específico de cena do Godot chamado ESCN, que é similar ao TSCN " -"(formato de texto), mas será importado como SCN binário para desempenho." - -msgid "Details on exporting" -msgstr "Detalhes sobre exportação" - -msgid "Disabling specific objects" -msgstr "Desativando objetos específicos" - -msgid "" -"Sometimes you don't want some objects exported (e.g. high-res models used " -"for baking). An object will not be exported if it is not rendered in the " -"scene. This can be set in the outliner:" -msgstr "" -"Às vezes você não quer que alguns objetos sejam exportados (por exemplo, " -"modelos de alta resolução usados para gerar e gravar). Um objeto não será " -"exportado se não for renderizado na cena. Isso pode ser definido no " -"esquematizador:" - -msgid "" -"Objects hidden in the viewport will be exported, but will be hidden in the " -"Godot scene." -msgstr "" -"Objetos ocultos na viewport serão exportados, mas estarão ocultos na cena " -"Godot." - -msgid "Build pipeline integration" -msgstr "Integração da pipeline de construção" - -msgid "" -"If you have hundreds of model files, you don't want your artists to waste " -"time manually exporting their blend files. To combat this, the exporter " -"provides a Python function ``io_scene_godot.export(out_file_path)`` that can " -"be called to export a file. This allows easy integration with other build " -"systems. An example Makefile and Python script that exports all the blends " -"in a directory are present in the `godot-blender-exporter repository " -"`__." -msgstr "" -"Se você tem centenas de arquivos de modelo, você não quer que seus artistas " -"percam tempo exportando manualmente seus arquivos blend. Para combater isso, " -"o exportador fornece uma função python ``io_scene_godot.export " -"(out_file_path)`` que pode ser chamada para exportar um arquivo. Isso " -"permite fácil integração com outros sistemas de compilação. Um exemplo de " -"script Makefile e python que exporta todos os blends em um diretório está " -"presente no repositório `godot-blender-exporter repositório `__." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po deleted file mode 100644 index 4e7c442e5b..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po +++ /dev/null @@ -1,70 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Lights" -msgstr "Luzes" - -msgid "" -"By default, lamps in Blender have shadows enabled. This can cause " -"performance issues in Godot." -msgstr "" -"Por padrão, lâmpadas no Blender possuem sombras ativadas. Isto pode causar " -"problemas de desempenho no Godot." - -msgid "" -"Lamps are exported using their \"Blender Render\" settings. When Blender 2.8 " -"is released, this will be removed and this part of the exporter will change." -msgstr "" -"Lâmpadas são exportadas usando as suas configurações no \"Blender Render\". " -"Quando o Blender 2.8 for lançado, ele será removido e essa parte do " -"exportador irá mudar." - -msgid "" -"Sun, point and spot lamps are all exported from Blender along with many of " -"their properties:" -msgstr "" -"Lâmpadas sun, point e spot são todas exportadas do Blender junto com muitas " -"de suas propriedades:" - -msgid "There are some things to note:" -msgstr "Há algumas coisas para observar:" - -msgid "" -"In Blender, a light casts light all the way to infinity. In Godot, it is " -"clamped by the attenuation distance. To most closely match between the " -"viewport and Godot, enable the \"Sphere\" checkbox. (Highlighted green)" -msgstr "" -"No Blender, uma luz ilumina todo o caminho até o infinito. No Godot, ela é " -"fixada pela distância de atenuação. Para combinar mais de perto entre a " -"viewport e o Godot, ative a caixa de seleção \"Sphere\". (Verde realçado)" - -msgid "" -"Light attenuation models differ between Godot and Blender. The exporter " -"attempts to make them match, but it isn't always very good." -msgstr "" -"Modelos de atenuação de luz diferem entre Godot e Blender. O exportador " -"tenta fazê-los corresponder, mas nem sempre é muito bom." - -msgid "" -"Spotlight angular attenuation models also differ between Godot and Blender. " -"The exporter attempts to make them similar, but it doesn't always look the " -"same." -msgstr "" -"Os modelos de atenuação angular do Spotlight também diferem entre Godot e " -"Blender. O exportador tenta torná-los semelhantes, mas nem sempre parece o " -"mesmo." - -msgid "" -"There is no difference between buffer shadow and ray shadow in the export." -msgstr "" -"Não há diferença entre sombra de buffer e sombra de raio na exportação." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po deleted file mode 100644 index 8c895171c3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po +++ /dev/null @@ -1,144 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Materials" -msgstr "Materiais" - -msgid "Using existing Godot materials" -msgstr "Usando materiais existentes no Godot" - -msgid "" -"One way in which the exporter can handle materials is to attempt to match " -"the Blender material with an existing Godot material. This has the advantage " -"of being able to use all of the features of Godot's material system, but it " -"means that you cannot see your model with the material applied inside " -"Blender." -msgstr "" -"Uma maneira pela qual o exportador pode lidar com materiais é tentar " -"combinar o material do Blender com um material existente no Godot. Isto tem " -"a vantagem de poder usar todas as características do sistema de materiais do " -"Godot, mas significa que você não pode ver seu modelo com o material " -"aplicado dentro do Blender." - -msgid "" -"To do this, the exporter attempts to find Godot materials with names that " -"match those of the material name in Blender. So if you export an object in " -"Blender with the material name ``PurpleDots`` then the exporter will search " -"for the file ``PurpleDots.tres`` and assign it to the object. If this file " -"is not a ``StandardMaterial3D`` or ``ShaderMaterial`` or if it cannot be " -"found, then the exporter will fall back to exporting the material from " -"Blender." -msgstr "" -"Para fazer isso, o exportador tenta encontrar materiais do Godot com nomes " -"que correspondam aos do nome do material no Blender. Então, se você exportar " -"um objeto no Blender com o nome do material ``PurpleDots``, o exportador " -"procurará o arquivo ``PurpleDots.tres`` e o atribuirá ao objeto. Se este " -"arquivo não for um ``StandardMaterial3D`` ou ``ShaderMaterial`` ou se não " -"puder ser encontrado, o exportador irá retornar a exportar o material do " -"Blender." - -msgid "" -"Where the exporter searches for the ``.tres`` file is determined by the " -"\"Material Search Paths\" option:" -msgstr "" -"Onde o exportador procura o arquivo ``.tres`` é determinado pela opção " -"\"Material Search Paths\":" - -msgid "This can take the value of:" -msgstr "Isso pode levar o valor de:" - -msgid "" -"Project Directory - Attempts to find the ``project.Godot`` and recursively " -"searches through subdirectories. If ``project.Godot`` cannot be found it " -"will throw an error. This is useful for most projects where naming conflicts " -"are unlikely." -msgstr "" -"Diretório do Projeto - Tenta encontrar o ``project.Godot`` e procura " -"recursivamente através de subdiretórios. Se ``project.Godot`` não puder ser " -"encontrado ocorrerá um erro. Isso é útil para a maioria dos projetos em que " -"conflitos de nomenclatura são improváveis." - -msgid "" -"Export Directory - Look for materials in subdirectories of the export " -"location. This is useful for projects where you may have duplicate material " -"names and need more control over what material gets assigned." -msgstr "" -"Diretório de Exportação - Procura materiais em subdiretórios do local de " -"exportação. Isst é útil para projetos em que você pode ter nomes de " -"materiais duplicados e precisar de mais controle sobre qual material é " -"atribuído." - -msgid "None - Do not search for materials. Export them from the Blender file." -msgstr "Nenhum - Não procura materiais. Exporta-os do arquivo do Blender." - -msgid "Export of Cycles/EEVEE materials" -msgstr "Exportação de materiais Cycles/EEVEE" - -msgid "" -"The exporter has a primitive support for converting Cycles/EEVEE material " -"node tree to Godot Shader Material. Note that some of the Shader Node are " -"not supported yet due to difficulties in implementation, which are:" -msgstr "" -"O exportador tem um suporte primitivo para a conversão da árvore de nós do " -"material Cycles/EEVEE para Godot Shader Material. Note que alguns dos nós do " -"Shader ainda não são suportados devido a dificuldades na implementação, que " -"são:" - -msgid "all the ``noisy textures``" -msgstr "todas as ``noisy textures``" - -msgid "``generated texture coordinates``" -msgstr "``generated texture coordinates``" - -msgid "``group node``" -msgstr "``group node``" - -msgid "" -"shader nodes except ``PrincipledBSDF``, ``Diffuse``, ``Glossy``, ``Glass``, " -"``add shader`` and ``mix shader``" -msgstr "" -"nós de sombreamento, exceto ``PrincipledBSDF``, ``Diffuse``, ``Glossy``, " -"``Glass``, ``add shader`` e ``mix shader``" - -msgid "" -"If possible, try to use PrincipledBSDF node with GGX distribution as the " -"output shader node, it is the only one guaranteed to be exactly correct. " -"Others are just based on approximation." -msgstr "" -"Se possível, tente usar o nó PrincipledBSDF com a distribuição GGX como o nó " -"do shader de saída, é a única garantia a ser exatamente correta. Outros são " -"apenas baseados em aproximação." - -msgid "" -"Sometimes materials may not be valid for exporting (e.g. has some " -"unsupported node) or it is using Blender Internal Engine, only the diffuse " -"color and a few flags (e.g. unshaded) are exported and form a " -"StandardMaterial3D." -msgstr "" -"Às vezes, os materiais podem não ser válidos para exportação (por exemplo, " -"tem algum nó não suportado) ou está usando o mecanismo interno do Blender, " -"apenas a cor difusa e alguns sinalizadores (por exemplo, sem sombra) são " -"exportados e formam um StandardMaterial3D." - -msgid "Generate external materials" -msgstr "Gerar materiais externos" - -msgid "" -"The default configuration of material exporting would keep all the materials " -"internal to the ``escn`` file. There is an option which could enable " -"generating external ``.material`` file when the ``escn`` file opens in Godot." -msgstr "" -"A configuração padrão da exportação de material manteria todos os materiais " -"internos no arquivo ``escn``. Existe uma opção que pode permitir a geração " -"de arquivos externos ``.material`` quando o arquivo ``escn`` é aberto no " -"Godot." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po deleted file mode 100644 index 4249abda75..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po +++ /dev/null @@ -1,53 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Mesh" -msgstr "Malha" - -msgid "Modifiers" -msgstr "Modificadores" - -msgid "" -"There is an exporting option :code:`Apply Modifiers` to control whether mesh " -"modifiers are applied to the exported mesh." -msgstr "" -"Há uma opção de exportação :code:`Apply Modifiers` para controlar se os " -"modificadores de malha são aplicados à malha exportada." - -msgid "Shape Key" -msgstr "Forma chave" - -msgid "" -"Exporting mesh shape key is supported, however exporting each shape key is " -"almost like exporting the mesh again, so don't be surprised it takes a " -"relatively long time." -msgstr "" -"Exportação de formas chave de malha é suportada, contudo exportando cada " -"forma chave é quase como exportar a malha novamente, então não fique " -"surpreso se levar muito tempo." - -msgid "" -"A lot of modifiers are not compatible with shape keys (e.g. subsurface " -"modifier), so if you found you have incorrect shape keys exported, try to " -"disable :code:`Apply Modifiers` and do the exporting again. Besides, it is " -"worthwhile to report the incompatible modifier to the `issue list `__, which helps to " -"develop the exporter to have a more precise check of modifiers." -msgstr "" -"Um monte de modificadores não são compatíveis com shape keys (por exemplo, o " -"subsurface modifier), por isso, se você descobriu que você tem shape keys " -"incorretamente exportadas, tente desativar :code:`Apply Modifiers` e fazer a " -"exportação novamente. Além disso, vale a pena relatar os modificadores " -"incompatíveis para a `lista de problemas `__, que ajuda a desenvolver o exportador para " -"ter uma maior precisão de checagem de modificadores." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po deleted file mode 100644 index 9b8cbfb92c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po +++ /dev/null @@ -1,110 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Physics properties" -msgstr "Propriedades de física" - -msgid "" -"Exporting physics properties is done by enabling \"Rigid Body\" in Blender's " -"physics tab:" -msgstr "" -"A exportação das propriedades de física é feita habilitando o \"Rigid Body\" " -"na aba de física do Blender:" - -msgid "" -"By default, a single Blender object with rigid body enabled will export as " -"three nodes: a PhysicsBody, a CollisionShape, and a MeshInstance3D." -msgstr "" -"Por padrão, um único objeto do Blender com corpo rígido ativado exportará " -"como três nós: um PhysicsBody, um CollisionShape e um MeshInstance3D." - -msgid "Body type" -msgstr "Tipo de corpo" - -msgid "" -"Blender only has the concept of \"Active\" and \"Passive\" rigid bodies. " -"These turn into Static and RigidBody nodes. To create a kinematic body, " -"enable the \"animated\" checkbox on an \"Active\" body:" -msgstr "" -"O Blender só tem o conceito de corpos rígidos \"ativos\" e \"passivos\". " -"Estes se transformam em nós estáticos e rígidos. Para criar um corpo " -"cinemático, ative a caixa de seleção \"animado\" em um corpo \"Ativo\":" - -msgid "Collision shapes" -msgstr "Formas de colisão" - -msgid "" -"Many of the parameters for collision shapes are missing from Blender, and " -"many of the collision shapes are also not present. However, almost all of " -"the options in Blender's rigid body collision and rigid body dynamics " -"interfaces are supported:" -msgstr "" -"Muitos dos parâmetros para formas de colisão estão faltando no Blender, e " -"muitas das formas de colisão também não estão presentes. No entanto, quase " -"todas as opções nas interfaces de colisão de corpo rígido e dinâmica do " -"corpo rígido do Blender são suportadas:" - -msgid "There are the following caveats:" -msgstr "Existem as seguintes ressalvas:" - -msgid "" -"Not all of the collision shapes are supported. Only ``Mesh``, ``Convex " -"Hull``, ``Capsule``, ``Sphere`` and ``Box`` are supported in both Blender " -"and Godot" -msgstr "" -"Nem todas as formas de colisão são suportadas. Apenas ``Mesh``, ``Convex " -"Hull``, ``Capsule``, ``Sphere`` e ``Box`` são suportados tanto no Blender " -"quanto no Godot" - -msgid "" -"In Godot, you can have different collision groups and collision masks. In " -"Blender you only have collision groups. As a result, the exported object's " -"collision mask is equal to its collision group. Most of the time, this is " -"what you want." -msgstr "" -"No Godot, você pode ter diferentes grupos de colisão e máscaras de colisão. " -"No Blender você só tem grupos de colisão. Como resultado, a máscara de " -"colisão do objeto exportado é igual ao seu grupo de colisão. Na maioria das " -"vezes, é isso que você deseja." - -msgid "" -"To build compound physics shapes, parent together multiple objects with " -"rigid body enabled. The physics properties are taken from the parent-most " -"rigid body, and the rest are used as collision shapes." -msgstr "" -"Para criar formas de física compostas, agrupe vários objetos com rigid body " -"habilitado. As propriedades de física são tiradas do rigid body pai mais " -"superior, e o resto é usado como formas de colisão." - -msgid "Collision geometry only" -msgstr "Apenas geometria de colisão" - -msgid "" -"Frequently you want different geometry for your collision meshes and your " -"graphical meshes, but by default, the exporter will export a mesh along with " -"the collision shape. To only export the collision shape, set the object's " -"maximum draw type to Wire:" -msgstr "" -"Frequentemente você quer uma geometria diferente para suas malhas de colisão " -"e suas malhas gráficas, mas por padrão o exportador exportará uma malha " -"junto com a forma de colisão. Para exportar apenas o formato de colisão, " -"defina o tipo de desenho máximo do objeto para Wire:" - -msgid "" -"This will also influence how the object is shown in Blender's viewport. Most " -"of the time, you want your collision geometry to be shown see-through when " -"working on the models, so this works out fairly nicely." -msgstr "" -"Isso também irá influenciar como o objeto é mostrado na viewport do Blender. " -"Na maioria das vezes, você quer que sua geometria de colisão seja mostrada " -"quando trabalha com os modelos, então isso funciona muito bem." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po deleted file mode 100644 index 0e5ef44b8c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po +++ /dev/null @@ -1,70 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Skeleton" -msgstr "Esqueleto" - -msgid "Rest Bone" -msgstr "Osso de Repouso" - -msgid "" -"Armature object in Blender is exported as a Skeleton node along with rest " -"position (transform in Godot) of bones." -msgstr "" -"Objeto armature no Blender é exportado como um nó de esqueleto juntamente " -"com a posição de repouso (transform no Godot) dos bones." - -msgid "" -"The three check boxes :code:`Inherit Rotation`, :code:`Inherit Scale`, :code:" -"`Local Location` (colored in red) must be ticked when building armature in " -"Blender, so that the exported bone transform be consistent between Blender " -"and Godot" -msgstr "" -"As três caixas :code:`Inherit Rotation`, :code:`Inherit Scale`, :code:`Local " -"Location` (em vermelho) devem ser assinaladas ao construir uma armadura no " -"Blender, de modo que o \"bone transform\" exportado seja constante no " -"Blender e no Godot" - -msgid "" -"It is important that the mesh is not deformed by bones when exporting in " -"Blender. Make sure that the skeleton is reset to its T-pose or default rest " -"pose." -msgstr "" -"É importante que a malha não seja deformada pelos ossos quando estiver " -"exportando no Blender. Tenha certeza que o esqueleto esteja setado em pose " -"tipo T ou pose de descanso." - -msgid "Bone Weights" -msgstr "Peso dos ossos" - -msgid "Non-Deform Bone" -msgstr "Osso não-deformável" - -msgid "" -"Note that the non-deform bone can be configured as not exported by enabling " -"the :code:`Exclude Control Bones`; the deform bone checkbox is shown in the " -"picture." -msgstr "" -"Note que o osso não deformado pode ser configurado como não exportado " -"habilitando o :code:`Exclude Control Bones`, a caixa de seleção deform bone " -"é mostrada na figura." - -msgid "Bone Attachment" -msgstr "Ligação do osso" - -msgid "" -"A bone can be the parent of an object in Blender; this relation is exported " -"as a BoneAttachment node in the Godot scene." -msgstr "" -"Um osso pode ser pai de um objeto no Blender, esta relação é exportada como " -"um nó BoneAttachment na cena do Godot." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po deleted file mode 100644 index ec4d9d11ad..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po +++ /dev/null @@ -1,49 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting 3D scenes" -msgstr "Importando cenas 3D" - -msgid "Overview" -msgstr "Visão geral" - -msgid "Only Blender 2.83 and newer can import glTF files exported by Godot." -msgstr "" -"Apenas o Blender 2.83 e mais recentes podem importar arquivos glTF " -"exportados pela Godot." - -msgid "" -"To export a scene in the editor go to **Scene > Export As... > glTF 2.0 " -"Scene...**" -msgstr "" -"Para exportar uma cena no editor, vá para **Cena > Exportar como... > Cena " -"glTF 2.0...**" - -msgid "Limitations" -msgstr "Limitações" - -msgid "There are several limitations with glTF export." -msgstr "Existem várias limitações com a exportação de glTF." - -msgid "" -"No support for exporting particles since their implementation varies across " -"engines." -msgstr "" -"Não há suporte para a exportação de partículas, pois sua implementação varia " -"entre os motores." - -msgid "ShaderMaterials cannot be exported." -msgstr "ShaderMaterials não podem ser exportados." - -msgid "No support for exporting 2D scenes." -msgstr "Não há suporte para exportar cenas 2D." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/import_process.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/import_process.po deleted file mode 100644 index c2b6e0b68e..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/import_process.po +++ /dev/null @@ -1,76 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Import process" -msgstr "Processo de importação" - -msgid "Changing import parameters" -msgstr "Alterando Parâmetros de Importação" - -msgid "" -"Changing the import parameters of several assets at the same time is also " -"possible. Simply select all of them together in the resources dock and the " -"exposed parameters will apply to all of them when reimporting." -msgstr "" -"Alterar os parâmetros de importação de vários assets ao mesmo tempo também é " -"possível. Basta selecionar todos eles juntos na dock de recursos e os " -"parâmetros expostos serão aplicados a todos eles ao reimportar." - -msgid "Reimporting multiple assets" -msgstr "Reimportando múltiplos assets" - -msgid "" -"While working on a project you may find that several assets need to have the " -"same parameters changed, such as enabling mipmaps, but you only want those " -"specific parameters changed. To do this, select every asset you want to " -"reimport in the file system. In the import tab there will now be a checkbox " -"to the left of every import parameter." -msgstr "" -"Ao trabalhar em um projeto, você pode descobrir que vários assets precisam " -"ter os mesmos parâmetros alterados, como a ativação de mipmaps, mas você só " -"quer que esses parâmetros específicos sejam alterados. Para fazer isto, " -"selecione todos os assets que você quer reimportar no sistema de arquivos. " -"Na aba de importação agora haverá uma caixa de seleção à esquerda de cada " -"parâmetro de importação." - -msgid "" -"Select the checkbox of the parameters you want to change on your imported " -"assets, then change the parameters normally. Finally, click the reimport " -"button and every selected asset will be reimported with only those " -"parameters changed." -msgstr "" -"Marque a caixa de seleção dos parâmetros que você deseja alterar nos seus " -"assets importados e, em seguida, altere os parâmetros normalmente. " -"Finalmente, clique no botão de reimportação e todos os assets selecionados " -"serão reimportados apenas com esses parâmetros alterados." - -msgid "Automatic reimport" -msgstr "Reimportação Automática" - -msgid "" -"When the MD5 checksum of the source asset changes, Godot will perform an " -"automatic reimport of it, applying the preset configured for that specific " -"asset." -msgstr "" -"Quando a soma de verificação MD5 do ativo de origem for alterada, Godot " -"executará uma reimportação automática, aplicando a predefinição configurada " -"para esse asset específico." - -msgid "Files generated" -msgstr "Arquivos gerados" - -msgid "Changing import resource type" -msgstr "Alterando o tipo de recurso de importação" - -msgid "Changing default import parameters" -msgstr "Alterando parâmetros de importação padrão" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po deleted file mode 100644 index fba9af7cf2..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po +++ /dev/null @@ -1,49 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"When dealing with 3D assets, Godot has a flexible and configurable importer." -msgstr "" -"Ao lidar com assets 3D, Godot tem um flexível e configurável importador." - -msgid "Godot supports the following 3D *scene file formats*:" -msgstr "Godot suporta os seguintes *formatos de arquivo de cena* 3D:" - -msgid "" -"Blender versions older than 3.2 do not export emissive textures with the " -"glTF file. If your model uses one and you're using an older version of " -"Blender, it must be brought in separately." -msgstr "" -"As versões do Blender anteriores à 3.2 não exportam texturas emissivas com o " -"arquivo glTF. Se o seu modelo usa um e você está usando uma versão mais " -"antiga do Blender, ele deve ser trazido separadamente." - -msgid "" -"By default, Blender has backface culling disabled on materials and will " -"export materials to match how they render in Blender. This means that " -"materials in Godot will have their cull mode set to **Disabled**. This can " -"decrease performance since backfaces will be rendered, even when they are " -"being culled by other faces. To resolve this, enable **Backface Culling** in " -"Blender's Materials tab, then export the scene to glTF again." -msgstr "" -"Por padrão, o Blender tem a eliminação de faces desabilitada nos materiais e " -"irá exportar os materiais para combinar como eles renderizam no Blender. " -"Isso significa que os materiais na Godot terão seu modo de eliminação " -"definido como **Desativado**. Isso pode diminuir o desempenho, uma vez que " -"as faces posteriores serão renderizadas, mesmo quando estão sendo " -"selecionadas por outras faces. Para resolver isso, habilite **Backface " -"Culling** na aba Materiais do Blender, então exporte a cena para glTF " -"novamente." - -msgid "Exporting DAE files from Blender" -msgstr "Exportando arquivos DAE no Blender" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po deleted file mode 100644 index 082b237819..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po +++ /dev/null @@ -1,140 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Import workflows" -msgstr "Fluxos de trabalho de importação" - -msgid "**glTF**" -msgstr "**glTF**" - -msgid "" -"It is possible to specify a filter script in a special syntax to decide " -"which tracks from which animations should be kept." -msgstr "" -"É possível especificar um script de filtro em uma sintaxe especial para " -"decidir quais faixas de quais animações devem ser mantidas." - -msgid "" -"The script must start with an animation filter statement (as denoted by the " -"line beginning with an ``@``). For example, if we would like to apply " -"filters to all imported animations which have a name ending in " -"``\"_Loop\"``::" -msgstr "" -"O script deve começar com uma declaração de filtro de animação (como " -"denotado pela linha começando com um ``@``). Por exemplo, se quisermos " -"aplicar filtros a todas as animações importadas que tenham um nome " -"terminando em ``''_Loop''``::" - -msgid "" -"Similarly, additional patterns can be added to the same line, separated by " -"commas. Here is a modified example to additionally *include* all animations " -"with names that begin with ``\"Arm_Left\"``, but also *exclude* all " -"animations which have names ending in ``\"Attack\"``::" -msgstr "" -"Da mesma forma, padrões adicionais podem ser adicionados à mesma linha, " -"separados por vírgulas. Aqui está um exemplo modificado para adicionalmente " -"*incluir* todas as animações com nomes que começam com ``''Arm_Left''``, mas " -"também *excluir* todas as animações que têm nomes terminando em " -"``''Attack''``::" - -msgid "" -"Following the animation selection filter statement, we add track filtering " -"patterns to indicate which animation tracks should be kept or discarded. If " -"no track filter patterns are specified, then all tracks within the matched " -"animations will be discarded!" -msgstr "" -"Seguindo a declaração do filtro de seleção de animação, adicionamos padrões " -"de filtragem de faixa para indicar quais faixas de animação devem ser " -"mantidas ou descartadas. Se nenhum filtro de faixa for especificado, todas " -"as faixas dentro das animações encontradas serão descartadas!" - -msgid "" -"It's important to note that track filter statements are applied in order for " -"each track within the animation, this means that one line may include a " -"track, a later rule can still discard it. Similarly, a track excluded by an " -"early rule may then be re-included once again by a filter rule further down " -"in the filter script." -msgstr "" -"É importante notar que as declarações do filtro de faixa são aplicadas para " -"cada faixa dentro da animação, isso significa que uma linha pode incluir uma " -"faixa, uma regra posterior ainda pode descartá-la. Da mesma forma, uma faixa " -"excluída por uma regra inicial pode então ser reincluída mais uma vez por " -"uma regra de filtro mais para baixo no script do filtro." - -msgid "" -"For example: include all tracks in animations with names ending in " -"``\"_Loop\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end " -"in ``\"Control\"``, unless they have ``\"Arm\"`` in their name::" -msgstr "" -"Por exemplo: inclua todas as faixas nas animações com nomes que terminam em " -"``''_Loop''``, mas descarte qualquer faixa que afete um ``''Skeleton''`` que " -"termina em ``''Control''``, a menos que tenha ``''Arm''`` no nome::" - -msgid "" -"In the above example, tracks like ``\"Skeleton:Leg_Control\"`` would be " -"discarded, while tracks such as ``\"Skeleton:Head\"`` or ``\"Skeleton:" -"Arm_Left_Control\"`` would be retained." -msgstr "" -"No exemplo acima, faixas como ``''Skeleton:Leg_Control''`` seriam " -"descartadas, enquanto faixas como ``''Skeleton:Head''`` ou ``''Skeleton:" -"Arm_Left_Control''`` seriam retidas." - -msgid "" -"Any track filter lines that do not begin with a ``+`` or ``-`` are ignored." -msgstr "" -"Todas as linhas de filtro de faixa que não começam com um ``+`` ou ``-`` são " -"ignoradas." - -msgid "Storage" -msgstr "Armazenamento" - -msgid "" -"By default, animations are saved as built-in. It is possible to save them to " -"a file instead. This allows adding custom tracks to the animations and " -"keeping them after a reimport." -msgstr "" -"Por padrão, as animações são salvas embutidas. É possível salvá-los em um " -"arquivo em vez disso. Isso permite adicionar faixas personalizadas às " -"animações e mantê-las após uma reimportação." - -msgid "Optimizer" -msgstr "Otimizador" - -msgid "" -"When animations are imported, an optimizer is run, which reduces the size of " -"the animation considerably. In general, this should always be turned on " -"unless you suspect that an animation might be broken due to it being enabled." -msgstr "" -"Quando as animações são importadas, um otimizador é executado, o que reduz " -"consideravelmente o tamanho da animação. Em geral, isso deve ser sempre " -"ativado a menos que você suspeite que uma animação pode ser quebrada." - -msgid "Clips" -msgstr "Clipes" - -msgid "" -"It is possible to specify multiple animations from a single timeline as " -"clips. For this to work, the model must have only one animation that is " -"named ``default``. To create clips, change the clip amount to something " -"greater than zero. You can then name a clip, specify which frames it starts " -"and stops on, and choose whether the animation loops or not." -msgstr "" -"É possível especificar várias animações de uma única linha do tempo como " -"clipes. Para que isso funcione, o modelo deve ter apenas uma animação " -"chamada ``default``. Para criar clipes, altere a quantidade do clipe para " -"algo maior que zero. Em seguida, você pode nomear um clipe, especificar em " -"quais quadros ele começa e termina e escolher se a animação será repetida ou " -"não." - -msgid "Scene inheritance" -msgstr "Herança de cena" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po deleted file mode 100644 index 537bd6b239..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing 3D scenes" -msgstr "Importando cenas 3D" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po deleted file mode 100644 index b994a46827..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting textures separately" -msgstr "Exportando texturas separadamente" - -msgid "Exporting considerations" -msgstr "Considerações de exportação" - -msgid "" -"Since GPUs can only render triangles, meshes that contain quads or N-gons " -"have to be *triangulated* before they can be rendered. Godot can triangulate " -"meshes on import, but results may be unpredictable or incorrect, especially " -"with N-gons. Regardless of the target application, triangulating *before* " -"exporting the scene will lead to more consistent results and should be done " -"whenever possible." -msgstr "" -"Como as GPUs só podem renderizar triângulos, as malhas que contêm quads ou N-" -"gons precisam ser *trianguladas* antes de poderem ser renderizadas. O Godot " -"pode triangular malhas na importação, mas os resultados podem ser " -"imprevisíveis ou incorretos, especialmente com N-gons. Independentemente da " -"aplicação alvo, triangular *antes* de exportar a cena levará a resultados " -"mais consistentes e deve ser feita sempre que possível." - -msgid "" -"It is important that the mesh is not deformed by bones when exporting. Make " -"sure that the skeleton is reset to its T-pose or default rest pose before " -"exporting with your favorite 3D editor." -msgstr "" -"É importante que a malha não esteja deformada pelos ossos quando for " -"exportar. Tenha certeza que o esqueleto esteja setado em pose tipo T ou pose " -"de descanso padrão antes de exportar usando seu editor 3D favorito." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po deleted file mode 100644 index d52a76fa2c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po +++ /dev/null @@ -1,107 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Many times, when editing a scene, there are common tasks that need to be " -"done after exporting:" -msgstr "" -"Muitas vezes, ao editar uma cena, há tarefas comuns que precisam ser feitas " -"após a exportação:" - -msgid "Adding collision detection to objects." -msgstr "Adicionando detecção de colisão a objetos." - -msgid "Setting objects as navigation meshes." -msgstr "Definindo objetos como malhas de navegação." - -msgid "Remove nodes (-noimp)" -msgstr "Remover os Nós (-noimp)" - -msgid "" -"Objects that have the ``-noimp`` suffix will be removed at import-time no " -"matter what their type is. They will not appear in the imported scene." -msgstr "" -"Nomes de nó que tenham o sufixo ``-noimp`` serão removidos no momento da " -"importação, não importa qual seja o seu tipo. Eles não aparecerão na cena " -"importada." - -msgid "Create collisions (-col, -convcol, -colonly, -convcolonly)" -msgstr "Criar colisões (-col, -convcol, -colionly, -convcolonly)" - -msgid "" -"The option ``-col`` will work only for Mesh objects. If it is detected, a " -"child static collision node will be added, using the same geometry as the " -"mesh. This will create a triangle mesh collision shape, which is a slow, but " -"accurate option for collision detection. This option is usually what you " -"want for level geometry (but see also ``-colonly`` below)." -msgstr "" -"A opção ``-col`` funcionará apenas para objetos Mesh. Se for detectado, um " -"nó de colisão estática filho será adicionado, usando a mesma geometria da " -"malha. Isto criará uma forma de colisão de malha de triângulo, que é uma " -"opção lenta, mas precisa para a detecção de colisão. Esta opção é " -"normalmente o que você quer para geometria de fase (mas veja também ``-" -"colonly`` abaixo)." - -msgid "" -"However, in both cases, the visual geometry may be too complex or not smooth " -"enough for collisions. This can create physics glitches and slow down the " -"engine unnecessarily." -msgstr "" -"No entanto, em ambos os casos, a geometria visual é muito complexa ou muito " -"irregular para colisões. Isto pode criar falhas físicas e retardar o motor " -"desnecessariamente." - -msgid "" -"When possible, **try to use a few primitive collision shapes** instead of " -"triangle mesh or convex shapes. Primitive shapes often have the best " -"performance and reliability." -msgstr "" -"Quando possível, **tente usar algumas formas de colisão primitivas** ao " -"invés de malhas triangulares ou formas convexas. As formas primitivas " -"costumam ter o melhor desempenho e confiabilidade." - -msgid "" -"See :ref:`doc_collision_shapes_3d` for a comprehensive overview of collision " -"shapes." -msgstr "" -"Veja :ref:`doc_collision_shapes_3d` para uma visão abrangente das formas de " -"colisão." - -msgid "Create navigation (-navmesh)" -msgstr "Criar navegação (-navmesh)" - -msgid "" -"A mesh node with the ``-navmesh`` suffix will be converted to a navigation " -"mesh. The original Mesh object will be removed at import-time." -msgstr "" -"Um nó de malha com o sufixo ``-navmesh`` será convertido em uma malha de " -"navegação. O nó original da Malha será removido no momento da importação." - -msgid "Create a VehicleBody (-vehicle)" -msgstr "Cria um Veículo (-vehicle)" - -msgid "Create a VehicleWheel (-wheel)" -msgstr "Crie uma Roda de Veículo (-wheel)" - -msgid "Rigid Body (-rigid)" -msgstr "Rigid Body (-rigid)" - -msgid "Animation loop (-loop, -cycle)" -msgstr "Loop de animação (-loop, -cycle)" - -msgid "" -"In Blender, this requires using the NLA Editor and naming the Action with " -"the ``loop`` or ``cycle`` prefix or suffix." -msgstr "" -"No Blender, isso requer o uso do Editor NLA e nomear a Ação com o prefixo ou " -"sufixo ``loop`` ou ``cycle``." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po deleted file mode 100644 index f2ebfeb84f..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po +++ /dev/null @@ -1,75 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing audio samples" -msgstr "Importando amostras de áudio" - -msgid "" -"Ogg Vorbis files use a stronger compression that results in much smaller " -"file size, but require significantly more processing power to play back." -msgstr "" -"Os arquivos Ogg Vorbis usam uma compressão mais forte que resulta em tamanho " -"de arquivo muito menor, mas requerem significativamente mais poder de " -"processamento para reprodução." - -msgid "" -"If you've compiled the Godot editor from source with specific modules " -"disabled, some formats may not be available." -msgstr "" -"Se você compilou o editor do Godot a partir da fonte com módulos específicos " -"desabilitados, alguns formatos podem não estar disponíveis." - -msgid "Format" -msgstr "Formato" - -msgid "1 second of audio" -msgstr "1 segundo de áudio" - -msgid "WAV 24-bit, 96 kHz, stereo" -msgstr "WAV 24 bits, 96 kHz, estéreo" - -msgid "576 KB" -msgstr "576 KB" - -msgid "WAV 16-bit, 44 kHz, mono" -msgstr "WAV 16 bits, 44 kHz, mono" - -msgid "88 KB" -msgstr "88 KB" - -msgid "22 KB" -msgstr "22 KB" - -msgid "MP3 192 Kb/s, stereo" -msgstr "MP3 192 Kb/s, estéreo" - -msgid "24 KB" -msgstr "24 KB" - -msgid "Ogg Vorbis 128 Kb/s, stereo" -msgstr "Ogg Vorbis 128 Kb/s, estéreo" - -msgid "16 KB" -msgstr "16 KB" - -msgid "Ogg Vorbis 96 Kb/s, stereo" -msgstr "Ogg Vorbis 96 Kb/s, estéreo" - -msgid "12 KB" -msgstr "12 KB" - -msgid "BPM" -msgstr "BPM" - -msgid "Best practices" -msgstr "Boas práticas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po deleted file mode 100644 index 3abfbb7ae2..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po +++ /dev/null @@ -1,181 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing images" -msgstr "Importação de imagens" - -msgid "Supported image formats" -msgstr "Formatos de imagem suportados" - -msgid "Godot can import the following image formats:" -msgstr "O Godot pode importar os seguintes formatos de imagem:" - -msgid "" -"BMP (``.bmp``) - No support for 16-bit per pixel images. Only 1-bit, 4-bit, " -"8-bit, 24-bit, and 32-bit per pixel images are supported." -msgstr "" -"BMP (``.bmp``) - Sem suporte para imagens de 16 bits por pixel. Apenas " -"imagens de 1 bit, 4 bits, 8 bits, 24 bits, e 32 bits por pixel são " -"suportadas." - -msgid "" -"DirectDraw Surface (``.dds``) - If mipmaps are present in the texture, they " -"will be loaded directly. This can be used to achieve effects using custom " -"mipmaps." -msgstr "" -"DirectDraw Surface (``.dds``) - Se mipmaps estiverem presentes na textura, " -"eles serão carregados diretamente. Isso pode ser usado para obter efeitos " -"usando mipmaps personalizados." - -msgid "" -"OpenEXR (``.exr``) - Supports HDR (highly recommended for panorama skies)." -msgstr "" -"OpenEXR (``.exr``) - Suporta HDR (altamente recomendado para céus " -"panorâmicos)." - -msgid "" -"Radiance HDR (``.hdr``) - Supports HDR (highly recommended for panorama " -"skies)." -msgstr "" -"Radiance HDR (``.hdr``) - Suporta HDR (altamente recomendado para céus " -"panorâmicos)." - -msgid "" -"JPEG (``.jpg``, ``.jpeg``) - Doesn't support transparency per the format's " -"limitations." -msgstr "" -"JPEG (``.jpg``, ``.jpeg``) - Não suporta transparência pelas limitações do " -"formato." - -msgid "" -"PNG (``.png``) - Precision is limited to 8 bits per channel upon importing " -"(no HDR images)." -msgstr "" -"PNG (``.png``) - A precisão é limitada a 8 bits por canal na importação (sem " -"imagens HDR)." - -msgid "Truevision Targa (``.tga``)" -msgstr "Truevision Targa (``.tga``)" - -msgid "" -"WebP (``.webp``) - WebP files support transparency and can be compressed " -"lossily or losslessly. The precision is limited to 8 bits per channel." -msgstr "" -"WebP (``.webp``) - Arquivos WebP suportam transparência e podem ser " -"compactados com ou sem perdas. A precisão é limitada a 8 bits por canal." - -msgid "" -"If you've compiled the Godot editor from source with specific modules " -"disabled, some formats may not be available." -msgstr "" -"Se você compilou o editor do Godot a partir da fonte com módulos específicos " -"desabilitados, alguns formatos podem não estar disponíveis." - -msgid "Importing textures" -msgstr "Importação de Texturas" - -msgid "Detect 3D" -msgstr "Detectar 3D" - -msgid "Import options" -msgstr "Opções de importação" - -msgid "" -"Images are one of the largest assets in a game. To handle them efficiently, " -"they need to be compressed. Godot offers several compression methods, " -"depending on the use case." -msgstr "" -"Imagens são um dos recursos mais pesados em um jogo. Para usá-las de forma " -"eficiente, elas precisam de ser comprimidas. O Godot proporciona vários " -"métodos de compressão, dependendo do caso." - -msgid "good" -msgstr "bom" - -msgid "bad" -msgstr "ruim" - -msgid "Lossy" -msgstr "Perda" - -msgid "**Description**" -msgstr "**Descrição**" - -msgid "Stored as Lossless WebP / PNG" -msgstr "Armazenado como WebP sem perdas / PNG" - -msgid "Stored as Lossy WebP" -msgstr "Armazenado como WebP" - -msgid "Stored as raw pixels" -msgstr "Armazenado como pixels brutos" - -msgid "|regular| Small" -msgstr "|regular| Pequeno" - -msgid "regular" -msgstr "regular" - -msgid "|bad| Large" -msgstr "|bad| Grande" - -msgid "|good| Small" -msgstr "|good| Pequeno" - -msgid "|regular| Normal" -msgstr "|regular| Normal" - -msgid "|good| Fast" -msgstr "|good| Rápido" - -msgid "|good| None" -msgstr "|good| Nenhum" - -msgid "|regular| Slight" -msgstr "|regular| Leve" - -msgid "|bad| Moderate" -msgstr "|bad| Moderado" - -msgid "|bad| Slow" -msgstr "|bad| Lento" - -msgid "**128×128**" -msgstr "**128×128**" - -msgid "**256×256**" -msgstr "**256×256**" - -msgid "**512×512**" -msgstr "**512×512**" - -msgid "**1024×1024**" -msgstr "**1024×1024**" - -msgid "**2048×2048**" -msgstr "**2048×2048**" - -msgid "**4096×4096**" -msgstr "**4096×4096**" - -msgid "" -"More information about normal maps (including a coordinate order table for " -"popular engines) can be found `here `__." -msgstr "" -"Mais informações sobre normal maps (incluindo uma tabela de ordem de " -"coordenadas para motores populares) podem ser encontradas `aqui (em Inglês) " -"`__." - -msgid "Best practices" -msgstr "Boas práticas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po deleted file mode 100644 index 6547c263ee..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po +++ /dev/null @@ -1,225 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing translations" -msgstr "Importando traduções" - -msgid "Games and internationalization" -msgstr "Jogos e internacionalização" - -msgid "" -"In regular desktop or mobile applications, internationalized text is usually " -"located in resource files (or .po files for GNU stuff). Games, however, can " -"use several orders of magnitude more text than applications, so they must " -"support efficient methods for dealing with loads of multilingual text." -msgstr "" -"Em aplicações desktop ou mobile regulares, internacionalização de texto é " -"normalmente localizada em arquivos de recursos (ou arquivos .po para GNU). " -"Jogos, no entanto, podem utilizar muito mais texto do que aplicações, então " -"devem suportar métodos eficientes para lidar com grande quantidade de textos " -"em múltiplos idiomas." - -msgid "" -"There are two approaches to generate multilingual language games and " -"applications. Both are based on a key:value system. The first is to use one " -"of the languages as the key (usually English), the second is to use a " -"specific identifier. The first approach is probably easier for development " -"if a game is released first in English, later in other languages, but a " -"complete nightmare if working with many languages at the same time." -msgstr "" -"Existem duas abordagens para gerar jogos e aplicações multi-idiomas. Ambas " -"são baseadas em um sistema de chave:valor. O primeiro é utilizar uma das " -"linguagens como chave (normalmente Inglês), o segundo é usar um " -"identificador específico. A primeira abordagem é provavelmente mais fácil " -"para desenvolver se o jogo for lançado primeiro em inglês, e depois em " -"outros idiomas, mas um completo pesadelo se estiver trabalhando com muitos " -"idiomas ao mesmo tempo." - -msgid "" -"In general, games use the second approach and a unique ID is used for each " -"string. This allows you to revise the text while it is being translated to " -"other languages. The unique ID can be a number, a string, or a string with a " -"number (it's just a unique string anyway)." -msgstr "" -"Em geral, jogos usam a segunda abordagem e um ID único é utilizado para cada " -"string. Isto permite que você revise o texto enquanto ele está sendo " -"traduzido para outros idiomas. O ID único pode ser um número, uma string, ou " -"uma string com número (que é uma string de qualquer forma)." - -msgid "" -"If you need a more powerful file format, Godot also supports loading " -"translations written in the gettext ``.po`` format. See :ref:" -"`doc_localization_using_gettext` for details." -msgstr "" -"Se você precisar de um formato de arquivo mais poderoso, o Godot também " -"suporta carregar traduções escritas no formato gettext ``.po``. Veja :ref:" -"`doc_localization_using_gettext` para detalhes." - -msgid "Translation format" -msgstr "Formato de tradução" - -msgid "" -"To complete the picture and allow efficient support for translations, Godot " -"has a special importer that can read CSV files. Most spreadsheet editors can " -"export to this format, so the only requirement is that the files have a " -"special arrangement. The CSV files **must** be saved with UTF-8 encoding " -"without a `byte order mark `__." -msgstr "" -"Para permitir suporte eficiente a traduções, o Godot possui um importador " -"especial que pode ler arquivos CSV. Todos os editores de planilhas (seja ele " -"LibreOffice, Microsoft Office, Google Docs, etc.) podem exportar para este " -"formato, então o único requisito é que os arquivos tenham uma organização " -"especial. Os arquivos CSV **devem** ser salvos com codificação UTF-8 sem uma " -"`marca de ordem de byte `__." - -msgid "CSV files must be formatted as follows:" -msgstr "Arquivos CSV devem ser formatados da seguinte forma:" - -msgid "keys" -msgstr "chaves" - -msgid "" -msgstr "" - -msgid "" -msgstr "" - -msgid "" -msgstr "" - -msgid "KEY1" -msgstr "KEY1" - -msgid "string" -msgstr "string" - -msgid "KEY2" -msgstr "KEY2" - -msgid "KEYN" -msgstr "KEYN" - -msgid "en" -msgstr "en" - -msgid "es" -msgstr "es" - -msgid "ja" -msgstr "ja" - -msgid "GREET" -msgstr "SAUDAÇÃO" - -msgid "Hello, friend!" -msgstr "Olá, amigo!" - -msgid "Hola, amigo!" -msgstr "Hola, Amigo!" - -msgid "こんにちは" -msgstr "こんにちは" - -msgid "ASK" -msgstr "PERGUNTAR" - -msgid "How are you?" -msgstr "Como você está?" - -msgid "Cómo está?" -msgstr "Como está?" - -msgid "元気ですか" -msgstr "元気ですか" - -msgid "BYE" -msgstr "DESPEDIDA" - -msgid "Goodbye" -msgstr "Adeus" - -msgid "Adiós" -msgstr "Adiós" - -msgid "さようなら" -msgstr "さようなら" - -msgid "QUOTE" -msgstr "CITAÇÃO" - -msgid "\"Hello\" said the man." -msgstr "\"Hello\" said the man." - -msgid "\"Hola\" dijo el hombre." -msgstr "\"Hola\" dijo el hombre." - -msgid "「こんにちは」男は言いました" -msgstr "「こんにちは」男は言いました" - -msgid "" -"The same example is shown below as a comma-separated plain text file, which " -"should be the result of editing the above in a spreadsheet. When editing the " -"plain text version, be sure to enclose with double quotes any message that " -"contains commas, line breaks or double quotes, so that commas are not parsed " -"as delimiters, line breaks don't create new entries and double quotes are " -"not parsed as enclosing characters. Be sure to escape any double quotes a " -"message may contain by preceding them with another double quote. " -"Alternatively, you can select another delimiter than comma in the import " -"options." -msgstr "" -"O mesmo exemplo é mostrado abaixo como um arquivo de texto simples separado " -"por vírgula, que deve ser o resultado da edição acima em uma planilha. Ao " -"editar a versão de texto simples, certifique-se de fechar com aspas duplas " -"qualquer mensagem que contenha vírgula, quebras de linha ou aspas duplas, " -"para que as vírgulas não sejam analisadas como delimitadores, quebras de " -"linha não criam novas entradas e aspas duplas não são tratadas como " -"caracteres de fechamento. Certifique-se de evitar quaisquer aspas duplas que " -"uma mensagem pode conter, precedendo-as com outra aspas dupla. " -"Alternativamente, você pode selecionar outro delimitador do que a vírgula " -"nas opções de importação." - -msgid "CSV importer" -msgstr "Importador de CSV" - -msgid "" -"Godot will treat CSV files as translations by default. It will import them " -"and generate one or more compressed translation resource files next to it." -msgstr "" -"O Godot tratará arquivos CSV como traduções por padrão. Ele irá importá-los " -"e gerar um ou mais arquivos de recursos de tradução comprimidos ao lado dele." - -msgid "" -"Importing will also add the translation to the list of translations to load " -"when the game runs, specified in project.godot (or the project settings). " -"Godot allows loading and removing translations at runtime as well." -msgstr "" -"A importação também adicionará a tradução à lista de traduções para carregar " -"quando o jogo for iniciado, especificado em project.godot (ou nas " -"configurações do projeto). Godot permite carregar e remover traduções em " -"tempo de execução também." - -msgid "" -"Select the ``.csv`` file and access the **Import** dock to define import " -"options. You can toggle the compression of the imported translations, and " -"select the delimiter to use when parsing the CSV file." -msgstr "" -"Selecione o arquivo ``.csv`` e acesse a dock **Importar** para definir as " -"opções de importação. Você pode alternar a compressão das traduções " -"importadas e selecionar o delimitador para usar ao analisar o arquivo CSV." - -msgid "Be sure to click **Reimport** after any change to these options." -msgstr "" -"Certifique-se de clicar em **Reimportar** após qualquer alteração nessas " -"opções." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/index.po deleted file mode 100644 index e84e42e873..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Assets pipeline" -msgstr "Pipeline de assets" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po deleted file mode 100644 index 17a0b03188..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Apply Node Transform" -msgstr "Aplicar Transformação de nó" - -msgid "Normalize Position Tracks" -msgstr "Normalizar faixas de posição" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_buses.po deleted file mode 100644 index d42000aafc..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_buses.po +++ /dev/null @@ -1,243 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Audio buses" -msgstr "Barramentos de áudio" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"Godot's audio processing code has been written with games in mind, with the " -"aim of achieving an optimal balance between performance and sound quality." -msgstr "" -"O código de processamento de áudio do Godot foi escrito com jogos em mente, " -"com o intuito de alcançar um equilíbrio favorável entre desempenho e " -"qualidade de som." - -msgid "" -"Godot's audio engine allows any number of audio buses to be created and any " -"number of effect processors can be added to each bus. Only the hardware of " -"the device running your game will limit the number of buses and effects that " -"can be used before performance starts to suffer." -msgstr "" -"O motor de áudio do Godot permite qualquer número de barramentos de áudio a " -"serem criados e qualquer número de processadores de efeito podem ser " -"adicionados a cada barramento. Apenas o hardware do dispositivo executando " -"seu jogo irá limitar o número de barramentos e efeitos que podem ser usados " -"antes que o desempenho comece a cair." - -msgid "Decibel scale" -msgstr "Escala decibel" - -msgid "" -"Godot's sound interface is designed to meet the expectations of sound design " -"professionals. To this end, it primarily uses the decibel scale." -msgstr "" -"A interface de som do Godot é designada para combinar com as expectativas " -"dos profissionais de design de som. Para este fim, utiliza-se primariamente " -"a escala decibel." - -msgid "For those unfamiliar with it, it can be explained with a few facts:" -msgstr "Para aqueles não familiarizados, pode-se explicar com alguns fatos:" - -msgid "" -"The decibel (dB) scale is a relative scale. It represents the ratio of sound " -"power by using 20 times the base 10 logarithm of the ratio (20 × log\\ :sub:" -"`10`\\ (P/P\\ :sub:`0`\\ ))." -msgstr "" -"A escala decibel (dB) é uma escala relativa. Ela representa a taxa de " -"potência de som ao usar 20 vezes o logaritmo de base 10 da proporção (20 × " -"log\\ :sub:`10`\\ (P/P\\ :sub:`0`\\ ))." - -msgid "" -"For every 6 dB, sound amplitude doubles or halves. 12 dB represents a factor " -"of 4, 18 dB a factor of 8, 20 dB a factor of 10, 40 dB a factor of 100, etc." -msgstr "" -"Para cada 6 dB, a amplitude de som se duplica ou se divide pela metade. 12 " -"dB representam um fator de 4, 18 dB um fator de 8, 20 dB um fator de 10, " -"40dB um fator de 100, etc." - -msgid "" -"Since the scale is logarithmic, true zero (no audio) can't be represented." -msgstr "" -"Como a escala é logarítmica, um zero verdadeiro (sem áudio) não pode ser " -"representado." - -msgid "" -"0 dB is the maximum amplitude possible in a digital audio system. This limit " -"is not the human limit, but a limit from the sound hardware. Audio with " -"amplitudes that are too high to be represented properly below 0 dB create a " -"kind of distortion called *clipping*." -msgstr "" -"0 dB é a amplitude máxima possível em um sistema de áudio digital. Este não " -"é o limite humano, mas um limite do hardware de som. Áudio com amplitudes " -"que são muito altas para serem representados corretamente criam uma " -"distorção chamada *clipping*." - -msgid "" -"To avoid clipping, your sound mix should be arranged so that the output of " -"the *master bus* (more on that later) never exceeds 0 dB." -msgstr "" -"Para evitar clipping, sua mixagem de som deve ser organizada para que a " -"saída do *barramento mestre* (mais detalhes depois) nunca exceda 0dB." - -msgid "" -"Every 6 dB below the 0 dB limit, sound energy is *halved*. It means the " -"sound volume at -6 dB is half as loud as 0dB. -12 dB is half as loud as -6 " -"dB and so on." -msgstr "" -"Para cada 6 dB abaixo do limite de 0 dB, a energia de som é *cortada pela " -"metade*. Significa que o volume de som em -6 dB possui metade da intensidade " -"de 0 dB. -12 dB possui metade da intensidade de -6 dB e assim por diante." - -msgid "" -"When working with decibels, sound is considered no longer audible between " -"-60 dB and -80 dB. This makes your working range generally between -60 dB " -"and 0 dB." -msgstr "" -"Ao trabalhar com decibels, um som é considerado inaudível entre -60 dB e -80 " -"dB. Isso faz com que seu alcance de trabalho seja geralmente entre -60 dB e " -"0 dB." - -msgid "" -"This can take a bit getting used to, but it's friendlier in the end and will " -"allow you to communicate better with audio professionals." -msgstr "" -"Pode levar um pouco de tempo para pegar o jeito, porém é mais amigável no " -"fim e permitirá que você se comunique melhor com profissionais de áudio." - -msgid "Audio buses can be found in the bottom panel of the Godot editor:" -msgstr "" -"Barramentos de áudio podem ser encontrados no painel inferior do editor do " -"Godot:" - -msgid "" -"An *audio bus* (also called an *audio channel*) can be considered a place " -"that audio is channeled through on the way to playback through a device's " -"speakers. Audio data can be *modified* and *re-routed* by an audio bus. An " -"audio bus has a VU meter (the bars that light up when sound is played) which " -"indicates the amplitude of the signal passing through." -msgstr "" -"Um *barramento de áudio* (também chamado de *canal de áudio*) pode ser " -"considerado um lugar por onde o áudio é canalizado no caminho para a " -"reprodução nos alto-falantes de um dispositivo. Dados de áudio podem ser " -"*modificados* e *redirecionados* por um barramento de áudio. Um barramento " -"de áudio possui um medidor VU (as barras que se iluminam quando o som é " -"reproduzido) que indica a amplitude da passagem do sinal." - -msgid "" -"The leftmost bus is the *master bus*. This bus outputs the mix to your " -"speakers so, as mentioned in the *Decibel scale* section above, make sure " -"that your mix level doesn't reach 0 dB in this bus. The rest of the audio " -"buses can be flexibly routed. After modifying the sound, they send it to " -"another bus to the left. The destination bus can be specified for each of " -"the non-master audio buses. Routing always passes audio from buses on the " -"right to buses further to the left. This avoids infinite routing loops." -msgstr "" -"O barramento mais à esquerda é o *barramento mestre*. Este barramento gera o " -"mix para seus alto-falantes então, como mencionado na seção *Escala decibel* " -"acima, certifique-se de que seu nível de mixagem não chegue a 0 dB neste " -"barramento. O resto dos barramentos de áudio podem ser flexivelmente " -"encaminhados. Após modificar o som, eles o enviam para outro barramento à " -"esquerda. O barramento destinatário pode ser especificado por cada um dos " -"barramentos não-mestre. O encaminhamento sempre passa áudio de barramentos " -"na direita para barramentos além para a esquerda. Isso evita ciclos de " -"encaminhamento infinitos." - -msgid "" -"In the above image, the output of *Bus 2* has been routed to the *Master* " -"bus." -msgstr "" -"Na imagem acima, a saída do *Bus 2* foi encaminhada para o barramento " -"*Master*." - -msgid "Playback of audio through a bus" -msgstr "Reprodução de áudio através de um barramento" - -msgid "" -"To test passing audio to a bus, create an AudioStreamPlayer node, load an " -"AudioStream and select a target bus for playback:" -msgstr "" -"Para testar a passagem de áudio para um barramento, crie um nó " -"AudioStreamPlayer, carregue um AudioStream e selecione um barramento de " -"destino para reprodução:" - -msgid "Finally, toggle the **Playing** property to **On** and sound will flow." -msgstr "Por fim, alterne a propriedade **Playing** para **On** e o som fluirá." - -msgid "" -"You may also be interested in reading about :ref:`doc_audio_streams` now." -msgstr "" -"Você também pode estar interessado em ler sobre :ref:`doc_audio_streams` " -"agora." - -msgid "Adding effects" -msgstr "Adicionando efeitos" - -msgid "" -"Audio buses can contain all sorts of effects. These effects modify the sound " -"in one way or another and are applied in order." -msgstr "" -"Barramentos de áudio podem conter todos os tipos de efeitos. Esses efeitos " -"modificam o som de uma forma ou outra e são aplicados em ordem." - -msgid "For information on what each effect does, see :ref:`doc_audio_effects`." -msgstr "" -"Para obter mais informações sobre o que cada efeito faz, consulte: ref: " -"`doc_audio_effects`." - -msgid "Automatic bus disabling" -msgstr "Desativando barramentos automaticamente" - -msgid "" -"There is no need to disable buses manually when not in use. Godot detects " -"that the bus has been silent for a few seconds and disables it (including " -"all effects)." -msgstr "" -"Não há necessidade de desabilitar barramentos manualmente quando não " -"estiverem em uso. O Godot detecta que o barramento ficou silencioso por " -"alguns segundos e o desativa (incluindo todos os efeitos)." - -msgid "Disabled buses have a blue VU meter instead of a red-green one." -msgstr "" -"Barramentos desativados têm um medidor VU azul ao invés de um vermelho-verde." - -msgid "Bus rearrangement" -msgstr "Reorganizando barramentos" - -msgid "" -"Stream Players use bus names to identify a bus, which allows adding, " -"removing and moving buses around while the reference to them is kept. " -"However, if a bus is renamed, the reference will be lost and the Stream " -"Player will output to Master. This system was chosen because rearranging " -"buses is a more common process than renaming them." -msgstr "" -"Stream Players usam nomes de barramento para identificar um barramento, o " -"que permite adicionar, remover e mover barramentos enquanto a referência a " -"eles é mantida. No entanto, se um barramento for renomeado, a referência " -"será perdida e o áudio do Stream Player será enviado para o Master. Este " -"sistema foi escolhido porque reorganizar os barramentos é um processo mais " -"comum do que renomeá-los." - -msgid "Default bus layout" -msgstr "Layout de barramento padrão" - -msgid "" -"The default bus layout is automatically saved to the ``res://" -"default_bus_layout.tres`` file. Custom bus arrangements can be saved and " -"loaded from disk." -msgstr "" -"O layout de barramento padrão é salvo automaticamente no arquivo ``res://" -"default_bus_layout.tres``. Layouts de barramento personalizados podem ser " -"salvos e carregados do disco." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_effects.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_effects.po deleted file mode 100644 index 96422b719a..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_effects.po +++ /dev/null @@ -1,132 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Audio effects" -msgstr "Efeitos de áudio" - -msgid "" -"Try them all out to get a sense of how they alter sound. Here follows a " -"short description of the available effects:" -msgstr "" -"Experimente todos pare ter uma noção de como eles alteram o som. Aqui segue " -"uma breve descrição dos efeitos disponíveis:" - -msgid "Amplify" -msgstr "Amplificar" - -msgid "BandLimit and BandPass" -msgstr "BandLimit e BandPass" - -msgid "" -"These are resonant filters which block frequencies around the *Cutoff* " -"point. BandPass can be used to simulate sound passing through an old " -"telephone line or megaphone. Modulating the BandPass frequency can simulate " -"the sound of a wah-wah guitar pedal, think of the guitar in Jimi Hendrix's " -"*Voodoo Child (Slight Return)*." -msgstr "" -"Estes são filtros ressonantes que bloqueiam freqüências em torno do ponto " -"*Cutoff*. O BandPass pode ser usado para simular som passando por uma linha " -"telefônica antiga ou megafone. A modulação da freqüência do BandPass pode " -"simular o som de um pedal de guitarra wah-wah, pense na guitarra no ponto " -"*Voodoo Child (Slight Return)* de Jimi Hendrix." - -msgid "Capture" -msgstr "Captura" - -msgid "" -"The Capture effect copies the audio frames of the audio bus that it is on " -"into an internal buffer. This can be used to capture data from the " -"microphone or to transmit audio over the network in real-time." -msgstr "" -"O efeito Capture copia os quadros de áudio do barramento de áudio em que ele " -"está em um buffer interno. Isso pode ser usado para capturar dados do " -"microfone ou para transmitir áudio pela rede em tempo real." - -msgid "Chorus" -msgstr "Chorus" - -msgid "Compressor" -msgstr "Compressor" - -msgid "The compressor has many uses. For example:" -msgstr "O compressor tem muitos usos. Por exemplo:" - -msgid "" -"It can be used in voice channels to ensure they sound as even as possible." -msgstr "" -"Ele pode ser usado em canais de voz para garantir que soem o mais uniformes " -"possível." - -msgid "" -"It can accentuate transients by using a slower attack. This can make sound " -"effects more punchy." -msgstr "" -"Ele pode acentuar os transientes usando um ataque mais lento. Isso pode " -"tornar os efeitos sonoros mais impactantes." - -msgid "Delay" -msgstr "Delay" - -msgid "Distortion" -msgstr "Distortion" - -msgid "EQ" -msgstr "EQ" - -msgid "EQ6, EQ10, EQ21" -msgstr "EQ6, EQ10, EQ21" - -msgid "Filter" -msgstr "Filtro" - -msgid "HighPassFilter" -msgstr "HighPassFilter" - -msgid "Limiter" -msgstr "Limiter" - -msgid "LowPassFilter" -msgstr "LowPassFilter (Filtro LowPass)" - -msgid "LowShelfFilter" -msgstr "LowShelfFilter (Filtro de Prateleira Baixa)" - -msgid "NotchFilter" -msgstr "NotchFilter" - -msgid "Phaser" -msgstr "Phaser" - -msgid "Record" -msgstr "Gravação" - -msgid "Reverb" -msgstr "Reverberação" - -msgid "SpectrumAnalyzer" -msgstr "Analisador de espectro (SpectrumAnalyzer)" - -msgid "" -"This effect doesn't alter audio, instead, you add this effect to buses you " -"want a spectrum analysis of. This would typically be used for audio " -"visualization. Visualizing voices can be a great way to draw attention to " -"them without just increasing their volume. A demo project using this can be " -"found `here `__." -msgstr "" -"Este efeito não altera o áudio; em vez disso, você adiciona esse efeito aos " -"barramentos dos quais deseja uma análise de espectro. Isso é tipicamente " -"usado para visualização de áudio. Visualizar vozes pode ser uma ótima " -"maneira de chamar a atenção para elas sem simplesmente aumentar seu volume. " -"Um projeto de demonstração usando isso pode ser encontrado `aqui `__.." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_streams.po deleted file mode 100644 index 1e00bdc84b..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_streams.po +++ /dev/null @@ -1,125 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Audio streams" -msgstr "Fluxos de áudio" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"As you might have already read in :ref:`doc_audio_buses`, sound is sent to " -"each bus via an AudioStreamPlayer node. There are different kinds of " -"AudioStreamPlayers. Each one loads an AudioStream and plays it back." -msgstr "" -"Como você já deve ter lido em :ref:`doc_audio_buses`, um som é enviado para " -"cada barramento a partir de um nó AudioStreamPlayer. Existem diferentes " -"tipos de AudioStreamPlayers. Cada um carrega um AudioStream e o reproduz." - -msgid "AudioStream" -msgstr "AudioStream" - -msgid "" -"An audio stream is an abstract object that emits sound. The sound can come " -"from many places, but is most commonly loaded from the filesystem. Audio " -"files can be loaded as AudioStreams and placed inside an AudioStreamPlayer. " -"You can find information on supported formats and differences in :ref:" -"`doc_importing_audio_samples`." -msgstr "" -"Um fluxo de áudio é um objeto abstrato que emite som. O som pode vir de " -"muitos lugares, mas é mais comumente carregado a partir do sistema de " -"arquivos. Os arquivos de áudio podem ser carregados como AudioStreams e " -"colocados dentro de um AudioStreamPlayer. Você pode encontrar informações " -"sobre formatos suportados e diferenças em :ref:`doc_importing_audio_samples`." - -msgid "AudioStreamPlayer" -msgstr "AudioStreamPlayer" - -msgid "" -"This is the standard, non-positional stream player. It can play to any bus. " -"In 5.1 sound setups, it can send audio to stereo mix or front speakers." -msgstr "" -"Este é o reprodutor de stream padrão não posicional. Pode tocar em qualquer " -"ônibus. Em configurações de som 5.1, ele pode enviar áudio para mixagem " -"estéreo ou alto-falantes frontais." - -msgid "AudioStreamPlayer2D" -msgstr "AudioStreamPlayer2D" - -msgid "" -"This is a variant of AudioStreamPlayer, but emits sound in a 2D positional " -"environment. When close to the left of the screen, the panning will go left. " -"When close to the right side, it will go right." -msgstr "" -"Esta é uma variante do AudioStreamPlayer, mas emite som em um ambiente " -"posicional 2D. Quando próximo à esquerda da tela, o movimento panorâmico irá " -"para a esquerda. Quando perto do lado direito, ele vai para a direita." - -msgid "" -"Area2Ds can be used to divert sound from any AudioStreamPlayer2Ds they " -"contain to specific buses. This makes it possible to create buses with " -"different reverb or sound qualities to handle action happening in a " -"particular parts of your game world." -msgstr "" -"Area2Ds pode ser usado para desviar o som de qualquer AudioStreamPlayer2Ds " -"que eles contêm para barramentos específicos. Isso torna possível criar " -"barramentos com diferentes qualidades de reverb ou som para lidar com a ação " -"que acontece em uma determinada parte do seu mundo de jogo." - -msgid "AudioStreamPlayer3D" -msgstr "AudioStreamPlayer3D" - -msgid "" -"This is a variant of AudioStreamPlayer, but emits sound in a 3D positional " -"environment. Depending on the location of the player relative to the screen, " -"it can position sound in stereo, 5.1 or 7.1 depending on the chosen audio " -"setup." -msgstr "" -"Esta é uma variante do AudioStreamPlayer, mas emite som em um ambiente " -"posicional 3D. Dependendo da localização do reprodutor em relação à tela, " -"ele pode posicionar o som em estéreo 5.1 ou 7.1 dependendo da configuração " -"de áudio escolhida." - -msgid "" -"Unlike for 2D, the 3D version of AudioStreamPlayer has a few more advanced " -"options:" -msgstr "" -"Ao contrário do 2D, a versão 3D do AudioStreamPlayer possui algumas opções " -"mais avançadas:" - -msgid "Reverb buses" -msgstr "Barramentos de reverberação" - -msgid "Doppler" -msgstr "Doppler" - -msgid "" -"When the relative velocity between an emitter and listener changes, this is " -"perceived as an increase or decrease in the pitch of the emitted sound. " -"Godot can track velocity changes in the AudioStreamPlayer3D and Camera " -"nodes. Both nodes have this property, which must be enabled manually:" -msgstr "" -"Quando a velocidade relativa entre um emissor e um ouvinte muda, isto é " -"percebido como um aumento ou diminuição do tom do som emitido. Godot pode " -"rastrear mudanças de velocidade nos nós AudioStreamPlayer3D e Câmera. Ambos " -"os nós têm esta propriedade, que deve ser habilitada manualmente:" - -msgid "" -"Enable it by setting it depending on how objects will be moved: use **Idle** " -"for objects moved using ``_process``, or **Physics** for objects moved using " -"``_physics_process``. The tracking will happen automatically." -msgstr "" -"Basta habilitá-lo, definindo-o dependendo de como os objetos serão movidos : " -"Use **idle** para objetos movidos usando``_process``, ou **Physics** para " -"objetos movidos usando ``_physics_process``. O rastreamento ocorrerá " -"automaticamente." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/index.po deleted file mode 100644 index f1acdafc62..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Audio" -msgstr "Áudio" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/recording_with_microphone.po deleted file mode 100644 index c69d85a607..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ /dev/null @@ -1,99 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Recording with microphone" -msgstr "Gravação com microfone" - -msgid "" -"Godot supports in-game audio recording for Windows, macOS, Linux, Android " -"and iOS." -msgstr "" -"Godot suporta gravação de áudio no jogo para Windows, macOS, Linux, Android " -"e iOS." - -msgid "" -"A simple demo is included in the official demo projects and will be used as " -"support for this tutorial: ``_." -msgstr "" -"Uma demonstração simples está incluída nos projetos de demonstração oficiais " -"e será usada como suporte para este tutorial: ``_." - -msgid "The structure of the demo" -msgstr "A estrutura da demo" - -msgid "" -"The demo consists of a single scene. This scene includes two major parts: " -"the GUI and the audio." -msgstr "" -"A demonstração consiste em uma única cena. Esta cena inclui duas partes " -"principais: a GUI e o áudio." - -msgid "" -"We will focus on the audio part. In this demo, a bus named ``Record`` with " -"the effect ``Record`` is created to handle the audio recording. An " -"``AudioStreamPlayer`` named ``AudioStreamRecord`` is used for recording." -msgstr "" -"Vamos nos concentrar na parte de áudio. Nesta demonstração, um barramento " -"chamado ``Record`` com o efeito ``Record`` é criado para lidar com a " -"gravação de áudio. Um ``AudioStreamPlayer`` chamado ``AudioStreamRecord`` é " -"usado para gravação." - -msgid "" -"The audio recording is handled by the :ref:`class_AudioEffectRecord` " -"resource which has three methods: :ref:`get_recording() " -"`, :ref:`is_recording_active() " -"`, and :ref:" -"`set_recording_active() " -"`." -msgstr "" -"A gravação de áudio é feita pelo recurso :ref:`class_AudioEffectRecord` que " -"possui três métodos: :ref:`get_recording() " -"`, :ref:`is_recording_active() " -"` e :ref:" -"`set_recording_active( ) " -"`." - -msgid "" -"At the start of the demo, the recording effect is not active. When the user " -"presses the ``RecordButton``, the effect is enabled with " -"``set_recording_active(true)``." -msgstr "" -"No início da demonstração, o efeito de gravação não está ativo. Quando o " -"usuário pressiona o ``RecordButton``, o efeito é ativado com " -"``set_recording_active(true)``." - -msgid "" -"On the next button press, as ``effect.is_recording_active()`` is ``true``, " -"the recorded stream can be stored into the ``recording`` variable by calling " -"``effect.get_recording()``." -msgstr "" -"No próximo botão pressionado, como ``effect.is_recording_active()`` é " -"``true``, o stream gravado pode ser armazenado na variável ``recording`` " -"chamando ``effect.get_recording()``." - -msgid "" -"To playback the recording, you assign the recording as the stream of the " -"``AudioStreamPlayer`` and call ``play()``." -msgstr "" -"Para reproduzir a gravação, você atribui a gravação como o stream do " -"``AudioStreamPlayer`` e chama ``play()``." - -msgid "" -"To save the recording, you call ``save_to_wav()`` with the path to a file. " -"In this demo, the path is defined by the user via a ``LineEdit`` input box." -msgstr "" -"Para salvar a gravação, chame ``save_to_wav()`` com o caminho para um " -"arquivo. Nesta demonstração, o caminho é definido pelo usuário através de " -"uma caixa de entrada ``LineEdit``." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/sync_with_audio.po deleted file mode 100644 index 3aad4d6fa6..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ /dev/null @@ -1,204 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Sync the gameplay with audio and music" -msgstr "Sincronize a jogabilidade com áudio e música" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"In any application or game, sound and music playback will have a slight " -"delay. For games, this delay is often so small that it is negligible. Sound " -"effects will come out a few milliseconds after any play() function is " -"called. For music this does not matter as in most games it does not interact " -"with the gameplay." -msgstr "" -"Em qualquer aplicativo ou jogo, a reprodução de som e música terá um pequeno " -"atraso. Para jogos, esse atraso geralmente é tão pequeno que é " -"insignificante. Os efeitos sonoros aparecerão alguns milissegundos depois " -"que qualquer função play() for chamada. Para a música, isso não importa, " -"pois na maioria dos jogos ela não interage com a jogabilidade." - -msgid "" -"Still, for some games (mainly, rhythm games), it may be required to " -"synchronize player actions with something happening in a song (usually in " -"sync with the BPM). For this, having more precise timing information for an " -"exact playback position is useful." -msgstr "" -"Ainda assim, para alguns jogos (principalmente jogos de ritmo), pode ser " -"necessário sincronizar as ações do jogador com algo que está acontecendo em " -"uma música (geralmente em sincronia com o BPM). Para isso, é útil ter " -"informações de tempo mais precisas para uma posição de reprodução exata." - -msgid "" -"Achieving very low playback timing precision is difficult. This is because " -"many factors are at play during audio playback:" -msgstr "" -"Alcançar uma precisão de tempo de reprodução muito baixa é difícil. Isso " -"ocorre porque muitos fatores estão em jogo durante a reprodução de áudio:" - -msgid "" -"Audio is mixed in chunks (not continuously), depending on the size of audio " -"buffers used (check latency in project settings)." -msgstr "" -"O áudio é mixado em pedaços (não continuamente), dependendo do tamanho dos " -"buffers de áudio usados (verifique a latência nas configurações do projeto)." - -msgid "Mixed chunks of audio are not played immediately." -msgstr "Pedaços mistos de áudio não são reproduzidos imediatamente." - -msgid "Graphics APIs display two or three frames late." -msgstr "As APIs gráficas exibem dois ou três quadros atrasados." - -msgid "When playing on TVs, some delay may be added due to image processing." -msgstr "" -"Ao jogar em TVs, algum atraso pode ser adicionado devido ao processamento de " -"imagem." - -msgid "" -"The most common way to reduce latency is to shrink the audio buffers (again, " -"by editing the latency setting in the project settings). The problem is that " -"when latency is too small, sound mixing will require considerably more CPU. " -"This increases the risk of skipping (a crack in sound because a mix callback " -"was lost)." -msgstr "" -"A maneira mais comum de reduzir a latência é diminuir os buffers de áudio " -"(novamente, editando a configuração de latência nas configurações do " -"projeto). O problema é que quando a latência é muito pequena, a mixagem de " -"som exigirá consideravelmente mais CPU. Isso aumenta o risco de pular (uma " -"rachadura no som porque uma chamada de retorno -callback- de mixagem foi " -"perdida)." - -msgid "" -"This is a common tradeoff, so Godot ships with sensible defaults that should " -"not need to be altered." -msgstr "" -"Esta é uma compensação comum, então Godot vem com padrões sensatos que não " -"precisam ser alterados." - -msgid "Using the system clock to sync" -msgstr "Usando o relógio do sistema para sincronizar" - -msgid "" -"As mentioned before, If you call :ref:`AudioStreamPlayer." -"play()`, sound will not begin " -"immediately, but when the audio thread processes the next chunk." -msgstr "" -"Como mencionado anteriormente, se você chamar :ref:`AudioStreamPlayer." -"play()`, o som não começará " -"imediatamente, mas quando o thread de áudio processar o próximo trecho." - -msgid "" -"This delay can't be avoided but it can be estimated by calling :ref:" -"`AudioServer." -"get_time_to_next_mix()`." -msgstr "" -"Este atraso não pode ser evitado, mas pode ser estimado chamando :ref:" -"`AudioServer." -"get_time_to_next_mix()`." - -msgid "" -"The output latency (what happens after the mix) can also be estimated by " -"calling :ref:`AudioServer." -"get_output_latency()`." -msgstr "" -"A latência de saída (o que acontece após a mixagem) também pode ser estimada " -"chamando :ref:`AudioServer." -"get_output_latency()`." - -msgid "" -"Add these two and it's possible to guess almost exactly when sound or music " -"will begin playing in the speakers during *_process()*:" -msgstr "" -"Adicione esses dois e é possível adivinhar quase exatamente quando o som ou " -"a música começará a tocar nos alto-falantes durante *_process()*:" - -msgid "" -"In the long run, though, as the sound hardware clock is never exactly in " -"sync with the system clock, the timing information will slowly drift away." -msgstr "" -"A longo prazo, porém, como o relógio do hardware de som nunca está " -"exatamente sincronizado com o relógio do sistema, as informações de " -"temporização lentamente se afastarão." - -msgid "" -"For a rhythm game where a song begins and ends after a few minutes, this " -"approach is fine (and it's the recommended approach). For a game where " -"playback can last a much longer time, the game will eventually go out of " -"sync and a different approach is needed." -msgstr "" -"Para um jogo de ritmo em que uma música começa e termina após alguns " -"minutos, essa abordagem é adequada (e é a abordagem recomendada). Para um " -"jogo em que a reprodução pode durar muito mais tempo, o jogo eventualmente " -"ficará fora de sincronia e uma abordagem diferente será necessária." - -msgid "Using the sound hardware clock to sync" -msgstr "Usando o relógio de hardware de som para sincronizar" - -msgid "" -"Using :ref:`AudioStreamPlayer." -"get_playback_position()` " -"to obtain the current position for the song sounds ideal, but it's not that " -"useful as-is. This value will increment in chunks (every time the audio " -"callback mixed a block of sound), so many calls can return the same value. " -"Added to this, the value will be out of sync with the speakers too because " -"of the previously mentioned reasons." -msgstr "" -"Usar :ref:`AudioStreamPlayer." -"get_playback_position()` " -"para obter a posição atual da música parece ideal, mas não é tão útil assim. " -"Este valor será incrementado em blocos (toda vez que a chamada de retorno -" -"callback- de áudio mixar um bloco de som), então muitas chamadas podem " -"retornar o mesmo valor. Somado a isso, o valor também ficará dessincronizado " -"com os alto-falantes pelos motivos citados anteriormente." - -msgid "" -"To compensate for the \"chunked\" output, there is a function that can " -"help: :ref:`AudioServer." -"get_time_since_last_mix()`." -msgstr "" -"Para compensar a saída \"fragmentada\", existe uma função que pode ajudar: :" -"ref:`AudioServer." -"get_time_since_last_mix()`." - -msgid "" -"Adding the return value from this function to *get_playback_position()* " -"increases precision:" -msgstr "" -"Adicionar o valor de retorno desta função a *get_playback_position()* " -"aumenta a precisão:" - -msgid "" -"To increase precision, subtract the latency information (how much it takes " -"for the audio to be heard after it was mixed):" -msgstr "" -"Para aumentar a precisão, subtraia a informação de latência (quanto leva " -"para o áudio ser ouvido depois de mixado):" - -msgid "" -"The result may be a bit jittery due how multiple threads work. Just check " -"that the value is not less than in the previous frame (discard it if so). " -"This is also a less precise approach than the one before, but it will work " -"for songs of any length, or synchronizing anything (sound effects, as an " -"example) to music." -msgstr "" -"O resultado pode ser um pouco instável devido ao funcionamento de várias " -"partes_paralelizáveis. Apenas verifique se o valor não é menor do que no " -"quadro anterior (descarte-o se for o caso). Essa também é uma abordagem " -"menos precisa do que a anterior, mas funcionará para músicas de qualquer " -"duração ou para sincronizar qualquer coisa (efeitos sonoros, por exemplo) " -"com a música." - -msgid "Here is the same code as before using this approach:" -msgstr "Aqui está o mesmo código de antes usando essa abordagem:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/text_to_speech.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/text_to_speech.po deleted file mode 100644 index f8edc669a2..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/text_to_speech.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Text to speech" -msgstr "Texto para voz" - -msgid "Basic Usage" -msgstr "Uso básico" - -msgid "Requirements for functionality" -msgstr "Requisitos para funcionalidade" - -msgid "**Arch Linux**" -msgstr "**Arch Linux**" - -msgid "Troubleshooting" -msgstr "Solução de problemas" - -msgid "Best practices" -msgstr "Boas práticas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po deleted file mode 100644 index 7fda0d29eb..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po +++ /dev/null @@ -1,158 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Autoloads versus regular nodes" -msgstr "Autoloads versus nós normais" - -msgid "" -"In this guide, you will learn when to use the Autoload feature, and " -"techniques you can use to avoid it." -msgstr "" -"Neste guia, você aprenderá quando usar a funcionalidade Autoload e as " -"técnicas que você pode usar para evitá-lo." - -msgid "The cutting audio issue" -msgstr "O problema do corte de áudio" - -msgid "" -"Other engines can encourage the use of creating manager classes, singletons " -"that organize a lot of functionality into a globally accessible object. " -"Godot offers many ways to avoid global state thanks to the node tree and " -"signals." -msgstr "" -"Outros motores podem encorajar o uso da criação de classes de gerenciador, " -"singletons que organizam muita funcionalidade em um objeto globalmente " -"acessível. O Godot oferece muitas maneiras de evitar o estado global graças " -"à árvore de nós e aos sinais." - -msgid "" -"For example, let's say we are building a platformer and want to collect " -"coins that play a sound effect. There's a node for that: the :ref:" -"`AudioStreamPlayer `. But if we call the " -"``AudioStreamPlayer`` while it is already playing a sound, the new sound " -"interrupts the first." -msgstr "" -"Por exemplo, digamos que estamos construindo um jogo de plataforma e " -"queremos coletar moedas que reproduzam um efeito sonoro. Há um nó para isso: " -"o :ref:`AudioStreamPlayer `. Mas se chamarmos o " -"``AudioStreamPlayer`` enquanto ele já está tocando um som, o novo som " -"interrompe o primeiro." - -msgid "" -"**Global state**: one object is now responsible for all objects' data. If " -"the ``Sound`` class has errors or doesn't have an AudioStreamPlayer " -"available, all the nodes calling it can break." -msgstr "" -"**Estado global**: um objeto agora é responsável pelos dados de todos os " -"objetos. Se a classe ``Sound`` tem erros ou não tem um AudioStreamPlayer " -"disponível, todos os nós que o chamam podem quebrar." - -msgid "" -"**Global access**: now that any object can call ``Sound.play(sound_path)`` " -"from anywhere, there's no longer an easy way to find the source of a bug." -msgstr "" -"**Acesso global**: agora que qualquer objeto pode chamar ``Sound." -"play(sound_path)`` de qualquer lugar, não há mais uma maneira fácil de " -"encontrar a origem de um bug." - -msgid "" -"**Global resource allocation**: with a pool of ``AudioStreamPlayer`` nodes " -"stored from the start, you can either have too few and face bugs, or too " -"many and use more memory than you need." -msgstr "" -"**Alocação global de recursos***: com um conjunto de nós " -"``AudioStreamPlayer`` armazenados desde o início, você pode ou ter muito " -"poucos e enfrentar bugs, ou muitos e utilizar mais memória do que você " -"precisa." - -msgid "" -"When you keep code inside a scene, only one or two scripts may be involved " -"in audio." -msgstr "" -"Quando você mantém o código dentro de uma cena, apenas um ou dois scripts " -"podem estar envolvidos no áudio." - -msgid "" -"Contrast this with each scene keeping as many ``AudioStreamPlayer`` nodes as " -"it needs within itself and all these problems go away:" -msgstr "" -"Contraste isto com cada cena mantendo tantos nós ``AudioStreamPlayer`` " -"quantos forem necessários dentro de si e todos estes problemas desaparecem:" - -msgid "" -"Each scene manages its own state information. If there is a problem with the " -"data, it will only cause issues in that one scene." -msgstr "" -"Cada cena gerencia suas próprias informações de estado. Se houver um " -"problema com os dados, isso causará problemas apenas naquela cena." - -msgid "" -"Each scene accesses only its own nodes. Now, if there is a bug, it's easy to " -"find which node is at fault." -msgstr "" -"Cada cena acessa apenas seus próprios nós. Agora, se houver um bug, é fácil " -"descobrir qual nó é o culpado." - -msgid "Each scene allocates exactly the amount of resources it needs." -msgstr "Cada cena aloca exatamente a quantidade de recursos de que precisa." - -msgid "Managing shared functionality or data" -msgstr "Gestão de funcionalidades ou dados compartilhados" - -msgid "" -"Another reason to use an Autoload can be that you want to reuse the same " -"method or data across many scenes." -msgstr "" -"Outra razão para usar um Autoload pode ser que você queira reutilizar o " -"mesmo método ou dados em muitas cenas." - -msgid "" -"In the case of functions, you can create a new type of ``Node`` that " -"provides that feature for an individual scene using the :ref:`class_name " -"` keyword in GDScript." -msgstr "" -"No caso de funções, você pode criar um novo tipo de ``Node`` que fornece " -"esse recurso para uma cena individual utilizando a palavra-chave :ref:" -"`class_name ` em GDScript." - -msgid "When it comes to data, you can either:" -msgstr "Quando se trata de dados, você pode:" - -msgid "" -"Create a new type of :ref:`Resource ` to share the data." -msgstr "" -"Cria um novo tipo de :ref:`Resource ` para compartilhar os " -"dados." - -msgid "" -"Store the data in an object to which each node has access, for example using " -"the ``owner`` property to access the scene's root node." -msgstr "" -"Armazenar os dados em um objeto ao qual cada nó tem acesso, por exemplo " -"utilizando a propriedade ``owner`` para acessar o nó raiz da cena." - -msgid "When you should use an Autoload" -msgstr "Quando você deve usar um Autoload" - -msgid "" -"GDScript supports the creation of ``static`` functions using ``static " -"func``. When combined with ``class_name``, this makes it possible to create " -"libraries of helper functions without having to create an instance to call " -"them. The limitation of static functions is that they can't reference member " -"variables, non-static functions or ``self``." -msgstr "" -"GDScript suporta a criação de funções ``static`` usando ``static func```. " -"Quando combinado com ``class_name``, isso torna possível criar bibliotecas " -"de funções auxiliares sem ter que criar uma instância para chamá-los. A " -"limitação de funções estáticas é que elas não podem referenciar variáveis de " -"membros, funções não estáticas ou ``self``." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/data_preferences.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/data_preferences.po deleted file mode 100644 index f3e31d1f11..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/data_preferences.po +++ /dev/null @@ -1,539 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Data preferences" -msgstr "Preferências de dados" - -msgid "" -"Ever wondered whether one should approach problem X with data structure Y or " -"Z? This article covers a variety of topics related to these dilemmas." -msgstr "" -"Já se perguntou se devemos abordar o problema X com a estrutura de dados Y " -"ou Z? Este artigo cobre uma variedade de tópicos relacionados a esses " -"dilemas." - -msgid "" -"This article makes references to \"[something]-time\" operations. This " -"terminology comes from algorithm analysis' `Big O Notation `_." -msgstr "" -"Este artigo faz referência a operações \"[algo]-tempo\". Esta terminologia " -"vem da análise de algoritmos do `Big O Notation `_." - -msgid "" -"Long-story short, it describes the worst-case scenario of runtime length. In " -"laymen's terms:" -msgstr "" -"Resumindo, ele descreve o pior cenário de duração do tempo de execução. Em " -"termos leigos:" - -msgid "" -"\"As the size of a problem domain increases, the runtime length of the " -"algorithm...\"" -msgstr "" -"\"À medida que o tamanho de um domínio problemático aumenta, o comprimento " -"de execução do algoritmo...\"" - -msgid "Constant-time, ``O(1)``: \"...does not increase.\"" -msgstr "Tempo constante, ``O(1)``O(1)``: \"...não aumenta.\"" - -msgid "Logarithmic-time, ``O(log n)``: \"...increases at a slow rate.\"" -msgstr "Tempo logarítmico, ``O(log n)``: \"... aumenta em uma taxa lenta.\"" - -msgid "Linear-time, ``O(n)``: \"...increases at the same rate.\"" -msgstr "Tempo linear, ``O(n)``: \"... aumenta na mesma taxa.\"" - -msgid "Etc." -msgstr "Etc." - -msgid "" -"Imagine if one had to process 3 million data points within a single frame. " -"It would be impossible to craft the feature with a linear-time algorithm " -"since the sheer size of the data would increase the runtime far beyond the " -"time allotted. In comparison, using a constant-time algorithm could handle " -"the operation without issue." -msgstr "" -"Imagine se fosse necessário processar 3 milhões de pontos de dados em um " -"único quadro. Seria impossível criar o recurso com um algoritmo de tempo " -"linear, pois o tamanho dos dados aumentaria o tempo de execução muito além " -"do tempo alocado. Em comparação, o uso de um algoritmo de tempo constante " -"pode lidar com a operação sem problemas." - -msgid "" -"By and large, developers want to avoid engaging in linear-time operations as " -"much as possible. But, if one keeps the scale of a linear-time operation " -"small, and if one does not need to perform the operation often, then it may " -"be acceptable. Balancing these requirements and choosing the right " -"algorithm / data structure for the job is part of what makes programmers' " -"skills valuable." -msgstr "" -"Em geral, os desenvolvedores desejam evitar o envolvimento em operações de " -"tempo linear o máximo possível. Mas, se mantivermos a escala de uma operação " -"de tempo linear pequena e se não for necessário realizar a operação com " -"frequência, isso pode ser aceitável. Equilibrar esses requisitos e escolher " -"o algoritmo / estrutura de dados certa para o trabalho é parte do que torna " -"as habilidades dos programadores valiosas." - -msgid "Array vs. Dictionary vs. Object" -msgstr "Array vs. Dicionário vs. Objeto" - -msgid "" -"Godot implements Array as a ``Vector``. The engine stores the Array " -"contents in a contiguous section of memory, i.e. they are in a row adjacent " -"to each other." -msgstr "" -"O Godot implementa o Array como um ``Vector``. O motor armazena o " -"conteúdo do Array em uma seção contígua da memória, ou seja, eles estão em " -"uma fileira adjacente um ao outro." - -msgid "Contiguous memory stores imply the following operation performance:" -msgstr "" -"Armazenamentos de memória contígua implicam no seguinte desempenho de " -"operação:" - -msgid "**Iterate:** Fastest. Great for loops." -msgstr "**Iterar:** O mais rápido. Ótimo para loops." - -msgid "Op: All it does is increment a counter to get to the next record." -msgstr "" -"Op: Tudo que ele faz é incrementar um contador para chegar ao próximo " -"registro." - -msgid "**Insert, Erase, Move:** Position-dependent. Generally slow." -msgstr "**Inserir, Apagar, Mover:** Dependente da posição. Geralmente lento." - -msgid "" -"Op: Adding/removing/moving content involves moving the adjacent records over " -"(to make room / fill space)." -msgstr "" -"Op: Adicionar/remover/mover conteúdo envolve mover os registros adjacentes " -"(para criar espaço / preencher espaço)." - -msgid "Fast add/remove *from the end*." -msgstr "Adicionar/remover rapidamente *do final*." - -msgid "Slow add/remove *from an arbitrary position*." -msgstr "Adicionar/remover lentamente *de uma posição arbitrária*." - -msgid "Slowest add/remove *from the front*." -msgstr "Adicionar/remover mais devagar *da frente*." - -msgid "If doing many inserts/removals *from the front*, then..." -msgstr "Se fizer muitas inserções/remoções *da frente*, então..." - -msgid "invert the array." -msgstr "inverta o array." - -msgid "do a loop which executes the Array changes *at the end*." -msgstr "faça um loop que executa as mudanças do Array *no final*." - -msgid "re-invert the array." -msgstr "reinverta o array." - -msgid "" -"This makes only 2 copies of the array (still constant time, but slow) versus " -"copying roughly 1/2 of the array, on average, N times (linear time)." -msgstr "" -"Isto faz apenas duas cópias do array (tempo ainda constante, mas lento) em " -"comparação com a cópia de cerca de 1/2 do array, em média, N vezes (tempo " -"linear)." - -msgid "" -"**Get, Set:** Fastest *by position*. E.g. can request 0th, 2nd, 10th record, " -"etc. but cannot specify which record you want." -msgstr "" -"**Get, Set:** Mais rápido *por posição*. Ex. pode solicitar 0º, 2º, 10º " -"registro, etc. mas não pode especificar qual registro você deseja." - -msgid "Op: 1 addition operation from array start position up to desired index." -msgstr "" -"Op: 1 operação de adição desde a posição de início do array até o índice " -"desejado." - -msgid "**Find:** Slowest. Identifies the index/position of a value." -msgstr "**Find:** O mais lento. Identifica o índice/posição de um valor." - -msgid "" -"Op: Must iterate through array and compare values until one finds a match." -msgstr "" -"Op: Deve iterar através de array e comparar valores até encontrar uma " -"correspondência." - -msgid "" -"Performance is also dependent on whether one needs an exhaustive search." -msgstr "O desempenho também depende da necessidade de uma busca exaustiva." - -msgid "" -"If kept ordered, custom search operations can bring it to logarithmic time " -"(relatively fast). Laymen users won't be comfortable with this though. Done " -"by re-sorting the Array after every edit and writing an ordered-aware search " -"algorithm." -msgstr "" -"Se mantidas em ordem, as operações de busca personalizadas podem levar ao " -"tempo logarítmico (relativamente rápido). Os usuários leigos não ficarão " -"confortáveis com isso. Feito reordenando o Array após cada edição e " -"escrevendo um algoritmo de busca com reconhecimento ordenado." - -msgid "" -"Godot implements Dictionary as an ``OrderedHashMap``. The " -"engine stores a small array (initialized to 2^3 or 8 records) of key-value " -"pairs. When one attempts to access a value, they provide it a key. It then " -"*hashes* the key, i.e. converts it into a number. The \"hash\" is used to " -"calculate the index into the array. As an array, the OHM then has a quick " -"lookup within the \"table\" of keys mapped to values. When the HashMap " -"becomes too full, it increases to the next power of 2 (so, 16 records, then " -"32, etc.) and rebuilds the structure." -msgstr "" -"O Godot implementa o Dicionário como um ``OrderedHashMap```. O motor armazena um pequeno array (inicializado a 2^3 ou 8 " -"registros) de pares de valor-chave. Quando se tenta acessar um valor, eles " -"fornecem uma chave. Ele então *hasha* a chave, ou seja, converte-a em um " -"número. O \"hash\" é usado para calcular o índice para o array. Como um " -"array, o OHM então tem uma rápida procura dentro da \"tabela\" de chaves " -"mapeadas para valores. Quando o HashMap fica muito cheio, ele aumenta para a " -"próxima potência de 2 (assim, 16 registros, depois 32, etc.) e reconstrói a " -"estrutura." - -msgid "" -"Hashes are to reduce the chance of a key collision. If one occurs, the table " -"must recalculate another index for the value that takes the previous " -"position into account. In all, this results in constant-time access to all " -"records at the expense of memory and some minor operational efficiency." -msgstr "" -"Os hashes são para reduzir a chance de uma colisão de chave. Se ocorrer, a " -"tabela deve recalcular outro índice para o valor que leva em conta a posição " -"anterior. Ao todo, isto resulta em acesso constante a todos os registros em " -"detrimento da memória e de alguma eficiência operacional menor." - -msgid "Hashing every key an arbitrary number of times." -msgstr "Hashear cada chave um número arbitrário de vezes." - -msgid "" -"Hash operations are constant-time, so even if an algorithm must do more than " -"one, as long as the number of hash calculations doesn't become too dependent " -"on the density of the table, things will stay fast. Which leads to..." -msgstr "" -"Operações de hash são constantes, portanto, mesmo se um algoritmo precisar " -"fazer mais de um, desde que o número de cálculos de hash não se torne muito " -"dependente da densidade da tabela, as coisas permanecerão rápidas. O que " -"leva a..." - -msgid "Maintaining an ever-growing size for the table." -msgstr "Fazendo a manutenção de um tamanho cada vez maior para a tabela." - -msgid "" -"As one might be able to tell, Dictionaries specialize in tasks that Arrays " -"do not. An overview of their operational details is as follows:" -msgstr "" -"Como se pode notar, os Dicionários se especializam em tarefas que os Arrays " -"não fazem. Uma visão geral de seus detalhes operacionais é a seguinte:" - -msgid "**Iterate:** Fast." -msgstr "**Iterate:** Rápido." - -msgid "" -"Op: Iterate over the map's internal vector of hashes. Return each key. " -"Afterwards, users then use the key to jump to and return the desired value." -msgstr "" -"Op: Itere sobre o vetor interno de hashes do mapa. Retorne cada chave. " -"Depois, os usuários usam a tecla para pular e retornar o valor desejado." - -msgid "**Insert, Erase, Move:** Fastest." -msgstr "**Inserir, Apagar, mover:** O mais rápido." - -msgid "" -"Op: Hash the given key. Do 1 addition operation to look up the appropriate " -"value (array start + offset). Move is two of these (one insert, one erase). " -"The map must do some maintenance to preserve its capabilities:" -msgstr "" -"Op: Hasheia a chave fornecida. Faça 1 operação de adição para pesquisar o " -"valor apropriado (início do array + deslocamento). Mover é dois deles (um " -"inserir, um apagar). O mapa deve fazer alguma manutenção para preservar suas " -"capacidades:" - -msgid "update ordered List of records." -msgstr "atualizar Lista encomendada de registros." - -msgid "determine if table density mandates a need to expand table capacity." -msgstr "" -"determinar se a densidade da tabela exige a ampliação da capacidade da " -"tabela." - -msgid "" -"The Dictionary remembers in what order users inserted its keys. This enables " -"it to execute reliable iterations." -msgstr "" -"O Dicionário lembra em que ordem os usuários inseriram suas chaves. Isso " -"permite que ele execute iterações confiáveis." - -msgid "**Get, Set:** Fastest. Same as a lookup *by key*." -msgstr "**Get, Set:** Mais rápido. O mesmo que uma pesquisa *por chave*." - -msgid "Op: Same as insert/erase/move." -msgstr "Op: O mesmo que inserir/apagar/mover." - -msgid "**Find:** Slowest. Identifies the key of a value." -msgstr "**Find:** Mais lento. Identifica a chave de um valor." - -msgid "" -"Op: Must iterate through records and compare the value until a match is " -"found." -msgstr "" -"Op: Deve iterar através de registros e comparar o valor até que uma " -"correspondência seja encontrada." - -msgid "" -"Note that Godot does not provide this feature out-of-the-box (because they " -"aren't meant for this task)." -msgstr "" -"Observe que o Godot não fornece este funcionalidade de forma imediata " -"(porque eles não foram feitos para essa tarefa)." - -msgid "" -"Godot implements Objects as stupid, but dynamic containers of data content. " -"Objects query data sources when posed questions. For example, to answer the " -"question, \"do you have a property called, 'position'?\", it might ask its :" -"ref:`script ` or the :ref:`ClassDB `. One can " -"find more information about what objects are and how they work in the :ref:" -"`doc_what_are_godot_classes` article." -msgstr "" -"O Godot implementa Objetos como recipientes estúpidos, mas dinâmicos, de " -"conteúdo de dados. Objetos consultam fontes de dados quando são feitas " -"perguntas. Por exemplo, para responder à pergunta, \"você tem uma " -"propriedade chamada, 'posição'?\", ele pode perguntar a sua :ref:`script " -"` ou a :ref:`ClassDB `. É possível encontrar " -"mais informações sobre o que são objetos e como eles funcionam no artigo :" -"ref:`doc_what_are_godot_classes`." - -msgid "" -"The important detail here is the complexity of the Object's task. Every time " -"it performs one of these multi-source queries, it runs through *several* " -"iteration loops and HashMap lookups. What's more, the queries are linear-" -"time operations dependent on the Object's inheritance hierarchy size. If the " -"class the Object queries (its current class) doesn't find anything, the " -"request defers to the next base class, all the way up until the original " -"Object class. While these are each fast operations in isolation, the fact " -"that it must make so many checks is what makes them slower than both of the " -"alternatives for looking up data." -msgstr "" -"O detalhe importante aqui é a complexidade da tarefa do Objeto. Cada vez que " -"ele executa uma destas consultas multi-fonte, ele passa por *vários* loops " -"de iteração e pesquisas de HashMap. Além disso, as consultas são operações " -"de tempo linear dependentes do tamanho da hierarquia de herança do Objeto. " -"Se a classe que o Objeto consulta (sua classe atual) não encontra nada, a " -"solicitação adia para a próxima classe base, até a classe Objeto original. " -"Embora estas sejam cada uma das operações rápidas isoladamente, o fato de " -"que deve fazer tantas verificações é o que as torna mais lentas do que as " -"duas alternativas para a pesquisa de dados." - -msgid "" -"When developers mention how slow the scripting API is, it is this chain of " -"queries they refer to. Compared to compiled C++ code where the application " -"knows exactly where to go to find anything, it is inevitable that scripting " -"API operations will take much longer. They must locate the source of any " -"relevant data before they can attempt to access it." -msgstr "" -"Quando os desenvolvedores mencionam o quão lenta é a API de scripting, é " -"esta cadeia de consultas a que eles se referem. Comparado ao código C++ " -"compilado onde o aplicativo sabe exatamente para onde ir para encontrar " -"qualquer coisa, é inevitável que as operações do API de scripting levem " -"muito mais tempo. Eles devem localizar a fonte de quaisquer dados relevantes " -"antes de tentarem acessá-los." - -msgid "" -"The reason GDScript is slow is because every operation it performs passes " -"through this system." -msgstr "" -"O motivo pelo qual o GDScript é lento é porque todas as operações que ele " -"executa passam por esse sistema." - -msgid "" -"C# can process some content at higher speeds via more optimized bytecode. " -"But, if the C# script calls into an engine class' content or if the script " -"tries to access something external to it, it will go through this pipeline." -msgstr "" -"O C# pode processar algum conteúdo em velocidades mais altas por meio de " -"bytecode mais otimizado. Mas, se o script C# chamar o conteúdo de uma classe " -"do motor ou se o script tentar acessar algo externo a ele, ele passará por " -"este pipeline." - -msgid "" -"NativeScript C++ goes even further and keeps everything internal by default. " -"Calls into external structures will go through the scripting API. In " -"NativeScript C++, registering methods to expose them to the scripting API is " -"a manual task. It is at this point that external, non-C++ classes will use " -"the API to locate them." -msgstr "" -"O NativeScript C++ vai ainda mais longe e mantém tudo interno por padrão. " -"Chamadas para estruturas externas irão através da API de scripting. No " -"NativeScript C++, registrar métodos para expô-los à API de scripting é uma " -"tarefa manual. É neste ponto que as classes externas, não-C++, utilizarão a " -"API para localizá-las." - -msgid "" -"So, assuming one extends from Reference to create a data structure, like an " -"Array or Dictionary, why choose an Object over the other two options?" -msgstr "" -"Portanto, supondo que se estenda de Reference para criar uma estrutura de " -"dados, como um Array ou Dicionário, por que escolher um Objeto em vez das " -"outras duas opções?" - -msgid "" -"**Control:** With objects comes the ability to create more sophisticated " -"structures. One can layer abstractions over the data to ensure the external " -"API doesn't change in response to internal data structure changes. What's " -"more, Objects can have signals, allowing for reactive behavior." -msgstr "" -"**Controle:** Com objetos vem a capacidade de criar estruturas mais " -"sofisticadas. É possível colocar abstrações sobre os dados para garantir que " -"a API externa não mude em resposta às mudanças na estrutura de dados " -"interna. Além do mais, Objetos podem ter sinais, permitindo um comportamento " -"reativo." - -msgid "" -"**Clarity:** Objects are a reliable data source when it comes to the data " -"that scripts and engine classes define for them. Properties may not hold the " -"values one expects, but one doesn't need to worry about whether the property " -"exists in the first place." -msgstr "" -"**Clareza:** Objetos são uma fonte de dados confiável quando se trata dos " -"dados que os scripts e as classes do motor definem para eles. Propriedades " -"podem não conter os valores esperados, mas não é necessário se preocupar se " -"a propriedade existe em primeiro lugar." - -msgid "" -"**Convenience:** If one already has a similar data structure in mind, then " -"extending from an existing class makes the task of building the data " -"structure much easier. In comparison, Arrays and Dictionaries don't fulfill " -"all use cases one might have." -msgstr "" -"**Conveniência:** Se já houver uma estrutura de dados semelhante em mente, " -"então estender a partir de uma classe existente torna a tarefa de construir " -"a estrutura de dados muito mais fácil. Em comparação, Arrays e Dicionários " -"não atendem a todos os casos de uso que podemos ter." - -msgid "" -"Objects also give users the opportunity to create even more specialized data " -"structures. With it, one can design their own List, Binary Search Tree, " -"Heap, Splay Tree, Graph, Disjoint Set, and any host of other options." -msgstr "" -"Objetos também dão aos usuários a oportunidade de criar estruturas de dados " -"ainda mais especializadas. Com ele, é possível projetar sua própria Lista, " -"Árvore de Busca Binária, Heap, Splay Tree, Gráfico, Conjunto Desarticulado e " -"qualquer hospedeiro de outras opções." - -msgid "" -"\"Why not use Node for tree structures?\" one might ask. Well, the Node " -"class contains things that won't be relevant to one's custom data structure. " -"As such, it can be helpful to construct one's own node type when building " -"tree structures." -msgstr "" -"\"Porque não usar Node para estruturas de árvores?\" pode-se perguntar. Bem, " -"a classe Node contém coisas que não serão relevantes para a estrutura de " -"dados personalizada. Como tal, pode ser útil construir o seu próprio tipo de " -"nó ao construir estruturas em árvore." - -msgid "" -"From here, one can then create their own structures with specific features, " -"limited only by their imagination." -msgstr "" -"A partir daqui, é possível criar suas próprias estruturas com " -"funcionalidades específicas, limitadas apenas por sua imaginação." - -msgid "Enumerations: int vs. string" -msgstr "Enumerações: int vs. string" - -msgid "" -"The short answer is, \"whichever you are more comfortable with.\" This is a " -"feature specific to GDScript and not Godot scripting in general; The " -"languages prioritizes usability over performance." -msgstr "" -"A resposta curta é: aquele com o qual você se sentir mais confortável\". " -"Este é um recurso específico do GDScript e não do scripting do Godot em " -"geral; As linguagens priorizam usabilidade em vez do desempenho." - -msgid "" -"On a technical level, integer comparisons (constant-time) will happen faster " -"than string comparisons (linear-time). If one wants to keep up other " -"languages' conventions though, then one should use integers." -msgstr "" -"Em um nível técnico, comparações de inteiros (tempo constante) acontecerão " -"mais rápido que comparações de strings (tempo linear). Se for preciso manter " -"convenções de outras linguagens, então deve-se usar números inteiros." - -msgid "" -"If the primary purpose of using an enum is for printing values and one " -"wishes to group them together as related concepts, then it makes sense to " -"use them as strings. That way, a separate data structure to execute on the " -"printing is unnecessary." -msgstr "" -"Se o objetivo principal de usar um enum é para imprimir valores e se deseja " -"agrupá-los como conceitos relacionados, então faz sentido utilizá-los como " -"strings. Dessa forma, uma estrutura de dados separada para executar na " -"impressão é desnecessária." - -msgid "" -"Under what circumstances should one use each of Godot's animation classes? " -"The answer may not be immediately clear to new Godot users." -msgstr "" -"Em que circunstâncias se deve usar cada uma das classes de animação do " -"Godot? A resposta não pode ser imediatamente clara para novos usuários do " -"Godot." - -msgid "" -":ref:`AnimatedTexture ` is a texture that the engine " -"draws as an animated loop rather than a static image. Users can manipulate..." -msgstr "" -":ref:`AnimatedTexture ` é uma textura que o motor " -"desenha como um loop animado em vez de uma imagem estática. Usuários podem " -"manipular..." - -msgid "the number of regions contained within the texture (frames)." -msgstr "o número de regiões contidas dentro da textura (quadros)." - -msgid "" -"AnimationPlayers are also the tool one will need to use if they wish to " -"design more complex 2D animation systems, such as..." -msgstr "" -"AnimationPlayers também são a ferramenta necessária para projetar sistemas " -"de animação 2D mais complexos, como..." - -msgid "" -"**2D Mesh animations:** defining a region for the sprite's texture and " -"rigging a skeleton to it. Then one animates the bones which stretch and bend " -"the texture in proportion to the bones' relationships to each other." -msgstr "" -"**Animações de Malha 2D:** definir uma região para a textura do sprite e " -"armando um esqueleto nela. Em seguida anima-se os ossos que esticam e dobram " -"a textura em proporção às relações dos ossos entre si." - -msgid "A mix of the above." -msgstr "Uma mistura das opções acima." - -msgid "" -"While one needs an AnimationPlayer to design each of the individual " -"animation sequences for a game, it can also be useful to combine animations " -"for blending, i.e. enabling smooth transitions between these animations. " -"There may also be a hierarchical structure between animations that one plans " -"out for their object. These are the cases where the :ref:`AnimationTree " -"` shines. One can find an in-depth guide on using the " -"AnimationTree :ref:`here `." -msgstr "" -"Embora seja necessário um AnimationPlayer para projetar cada uma das " -"sequências individuais de animação para um jogo, também pode ser útil " -"combinar animações para misturar, ou seja, permitir transições suaves entre " -"estas animações. Também pode haver uma estrutura hierárquica entre animações " -"que se planeja para seu objeto. Estes são casos onde a :ref:`AnimationTree " -"` brilha. Pode-se encontrar um guia detalhado sobre o " -"uso da AnimationTree :ref:`aqui `." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po deleted file mode 100644 index f46c003cf2..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po +++ /dev/null @@ -1,188 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot interfaces" -msgstr "Interfaces em Godot" - -msgid "" -"Often one needs scripts that rely on other objects for features. There are 2 " -"parts to this process:" -msgstr "" -"Muitas vezes são necessários scripts que dependem de outros objetos para " -"funcionalidades. Este processo tem 2 partes:" - -msgid "Acquiring a reference to the object that presumably has the features." -msgstr "" -"Adquirir uma referência ao objeto que presumivelmente possui as " -"funcionalidades." - -msgid "Accessing the data or logic from the object." -msgstr "Acessar os dados ou a lógica do objeto." - -msgid "The rest of this tutorial outlines the various ways of doing all this." -msgstr "O resto deste tutorial descreve as várias formas de fazer tudo isto." - -msgid "Acquiring object references" -msgstr "Adquirindo referências de objetos" - -msgid "" -"For all :ref:`Object `\\s, the most basic way of referencing " -"them is to get a reference to an existing object from another acquired " -"instance." -msgstr "" -"Para todos os :ref:`Object `\\s, a forma mais básica de " -"referenciá-los é obtendo uma referência para um objeto existente de outra " -"instância adquirida." - -msgid "" -"Instead of property or method access, one can get Resources by load access." -msgstr "" -"Em vez de acesso a propriedade ou método, pode-se obter Recursos por acesso " -"de carregamento." - -msgid "Note the following:" -msgstr "Observe o seguinte:" - -msgid "There are many ways in which a language can load such resources." -msgstr "Existem muitas maneiras de uma linguagem carregar tais recursos." - -msgid "" -"When designing how objects will access data, don't forget that one can pass " -"resources around as references as well." -msgstr "" -"Ao projetar como os objetos acessarão os dados, não se esqueça de que também " -"se pode passar recursos como referências." - -msgid "" -"Keep in mind that loading a resource fetches the cached resource instance " -"maintained by the engine. To get a new object, one must :ref:`duplicate " -"` an existing reference or instantiate one " -"from scratch with ``new()``." -msgstr "" -"Tenha em mente que carregar um recurso bisca a instância do recurso em cache " -"mantida pelo motor. Para obter um novo objeto, deve-se :ref:`duplicar " -"` uma referência existente ou instanciar " -"uma do zero com ``new()``." - -msgid "Nodes likewise have an alternative access point: the SceneTree." -msgstr "Nós também têm um ponto de acesso alternativo: a SceneTree." - -msgid "Accessing data or logic from an object" -msgstr "Acessando dados ou lógica a partir de um objeto" - -msgid "" -"Godot's scripting API is duck-typed. This means that if a script executes an " -"operation, Godot doesn't validate that it supports the operation by " -"**type**. It instead checks that the object **implements** the individual " -"method." -msgstr "" -"A API de scripting do Godot é duck-typed. Isto significa que se um script " -"executa uma operação, o Godot não valida que ele suporta a operação por " -"**type***. Em vez disso, ele verifica se o objeto **implementa** o método " -"individual." - -msgid "" -"For example, the :ref:`CanvasItem ` class has a " -"``visible`` property. All properties exposed to the scripting API are in " -"fact a setter and getter pair bound to a name. If one tried to access :ref:" -"`CanvasItem.visible `, then Godot would " -"do the following checks, in order:" -msgstr "" -"Por exemplo, a classe :ref:`CanvasItem ` tem uma " -"propriedade ``visible``. Todas as propriedades expostas à API de scripting " -"são na verdade um par de setter e getter vinculado a um nome. Se alguém " -"tentasse acessar :ref:`CanvasItem.visible " -"`, então o Godot faria as seguintes " -"verificações, na ordem:" - -msgid "" -"If the object has a script attached, it will attempt to set the property " -"through the script. This leaves open the opportunity for scripts to override " -"a property defined on a base object by overriding the setter method for the " -"property." -msgstr "" -"Se o objeto tiver um script anexado, ele tentará definir a propriedade " -"através do script. Isto deixa aberta a oportunidade para os scripts " -"sobreporem uma propriedade definida em um objeto base sobrepondo o método " -"setter para a propriedade." - -msgid "" -"If the script does not have the property, it performs a HashMap lookup in " -"the ClassDB for the \"visible\" property against the CanvasItem class and " -"all of its inherited types. If found, it will call the bound setter or " -"getter. For more information about HashMaps, see the :ref:`data preferences " -"` docs." -msgstr "" -"Se o script não tiver a propriedade, ele realiza uma pesquisa HashMap na " -"ClassDB pela propriedade \"visible\" na classe CanvasItem e todos os seus " -"tipos herdados. Se encontrada, ela chamará o setter ou getter vinculado. " -"Para mais informações sobre HashMaps, veja a documentação :ref:`preferências " -"de dados `." - -msgid "" -"If not found, it does an explicit check to see if the user wants to access " -"the \"script\" or \"meta\" properties." -msgstr "" -"Se não for encontrado, ele faz uma verificação explícita para ver se o " -"usuário deseja acessar as propriedades \"script\" ou \"meta\"." - -msgid "" -"If not, it checks for a ``_set``/``_get`` implementation (depending on type " -"of access) in the CanvasItem and its inherited types. These methods can " -"execute logic that gives the impression that the Object has a property. This " -"is also the case with the ``_get_property_list`` method." -msgstr "" -"Caso contrário, ele verifica se há uma implementação ``_set``/ ``_get`` " -"(dependendo do tipo de acesso) no CanvasItem e seus tipos herdados. Estes " -"métodos podem executar uma lógica que dá a impressão de que o objeto possui " -"uma propriedade. Este também é o caso com o método ``_get_property_list``." - -msgid "" -"Note that this happens even for non-legal symbol names, such as names " -"starting with a digit or containing a slash." -msgstr "" -"Observe que isso acontece mesmo para nomes de símbolos não permitidos, como " -"nomes que começam com um dígito ou contêm uma barra." - -msgid "" -"As a result, this duck-typed system can locate a property either in the " -"script, the object's class, or any class that object inherits, but only for " -"things which extend Object." -msgstr "" -"Como resultado, este sistema duck-typed pode localizar uma propriedade no " -"script, na classe do objeto ou em qualquer classe que o objeto herda, mas " -"apenas para coisas que estendem de Object." - -msgid "" -"Godot provides a variety of options for performing runtime checks on these " -"accesses:" -msgstr "" -"O Godot fornece uma variedade de opções para realizar verificações durante a " -"execução nestes acessos:" - -msgid "" -"A method check. In the case of :ref:`CanvasItem.visible " -"`, one can access the methods, " -"``set_visible`` and ``is_visible`` like any other method." -msgstr "" -"Uma verificação de método. No caso de :ref:`CanvasItem.visible " -"`, pode-se acessar os métodos, " -"``set_visible`` e ``is_visible`` como qualquer outro método." - -msgid "" -"These strategies contribute to Godot's flexible design. Between them, users " -"have a breadth of tools to meet their specific needs." -msgstr "" -"Estas estratégias contribuem para o design flexível do Godot. Entre elas, os " -"usuários têm uma grande variedade de ferramentas para atender às suas " -"necessidades específicas." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/godot_notifications.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/godot_notifications.po deleted file mode 100644 index ddf2f5b0c3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/godot_notifications.po +++ /dev/null @@ -1,113 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot notifications" -msgstr "Notificações em Godot" - -msgid "" -"Some of these notifications, like draw, are useful to override in scripts. " -"So much so that Godot exposes many of them with dedicated functions:" -msgstr "" -"Algumas destas notificações, como desenhar, são úteis para sobrepor em " -"scripts. Tanto que o Godot expões muitas delas com funções dedicadas:" - -msgid "" -":ref:`Object::NOTIFICATION_POSTINITIALIZE " -"`: a callback that " -"triggers during object initialization. Not accessible to scripts." -msgstr "" -":ref:`Object::NOTIFICATION_POSTINITIALIZE " -"`: uma chamada de retorno " -"que aciona durante a inicialização do objeto. Não acessível a scripts." - -msgid "" -"And many of the callbacks that *do* exist in Nodes don't have any dedicated " -"methods, but are still quite useful." -msgstr "" -"E muitas das chamadas de retorno que *existem* em Nós não têm métodos " -"dedicados mas ainda são bastante úteis." - -msgid "" -":ref:`Node::NOTIFICATION_PARENTED " -"`: a callback that triggers " -"anytime one adds a child node to another node." -msgstr "" -":ref:`Node::NOTIFICATION_PARENTED " -"`: uma chamada de retorno que " -"aciona sempre que se adiciona um nó filho a outro nó." - -msgid "" -":ref:`Node::NOTIFICATION_UNPARENTED " -"`: a callback that triggers " -"anytime one removes a child node from another node." -msgstr "" -":ref:`Node::NOTIFICATION_UNPARENTED " -"`: uma chamada de retorno que " -"aciona sempre que se remove um nó filho de outro nó." - -msgid "" -"Methods in the documentation labeled as \"virtual\" are also intended to be " -"overridden by scripts." -msgstr "" -"Os métodos na documentação rotulados como \"virtual\" também são destinados " -"a serem substituídos por scripts." - -msgid "" -"So, in which situation should one use each of these notifications or virtual " -"functions?" -msgstr "" -"Então, em que situação se deve usar cada uma destas notificações ou funções " -"virtuais?" - -msgid "_process vs. _physics_process vs. \\*_input" -msgstr "_process vs. _physics_process vs. \\*_input" - -msgid "_init vs. initialization vs. export" -msgstr "_init vs. initialization vs. export" - -msgid "The C# equivalent to GDScript's ``_init()`` method is the constructor." -msgstr "O equivalente em C# ao método ``_init()`` do GDScript é o construtor." - -msgid "" -"**``_init()`` assignment:** the property's value is replaced by any " -"assignments made in ``_init()``, triggering the setter." -msgstr "" -"**Atribuição no método ``_init()``:** o valor da propriedade é substituído " -"por qualquer atribuição feita no ``_init()``, acionando o setter." - -msgid "" -"**Exported value assignment:** an exported property's value is again " -"replaced by any value set in the Inspector, triggering the setter." -msgstr "" -"**Atribuição de valor exportado:** o valor de uma propriedade exportada é " -"novamente substituído por qualquer valor definido no Inspetor, acionando o " -"setter." - -msgid "_ready vs. _enter_tree vs. NOTIFICATION_PARENTED" -msgstr "_ready vs. _enter_tree vs. NOTIFICATION_PARENTED" - -msgid "" -"If one needs to trigger behavior that occurs as nodes parent to another, " -"regardless of whether it occurs as part of the main/active scene or not, one " -"can use the :ref:`PARENTED ` " -"notification. For example, here is a snippet that connects a node's method " -"to a custom signal on the parent node without failing. Useful on data-" -"centric nodes that one might create at runtime." -msgstr "" -"Se for necessário disparar o comportamento que ocorre como nós pais de " -"outro, independentemente de ocorrer como parte da cena principal/ativa ou " -"não, pode-se usar a notificação :ref:`PARENTED " -"`. Por exemplo, aqui está um " -"trecho que conecta o método de um nó a um sinal personalizado no nó pai sem " -"falhar. Útil em nós centrados em dados que podem ser criados durante a " -"execução." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/index.po deleted file mode 100644 index 7bb0259bbe..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Best practices" -msgstr "Boas práticas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po deleted file mode 100644 index 66847538b8..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po +++ /dev/null @@ -1,74 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"This series is a collection of best practices to help you work efficiently " -"with Godot." -msgstr "" -"Esta série é uma coleção de boas práticas para ajudar você a trabalhar " -"eficientemente com Godot." - -msgid "" -"Godot allows for a great amount of flexibility in how you structure a " -"project's codebase and break it down into scenes. Each approach has its pros " -"and cons, and they can be hard to weigh until you've worked with the engine " -"for long enough." -msgstr "" -"O Godot permite uma grande flexibilidade na forma como você estrutura uma " -"base de código do projeto e a divide em cenas. Cada abordagem tem seus " -"próprios prós e contras, e eles podem ser difíceis de balancear até que você " -"trabalhe com o motor por tempo suficiente." - -msgid "" -"There are always many ways to structure your code and solve specific " -"programming problems. It would be impossible to cover them all here." -msgstr "" -"Há sempre muitas formas para construir seu código e resolver problemas " -"específicos de programação. Seria impossível de cobrir todos eles aqui." - -msgid "" -"That is why each article starts from a real-world problem. We will break " -"down each problem in fundamental questions, suggest solutions, analyze the " -"pros and cons of each option, and highlight the best course of action for " -"the problem at hand." -msgstr "" -"É por isso que cada artigo começa com um problema do mundo real. Vamos " -"dividir cada problema em questões fundamentais, sugerindo soluções, " -"analisando os prós e contras de cada opção e destacando o melhor curso de " -"ação para o problema em questão." - -msgid "" -"You should start by reading :ref:`doc_what_are_godot_classes`. It explains " -"how Godot's nodes and scenes relate to classes and objects in other Object-" -"Oriented programming languages. It will help you make sense of the rest of " -"the series." -msgstr "" -"Você deve começar lendo :ref:`doc_what_are_godot_classes`. Ele explica como " -"nós e cenas do Godot se relacionam com classes e objetos em outra linguagem " -"de programação Orientada a Objetos. Isto o ajudará a entender o resto da " -"série." - -msgid "" -"The best practices in Godot rely on Object-Oriented design principles. We " -"use tools like the `single responsibility `_ principle and `encapsulation `_." -msgstr "" -"As melhores práticas em Godot dependem de princípios de design Orientado a " -"Objetos. Utilizamos ferramentas como os princípios `responsabilidade única " -"`_ e " -"`encapsulamento `_." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/logic_preferences.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/logic_preferences.po deleted file mode 100644 index 0256966b1c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/logic_preferences.po +++ /dev/null @@ -1,202 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Logic preferences" -msgstr "Preferências de lógica" - -msgid "" -"Ever wondered whether one should approach problem X with strategy Y or Z? " -"This article covers a variety of topics related to these dilemmas." -msgstr "" -"Já se perguntou se devemos abordar o problema X com a estratégia Y ou Z? " -"Este artigo cobre uma variedade de tópicos relacionados a esses dilemas." - -msgid "Adding nodes and changing properties: which first?" -msgstr "Adicionar nós e alterar propriedades: qual fazer primeiro?" - -msgid "" -"When initializing nodes from a script at runtime, you may need to change " -"properties such as the node's name or position. A common dilemma is, when " -"should you change those values?" -msgstr "" -"Ao inicializar nós a partir de um script em tempo de execução, pode ser " -"necessário alterar propriedades como o nome ou a posição do nó. Uma dúvida " -"comum é: quando você deve alterar esses valores?" - -msgid "" -"It is the best practice to change values on a node before adding it to the " -"scene tree. Some property's setters have code to update other corresponding " -"values, and that code can be slow! For most cases, this code has no impact " -"on your game's performance, but in heavy use cases such as procedural " -"generation, it can bring your game to a crawl." -msgstr "" -"A melhor prática é alterar os valores de um nó antes de adicioná-lo à árvore " -"de cenas (scene tree). Alguns setters de propriedades possuem código para " -"atualizar outros valores correspondentes, e esse código pode ser lento! Na " -"maioria dos casos, esse código não afeta o desempenho do seu jogo, mas em " -"casos de uso intenso, como geração procedural, ele pode fazer o jogo ficar " -"extremamente lento." - -msgid "" -"For these reasons, it is always a best practice to set the initial values of " -"a node before adding it to the scene tree." -msgstr "" -"Por essas razões, é sempre uma boa prática definir os valores iniciais de um " -"nó antes de adicioná-lo à árvore de cenas." - -msgid "Loading vs. preloading" -msgstr "Carregamento vs. pré-carregamento" - -msgid "" -"In GDScript, there exists the global :ref:`preload " -"` method. It loads resources as early as " -"possible to front-load the \"loading\" operations and avoid loading " -"resources while in the middle of performance-sensitive code." -msgstr "" -"No GDScript, existe o método global :ref:`preload " -"`. Ele carrega recursos o mais cedo possível " -"para antecipar as operações de \"carregamento\" e evitar o carregamento de " -"recursos no meio de um código sensível ao desempenho." - -msgid "" -"So, when exactly does preloading occur versus loading, and when should one " -"use either? Let's see an example:" -msgstr "" -"Então, quando exatamente ocorre o pré-carregamento versus carregamento, e " -"quando se deve usar qualquer algum deles? Vejamos um exemplo:" - -msgid "" -"Preloading allows the script to handle all the loading the moment one loads " -"the script. Preloading is useful, but there are also times when one doesn't " -"wish for it. To distinguish these situations, there are a few things one can " -"consider:" -msgstr "" -"O pré-carregamento permite que o script manuseie todo o carregamento no " -"momento em que se carrega o script. Pré-carregar é útil, mas também há " -"momentos em que não se deseja. Para distinguir estas situações há algumas " -"coisas que podemos considerar:" - -msgid "" -"If one cannot determine when the script might load, then preloading a " -"resource, especially a scene or script, could result in further loads one " -"does not expect. This could lead to unintentional, variable-length load " -"times on top of the original script's load operations." -msgstr "" -"Se não for possível determinar quando o script pode carregar, então pré-" -"carregar um recurso, especialmente uma cena ou script, pode resultar em " -"carregamentos adicionais inesperados. Isso pode levar a tempos de " -"carregamento não intencionais e de comprimento variável em cima das " -"operações de carregamento do script." - -msgid "" -"If something else could replace the value (like a scene's exported " -"initialization), then preloading the value has no meaning. This point isn't " -"a significant factor if one intends to always create the script on its own." -msgstr "" -"Se algo mais pudesse substituir o valor (como a inicialização exportada de " -"uma cena), então pre-carregar o valor não teria sentido. Este ponto não é um " -"fator significativo se a intenção é sempre criar o script por conta própria." - -msgid "" -"If one wishes only to 'import' another class resource (script or scene), " -"then using a preloaded constant is often the best course of action. However, " -"in exceptional cases, one may wish not to do this:" -msgstr "" -"Se alguém deseja apenas 'importar' outro recurso de classe (script ou cena), " -"usar uma constante pré-carregada é geralmente o melhor curso de ação. No " -"entanto, em casos excepcionais, não se deseja fazer isso:" - -msgid "Large levels: static vs. dynamic" -msgstr "Fases grandes: estática vs. dinâmica" - -msgid "" -"If one is creating a large level, which circumstances are most appropriate? " -"Should they create the level as one static space? Or should they load the " -"level in pieces and shift the world's content as needed?" -msgstr "" -"Se alguém está criando uma fase grande, quais circunstâncias são mais " -"apropriadas? Eles deveriam criar a fase como um espaço estático? Ou eles " -"deveriam carregar a fase em pedaços e mudar o conteúdo do mundo conforme " -"necessário?" - -msgid "" -"The naive answer is to use a static level that loads everything at once. " -"But, depending on the project, this could consume a large amount of memory. " -"Wasting users' RAM leads to programs running slow or outright crashing from " -"everything else the computer tries to do at the same time." -msgstr "" -"A resposta ingênua é usar uma fase estática que carrega tudo ao mesmo tempo. " -"Mas, dependendo do projeto, isto pode consumir uma grande quantidade de " -"memória. Desperdiçar a RAM dos usuários leva a programas executarem devagar " -"ou travamento total de tudo o que o computador tenta fazer ao mesmo tempo." - -msgid "" -"No matter what, one should break larger scenes into smaller ones (to aid in " -"reusability of assets). Developers can then design a node that manages the " -"creation/loading and deletion/unloading of resources and nodes in real-time. " -"Games with large and varied environments or procedurally generated elements " -"often implement these strategies to avoid wasting memory." -msgstr "" -"Não importa o que aconteça. deve-se quebrar cenas maiores em cenas menores " -"(para ajudar na reutilização de assets). Desenvolvedores podem então " -"projetar um nó que gerencia criação/carregamento e exclusão/descarregamento " -"de recursos e nós em tempo real. Jogos com ambientes variáveis e grandes ou " -"elementos gerados proceduralmente geralmente implementam estas estratégias " -"para evitar o desperdício de memória." - -msgid "" -"On the flip side, coding a dynamic system is more complex, i.e. uses more " -"programmed logic, which results in opportunities for errors and bugs. If one " -"isn't careful, they can develop a system that bloats the technical debt of " -"the application." -msgstr "" -"Por outro lado, codificar um sistema dinâmico é mais complexo, ou seja, usa " -"lógica mais programada, o que resulta em oportunidades para erros e bugs. Se " -"não tomar cuidado, é possível desenvolver um sistema que incha a dívida " -"técnica da aplicação." - -msgid "As such, the best options would be..." -msgstr "Sendo assim, as melhores opções seriam..." - -msgid "To use a static level for smaller games." -msgstr "Para usar uma fase estática para jogos menores." - -msgid "" -"If one has the time/resources on a medium/large game, create a library or " -"plugin that can code the management of nodes and resources. If refined over " -"time, so as to improve usability and stability, then it could evolve into a " -"reliable tool across projects." -msgstr "" -"Se alguém tiver tempo/recursos em um jogo médio/grande, crie uma biblioteca " -"ou plugin que possa codificar a gestão de nós e recursos. Se aperfeiçoada ao " -"longo do tempo, de modo a melhorar a usabilidade e estabilidade, então ela " -"pode evoluir para uma ferramenta confiável em todos os projetos." - -msgid "" -"Code the dynamic logic for a medium/large game because one has the coding " -"skills, but not the time or resources to refine the code (game's gotta get " -"done). Could potentially refactor later to outsource the code into a plugin." -msgstr "" -"Codificar a lógica dinâmica para um jogo médio/grande porque se tem as " -"habilidades de codificação, mas não o tempo ou recursos para refinar o " -"código (o jogo tem que ser feito). Poderia potencialmente refatorar mais " -"tarde para terceirizar o código em um plugin." - -msgid "" -"For an example of the various ways one can swap scenes around at runtime, " -"please see the :ref:`\"Change scenes manually\" " -"` documentation." -msgstr "" -"Para um exemplo das várias formas de trocar cenas durante a execução, por " -"favor veja a documentação :ref:`\"Mudar cenas manualmente\" " -"`." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/node_alternatives.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/node_alternatives.po deleted file mode 100644 index 66e9fbaa0e..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/node_alternatives.po +++ /dev/null @@ -1,83 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "When and how to avoid using nodes for everything" -msgstr "Quando e como evitar o uso de nós para tudo" - -msgid "" -"Nodes are cheap to produce, but even they have their limits. A project may " -"have tens of thousands of nodes all doing things. The more complex their " -"behavior though, the larger the strain each one adds to a project's " -"performance." -msgstr "" -"Nós são baratos de produzir, mas até eles têm os seus limites. Um projeto " -"pode ter dezenas de milhares de nós fazendo coisas. Quanto mais complexo for " -"o seu comportamento, maior será a tensão que cada um adiciona ao desempenho " -"de um projeto." - -msgid "" -"Godot provides more lightweight objects for creating APIs which nodes use. " -"Be sure to keep these in mind as options when designing how you wish to " -"build your project's features." -msgstr "" -"O Godot fornece objetos mais leves para a criação de APIs que os nós usam. " -"Lembre-se de ter isso em mente como opções ao projetar como deseja construir " -"os recursos do seu projeto." - -msgid "" -":ref:`Object `: The ultimate lightweight object, the original " -"Object must use manual memory management. With that said, it isn't too " -"difficult to create one's own custom data structures, even node structures, " -"that are also lighter than the :ref:`Node ` class." -msgstr "" -":ref:`Object `: O supremo objeto leve, o Objeto original deve " -"usar gerenciamento manual de memória. Dito isso, não é muito difícil criar " -"suas próprias estruturas de dados personalizadas, mesmo estruturas de nós, " -"que também são mais leves que a classe :ref:`Node `." - -msgid "" -"**Example:** See the :ref:`Tree ` node. It supports a high level " -"of customization for a table of content with an arbitrary number of rows and " -"columns. The data that it uses to generate its visualization though is " -"actually a tree of :ref:`TreeItem ` Objects." -msgstr "" -"**Exemplo:** Veja o nó :ref:`Tree <árvore_classe>`. Ele suporta um alto " -"nível de personalização para uma tabela de conteúdo com um número arbitrário " -"de linhas e colunas. Os dados que ele utiliza para gerar sua visualização " -"são na verdade uma árvore de Objetos :ref:`TreeItem `." - -msgid "" -"**Advantages:** Simplifying one's API to smaller scoped objects helps " -"improve its accessibility and improve iteration time. Rather than working " -"with the entire Node library, one creates an abbreviated set of Objects from " -"which a node can generate and manage the appropriate sub-nodes." -msgstr "" -"**Vantagens:** A simplificação da API para objetos com escopo menor ajuda a " -"melhorar sua acessibilidade e melhorar o tempo de iteração. Ao invés de " -"trabalhar com toda a biblioteca de Nós, cria-se um conjunto abreviado de " -"Objetos a partir dos quais um nó pode gerar e gerenciar os sub-nós " -"apropriados." - -msgid "" -"One should be careful when handling them. One can store an Object into a " -"variable, but these references can become invalid without warning. For " -"example, if the object's creator decides to delete it out of nowhere, this " -"would trigger an error state when one next accesses it." -msgstr "" -"Deve-se ter cuidado ao manuseá-los. É possível armazenar um Objeto em uma " -"variável, mas essas referências podem se tornar inválidas sem aviso prévio. " -"Por exemplo, se o criador do objeto decidir excluí-lo do nada, isso " -"acionaria um estado de erro no próximo acesso." - -msgid "**Advantages:** same as the Object." -msgstr "**Vantagens:** o mesmo que o Objeto." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/project_organization.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/project_organization.po deleted file mode 100644 index 17125d3268..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/project_organization.po +++ /dev/null @@ -1,214 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Project organization" -msgstr "Organização do projeto" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"Since Godot has no restrictions on project structure or filesystem usage, " -"organizing files when learning the engine can seem challenging. This " -"tutorial suggests a workflow which should be a good starting point. We will " -"also cover using version control with Godot." -msgstr "" -"Uma vez que Godot não tem nenhuma restrição na estrutura do projeto ou uso " -"do sistema de arquivos, organizar arquivos enquanto aprendendo a engine pode " -"parecer desafiador. Este tutorial sugere um fluxo de trabalho que deve ser " -"um bom ponto de início. Também cobriremos o uso de controle de versão com " -"Godot." - -msgid "Organization" -msgstr "Organização" - -msgid "" -"Godot is scene-based in nature, and uses the filesystem as-is, without " -"metadata or an asset database." -msgstr "" -"Godot é baseado em cenas por natureza, e usa o sistema de arquivos como ele " -"é, sem metadados ou um banco de dados de assets." - -msgid "" -"Unlike other engines, many resources are contained within the scene itself, " -"so the amount of files in the filesystem is considerably lower." -msgstr "" -"Ao contrário de outras engines, muitos recursos são contidos dentro da " -"própria cena, então a quantidade de arquivos no sistema de arquivos é " -"consideravelmente mais baixa." - -msgid "" -"Considering that, the most common approach is to group assets as close to " -"scenes as possible; when a project grows, it makes it more maintainable." -msgstr "" -"Considerando isso, o modo mais comum de lidar com isso é agrupar recursos " -"com as cenas, assim, quando um projeto cresce, ele fica mais gerenciável." - -msgid "" -"As an example, one can usually place into a single folder their basic " -"assets, such as sprite images, 3D model meshes, materials, and music, etc. " -"They can then use a separate folder to store built levels that use them." -msgstr "" -"Como exemplo, normalmente é possível colocar em uma única pasta seus ativos " -"básicos, como imagens de sprite, malhas de modelos 3D, materiais e música, " -"etc. Eles podem então usar uma pasta separada para armazenar níveis " -"construídos que os utilizam." - -msgid "Style guide" -msgstr "Guia de Estilo" - -msgid "" -"For consistency across projects, we recommend following these guidelines:" -msgstr "" -"Para manter a consistência entre os projetos, nós recomendamos estas " -"seguintes diretrizes:" - -msgid "" -"Use **snake_case** for folder and file names (with the exception of C# " -"scripts). This sidesteps case sensitivity issues that can crop up after " -"exporting a project on Windows. C# scripts are an exception to this rule, as " -"the convention is to name them after the class name which should be in " -"PascalCase." -msgstr "" -"Use **snake_case** para nomes de pastas e arquivos (com exceção de scripts " -"C#). Isto evita os problemas de distinção entre maiúsculas e minúsculas que " -"podem surgir após a exportação de um projeto no Windows. Os scripts C# são " -"uma exceção a essa regra, pois a convenção é nomeá-los após o nome da classe " -"que deve estar em PascalCase." - -msgid "" -"Use **PascalCase** for node names, as this matches built-in node casing." -msgstr "" -"Use **PascalCase** para nomes de nós, pois isso combina com a caixa embutida " -"do nó." - -msgid "" -"In general, keep third-party resources in a top-level ``addons/`` folder, " -"even if they aren't editor plugins. This makes it easier to track which " -"files are third-party. There are some exceptions to this rule; for instance, " -"if you use third-party game assets for a character, it makes more sense to " -"include them within the same folder as the character scenes and scripts." -msgstr "" -"Em geral, mantenha os recursos de terceiros em uma pasta ``addons/`` de " -"nível superior, mesmo se eles não forem plugins do editor. Isto torna mais " -"fácil rastrear quais arquivos são de terceiros. Existem algumas exceções a " -"esta regra; por exemplo, se você usar recursos de jogo de terceiros para um " -"personagem, faz mais sentido incluí-los na mesma pasta que as cenas e " -"scripts dos personagens." - -msgid "Importing" -msgstr "Importando" - -msgid "" -"Godot versions prior to 3.0 did the import process from files outside the " -"project. While this can be useful in large projects, it resulted in an " -"organization hassle for most developers." -msgstr "" -"Versões do Godot anteriores à 3.0 faziam o processo de importação dos " -"arquivos fora do projeto. Embora isto possa ser útil em grandes projetos, " -"isso resultou em problemas de organização para a maioria dos desenvolvedores." - -msgid "" -"Because of this, assets are now transparently imported from within the " -"project folder." -msgstr "" -"Por causa disso, os assets agora são importados de dentro da pasta do " -"projeto de forma transparente." - -msgid "Ignoring specific folders" -msgstr "Ignorando pastas específicas" - -msgid "" -"To prevent Godot from importing files contained in a specific folder, create " -"an empty file called ``.gdignore`` in the folder (the leading ``.`` is " -"required). This can be useful to speed up the initial project importing." -msgstr "" -"Para evitar que Godot importe arquivos contidos em uma pasta específica, " -"crie um arquivo vazio chamado ``.gdignore`` na pasta (o início ``.`` é " -"necessário). Isso pode ser útil para acelerar a importação inicial do " -"projeto." - -msgid "" -"To create a file whose name starts with a dot on Windows, place a dot at " -"both the beginning and end of the filename (\".gdignore.\"). Windows will " -"automatically remove the trailing dot when you confirm the name." -msgstr "" -"Para criar um arquivo cujo nome começa com um ponto no Windows, coloque um " -"ponto tanto no início quanto no final do nome do arquivo (\".gdignore.\"). O " -"Windows removerá automaticamente o ponto final quando você confirmar o nome." - -msgid "" -"Once the folder is ignored, resources in that folder can't be loaded anymore " -"using the ``load()`` and ``preload()`` methods. Ignoring a folder will also " -"automatically hide it from the FileSystem dock, which can be useful to " -"reduce clutter." -msgstr "" -"Uma vez ignorada a pasta, os recursos dessa pasta não podem mais ser " -"carregados utilizando os métodos ``load()`` e ``preload()``. Ignorar uma " -"pasta também irá escondê-la automaticamente no painel Sistema de Arquivos, o " -"que pode ser útil para reduzir a desordem." - -msgid "" -"Note that the ``.gdignore`` file's contents are ignored, which is why the " -"file should be empty. It does not support patterns like ``.gitignore`` files " -"do." -msgstr "" -"Observe que o conteúdo do arquivo ``.gdignore`` é ignorado, razão pela qual " -"o arquivo deve estar vazio. Ele não suporta padrões como os arquivos ``." -"gitignore``." - -msgid "Case sensitivity" -msgstr "Sensibilidade de caixa" - -msgid "" -"Windows and recent macOS versions use case-insensitive filesystems by " -"default, whereas Linux distributions use a case-sensitive filesystem by " -"default. This can cause issues after exporting a project, since Godot's PCK " -"virtual filesystem is case-sensitive. To avoid this, it's recommended to " -"stick to ``snake_case`` naming for all files in the project (and lowercase " -"characters in general)." -msgstr "" -"Windows e versões recentes do macOS usam sistemas de arquivos sem " -"sensibilidade de caixa por padrão, enquanto distribuições Linux usam um " -"sistema de arquivo com sensibilidade de caixa por padrão. Isto pode causar " -"problemas após exportar um projeto, já que o sistema de arquivos virtual do " -"PCK do Godot tem sensibilidade de caixa, para evitar isto, é recomendado " -"manter a nomeação ``snake_case`` para todos os arquivos no projeto (e " -"caracteres minúsculos em geral)." - -msgid "" -"You can break this rule when style guides say otherwise (such as the C# " -"style guide). Still, be consistent to avoid mistakes." -msgstr "" -"Você pode quebrar esta regra quando os guias de estilo dizem o contrário " -"(como o guia de estilo C#). Ainda assim, seja consistente para evitar erros." - -msgid "" -"On Windows 10, to further avoid mistakes related to case sensitivity, you " -"can also make the project folder case-sensitive. After enabling the Windows " -"Subsystem for Linux feature, run the following command in a PowerShell " -"window::" -msgstr "" -"No Windows 10, para evitar ainda mais erros relacionados à sensibilidade de " -"caixa, você também pode fazer a pasta do projeto suportar sensibilidade. " -"Após ativar o recurso Subsistema Windows para Linux, execute o seguinte " -"comando em uma janela do PowerShell::" - -msgid "" -"If you haven't enabled the Windows Subsystem for Linux, you can enter the " -"following line in a PowerShell window *running as Administrator* then reboot " -"when asked::" -msgstr "" -"Se você não habilitou o Subsistema Windows para Linux, você pode inserir a " -"seguinte linha em uma janela do PowerShell *executando como Administrador* e " -"reinicializar quando solicitado::" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/scene_organization.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/scene_organization.po deleted file mode 100644 index 20aaaf8e32..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/scene_organization.po +++ /dev/null @@ -1,202 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Scene organization" -msgstr "Organização da cena" - -msgid "How to build relationships effectively" -msgstr "Como construir relações de forma eficaz" - -msgid "" -"When Godot users begin crafting their own scenes, they often run into the " -"following problem:" -msgstr "" -"Quando os usuários do Godot começam a criar suas próprias cenas, eles " -"geralmente se deparam com o seguinte problema:" - -msgid "" -"They create their first scene and fill it with content only to eventually " -"end up saving branches of their scene into separate scenes as the nagging " -"feeling that they should split things up starts to accumulate. However, they " -"then notice that the hard references they were able to rely on before are no " -"longer possible. Re-using the scene in multiple places creates issues " -"because the node paths do not find their targets and signal connections " -"established in the editor break." -msgstr "" -"Eles criam sua primeira cena e a preenchem com conteúdo apenas para, " -"eventualmente, acabar salvando ramos de sua cena em cenas separadas, à " -"medida que a sensação incômoda de que devem dividir as coisas começa a se " -"acumular. No entanto, eles percebem que as referências concretas nas quais " -"podiam confiar antes não são mais possíveis. Reutilizar a cena em vários " -"lugares cria problemas porque os caminhos dos nós não encontram seus alvos e " -"as conexões de sinal estabelecidas na quebra do editor." - -msgid "" -"One of the biggest things to consider in OOP is maintaining focused, " -"singular-purpose classes with `loose coupling `_ to other parts of the codebase. This keeps the size of " -"objects small (for maintainability) and improves their reusability." -msgstr "" -"Uma das maiores coisas a considerar no POO é manter as classes focadas e de " -"propósito único, com `acoplamento fraco `_ para outras partes da base do código. Isto mantém o " -"tamanho dos objetos pequenos (para manutenção) e melhora a sua reusabilidade." - -msgid "" -"These OOP best practices have *several* implications for best practices in " -"scene structure and script usage." -msgstr "" -"Essas melhores práticas de POO têm *várias* implicações para as melhores " -"práticas na estrutura da cena e uso de script." - -msgid "" -"If a scene must interact with an external context, experienced developers " -"recommend the use of `Dependency Injection `_. This technique involves having a high-level API " -"provide the dependencies of the low-level API. Why do this? Because classes " -"which rely on their external environment can inadvertently trigger bugs and " -"unexpected behavior." -msgstr "" -"Se uma cena deve interagir com um contexto externo, desenvolvedores " -"experientes recomendam o uso de `Injeção de Dependência `_. Esta técnica " -"envolve ter uma API de alto nível que fornece as dependências da API de " -"baixo nível. Por que fazer isto? Porque classes que dependem de seu ambiente " -"externo podem inadvertidamente acionar bugs e comportamentos inesperados." - -msgid "Call a method. Used to start behavior." -msgstr "Chame um método. Usado para iniciar o comportamento." - -msgid "" -"Initialize a :ref:`Callable ` property. Safer than a method " -"as ownership of the method is unnecessary. Used to start behavior." -msgstr "" -"Inicialize uma propriedade :ref:`Callable `. Mais seguro do " -"que um método, pois a propriedade do método é desnecessária. Utilizado para " -"iniciar o comportamento." - -msgid "Initialize a Node or other Object reference." -msgstr "Inicialize um Nó ou outra referência de Objeto." - -msgid "Initialize a NodePath." -msgstr "Inicialize um NodePath." - -msgid "" -"A GUI like this can better inform project users of critical information " -"about a Node. Does it have external dependencies? Have those dependencies " -"been satisfied? Other programmers, and especially designers and writers, " -"will need clear instructions in the messages telling them what to do to " -"configure it." -msgstr "" -"Uma GUI como essa pode informar melhor os usuários do projeto sobre " -"informações críticas sobre um Nó.Ele possui dependências externas? Essas " -"dependências foram satisfeitas? Outros programadores, e especialmente " -"designers e escritores, precisarão de instruções claras nas mensagens " -"dizendo-lhes o que fazer para configurá-lo." - -msgid "" -"Scripts and scenes, as extensions of engine classes, should abide by *all* " -"OOP principles. Examples include..." -msgstr "" -"Scripts e cenas, como extensões de classes do motor, devem obedecer a " -"*todos* os princípios de POO. Exemplos incluem..." - -msgid "`SOLID `_" -msgstr "`SOLID `_" - -msgid "`DRY `_" -msgstr "`DRY `_" - -msgid "`KISS `_" -msgstr "`KISS `_" - -msgid "`YAGNI `_" -msgstr "`YAGNI `_" - -msgid "Choosing a node tree structure" -msgstr "Escolhendo uma estrutura de árvore de nós" - -msgid "Node \"Main\" (main.gd)" -msgstr "Nó \"Main\" (main.gd)" - -msgid "Node2D/Node3D \"World\" (game_world.gd)" -msgstr "Node2D/Node3D \"World\" (game_world.gd)" - -msgid "Control \"GUI\" (gui.gd)" -msgstr "Control \"GUI\" (gui.gd)" - -msgid "tracks all of its data internally" -msgstr "rastreia todos os seus dados internamente" - -msgid "should be globally accessible" -msgstr "deve ser globalmente acessível" - -msgid "should exist in isolation" -msgstr "deve existir isoladamente" - -msgid "" -"For smaller games, a simpler alternative with less control would be to have " -"a \"Game\" singleton that simply calls the :ref:`SceneTree." -"change_scene_to_file() ` method " -"to swap out the main scene's content. This structure more or less keeps the " -"\"World\" as the main game node." -msgstr "" -"Para jogos menores, uma alternativa mais simples com menos controle seria " -"ter um singleton \"Game\" que simplesmente chama o método :ref:`SceneTree." -"change_scene_to_file() ` para " -"trocar o conteúdo da cena principal. Esta estrutura mantém mais ou menos o " -"\"Mundo\" como o nó principal do jogo." - -msgid "" -"A reliable third party, likely a parent node, to mediate the assignment." -msgstr "" -"Um terceiro confiável, provavelmente um nó pai, para mediar a atribuição." - -msgid "Add a \"player\" node to a \"room\"." -msgstr "Adicionar um nó \"jogador\" a uma \"sala\"." - -msgid "Move the player somewhere else in the tree." -msgstr "Mover o jogador para outro lugar na árvore." - -msgid "Delete the room." -msgstr "Deletar a sala." - -msgid "Instantiate and add the new room." -msgstr "Instanciar e adicionar a nova sala." - -msgid "More consistency." -msgstr "Mais consistência." - -msgid "No \"special cases\" that must be documented and maintained somewhere." -msgstr "" -"Nenhum \"caso especial\" que deva ser documentado e mantido em algum lugar." - -msgid "" -"No opportunity for errors to occur because these details are not accounted " -"for." -msgstr "" -"Nenhuma oportunidade para erros ocorrerem porque estes detalhes não são " -"levados em consideração." - -msgid "" -"The key to scene organization is to consider the SceneTree in relational " -"terms rather than spatial terms. Are the nodes dependent on their parent's " -"existence? If not, then they can thrive all by themselves somewhere else. If " -"they are dependent, then it stands to reason that they should be children of " -"that parent (and likely part of that parent's scene if they aren't already)." -msgstr "" -"A chave para a organização da cena é considerar a SceneTree em termos " -"relacionais, em vez de termos espaciais. Os nós são dependentes da " -"existência de seus pais? Do contrário, eles podem prosperar sozinhos em " -"outro lugar. Se forem dependentes, é lógico que devam ser filhos desse pai " -"(e provavelmente parte da cena desse pai, se ainda não o forem)." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po deleted file mode 100644 index f713acdcfb..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po +++ /dev/null @@ -1,252 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "When to use scenes versus scripts" -msgstr "Quando usar cenas versus scripts" - -msgid "" -"We've already covered how scenes and scripts are different. Scripts define " -"an engine class extension with imperative code, scenes with declarative code." -msgstr "" -"Já abordamos como cenas e scripts são diferentes. Scripts definem uma " -"extensão de classe de mecanismo com código imperativo, cenas com código " -"declarativo." - -msgid "Anonymous types" -msgstr "Tipos anônimos" - -msgid "" -"It *is* possible to completely define a scenes' contents using a script " -"alone. This is, in essence, what the Godot Editor does, only in the C++ " -"constructor of its objects." -msgstr "" -"*É* possível definir completamente o conteúdo de uma cena usando apenas um " -"script. Isto é, em essência, o que o Editor do Godot faz, apenas no " -"construtor em C++ des seus objetos." - -msgid "" -"But, choosing which one to use can be a dilemma. Creating script instances " -"is identical to creating in-engine classes whereas handling scenes requires " -"a change in API:" -msgstr "" -"Mas, escolher qual deles usar pode ser um dilema. A criação de instâncias de " -"script é idêntica à criação de classes no motor, enquanto o manuseio de " -"cenas requer uma mudança na API:" - -msgid "" -"Also, scripts will operate a little slower than scenes due to the speed " -"differences between engine and script code. The larger and more complex the " -"node, the more reason there is to build it as a scene." -msgstr "" -"Além disso, os scripts irão operar um pouco mais lentamente do que as cenas " -"devido às diferenças de velocidade entre o motor e o código do script. " -"Quanto maior e mais complexo o nó, mais razão haverá para construí-lo como " -"uma cena." - -msgid "Named types" -msgstr "Tipos nomeados" - -msgid "Know the base type of the script they would like to use." -msgstr "Conhecer o tipo base do script que eles gostariam de usar." - -msgid "Create an instance of that base type." -msgstr "Criar uma instância desse tipo base." - -msgid "Add the script to the node." -msgstr "Incluir o script ao nó." - -msgid "There are two systems for registering types:" -msgstr "Existem dois sistemas para registrar tipos:" - -msgid ":ref:`Custom Types `" -msgstr ":ref:`Tipos Personalizados `" - -msgid "Editor-only. Typenames are not accessible at runtime." -msgstr "Apenas editor. Os nomes de tipo não são acessíveis durante a execução." - -msgid "Does not support inherited custom types." -msgstr "Não suporta tipos personalizados herdados." - -msgid "An initializer tool. Creates the node with the script. Nothing more." -msgstr "Uma ferramenta de inicialização. Cria o nó com o script. Nada mais." - -msgid "" -"Editor has no type-awareness of the script or its relationship to other " -"engine types or scripts." -msgstr "" -"O editor não reconhece o tipo do script ou seu relacionamento com outros " -"tipos do motor ou scripts." - -msgid "Allows users to define an icon." -msgstr "Permite que os usuários definam um ícone." - -msgid "" -"Works for all scripting languages because it deals with Script resources in " -"abstract." -msgstr "" -"Funciona para todas as linguagens de scripting pois lida com recursos de " -"Script em abstrato." - -msgid "" -"Set up using :ref:`EditorPlugin.add_custom_type " -"`." -msgstr "" -"Configurado usando :ref:`EditorPlugin.add_custom_type " -"`." - -msgid ":ref:`Script Classes `" -msgstr ":ref:`Script Classes `" - -msgid "Editor and runtime accessible." -msgstr "Acessíveis pelo editor e pela execução." - -msgid "Displays inheritance relationships in full." -msgstr "Exibe relações de herança na íntegra." - -msgid "" -"Creates the node with the script, but can also change types or extend the " -"type from the editor." -msgstr "" -"Cria o nó com o script, mas também pode alterar os tipos ou estender o tipo " -"a partir do editor." - -msgid "" -"Editor is aware of inheritance relationships between scripts, script " -"classes, and engine C++ classes." -msgstr "" -"O editor está ciente das relações de herança entre scripts, classes de " -"script e classes C++ do motor." - -msgid "" -"Engine developers must add support for languages manually (both name " -"exposure and runtime accessibility)." -msgstr "" -"Os desenvolvedores do motor devem adicionar suporte a linguagens manualmente " -"(tanto a exposição do nome quanto a acessibilidade durante a execução)." - -msgid "" -"The Editor scans project folders and registers any exposed names for all " -"scripting languages. Each scripting language must implement its own support " -"for exposing this information." -msgstr "" -"O Editor verifica pastas do projeto e registra todos os nomes expostos para " -"todas as linguagens de scripting. Cada linguagem de scripting deve " -"implementar seu próprio suporte para expor estas informações." - -msgid "" -"Both methodologies add names to the creation dialog, but script classes, in " -"particular, also allow for users to access the typename without loading the " -"script resource. Creating instances and accessing constants or static " -"methods is viable from anywhere." -msgstr "" -"Ambas as metodologias adicionam nomes à caixa de diálogo de criação, mas as " -"classes de script, em particular, também permitem que os usuários acessem o " -"nome do tipo sem carregar o recurso de script. Criar instâncias e acessar " -"constantes ou métodos estáticos é viável de qualquer lugar." - -msgid "" -"With features like these, one may wish their type to be a script without a " -"scene due to the ease of use it grants users. Those developing plugins or " -"creating in-house tools for designers to use will find an easier time of " -"things this way." -msgstr "" -"Com funcionalidades como estas, pode-se desejar que seu tipo seja um script " -"sem uma cena devido à facilidade de uso que ele proporciona aos usuários. " -"Aqueles que desenvolvem plug-ins ou criam ferramentas internas para os " -"designers usarem acharão mais fácil as coisas desta forma." - -msgid "" -"On the downside, it also means having to use largely imperative programming." -msgstr "" -"No lado negativo, também significa ter de utilizar uma programação " -"imperativa." - -msgid "Performance of Script vs PackedScene" -msgstr "Desempenho do Script vs PackedScene" - -msgid "" -"One last aspect to consider when choosing scenes and scripts is execution " -"speed." -msgstr "" -"Um último aspecto a considerar ao escolher cenas e scripts é a velocidade de " -"execução." - -msgid "" -"As the size of objects increases, the scripts' necessary size to create and " -"initialize them grows much larger. Creating node hierarchies demonstrates " -"this. Each Node's logic could be several hundred lines of code in length." -msgstr "" -"Conforme o tamanho dos objetos aumenta, o tamanho necessário dos scripts " -"para criá-los e inicializá-los fica muito maior. A criação de hierarquias de " -"nós demonstra isso. A lógica de cada Nó pode ter várias centenas de linhas " -"de código." - -msgid "" -"The code example below creates a new ``Node``, changes its name, assigns a " -"script to it, sets its future parent as its owner so it gets saved to disk " -"along with it, and finally adds it as a child of the ``Main`` node:" -msgstr "" -"O exemplo de código abaixo cria um novo ``Node``, muda seu nome, atribui um " -"script a ele, define seu futuro pai como seu proprietário para que seja " -"salvo no disco junto com ele e, finalmente, o adiciona como filho do nó " -"``Main``:" - -msgid "" -"Script code like this is much slower than engine-side C++ code. Each " -"instruction makes a call to the scripting API which leads to many " -"\"lookups\" on the back-end to find the logic to execute." -msgstr "" -"Um código de script como este é muito mais lento do que o código C++ do lado " -"do motor. Cada instrução faz uma chamada para a API de scripting que leva a " -"muitas \"pesquisas\" no back-end para encontrar a lógica a ser executada." - -msgid "" -"Scenes help to avoid this performance issue. :ref:`PackedScene " -"`, the base type that scenes inherit from, defines " -"resources that use serialized data to create objects. The engine can process " -"scenes in batches on the back-end and provide much better performance than " -"scripts." -msgstr "" -"Cenas ajudam a evitar este problema de desempenho. :ref:`PackedScene " -"`, o tipo base do qual as cenas herdam, define recursos " -"que utilizam dados serializados para criar objetos. O motor pode processar " -"cenas em lotes no back-end e fornecer um desempenho muito melhor do que os " -"scripts." - -msgid "Conclusion" -msgstr "Conclusão" - -msgid "In the end, the best approach is to consider the following:" -msgstr "No final, a melhor abordagem é considerar o seguinte:" - -msgid "" -"If one wishes to create a basic tool that is going to be re-used in several " -"different projects and which people of all skill levels will likely use " -"(including those who don't label themselves as \"programmers\"), then " -"chances are that it should probably be a script, likely one with a custom " -"name/icon." -msgstr "" -"Se alguém deseja criar uma ferramenta básica que será reutilizada em vários " -"projetos diferentes e que pessoas de todos os níveis de habilidade " -"provavelmente usarão (incluindo aqueles que não se rotulam como " -"\"programadores\"), então é provável que deva ser um script, provavelmente " -"um com um nome/ícone personalizado." - -msgid "" -"If one wishes to create a concept that is particular to their game, then it " -"should always be a scene. Scenes are easier to track/edit and provide more " -"security than scripts." -msgstr "" -"Se alguém deseja criar um conceito que seja específico para seu jogo, então " -"deve ser sempre uma cena. As cenas são mais fáceis de rastrear/editar e " -"fornecem mais segurança do que os scripts." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/version_control_systems.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/version_control_systems.po deleted file mode 100644 index c7abdf35fa..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/version_control_systems.po +++ /dev/null @@ -1,142 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"Godot aims to be VCS-friendly and generate mostly readable and mergeable " -"files." -msgstr "" -"O Godot tem como objetivo ser compatível com sistemas de controle de versão " -"(VCS) e gerar principalmente arquivos legíveis e mescláveis." - -msgid "" -"As of July 2023, there is only a Git plugin available, but the community may " -"create additional VCS plugins." -msgstr "" -"Em julho de 2023, há apenas um plugin de Git disponível, mas a comunidade " -"pode criar plugins de VCS adicionais." - -msgid "Official Git plugin" -msgstr "Plugin oficial do Git" - -msgid "" -"Documentation on how to use the Git plugin can be found on its `wiki " -"`__." -msgstr "" -"Documentação em como usar o plugin do Git podem ser encontrados na `wiki " -"`__." - -msgid "Files to exclude from VCS" -msgstr "Arquivos para excluir do SCV" - -msgid "" -"This lists files and folders that should be ignored from version control in " -"Godot 4.1 and later." -msgstr "" -"Isso lista os arquivos e pastas que devem ser ignorados no controle de " -"versão no Godot 4.1 e versões posteriores." - -msgid "" -"The list of files of folders that should be ignored from version control in " -"Godot 3.x and Godot 4.0 is **entirely** different. This is important, as " -"Godot 3.x and 4.0 may store sensitive credentials in ``export_presets.cfg`` " -"(unlike Godot 4.1 and later)." -msgstr "" -"A lista de arquivos e pastas que devem ser ignorados no controle de versão " -"no Godot 3.x e Godot 4.0 é **completamente** diferente. Isso é importante, " -"pois o Godot 3.x e 4.0 podem armazenar credenciais sensíveis no arquivo " -"``export_presets.cfg`` (diferente do Godot 4.1 e versões posteriores)." - -msgid "" -"If you are using Godot 3, check the ``3.5`` version of this documentation " -"page instead." -msgstr "" -"Se você estiver usando o Godot 3, consulte a versão ``3.5`` desta página de " -"documentação." - -msgid "" -"There are some files and folders Godot automatically creates when opening a " -"project in the editor for the first time. To avoid bloating your version " -"control repository with generated data, you should add them to your VCS " -"ignore:" -msgstr "" -"Existem alguns arquivos e pastas que o Godot cria automaticamente ao abrir " -"um projeto no editor pela primeira vez. Para evitar que seu repositório de " -"controle de versão fique sobrecarregado com dados gerados, você deve " -"adicioná-los à lista de exclusão do seu VCS:" - -msgid "``.godot/``: This folder stores various project cache data." -msgstr "``.godot/``: Esta pasta armazena vários dados de cache do projeto." - -msgid "" -"You can make the Godot project manager generate version control metadata for " -"you automatically when creating a project. When choosing the **Git** option, " -"this creates ``.gitignore`` and ``.gitattributes`` files in the project root:" -msgstr "" -"Você pode fazer com que o gerenciador de projetos do Godot gere " -"automaticamente os metadados de controle de versão para você ao criar um " -"projeto. Ao escolher a opção ``Git``, isso cria os arquivos ``.gitignore`` e " -"``.gitattributes`` na raiz do projeto:" - -msgid "" -"Creating version control metadata in the project manager's New Project dialog" -msgstr "" -"Criando metadados de controle de versão na caixa de diálogo \"Novo Projeto\" " -"do gerenciador de projetos" - -msgid "" -"Creating version control metadata in the project manager's **New Project** " -"dialog" -msgstr "" -"Criando metadados de controle de versão na caixa de diálogo **Novo Projeto** " -"do gerenciador de projetos" - -msgid "" -"In existing projects, select the **Project** menu at the top of the editor, " -"then choose **Version Control > Generate Version Control Metadata**. This " -"creates the same files as if the operation was performed in the project " -"manager." -msgstr "" -"Em projetos existentes, selecione o menu **Projeto** na parte superior do " -"editor e, em seguida, escolha **Controle de Versão > Gerar Metadados de " -"Controle de Versão**. Isso cria os mesmos arquivos como se a operação " -"tivesse sido realizada no gerenciador de projetos." - -msgid "Working with Git on Windows" -msgstr "Trabalhando com Git no Windows" - -msgid "" -"Most Git for Windows clients are configured with the ``core.autocrlf`` set " -"to ``true``. This can lead to files unnecessarily being marked as modified " -"by Git due to their line endings being converted from LF to CRLF " -"automatically." -msgstr "" -"A maioria dos clientes Git para Windows são configurados com o ``core." -"autocrlf`` definido como ``true``. Isso pode fazer com que os arquivos sejam " -"marcados desnecessariamente como modificados pelo Git devido aos seus finais " -"de linha serem convertidos de LF para CRLF automaticamente." - -msgid "It is better to set this option as:" -msgstr "É melhor definir esta opção como:" - -msgid "" -"Creating version control metadata using the project manager or editor will " -"automatically enforce LF line endings using the ``.gitattributes`` file. In " -"this case, you don't need to change your Git configuration." -msgstr "" -"Criar metadados de controle de versão usando o gerenciador de projetos ou o " -"editor aplicará automaticamente a terminação de linha LF usando o arquivo ``." -"gitattributes``. Nesse caso, você não precisa alterar sua configuração do " -"Git." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po deleted file mode 100644 index e9d9865b81..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po +++ /dev/null @@ -1,165 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Applying object-oriented principles in Godot" -msgstr "Aplicando princípios de orientação a objetos em Godot" - -msgid "" -"The engine offers two main ways to create reusable objects: scripts and " -"scenes. Neither of these technically define classes under the hood." -msgstr "" -"O motor oferece duas maneiras principais de criar objetos reutilizáveis: " -"scripts e cenas. Nenhum deles define tecnicamente as classes subjacentes." - -msgid "" -"Still, many best practices using Godot involve applying object-oriented " -"programming principles to the scripts and scenes that compose your game. " -"That is why it's useful to understand how we can think of them as classes." -msgstr "" -"Ainda assim, muitas das melhores práticas usando o Godot envolvem a " -"aplicação de princípios de programação orientada a objetos aos scripts e " -"cenas que compõem seu jogo. É por isso que é útil entender como podemos " -"pensar neles como classes." - -msgid "" -"This guide briefly explains how scripts and scenes work in the engine's core " -"to help you understand how they work under the hood." -msgstr "" -"Este guia explica resumidamente como os scripts e as cenas funcionam no " -"núcleo do motor para ajudá-lo a entender como eles funcionam nos bastidores." - -msgid "How scripts work in the engine" -msgstr "Como os scripts funcionam no motor" - -msgid "" -"The engine provides built-in classes like :ref:`Node `. You can " -"extend those to create derived types using a script." -msgstr "" -"O motor fornece classes incorporadas como :ref:`Node `. Você " -"pode estendê-las para criar tipos derivados usando um script." - -msgid "" -"These scripts are not technically classes. Instead, they are resources that " -"tell the engine a sequence of initializations to perform on one of the " -"engine's built-in classes." -msgstr "" -"Esses scripts não são tecnicamente classes. Em vez disso, são recursos que " -"informam ao motor uma sequência de inicializações para executar em uma das " -"classes integradas do motor." - -msgid "" -"Godot's internal classes have methods that register a class's data with a :" -"ref:`ClassDB `. This database provides runtime access to " -"class information. ``ClassDB`` contains information about classes like:" -msgstr "" -"As classes internas do Godot possuem métodos que registram os dados de uma " -"classe com um :ref: `ClassDB `. Este banco de dados fornece " -"acesso em tempo de execução às informações da classe. ``ClassDB`` contém " -"informações sobre classes como:" - -msgid "Properties." -msgstr "Propriedades." - -msgid "Methods." -msgstr "Métodos." - -msgid "Constants." -msgstr "Constantes." - -msgid "Signals." -msgstr "Sinais." - -msgid "" -"This ``ClassDB`` is what objects check against when performing an operation " -"like accessing a property or calling a method. It checks the database's " -"records and the object's base types' records to see if the object supports " -"the operation." -msgstr "" -"Este ``ClassDB`` é o que os objetos verificam ao realizar uma operação como " -"acessar uma propriedade ou chamar um método. Ele verifica os registros do " -"banco de dados e os registros dos tipos base do objeto para ver se o objeto " -"suporta a operação." - -msgid "" -"Attaching a :ref:`Script ` to your object extends the methods, " -"properties, and signals available from the ``ClassDB``." -msgstr "" -"Anexar um :ref:`Script ` ao seu objeto estende os métodos, " -"propriedades e sinais disponíveis da ``ClassDB``." - -msgid "" -"Even scripts that don't use the ``extends`` keyword implicitly inherit from " -"the engine's base :ref:`RefCounted ` class. As a result, " -"you can instantiate scripts without the ``extends`` keyword from code. Since " -"they extend ``RefCounted`` though, you cannot attach them to a :ref:`Node " -"`." -msgstr "" -"Mesmo os scripts que não usam a palavra-chave ``extends`` herdam " -"implicitamente da classe :ref:`RefCounted ` da base do " -"motor. Como resultado, você pode instanciar scripts sem a palavra-chave " -"``extends`` do código. Uma vez que eles estendem ``RefCounted``, você não " -"pode anexá-los a um :ref:`Node `." - -msgid "Scenes" -msgstr "Cenas" - -msgid "" -"The behavior of scenes has many similarities to classes, so it can make " -"sense to think of a scene as a class. Scenes are reusable, instantiable, and " -"inheritable groups of nodes. Creating a scene is similar to having a script " -"that creates nodes and adds them as children using ``add_child()``." -msgstr "" -"O comportamento das cenas tem muitas semelhanças com as classes, então pode " -"fazer sentido pensar em uma cena como uma classe. As cenas são grupos de nós " -"reutilizáveis, instanciados e herdáveis. Criar uma cena é semelhante a ter " -"um script que cria nós e os adiciona como filhos usando ``add_child()``." - -msgid "The content of a scene helps to define:" -msgstr "O conteúdo de uma cena ajuda a definir:" - -msgid "What nodes are available to the script." -msgstr "Quais nós estão disponíveis para o script." - -msgid "How they are organized." -msgstr "Como eles são organizados." - -msgid "How they are initialized." -msgstr "Como eles são inicializados." - -msgid "What signal connections they have with each other." -msgstr "Que conexões de sinal eles têm uns com os outros." - -msgid "" -"Why is any of this important to scene organization? Because instances of " -"scenes *are* objects. As a result, many object-oriented principles that " -"apply to written code also apply to scenes: single responsibility, " -"encapsulation, and others." -msgstr "" -"Por que isto é importante para a organização da cena? Porque instâncias de " -"cenas *são* objetos. Como resultado, muitos princípios de orientação a " -"objetos que se aplicam ao código escrito também se aplicam a cenas: " -"responsabilidade única, encapsulamento e outros." - -msgid "" -"The scene is *always an extension of the script attached to its root node*, " -"so you can interpret it as part of a class." -msgstr "" -"A cena é *sempre uma extensão do script anexado ao seu nó raiz*, então você " -"pode interpretá-la como parte de uma classe." - -msgid "" -"Most of the techniques explained in this best practices series build on this " -"point." -msgstr "" -"A maioria das técnicas explicadas nesta série de melhores práticas se baseia " -"neste ponto." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/command_line_tutorial.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/command_line_tutorial.po deleted file mode 100644 index 592944783f..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/command_line_tutorial.po +++ /dev/null @@ -1,319 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Command line tutorial" -msgstr "Tutorial de linha de comando" - -msgid "" -"Some developers like using the command line extensively. Godot is designed " -"to be friendly to them, so here are the steps for working entirely from the " -"command line. Given the engine relies on almost no external libraries, " -"initialization times are pretty fast, making it suitable for this workflow." -msgstr "" -"Alguns desenvolvedores gostam de usar a linha de comando extensivamente. " -"Godot é projetado para funcionar com elas, então aqui estão os passos para " -"trabalhar inteiramente a partir da linha de comando. Como a engine depende " -"de quase nenhuma biblioteca externa, os tempos de inicialização são muito " -"rápidos, o que o torna adequado para esse fluxo de trabalho." - -msgid "" -"On Windows and Linux, you can run a Godot binary in a terminal by specifying " -"its relative or absolute path." -msgstr "" -"No Windows e Linux, você pode rodar um binário do Godot em um terminal " -"especificando o seu caminho absoluto ou relativo." - -msgid "" -"On macOS, the process is different due to Godot being contained within an ``." -"app`` bundle (which is a *folder*, not a file). To run a Godot binary from a " -"terminal on macOS, you have to ``cd`` to the folder where the Godot " -"application bundle is located, then run ``Godot.app/Contents/MacOS/Godot`` " -"followed by any command line arguments. If you've renamed the application " -"bundle from ``Godot`` to another name, make sure to edit this command line " -"accordingly." -msgstr "" -"No macOS, o processo é diferente porque a Godot está contida em um pacote ``." -"app`` (que é uma *pasta*, não um arquivo). Para rodar um executável da Godot " -"de um terminal no macOS, você deve executar um ``cd`` para a pasta onde o " -"pacote do aplicativo Godot está localizado, em seguida, execute ``Godot." -"app / Contents / MacOS / Godot`` seguido por quaisquer argumentos de linha " -"de comando. Se você renomeou o pacote do aplicativo da ``Godot`` para outro " -"nome, certifique-se de editar a linha de comando de acordo." - -msgid "Command line reference" -msgstr "Referência para linha de comando" - -msgid "|editor| Only available in editor builds." -msgstr "|editor| Apenas disponível em compilações de editores." - -msgid "" -"Note that unknown command line arguments have no effect whatsoever. The " -"engine will **not** warn you when using a command line argument that doesn't " -"exist with a given build type." -msgstr "" -"Note que os argumentos de linha de comando desconhecidos não têm nenhum " -"efeito. O motor **não** vai avisá-lo ao usar um argumento de linha de " -"comando que não existe com um determinado tipo de compilação." - -msgid "**General options**" -msgstr "**Opções gerais**" - -msgid "Command" -msgstr "Comando" - -msgid "Description" -msgstr "Descrição" - -msgid "``--version``" -msgstr "``--version``" - -msgid "``-v``, ``--verbose``" -msgstr "``-v``, ``--verbose``" - -msgid "**Run options**" -msgstr "**Opções de execução**" - -msgid "``-e``, ``--editor``" -msgstr "``-e``, ``--editor``" - -msgid "``-p``, ``--project-manager``" -msgstr "``-p``, ``--project-manager``" - -msgid "``--path ``" -msgstr "``--path ``" - -msgid "``-u``, ``--upwards``" -msgstr "``-u``, ``--upwards``" - -msgid "``--main-pack ``" -msgstr "``--main-pack ``" - -msgid "``--render-thread ``" -msgstr "``--render-thread ``" - -msgid "" -"|release| Render thread mode ('unsafe', 'safe', 'separate'). See :ref:" -"`Thread Model ` for more details." -msgstr "" -"|release| Modo de parte_paralelizável de renderização ('unsafe', 'safe', " -"'separate'). Veja :ref:`Thread Model " -"` para " -"mais detalhes." - -msgid "``--remote-fs
``" -msgstr "``--remote-fs ``" - -msgid "``--audio-driver ``" -msgstr "``--audio-driver ``" - -msgid "``--rendering-driver ``" -msgstr "``--rendering-driver ``" - -msgid "**Display options**" -msgstr "**Opções de exibição**" - -msgid "``-f``, ``--fullscreen``" -msgstr "``-f``, ``--fullscreen``" - -msgid "``-m``, ``--maximized``" -msgstr "``-m``, ``--maximized``" - -msgid "``-w``, ``--windowed``" -msgstr "``-w``, ``--windowed``" - -msgid "``-t``, ``--always-on-top``" -msgstr "``-t``, ``--always-on-top``" - -msgid "``--resolution x``" -msgstr "``--resolution x``" - -msgid "``--position ,``" -msgstr "``--position ,``" - -msgid "**Debug options**" -msgstr "**Opções de Depuração**" - -msgid "``-d``, ``--debug``" -msgstr "``-d``, ``--debug``" - -msgid "``-b``, ``--breakpoints``" -msgstr "``-b``, ``--breakpoints``" - -msgid "``--profiling``" -msgstr "``--profiling``" - -msgid "``--debug-collisions``" -msgstr "``--debug-collisions``" - -msgid "``--debug-navigation``" -msgstr "``--debug-navigation``" - -msgid "``--frame-delay ``" -msgstr "``--frame-delay ``" - -msgid "``--time-scale ``" -msgstr "``--time-scale ``" - -msgid "``--disable-render-loop``" -msgstr "``--disable-render-loop``" - -msgid "``--disable-crash-handler``" -msgstr "``--disable-crash-handler``" - -msgid "``--fixed-fps ``" -msgstr "``--fixed-fps ``" - -msgid "``--print-fps``" -msgstr "``--print-fps``" - -msgid "**Standalone tools**" -msgstr "**Ferramentas independentes**" - -msgid "``--check-only``" -msgstr "``--check-only``" - -msgid "``--export-pack ``" -msgstr "``--export-pack ``" - -msgid "``--convert-3to4 [] []``" -msgstr "``--convert-3to4 [] []``" - -msgid "|editor| Convert project from Godot 3.x to Godot 4.x." -msgstr "|editor| Converta o projeto de Godot 3.x para Godot 4.x." - -msgid "``--validate-conversion-3to4 [] []``" -msgstr "``--validate-conversion-3to4 [] []``" - -msgid "" -"|editor| Show what elements will be renamed when converting project from " -"Godot 3.x to Godot 4.x." -msgstr "" -"|editor| Mostrar que elementos serão renomeados ao converter o projeto de " -"Godot 3.x para Godot 4.x." - -msgid "``--no-docbase``" -msgstr "``--no-docbase``" - -msgid "``--build-solutions``" -msgstr "``--build-solutions``" - -msgid "``--dump-gdextension-interface``" -msgstr "``--dump-gdextension-interface``" - -msgid "``--benchmark``" -msgstr "``--benchmark``" - -msgid "Path" -msgstr "Caminho" - -msgid "Setting the project path" -msgstr "Definindo o caminho do projeto" - -msgid "" -"Depending on where your Godot binary is located and what your current " -"working directory is, you may need to set the path to your project for any " -"of the following commands to work correctly." -msgstr "" -"Dependendo de onde seu binário Godot está localizado e qual é seu diretório " -"de trabalho atual, talvez seja necessário definir o caminho para o seu " -"projeto para que qualquer um dos comandos a seguir funcione corretamente." - -msgid "" -"For example, the full command for exporting your game (as explained below) " -"might look like this:" -msgstr "" -"Por exemplo, o comando completo para exportar seu jogo (conforme explicado " -"abaixo) pode ser assim:" - -msgid "Creating a project" -msgstr "Criando um projeto" - -msgid "The project can now be opened with Godot." -msgstr "O projeto agora pode ser aberto com Godot." - -msgid "Running the editor" -msgstr "Executando o editor" - -msgid "" -"If a scene has been created and saved, it can be edited later by running the " -"same code with that scene as argument." -msgstr "" -"Se uma cena foi criada e salva, ela pode ser editada posteriormente, " -"executando o mesmo código com aquela cena como argumento." - -msgid "Erasing a scene" -msgstr "Apagando uma cena" - -msgid "Running the game" -msgstr "Executando o jogo" - -msgid "" -"When a specific scene needs to be tested, pass that scene to the command " -"line." -msgstr "" -"Quando uma cena específica precisa ser testada, passe essa cena para a linha " -"de comando." - -msgid "Debugging" -msgstr "Depuração" - -msgid "Exporting" -msgstr "Exportando" - -msgid "" -"The preset name must match the name of an export preset defined in the " -"project's ``export_presets.cfg`` file. If the preset name contains spaces or " -"special characters (such as \"Windows Desktop\"), it must be surrounded with " -"quotes." -msgstr "" -"O nome do preset deve corresponder ao nome de um preset de exportação " -"definido no arquivo ``export_presets.cfg`` do projeto. Se o nome da " -"predefinição contiver espaços ou caracteres especiais (como \"Windows " -"Desktop\"), ele deve ser colocado entre aspas." - -msgid "Running a script" -msgstr "Executando um script" - -msgid "The script must inherit from ``SceneTree`` or ``MainLoop``." -msgstr "O script deve herdar de ``SceneTree`` ou ``MainLoop``." - -msgid "And how to run it:" -msgstr "E como executá-lo:" - -msgid "" -"If no ``project.godot`` exists at the path, current path is assumed to be " -"the current working directory (unless ``--path`` is specified)." -msgstr "" -"Se nenhum ``project.godot`` existir no caminho, o caminho atual é assumido " -"como o diretório de trabalho atual (a menos que ``-path`` seja especificado)." - -msgid "" -"The first line of ``sayhello.gd`` above is commonly referred to as a " -"*shebang*. If the Godot binary is in your ``PATH`` as ``godot``, it allows " -"you to run the script as follows in modern Linux distributions, as well as " -"macOS:" -msgstr "" -"A primeira linha de ``sayhello.gd`` acima é comumente referida como " -"*shebang*. Se o binário Godot estiver em seu ``PATH`` como ``godot``, ele " -"permite que você execute o script da seguinte forma em distribuições Linux " -"modernas, bem como no macOS:" - -msgid "" -"If the above doesn't work in your current version of Linux or macOS, you can " -"always have the shebang run Godot straight from where it is located as " -"follows:" -msgstr "" -"Se o acima não funcionar em sua versão atual do Linux ou macOS, você sempre " -"pode fazer com que o shebang execute Godot diretamente de onde está " -"localizado da seguinte maneira:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/customizing_editor.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/customizing_editor.po deleted file mode 100644 index 0dbecbd51a..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/customizing_editor.po +++ /dev/null @@ -1,290 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Godot's interface lives in a single window by default. Since Godot 4.0, you " -"can split several elements to separate windows to better make use of multi-" -"monitor setups." -msgstr "" -"A interface do Godot funciona em uma única janela por padrão. Desde o Godot " -"4.0, é possível dividir vários elementos em janelas separadas para melhor " -"aproveitar configurações com vários monitores." - -msgid "" -"Click and drag on the edge of any dock or panel to resize it horizontally or " -"vertically:" -msgstr "" -"Clique e arraste a borda de qualquer painel de encaixe para redimensioná-lo " -"horizontal ou verticalmente:" - -msgid "" -"Click the \"3 vertical dots\" icon at the top of any dock to change its " -"location, or split it to a separate window by choosing **Make Floating** in " -"the submenu that appears:" -msgstr "" -"Clique no ícone de \"3 pontos verticais\" no topo de qualquer painel para " -"alterar sua localização ou dividi-lo em uma janela separada escolhendo " -"**Tornar Flutuante** no submenu que aparecer:" - -msgid "" -"To move a floating dock back to the editor window, close the dock window " -"using the **×** button in the top-right corner of the window (or in the top-" -"left corner on macOS). Alternatively, you can press :kbd:`Alt + F4` while " -"the split window is focused." -msgstr "" -"Para mover um painel flutuante de volta para a janela do editor, feche a " -"janela do painel usando o botão **×** no canto superior direito da janela " -"(ou no canto superior esquerdo no macOS). Alternativamente, você pode " -"pressionar :kbd:`Alt + F4` enquanto a janela dividida estiver em foco." - -msgid "Splitting the script or shader editor to its own window" -msgstr "Dividindo o editor de scripts ou shaders em uma janela separada" - -msgid "" -"This feature is only available on platforms that support spawning multiple " -"windows: Windows, macOS and Linux." -msgstr "" -"Este recurso está disponível apenas em plataformas que suportam a criação de " -"múltiplas janelas: Windows, macOS e Linux." - -msgid "" -"This feature is also not available if **Single Window Mode** is enabled in " -"the Editor Settings." -msgstr "" -"Este recurso também não está disponível se o **Modo de janela simples** " -"estiver ativado nas Configurações do Editor." - -msgid "" -"Since Godot 4.1, you can split the script or shader editor to its own window." -msgstr "" -"Desde o Godot 4.1, você pode dividir o editor de scripts ou shaders em uma " -"janela separada." - -msgid "" -"To split the script editor to its own window, click the corresponding button " -"in the top-right corner of the script editor:" -msgstr "" -"Para dividir o editor de scripts em uma janela separada, clique no botão " -"correspondente no canto superior direito do editor de scripts:" - -msgid "Splitting the script editor to its own window" -msgstr "Dividindo o editor de scripts em uma janela separada" - -msgid "" -"To split the shader editor to its own window, click the corresponding button " -"in the top-right corner of the script editor:" -msgstr "" -"Para dividir o editor de shaders em uma janela separada, clique no botão " -"correspondente no canto superior direito do editor de shaders:" - -msgid "Splitting the shader editor to its own window" -msgstr "Dividindo o editor de shaders em uma janela separada" - -msgid "" -"To go back to the previous state (with the script/shader editor embedded in " -"the editor window), close the split window using the **×** button in the top-" -"right corner of the window (or in the top-left corner on macOS). " -"Alternatively, you can press :kbd:`Alt + F4` while the split window is " -"focused." -msgstr "" -"Para voltar ao estado anterior (com o editor de scripts/shaders embutido na " -"janela do editor), feche a janela separada usando o botão **×** no canto " -"superior direito da janela (ou no canto superior esquerdo no macOS). " -"Alternativamente, você pode pressionar :kbd:`Alt + F4` enquanto a janela " -"separada estiver em foco." - -msgid "" -"You may want to save and load a dock configuration depending on the kind of " -"task you're working on. For instance, when working on animating a character, " -"it may be more convenient to have docks laid out in a different fashion " -"compared to when you're designing a level." -msgstr "" -"Você pode querer salvar e carregar uma configuração de painéis dependendo do " -"tipo de tarefa em que está trabalhando. Por exemplo, ao trabalhar na " -"animação de um personagem, pode ser mais conveniente ter os painéis " -"organizados de maneira diferente em comparação com quando você está " -"projetando um nível." - -msgid "" -"For this purpose, Godot provides a way to save and restore editor layouts. " -"Before saving a layout, make changes to the docks you'd like to save. The " -"following changes are persisted to the saved layout:" -msgstr "" -"Para esse propósito, o Godot fornece uma maneira de salvar e restaurar " -"layouts do editor. Antes de salvar um layout, faça as alterações nos painéis " -"que você gostaria de salvar. As seguintes alterações são mantidas no layout " -"salvo:" - -msgid "Changing a floating dock's position or size." -msgstr "Alterando a posição ou o tamanho de um painel flutuante." - -msgid "" -"FileSystem dock properties: split mode, display mode, sorting order, file " -"list display mode, selected paths and unfolded paths." -msgstr "" -"Propriedades do painel do Sistema de Arquivos: modo de divisão, modo de " -"exibição, ordem de classificação, modo de exibição da lista de arquivos, " -"caminhos selecionados e caminhos expandidos." - -msgid "" -"Splitting the script or shader editor to its own window is *not* persisted " -"as part of a layout." -msgstr "" -"Dividir o editor de script ou shader em uma janela separada *não* é " -"preservado como parte de um layout." - -msgid "" -"After making changes, open the **Editor** menu at the top of the editor then " -"choose **Editor Layouts > Save**. Enter a name for the layout, then click " -"**Save**. If you've already saved an editor layout, you can choose to " -"override an existing layout using the list." -msgstr "" -"Após fazer as alterações, abra a aba **Editor** no topo do editor e escolha " -"**Layout do Editor > Salvar Layout...**. Digite um nome para o layout e " -"clique em **Salvar**. Se você já salvou um layout do editor, pode optar por " -"substituir um layout existente usando a lista." - -msgid "" -"If you name the saved layout ``Default`` (case-sensitive), the default " -"editor layout will be overwritten. Note that the ``Default`` does not appear " -"in the list of layouts to overwrite until you overwrite it once, but you can " -"still write its name manually." -msgstr "" -"Se você nomear o layout salvo ``Default`` (distingue letras maiúsculas e " -"minúsculas), o layout do editor padrão será substituído. Note que o " -"``Default`` não aparece na lista de layouts para substituir até que você o " -"substitua uma vez, mas você ainda pode escrever seu nome manualmente." - -msgid "" -"You can go back to the standard default layout by removing the ``Default`` " -"layout after overriding it. (This option does not appear if you haven't " -"overridden the default layout yet.)" -msgstr "" -"Você pode voltar para o layout padrão, removendo o layout ``Default`` após " -"substituí-lo. (Esta opção não aparece se você ainda não substituiu o layout " -"padrão.)" - -msgid "" -"Editor layouts are saved to a file named ``editor_layouts.cfg`` in the " -"configuration path of the :ref:`doc_data_paths_editor_data_paths`." -msgstr "" -"Os layouts do editor são salvos em um arquivo chamado ``editor_layouts.cfg`` " -"no caminho de configuração do :ref:`doc_data_paths_editor_data_paths`." - -msgid "" -"In the **Editor** menu at the top of the editor, you can find an **Editor " -"Settings** option. This opens a window similar to the Project Settings, but " -"with settings used by the editor. These settings are shared across all " -"projects and are not saved in the project files." -msgstr "" -"No menu **Editor** na parte superior do editor, você pode encontrar uma " -"opção **Configurações do Editor**. Isso abre uma janela semelhante às " -"Configurações do Projeto, mas com configurações usadas pelo editor. Essas " -"configurações são compartilhadas em todos os projetos e não são salvas nos " -"arquivos do projeto." - -msgid "Some commonly changed settings are:" -msgstr "Algumas configurações comumente alteradas são:" - -msgid "" -"**Interface > Editor > Editor Language:** Controls the language the editor " -"displays in. To make English tutorials easier to follow, you may want to " -"change this to English so that menu names are identical to names referred to " -"by tutorials. The language can also be changed in the top-right corner of " -"the project manager." -msgstr "" -"**Interface > Editor > Idioma do Editor:** Controla o idioma que o editor " -"exibe. Para tornar os tutoriais em inglês mais fáceis de seguir, você pode " -"querer mudar isso para o inglês para que os nomes dos menus sejam idênticos " -"aos nomes referidos pelos tutoriais. O idioma também pode ser alterado no " -"canto superior direito do gerente do projeto." - -msgid "" -"**Interface > Editor > Display Scale:** Controls how large UI elements " -"display on screen. The default **Auto** setting finds a suitable value based " -"on your display's DPI and resolution. Due to engine limitations, it only " -"takes the display-provided scaling factor on macOS, not on Windows or Linux." -msgstr "" -"**Interface > Editor > Escala de Visualização:** Controla o quão grande os " -"elementos de interface do usuário são exibidos na tela. A configuração " -"padrão **Auto*** encontra um valor adequado com base no DPI e na resolução " -"do seu monitor. Devido às limitações do engine, ele só leva o fator de " -"dimensionamento fornecido pelo visor no macOS, não no Windows ou no Linux." - -msgid "" -"**Interface > Editor > Single Window Mode:** If enabled, this forces the " -"editor to use a single window. This disables certain features such as " -"splitting the script/shaders editor to their own window. Single-window mode " -"can be more stable, especially on Linux when using Wayland." -msgstr "" -"**Interface > Editor > Modo de janela única:** Se ativado, isso força o " -"editor a usar uma única janela. Isso desabilita certos recursos, como " -"dividir o editor script/shaders em sua própria janela. O modo janela única " -"pode ser mais estável, especialmente no Linux ao usar Wayland." - -msgid "" -"**Interface > Theme > Preset:** The editor theme preset to use. The " -"**Light** theme preset may be easier to read if you're outdoors or in a room " -"with sunlight. The **Black (OLED)** preset can reduce power consumption on " -"OLED displays, which are increasingly common in laptops and phones/tablets." -msgstr "" -"**Interface > Tema > Predefinição:** O tema do editor predefinido para usar. " -"A predefinição do tema **Light** pode ser mais fácil de ler se estiver ao ar " -"livre ou em um quarto com luz solar. A predefinição **Black (OLED)** pode " -"reduzir o consumo de energia em telas OLED, que são cada vez mais comuns em " -"laptops e telefones/tablets." - -msgid "" -"**FileSystem > Directories > Autoscan Project Path:** This can be set to a " -"folder path that will be automatically scanned for projects in the project " -"manager every time it starts." -msgstr "" -"**Sistema de arquivos > Diretórios > Autoscan do Caminho do Projeto :** Isso " -"pode ser definido como um caminho de pasta que será digitalizado " -"automaticamente para projetos no gerenciador de projetos sempre que começar." - -msgid "" -"**FileSystem > Directories > Default Project Path:** Controls the default " -"location where new projects are created in the project manager." -msgstr "" -"**Sistema de arquivos > Diretórios > Caminho do Projeto Padrão:** Controla o " -"local padrão onde novos projetos são criados no gerenciador de projetos." - -msgid "" -"**Editors > 3D > Emulate Numpad:** This allows using the top row 0-9 keys in " -"the 3D editor as their equivalent numpad keys. It's recommended to enable " -"this option if you don't have a number pad on your keyboard." -msgstr "" -"**Editores > 3D > Emular Teclado Numérico::** Isso permite usar a linha " -"superior de teclas 0-9 no editor 3D como suas teclas numpad equivalentes. " -"Recomenda-se habilitar esta opção se você não tiver um numpad no teclado." - -msgid "" -"**Editors > 3D > Emulate 3 Button Mouse:** This allows using the pan, zoom " -"and orbit modifiers in the 3D editor even when not holding down any mouse " -"button. It's recommended to enable this option if you're using a trackpad." -msgstr "" -"**Editores > 3D > Emular 3 Botões Mouse:** Isso permite usar os " -"modificadores de movimento, zoom e órbita no editor 3D mesmo quando não " -"segurando qualquer botão do mouse. Recomenda-se ativar esta opção se você " -"estiver usando um trackpad." - -msgid "" -"See the :ref:`class_EditorSettings` class reference for a complete " -"description of most editor settings. You can also hover an editor setting's " -"name with the mouse in the Editor Settings to show its description." -msgstr "" -"Veja a referência de classe :ref:`class_EditorSettings` para uma descrição " -"completa da maioria das configurações do editor. Você também pode passar o " -"nome de uma configuração de editor com o mouse nas Configurações do Editor " -"para mostrar sua descrição." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/default_key_mapping.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/default_key_mapping.po deleted file mode 100644 index 9795fec439..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/default_key_mapping.po +++ /dev/null @@ -1,1755 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "cheatsheet, cheat sheet, shortcut" -msgstr "folha de dicas, cheat sheet, atalho" - -msgid "Default editor shortcuts" -msgstr "Atalhos padrão do editor" - -msgid "" -"While some actions are universal, a lot of shortcuts are specific to " -"individual tools. For this reason it is possible for some key combinations " -"to be assigned to more than one function. The correct action will be " -"performed depending on the context." -msgstr "" -"Enquanto algumas ações são universais, muitos atalhos são específicos a " -"ferramentas individuais. Por essa razão é possível que algumas combinações-" -"chave sejam atribuídas a mais de uma função. A ação correta será realizada " -"dependendo do contexto." - -msgid "" -"While Windows and Linux builds of the editor share most of the default " -"settings, some shortcuts may differ for macOS version. This is done for " -"better integration of the editor into macOS ecosystem. Users fluent with " -"standard shortcuts on that OS should find Godot Editor's default key mapping " -"intuitive." -msgstr "" -"Enquanto as compilações Windows e Linux do editor compartilham a maior parte " -"das configurações padrão, alguns atalhos podem diferir para a versão macOS. " -"Isto é feito para melhor integração do editor no ecossistema do macOS. " -"Usuários com atalhos padrão nesse Sistema devem achar o mapeamento de teclas " -"padrão do Godot Editor intuitivo." - -msgid "Action name" -msgstr "Nome da ação" - -msgid "Windows, Linux" -msgstr "Windows, Linux" - -msgid "macOS" -msgstr "macOS" - -msgid "Editor setting" -msgstr "Opção do editor" - -msgid "Open 2D Editor" -msgstr "Abrir Editor 2D" - -msgid ":kbd:`Ctrl + F1`" -msgstr ":kbd:`Ctrl + F1`" - -msgid "``editor/editor_2d``" -msgstr "``editor/editor_2d``" - -msgid "Open 3D Editor" -msgstr "Abrir Editor 3D" - -msgid ":kbd:`Ctrl + F2`" -msgstr ":kbd:`Ctrl + F2`" - -msgid "``editor/editor_3d``" -msgstr "``editor/editor_3d``" - -msgid "Open Script Editor" -msgstr "Abrir Editor de Script" - -msgid ":kbd:`Ctrl + F3`" -msgstr ":kbd:`Ctrl + F3`" - -msgid "``editor/editor_script``" -msgstr "``editor/editor_script``" - -msgid "Search Help" -msgstr "Pesquisar Ajuda" - -msgid ":kbd:`F1`" -msgstr ":kbd:`F1`" - -msgid "``editor/editor_help``" -msgstr "``editor/editor_help``" - -msgid "Distraction Free Mode" -msgstr "Modo Sem Distrações" - -msgid ":kbd:`Ctrl + Shift + F11`" -msgstr ":kbd:`Ctrl + Shift + F11`" - -msgid ":kbd:`Cmd + Ctrl + D`" -msgstr ":kbd:`Cmd + Ctrl + D`" - -msgid "``editor/distraction_free_mode``" -msgstr "``editor/distraction_free_mode``" - -msgid "Next tab" -msgstr "Próxima aba" - -msgid ":kbd:`Ctrl + Tab`" -msgstr ":kbd:`Ctrl + Tab`" - -msgid ":kbd:`Cmd + Tab`" -msgstr ":kbd:`Cmd + Tab`" - -msgid "``editor/next_tab``" -msgstr "``editor/next_tab``" - -msgid "Previous tab" -msgstr "Aba anterior" - -msgid ":kbd:`Ctrl + Shift + Tab`" -msgstr ":kbd:`Ctrl + Shift + Tab`" - -msgid ":kbd:`Cmd + Shift + Tab`" -msgstr ":kbd:`Cmd + Shift + Tab`" - -msgid "``editor/prev_tab``" -msgstr "``editor/prev_tab``" - -msgid "Filter Files" -msgstr "Filtrar Arquivos" - -msgid ":kbd:`Ctrl + Alt + P`" -msgstr ":kbd:`Ctrl + Alt + P`" - -msgid "``editor/filter_files``" -msgstr "``editor/filter_files``" - -msgid "Open Scene" -msgstr "Abrir Cena" - -msgid ":kbd:`Ctrl + O`" -msgstr ":kbd:`Ctrl + O`" - -msgid ":kbd:`Cmd + O`" -msgstr ":kbd:`Cmd + O`" - -msgid "``editor/open_scene``" -msgstr "``editor/open_scene``" - -msgid "Close Scene" -msgstr "Fechar Cena" - -msgid ":kbd:`Ctrl + Shift + W`" -msgstr ":kbd:`Ctrl + Shift + W`" - -msgid ":kbd:`Cmd + Shift + W`" -msgstr ":kbd:`Cmd + Shift + W`" - -msgid "``editor/close_scene``" -msgstr "``editor/close_scene``" - -msgid "Reopen Closed Scene" -msgstr "Reabrir Cena Fechada" - -msgid ":kbd:`Ctrl + Shift + T`" -msgstr ":kbd:`Ctrl + Shift + T`" - -msgid ":kbd:`Cmd + Shift + T`" -msgstr ":kbd:`Cmd + Shift + T`" - -msgid "``editor/reopen_closed_scene``" -msgstr "``editor/reopen_closed_scene``" - -msgid "Save Scene" -msgstr "Salvar Cena" - -msgid ":kbd:`Ctrl + S`" -msgstr ":kbd:`Ctrl + S`" - -msgid ":kbd:`Cmd + S`" -msgstr ":kbd:`Cmd + S`" - -msgid "``editor/save_scene``" -msgstr "``editor/save_scene``" - -msgid "Save Scene As" -msgstr "Salvar Cena Como" - -msgid ":kbd:`Ctrl + Shift + S`" -msgstr ":kbd:`Ctrl + Shift + S`" - -msgid ":kbd:`Cmd + Shift + S`" -msgstr ":kbd:`Cmd + Shift + S`" - -msgid "``editor/save_scene_as``" -msgstr "``editor/save_scene_as``" - -msgid "Save All Scenes" -msgstr "Salvar Todas as Cenas" - -msgid ":kbd:`Ctrl + Shift + Alt + S`" -msgstr ":kbd:`Ctrl + Shift + Alt + S`" - -msgid "``editor/save_all_scenes``" -msgstr "``editor/save_all_scenes``" - -msgid "Quick Open" -msgstr "Abrir Rapidamente" - -msgid ":kbd:`Shift + Alt + O`" -msgstr ":kbd:`Shift + Alt + O`" - -msgid "``editor/quick_open``" -msgstr "``editor/quick_open``" - -msgid "Quick Open Scene" -msgstr "Abrir Cena Rapidamente" - -msgid ":kbd:`Ctrl + Shift + O`" -msgstr ":kbd:`Ctrl + Shift + O`" - -msgid ":kbd:`Cmd + Shift + O`" -msgstr ":kbd:`Cmd + Shift + O`" - -msgid "``editor/quick_open_scene``" -msgstr "``editor/quick_open_scene``" - -msgid "Quick Open Script" -msgstr "Abrir Script Rapidamente" - -msgid ":kbd:`Ctrl + Alt + O`" -msgstr ":kbd:`Ctrl + Alt + O`" - -msgid "``editor/quick_open_script``" -msgstr "``editor/quick_open_script``" - -msgid "Undo" -msgstr "Desfazer" - -msgid ":kbd:`Ctrl + Z`" -msgstr ":kbd:`Ctrl + Z`" - -msgid ":kbd:`Cmd + Z`" -msgstr ":kbd:`Cmd + Z`" - -msgid "``editor/undo``" -msgstr "``editor/undo``" - -msgid "Redo" -msgstr "Refazer" - -msgid ":kbd:`Ctrl + Shift + Z`" -msgstr ":kbd:`Ctrl + Shift + Z`" - -msgid ":kbd:`Cmd + Shift + Z`" -msgstr ":kbd:`Cmd + Shift + Z`" - -msgid "``editor/redo``" -msgstr "``editor/redo``" - -msgid "Quit" -msgstr "Sair" - -msgid ":kbd:`Ctrl + Q`" -msgstr ":kbd:`Ctrl + Q`" - -msgid ":kbd:`Cmd + Q`" -msgstr ":kbd:`Cmd + Q`" - -msgid "``editor/file_quit``" -msgstr "``editor/file_quit``" - -msgid "Quit to Project List" -msgstr "Sair para a Lista de Projetos" - -msgid ":kbd:`Ctrl + Shift + Q`" -msgstr ":kbd:`Ctrl + Shift + Q`" - -msgid "``editor/quit_to_project_list``" -msgstr "``editor/quit_to_project_list``" - -msgid "Take Screenshot" -msgstr "Capturar Tela" - -msgid ":kbd:`Ctrl + F12`" -msgstr ":kbd:`Ctrl + F12`" - -msgid ":kbd:`Cmd + F12`" -msgstr ":kbd:`Cmd + F12`" - -msgid "``editor/take_screenshot``" -msgstr "``editor/take_screenshot``" - -msgid "Toggle Fullscreen" -msgstr "Alternar Tela Cheia" - -msgid ":kbd:`Shift + F11`" -msgstr ":kbd:`Shift + F11`" - -msgid ":kbd:`Cmd + Ctrl + F`" -msgstr ":kbd:`Cmd + Ctrl + F`" - -msgid "``editor/fullscreen_mode``" -msgstr "``editor/fullscreen_mode``" - -msgid "Play" -msgstr "Rodar" - -msgid ":kbd:`F5`" -msgstr ":kbd:`F5`" - -msgid ":kbd:`Cmd + B`" -msgstr ":kbd:`Cmd + B`" - -msgid "``editor/play``" -msgstr "``editor/play``" - -msgid "Pause Scene" -msgstr "Pausar Cena" - -msgid ":kbd:`F7`" -msgstr ":kbd:`F7`" - -msgid ":kbd:`Cmd + Ctrl + Y`" -msgstr ":kbd:`Cmd + Ctrl + Y`" - -msgid "``editor/pause_scene``" -msgstr "``editor/pause_scene``" - -msgid "Stop" -msgstr "Parar" - -msgid ":kbd:`F8`" -msgstr ":kbd:`F8`" - -msgid ":kbd:`Cmd + .`" -msgstr ":kbd:`Cmd + .`" - -msgid "``editor/stop``" -msgstr "``editor/stop``" - -msgid "Play Scene" -msgstr "Rodar Cena" - -msgid ":kbd:`F6`" -msgstr ":kbd:`F6`" - -msgid ":kbd:`Cmd + R`" -msgstr ":kbd:`Cmd + R`" - -msgid "``editor/play_scene``" -msgstr "``editor/play_scene``" - -msgid "Play Custom Scene" -msgstr "Rodar Outra Cena" - -msgid ":kbd:`Ctrl + Shift + F5`" -msgstr ":kbd:`Ctrl + Shift + F5`" - -msgid ":kbd:`Cmd + Shift + R`" -msgstr ":kbd:`Cmd + Shift + R`" - -msgid "``editor/play_custom_scene``" -msgstr "``editor/play_custom_scene``" - -msgid "Expand Bottom Panel" -msgstr "Expandir Painel Inferior" - -msgid ":kbd:`Shift + F12`" -msgstr ":kbd:`Shift + F12`" - -msgid "``editor/bottom_panel_expand``" -msgstr "``editor/bottom_panel_expand``" - -msgid ":kbd:`Ctrl + Shift + P`" -msgstr ":kbd:`Ctrl + Shift + P`" - -msgid ":kbd:`Cmd + Shift + P`" -msgstr ":kbd:`Cmd + Shift + P`" - -msgid ":kbd:`Alt + F`" -msgstr ":kbd:`Alt + F`" - -msgid "Zoom In" -msgstr "Ampliar" - -msgid ":kbd:`Ctrl + =`" -msgstr ":kbd:`Ctrl + =`" - -msgid ":kbd:`Cmd + =`" -msgstr ":kbd:`Cmd + =`" - -msgid "``canvas_item_editor/zoom_plus``" -msgstr "``canvas_item_editor/zoom_plus``" - -msgid "Zoom Out" -msgstr "Afastar" - -msgid ":kbd:`Ctrl + -`" -msgstr ":kbd:`Ctrl + -`" - -msgid ":kbd:`Cmd + -`" -msgstr ":kbd:`Cmd + -`" - -msgid "``canvas_item_editor/zoom_minus``" -msgstr "``canvas_item_editor/zoom_minus``" - -msgid "Zoom Reset" -msgstr "Restaurar Ampliação" - -msgid ":kbd:`Ctrl + 0`" -msgstr ":kbd:`Ctrl + 0`" - -msgid ":kbd:`Cmd + 0`" -msgstr ":kbd:`Cmd + 0`" - -msgid "``canvas_item_editor/zoom_reset``" -msgstr "``canvas_item_editor/zoom_reset``" - -msgid "Pan View" -msgstr "Deslocar Visão" - -msgid ":kbd:`Space`" -msgstr ":kbd:`Space`" - -msgid "``canvas_item_editor/pan_view``" -msgstr "``canvas_item_editor/pan_view``" - -msgid "Select Mode" -msgstr "Modo de Seleção" - -msgid ":kbd:`Q`" -msgstr ":kbd:`Q`" - -msgid "``canvas_item_editor/select_mode``" -msgstr "``canvas_item_editor/select_mode``" - -msgid "Move Mode" -msgstr "Modo de Movimentação" - -msgid ":kbd:`W`" -msgstr ":kbd:`W`" - -msgid "``canvas_item_editor/move_mode``" -msgstr "``canvas_item_editor/move_mode``" - -msgid "Rotate Mode" -msgstr "Modo de Rotação" - -msgid ":kbd:`E`" -msgstr ":kbd:`E`" - -msgid "``canvas_item_editor/rotate_mode``" -msgstr "``canvas_item_editor/rotate_mode``" - -msgid "Scale Mode" -msgstr "Modo de Escalonamento" - -msgid ":kbd:`S`" -msgstr ":kbd:`S`" - -msgid "``canvas_item_editor/scale_mode``" -msgstr "``canvas_item_editor/scale_mode``" - -msgid "Ruler Mode" -msgstr "Modo de Régua" - -msgid ":kbd:`R`" -msgstr ":kbd:`R`" - -msgid "``canvas_item_editor/ruler_mode``" -msgstr "``canvas_item_editor/ruler_mode``" - -msgid "Use Smart Snap" -msgstr "Usar Encaixe Inteligente" - -msgid ":kbd:`Shift + S`" -msgstr ":kbd:`Shift + S`" - -msgid "``canvas_item_editor/use_smart_snap``" -msgstr "``canvas_item_editor/use_smart_snap``" - -msgid "Use Grid Snap" -msgstr "Usar Encaixe de Grade" - -msgid ":kbd:`Shift + G`" -msgstr ":kbd:`Shift + G`" - -msgid "``canvas_item_editor/use_grid_snap``" -msgstr "``canvas_item_editor/use_grid_snap``" - -msgid "Multiply grid step by 2" -msgstr "Multiplicar o passo da grade por 2" - -msgid ":kbd:`Num *`" -msgstr ":kbd:`Num *`" - -msgid "``canvas_item_editor/multiply_grid_step``" -msgstr "``canvas_item_editor/multiply_grid_step``" - -msgid "Divide grid step by 2" -msgstr "Dividir o passo da grade por 2" - -msgid ":kbd:`Num /`" -msgstr ":kbd:`Num /`" - -msgid "``canvas_item_editor/divide_grid_step``" -msgstr "``canvas_item_editor/divide_grid_step``" - -msgid "Always Show Grid" -msgstr "Sempre Mostrar Grade" - -msgid ":kbd:`G`" -msgstr ":kbd:`G`" - -msgid "``canvas_item_editor/show_grid``" -msgstr "``canvas_item_editor/show_grid``" - -msgid "Show Helpers" -msgstr "Mostrar Suportes" - -msgid ":kbd:`H`" -msgstr ":kbd:`H`" - -msgid "``canvas_item_editor/show_helpers``" -msgstr "``canvas_item_editor/show_helpers``" - -msgid "Show Guides" -msgstr "Mostrar Guias" - -msgid ":kbd:`Y`" -msgstr ":kbd:`Y`" - -msgid "``canvas_item_editor/show_guides``" -msgstr "``canvas_item_editor/show_guides``" - -msgid "Center Selection" -msgstr "Centrar Seleção" - -msgid ":kbd:`F`" -msgstr ":kbd:`F`" - -msgid "``canvas_item_editor/center_selection``" -msgstr "``canvas_item_editor/center_selection``" - -msgid "Frame Selection" -msgstr "Seleção de Quadro" - -msgid ":kbd:`Shift + F`" -msgstr ":kbd:`Shift + F`" - -msgid "``canvas_item_editor/frame_selection``" -msgstr "``canvas_item_editor/frame_selection``" - -msgid "Preview Canvas Scale" -msgstr "Visualização da Escala no Canvas" - -msgid "``canvas_item_editor/preview_canvas_scale``" -msgstr "``canvas_item_editor/preview_canvas_scale``" - -msgid "Insert Key" -msgstr "Inserir Chave" - -msgid ":kbd:`Ins`" -msgstr ":kbd:`Ins`" - -msgid "``canvas_item_editor/anim_insert_key``" -msgstr "``canvas_item_editor/anim_insert_key``" - -msgid "Insert Key (Existing Tracks)" -msgstr "Inserir Chave (Faixas Existentes)" - -msgid ":kbd:`Ctrl + Ins`" -msgstr ":kbd:`Ctrl + Ins`" - -msgid ":kbd:`Cmd + Ins`" -msgstr ":kbd:`Cmd + Ins`" - -msgid "``canvas_item_editor/anim_insert_key_existing_tracks``" -msgstr "``canvas_item_editor/anim_insert_key_existing_tracks``" - -msgid "Make Custom Bones from Nodes" -msgstr "Criar Esqueletos Personalizados a partir de Nós" - -msgid ":kbd:`Ctrl + Shift + B`" -msgstr ":kbd:`Ctrl + Shift + B`" - -msgid ":kbd:`Cmd + Shift + B`" -msgstr ":kbd:`Cmd + Shift + B`" - -msgid "``canvas_item_editor/skeleton_make_bones``" -msgstr "``canvas_item_editor/skeleton_make_bones``" - -msgid "Clear Pose" -msgstr "Limpar Pose" - -msgid ":kbd:`Shift + K`" -msgstr ":kbd:`Shift + K`" - -msgid "``canvas_item_editor/anim_clear_pose``" -msgstr "``canvas_item_editor/anim_clear_pose``" - -msgid "Toggle Freelook" -msgstr "Alternar Visão Livre" - -msgid "``spatial_editor/freelook_toggle``" -msgstr "``spatial_editor/freelook_toggle``" - -msgid "Freelook Left" -msgstr "Visão Livre na Esquerda" - -msgid ":kbd:`A`" -msgstr ":kbd:`A`" - -msgid "``spatial_editor/freelook_left``" -msgstr "``spatial_editor/freelook_left``" - -msgid "Freelook Right" -msgstr "Visão Livre na Direita" - -msgid ":kbd:`D`" -msgstr ":kbd:`D`" - -msgid "``spatial_editor/freelook_right``" -msgstr "``spatial_editor/freelook_right``" - -msgid "Freelook Forward" -msgstr "Visão Livre Frontal" - -msgid "``spatial_editor/freelook_forward``" -msgstr "``spatial_editor/freelook_forward``" - -msgid "Freelook Backwards" -msgstr "Visão Livre Atrás" - -msgid "``spatial_editor/freelook_backwards``" -msgstr "``spatial_editor/freelook_backwards``" - -msgid "Freelook Up" -msgstr "Visão Livre em Cima" - -msgid "``spatial_editor/freelook_up``" -msgstr "``spatial_editor/freelook_up``" - -msgid "Freelook Down" -msgstr "Visão Livre Embaixo" - -msgid "``spatial_editor/freelook_down``" -msgstr "``spatial_editor/freelook_down``" - -msgid "Freelook Speed Modifier" -msgstr "Modificador de velocidade da Visão Livre" - -msgid ":kbd:`Shift`" -msgstr ":kbd:`Shift`" - -msgid "``spatial_editor/freelook_speed_modifier``" -msgstr "``spatial_editor/freelook_speed_modifier``" - -msgid "Freelook Slow Modifier" -msgstr "Modificador de Velocidade Venta da Visão Livre" - -msgid ":kbd:`Alt`" -msgstr ":kbd:`Alt`" - -msgid "``spatial_editor/freelook_slow_modifier``" -msgstr "``spatial_editor/freelook_slow_modifier``" - -msgid "``spatial_editor/tool_select``" -msgstr "``spatial_editor/tool_select``" - -msgid "``spatial_editor/tool_move``" -msgstr "``spatial_editor/tool_move``" - -msgid "``spatial_editor/tool_rotate``" -msgstr "``spatial_editor/tool_rotate``" - -msgid "``spatial_editor/tool_scale``" -msgstr "``spatial_editor/tool_scale``" - -msgid "Use Local Space" -msgstr "Usar Espaço Local" - -msgid ":kbd:`T`" -msgstr ":kbd:`T`" - -msgid "``spatial_editor/local_coords``" -msgstr "``spatial_editor/local_coords``" - -msgid "Use Snap" -msgstr "Use Encaixar" - -msgid "``spatial_editor/snap``" -msgstr "``spatial_editor/snap``" - -msgid "Snap Object to Floor" -msgstr "Encaixar Objeto no Chão" - -msgid ":kbd:`PgDown`" -msgstr ":kbd:`PgDown`" - -msgid "``spatial_editor/snap_to_floor``" -msgstr "``spatial_editor/snap_to_floor``" - -msgid "Top View" -msgstr "Visão Superior" - -msgid ":kbd:`Num 7`" -msgstr ":kbd:`Num 7`" - -msgid "``spatial_editor/top_view``" -msgstr "``spatial_editor/top_view``" - -msgid "Bottom View" -msgstr "Visão Inferior" - -msgid ":kbd:`Alt + Num 7`" -msgstr ":kbd:`Alt + Num 7`" - -msgid "``spatial_editor/bottom_view``" -msgstr "``spatial_editor/bottom_view``" - -msgid "Front View" -msgstr "Visão Frontal" - -msgid ":kbd:`Num 1`" -msgstr ":kbd:`Num 1`" - -msgid "``spatial_editor/front_view``" -msgstr "``spatial_editor/front_view``" - -msgid "Rear View" -msgstr "Visão Traseira" - -msgid ":kbd:`Alt + Num 1`" -msgstr ":kbd:`Alt + Num 1`" - -msgid "``spatial_editor/rear_view``" -msgstr "``spatial_editor/rear_view``" - -msgid "Right View" -msgstr "Visão Direita" - -msgid ":kbd:`Num 3`" -msgstr ":kbd:`Num 3`" - -msgid "``spatial_editor/right_view``" -msgstr "``spatial_editor/right_view``" - -msgid "Left View" -msgstr "Visão Esquerda" - -msgid ":kbd:`Alt + Num 3`" -msgstr ":kbd:`Alt + Num 3`" - -msgid "``spatial_editor/left_view``" -msgstr "``spatial_editor/left_view``" - -msgid "Switch Perspective/Orthogonal View" -msgstr "Alternar Visão Perspectiva/Ortogonal" - -msgid ":kbd:`Num 5`" -msgstr ":kbd:`Num 5`" - -msgid "``spatial_editor/switch_perspective_orthogonal``" -msgstr "``spatial_editor/switch_perspective_orthogonal``" - -msgid "Insert Animation Key" -msgstr "Inserir Chave de Animação" - -msgid ":kbd:`K`" -msgstr ":kbd:`K`" - -msgid "``spatial_editor/insert_anim_key``" -msgstr "``spatial_editor/insert_anim_key``" - -msgid "Focus Origin" -msgstr "Focar na Origem" - -msgid ":kbd:`O`" -msgstr ":kbd:`O`" - -msgid "``spatial_editor/focus_origin``" -msgstr "``spatial_editor/focus_origin``" - -msgid "Focus Selection" -msgstr "Focar Seleção" - -msgid "``spatial_editor/focus_selection``" -msgstr "``spatial_editor/focus_selection``" - -msgid "Align Transform with View" -msgstr "Alinhar Transformada com a Vista" - -msgid ":kbd:`Ctrl + Alt + M`" -msgstr ":kbd:`Ctrl + Alt + M`" - -msgid "``spatial_editor/align_transform_with_view``" -msgstr "``spatial_editor/align_transform_with_view``" - -msgid "Align Rotation with View" -msgstr "Alinhar Rotação com a Vista" - -msgid ":kbd:`Ctrl + Alt + F`" -msgstr ":kbd:`Ctrl + Alt + F`" - -msgid "``spatial_editor/align_rotation_with_view``" -msgstr "``spatial_editor/align_rotation_with_view``" - -msgid "1 Viewport" -msgstr "1 Janela de exibição" - -msgid ":kbd:`Ctrl + 1`" -msgstr ":kbd:`Ctrl + 1`" - -msgid ":kbd:`Cmd + 1`" -msgstr ":kbd:`Cmd + 1`" - -msgid "``spatial_editor/1_viewport``" -msgstr "``spatial_editor/1_viewport``" - -msgid "2 Viewports" -msgstr "2 Janelas de exibição" - -msgid ":kbd:`Ctrl + 2`" -msgstr ":kbd:`Ctrl + 2`" - -msgid ":kbd:`Cmd + 2`" -msgstr ":kbd:`Cmd + 2`" - -msgid "``spatial_editor/2_viewports``" -msgstr "``spatial_editor/2_viewports``" - -msgid "2 Viewports (Alt)" -msgstr "2 Janelas de exibição (Alt)" - -msgid ":kbd:`Ctrl + Alt + 2`" -msgstr ":kbd:`Ctrl + Alt + 2`" - -msgid "``spatial_editor/2_viewports_alt``" -msgstr "``spatial_editor/2_viewports_alt``" - -msgid "3 Viewports" -msgstr "3 Janelas de exibição" - -msgid ":kbd:`Ctrl + 3`" -msgstr ":kbd:`Ctrl + 3`" - -msgid ":kbd:`Cmd + 3`" -msgstr ":kbd:`Cmd + 3`" - -msgid "``spatial_editor/3_viewports``" -msgstr "``spatial_editor/3_viewports``" - -msgid ":kbd:`Ctrl + Alt + 3`" -msgstr ":kbd:`Ctrl + Alt + 3`" - -msgid "``spatial_editor/3_viewports_alt``" -msgstr "``spatial_editor/3_viewports_alt``" - -msgid "4 Viewports" -msgstr "4 Janelas de exibição" - -msgid ":kbd:`Ctrl + 4`" -msgstr ":kbd:`Ctrl + 4`" - -msgid ":kbd:`Cmd + 4`" -msgstr ":kbd:`Cmd + 4`" - -msgid "``spatial_editor/4_viewports``" -msgstr "``spatial_editor/4_viewports``" - -msgid "Cut" -msgstr "Recortar" - -msgid ":kbd:`Ctrl + X`" -msgstr ":kbd:`Ctrl + X`" - -msgid ":kbd:`Cmd + X`" -msgstr ":kbd:`Cmd + X`" - -msgid "``script_text_editor/cut``" -msgstr "``script_text_editor/cut``" - -msgid "Copy" -msgstr "Copiar" - -msgid ":kbd:`Ctrl + C`" -msgstr ":kbd:`Ctrl + C`" - -msgid ":kbd:`Cmd + C`" -msgstr ":kbd:`Cmd + C`" - -msgid "``script_text_editor/copy``" -msgstr "``script_text_editor/copy``" - -msgid "Paste" -msgstr "Colar" - -msgid ":kbd:`Ctrl + V`" -msgstr ":kbd:`Ctrl + V`" - -msgid ":kbd:`Cmd + V`" -msgstr ":kbd:`Cmd + V`" - -msgid "``script_text_editor/paste``" -msgstr "``script_text_editor/paste``" - -msgid "Select All" -msgstr "Selecionar Tudo" - -msgid ":kbd:`Ctrl + A`" -msgstr ":kbd:`Ctrl + A`" - -msgid ":kbd:`Cmd + A`" -msgstr ":kbd:`Cmd + A`" - -msgid "``script_text_editor/select_all``" -msgstr "``script_text_editor/select_all``" - -msgid "Find" -msgstr "Localizar" - -msgid ":kbd:`Ctrl + F`" -msgstr ":kbd:`Ctrl + F`" - -msgid ":kbd:`Cmd + F`" -msgstr ":kbd:`Cmd + F`" - -msgid "``script_text_editor/find``" -msgstr "``script_text_editor/find``" - -msgid "Find Next" -msgstr "Localizar Próximo" - -msgid ":kbd:`F3`" -msgstr ":kbd:`F3`" - -msgid ":kbd:`Cmd + G`" -msgstr ":kbd:`Cmd + G`" - -msgid "``script_text_editor/find_next``" -msgstr "``script_text_editor/find_next``" - -msgid "Find Previous" -msgstr "Localizar Anterior" - -msgid ":kbd:`Shift + F3`" -msgstr ":kbd:`Shift + F3`" - -msgid ":kbd:`Cmd + Shift + G`" -msgstr ":kbd:`Cmd + Shift + G`" - -msgid "``script_text_editor/find_previous``" -msgstr "``script_text_editor/find_previous``" - -msgid "Find in Files" -msgstr "Localizar nos Arquivos" - -msgid ":kbd:`Ctrl + Shift + F`" -msgstr ":kbd:`Ctrl + Shift + F`" - -msgid ":kbd:`Cmd + Shift + F`" -msgstr ":kbd:`Cmd + Shift + F`" - -msgid "``script_text_editor/find_in_files``" -msgstr "``script_text_editor/find_in_files``" - -msgid "Replace" -msgstr "Substituir" - -msgid ":kbd:`Ctrl + R`" -msgstr ":kbd:`Ctrl + R`" - -msgid "``script_text_editor/replace``" -msgstr "``script_text_editor/replace``" - -msgid "Replace in Files" -msgstr "Substituir em Arquivos" - -msgid ":kbd:`Ctrl + Shift + R`" -msgstr ":kbd:`Ctrl + Shift + R`" - -msgid "``script_text_editor/replace_in_files``" -msgstr "``script_text_editor/replace_in_files``" - -msgid "``script_text_editor/undo``" -msgstr "``script_text_editor/undo``" - -msgid ":kbd:`Ctrl + Y`" -msgstr ":kbd:`Ctrl + Y`" - -msgid ":kbd:`Cmd + Y`" -msgstr ":kbd:`Cmd + Y`" - -msgid "``script_text_editor/redo``" -msgstr "``script_text_editor/redo``" - -msgid "Move Up" -msgstr "Mover para Cima" - -msgid ":kbd:`Alt + Up Arrow`" -msgstr ":kbd:`Alt + Seta para Cima`" - -msgid "``script_text_editor/move_up``" -msgstr "``script_text_editor/move_up``" - -msgid "Move Down" -msgstr "Mover para Baixo" - -msgid ":kbd:`Alt + Down Arrow`" -msgstr ":kbd:`Alt + Seta para Baixo`" - -msgid "``script_text_editor/move_down``" -msgstr "``script_text_editor/move_down``" - -msgid "Delete Line" -msgstr "Excluir Linha" - -msgid ":kbd:`Ctrl + Shift + K`" -msgstr ":kbd:`Ctrl + Shift + K`" - -msgid ":kbd:`Cmd + Shift + K`" -msgstr ":kbd:`Cmd + Shift + K`" - -msgid "``script_text_editor/delete_line``" -msgstr "``script_text_editor/delete_line``" - -msgid "Toggle Comment" -msgstr "Alternar Comentário" - -msgid ":kbd:`Ctrl + K`" -msgstr ":kbd:`Ctrl + K`" - -msgid ":kbd:`Cmd + K`" -msgstr ":kbd:`Cmd + K`" - -msgid "``script_text_editor/toggle_comment``" -msgstr "``script_text_editor/toggle_comment``" - -msgid "Fold/Unfold Line" -msgstr "Dobrar/Desdobrar Linha" - -msgid "``script_text_editor/toggle_fold_line``" -msgstr "``script_text_editor/toggle_fold_line``" - -msgid "Duplicate Selection" -msgstr "Duplicar Seleção" - -msgid ":kbd:`Ctrl + Shift + D`" -msgstr ":kbd:`Ctrl + Shift + D`" - -msgid ":kbd:`Cmd + Shift + C`" -msgstr ":kbd:`Cmd + Shift + C`" - -msgid "Complete Symbol" -msgstr "Completar Símbolo" - -msgid ":kbd:`Ctrl + Space`" -msgstr ":kbd:`Ctrl + Espaço`" - -msgid "``script_text_editor/complete_symbol``" -msgstr "``script_text_editor/complete_symbol``" - -msgid "Evaluate Selection" -msgstr "Avaliar Seleção" - -msgid ":kbd:`Ctrl + Shift + E`" -msgstr ":kbd:`Ctrl + Shift + E`" - -msgid ":kbd:`Cmd + Shift + E`" -msgstr ":kbd:`Cmd + Shift + E`" - -msgid "``script_text_editor/evaluate_selection``" -msgstr "``script_text_editor/evaluate_selection``" - -msgid "Trim Trailing Whitespace" -msgstr "Apagar Espaços em Branco" - -msgid ":kbd:`Ctrl + Alt + T`" -msgstr ":kbd:`Ctrl + Alt + T`" - -msgid "``script_text_editor/trim_trailing_whitespace``" -msgstr "``script_text_editor/trim_trailing_whitespace``" - -msgid "Uppercase" -msgstr "Maiúscula" - -msgid ":kbd:`Shift + F4`" -msgstr ":kbd:`Shift + F4`" - -msgid "``script_text_editor/convert_to_uppercase``" -msgstr "``script_text_editor/convert_to_uppercase``" - -msgid "Lowercase" -msgstr "Minúscula" - -msgid ":kbd:`Shift + F5`" -msgstr ":kbd:`Shift + F5`" - -msgid "``script_text_editor/convert_to_lowercase``" -msgstr "``script_text_editor/convert_to_uppercase``" - -msgid "Capitalize" -msgstr "Deixar Maiúscula" - -msgid ":kbd:`Shift + F6`" -msgstr ":kbd:`Shift + F6`" - -msgid "``script_text_editor/capitalize``" -msgstr "``script_text_editor/capitalize``" - -msgid "Convert Indent to Spaces" -msgstr "Converter Recuos em Espaços" - -msgid ":kbd:`Ctrl + Shift + Y`" -msgstr ":kbd:`Ctrl + Shift + Y`" - -msgid ":kbd:`Cmd + Shift + Y`" -msgstr ":kbd:`Cmd + Shift + Y`" - -msgid "``script_text_editor/convert_indent_to_spaces``" -msgstr "``script_text_editor/convert_indent_to_spaces``" - -msgid "Convert Indent to Tabs" -msgstr "Converter Recuo em Tabulação" - -msgid ":kbd:`Ctrl + Shift + I`" -msgstr ":kbd:`Ctrl + Shift + I`" - -msgid ":kbd:`Cmd + Shift + I`" -msgstr ":kbd:`Cmd + Shift + I`" - -msgid "``script_text_editor/convert_indent_to_tabs``" -msgstr "``script_text_editor/convert_indent_to_tabs``" - -msgid "Auto Indent" -msgstr "Auto Recuar" - -msgid ":kbd:`Ctrl + I`" -msgstr ":kbd:`Ctrl + I`" - -msgid ":kbd:`Cmd + I`" -msgstr ":kbd:`Cmd + I`" - -msgid "``script_text_editor/auto_indent``" -msgstr "``script_text_editor/auto_indent``" - -msgid "Toggle Bookmark" -msgstr "Alternar Marcador" - -msgid ":kbd:`Ctrl + Alt + B`" -msgstr ":kbd:`Ctrl + Alt + B`" - -msgid "``script_text_editor/toggle_bookmark``" -msgstr "``script_text_editor/toggle_bookmark``" - -msgid "Go to Next Bookmark" -msgstr "Ir para o Próximo Marcador" - -msgid ":kbd:`Ctrl + B`" -msgstr ":kbd:`Ctrl + B`" - -msgid "``script_text_editor/goto_next_bookmark``" -msgstr "``script_text_editor/goto_next_bookmark``" - -msgid "Go to Previous Bookmark" -msgstr "Ir para o Marcador Anterior" - -msgid "``script_text_editor/goto_previous_bookmark``" -msgstr "``script_text_editor/goto_previous_bookmark``" - -msgid "Go to Function" -msgstr "Ir para Função" - -msgid ":kbd:`Ctrl + Cmd + J`" -msgstr ":kbd:`Ctrl + Cmd + J`" - -msgid "``script_text_editor/goto_function``" -msgstr "``script_text_editor/goto_function``" - -msgid "Go to Line" -msgstr "Ir para Linha" - -msgid ":kbd:`Ctrl + L`" -msgstr ":kbd:`Ctrl + L`" - -msgid ":kbd:`Cmd + L`" -msgstr ":kbd:`Cmd + L`" - -msgid "``script_text_editor/goto_line``" -msgstr "``script_text_editor/goto_line``" - -msgid "Toggle Breakpoint" -msgstr "Alternar Ponto de Interrupção" - -msgid ":kbd:`F9`" -msgstr ":kbd:`F9`" - -msgid "``script_text_editor/toggle_breakpoint``" -msgstr "``script_text_editor/toggle_breakpoint``" - -msgid "Remove All Breakpoints" -msgstr "Remover Todos os Pontos de Interrupção" - -msgid ":kbd:`Ctrl + Shift + F9`" -msgstr ":kbd:`Ctrl + Shift + F9`" - -msgid ":kbd:`Cmd + Shift + F9`" -msgstr ":kbd:`Cmd + Shift + F9`" - -msgid "``script_text_editor/remove_all_breakpoints``" -msgstr "``script_text_editor/remove_all_breakpoints``" - -msgid "Go to Next Breakpoint" -msgstr "Vá para o Próximo Ponto de Interrupção" - -msgid ":kbd:`Ctrl + .`" -msgstr ":kbd:`Ctrl + .`" - -msgid "``script_text_editor/goto_next_breakpoint``" -msgstr "``script_text_editor/goto_next_breakpoint``" - -msgid "Go to Previous Breakpoint" -msgstr "Ir para Ponto de Interrupção Anterior" - -msgid ":kbd:`Ctrl + ,`" -msgstr ":kbd:`Ctrl + ,`" - -msgid ":kbd:`Cmd + ,`" -msgstr ":kbd:`Cmd + ,`" - -msgid "``script_text_editor/goto_previous_breakpoint``" -msgstr "``script_text_editor/goto_previous_breakpoint``" - -msgid "Contextual Help" -msgstr "Ajuda Contextual" - -msgid ":kbd:`Alt + F1`" -msgstr ":kbd:`Alt + F1`" - -msgid "``script_text_editor/contextual_help``" -msgstr "``script_text_editor/contextual_help``" - -msgid "``script_editor/find``" -msgstr "``script_editor/find``" - -msgid "``script_editor/find_next``" -msgstr "``script_editor/find_next``" - -msgid "``script_editor/find_previous``" -msgstr "``script_editor/find_previous``" - -msgid "``script_editor/find_in_files``" -msgstr "``script_editor/find_in_files``" - -msgid ":kbd:`Shift + Alt + Up Arrow`" -msgstr ":kbd:`Shift + Alt + Seta para Cima`" - -msgid "``script_editor/window_move_up``" -msgstr "``script_editor/window_move_up``" - -msgid ":kbd:`Shift + Alt + Down Arrow`" -msgstr ":kbd:`Shift + Alt + Seta para Baixo`" - -msgid "``script_editor/window_move_down``" -msgstr "``script_editor/window_move_down``" - -msgid "Next Script" -msgstr "Próximo Script" - -msgid ":kbd:`Ctrl + Shift + .`" -msgstr ":kbd:`Ctrl + Shift + .`" - -msgid ":kbd:`Cmd + Shift + .`" -msgstr ":kbd:`Cmd + Shift + .`" - -msgid "``script_editor/next_script``" -msgstr "``script_editor/next_script``" - -msgid "Previous Script" -msgstr "Script Anterior" - -msgid ":kbd:`Ctrl + Shift + ,`" -msgstr ":kbd:`Ctrl + Shift + ,`" - -msgid ":kbd:`Cmd + Shift + ,`" -msgstr ":kbd:`Cmd + Shift + ,`" - -msgid "``script_editor/prev_script``" -msgstr "``script_editor/prev_script``" - -msgid "Reopen Closed Script" -msgstr "Reabrir Script Fechado" - -msgid "``script_editor/reopen_closed_script``" -msgstr "``script_editor/reopen_closed_script``" - -msgid "Save" -msgstr "Salvar" - -msgid ":kbd:`Ctrl + Alt + S`" -msgstr ":kbd:`Ctrl + Alt + S`" - -msgid "``script_editor/save``" -msgstr "``script_editor/save``" - -msgid "Save All" -msgstr "Salvar Tudo" - -msgid "``script_editor/save_all``" -msgstr "``script_editor/save_all``" - -msgid "Soft Reload Script" -msgstr "Recarregar Script (suave)" - -msgid "``script_editor/reload_script_soft``" -msgstr "``script_editor/reload_script_soft``" - -msgid "History Previous" -msgstr "Anterior no Histórico" - -msgid ":kbd:`Alt + Left Arrow`" -msgstr ":kbd:`Alt + Seta para a Esquerda`" - -msgid "``script_editor/history_previous``" -msgstr "``script_editor/history_previous``" - -msgid "History Next" -msgstr "Próximo no Histórico" - -msgid ":kbd:`Alt + Right Arrow`" -msgstr ":kbd:`Alt + Seta para a Direita`" - -msgid "``script_editor/history_next``" -msgstr "``script_editor/history_next``" - -msgid "Close" -msgstr "Fechar" - -msgid ":kbd:`Ctrl + W`" -msgstr ":kbd:`Ctrl + W`" - -msgid ":kbd:`Cmd + W`" -msgstr ":kbd:`Cmd + W`" - -msgid "``script_editor/close_file``" -msgstr "``script_editor/close_file``" - -msgid "Run" -msgstr "Executar" - -msgid ":kbd:`Ctrl + Shift + X`" -msgstr ":kbd:`Ctrl + Shift + X`" - -msgid ":kbd:`Cmd + Shift + X`" -msgstr ":kbd:`Cmd + Shift + X`" - -msgid "``script_editor/run_file``" -msgstr "``script_editor/run_file``" - -msgid "Toggle Scripts Panel" -msgstr "Alternar Painel de Scripts" - -msgid ":kbd:`Ctrl + \\\\`" -msgstr ":kbd:`Ctrl + \\\\`" - -msgid ":kbd:`Cmd + \\\\`" -msgstr ":kbd:`Cmd + \\\\`" - -msgid "``script_editor/toggle_scripts_panel``" -msgstr "``script_editor/toggle_scripts_panel``" - -msgid "``script_editor/zoom_in``" -msgstr "``script_editor/zoom_in``" - -msgid "``script_editor/zoom_out``" -msgstr "``script_editor/zoom_out``" - -msgid "Reset Zoom" -msgstr "Redefinir Ampliação" - -msgid "``script_editor/reset_zoom``" -msgstr "``script_editor/reset_zoom``" - -msgid "Copy Selection" -msgstr "Copiar Seleção" - -msgid "``editor/copy_output``" -msgstr "``editor/copy_output``" - -msgid "Clear Output" -msgstr "Limpar Saída" - -msgid "``editor/clear_output``" -msgstr "``editor/clear_output``" - -msgid "Debugger" -msgstr "Depurador" - -msgid "Step Into" -msgstr "Entrar" - -msgid ":kbd:`F11`" -msgstr ":kbd:`F11`" - -msgid "``debugger/step_into``" -msgstr "``debugger/step_into``" - -msgid "Step Over" -msgstr "Ignorar" - -msgid ":kbd:`F10`" -msgstr ":kbd:`F10`" - -msgid "``debugger/step_over``" -msgstr "``debugger/step_over``" - -msgid "Continue" -msgstr "Continuar" - -msgid ":kbd:`F12`" -msgstr ":kbd:`F12`" - -msgid "``debugger/continue``" -msgstr "``debugger/continue``" - -msgid "Go Back" -msgstr "Voltar" - -msgid "``file_dialog/go_back``" -msgstr "``file_dialog/go_back``" - -msgid "Go Forward" -msgstr "Avançar" - -msgid "``file_dialog/go_forward``" -msgstr "``file_dialog/go_forward``" - -msgid "Go Up" -msgstr "Acima" - -msgid "``file_dialog/go_up``" -msgstr "``file_dialog/go_up``" - -msgid "Refresh" -msgstr "Atualizar" - -msgid "``file_dialog/refresh``" -msgstr "``file_dialog/refresh``" - -msgid "Toggle Hidden Files" -msgstr "Alternar Arquivos Ocultos" - -msgid ":kbd:`Ctrl + H`" -msgstr ":kbd:`Ctrl + H`" - -msgid ":kbd:`Cmd + H`" -msgstr ":kbd:`Cmd + H`" - -msgid "``file_dialog/toggle_hidden_files``" -msgstr "``file_dialog/toggle_hidden_files``" - -msgid "Toggle Favorite" -msgstr "Alternar Favorito" - -msgid "``file_dialog/toggle_favorite``" -msgstr "``file_dialog/toggle_favorite``" - -msgid "Toggle Mode" -msgstr "Alternar Modo" - -msgid ":kbd:`Alt + V`" -msgstr ":kbd:`Alt + V`" - -msgid "``file_dialog/toggle_mode``" -msgstr "``file_dialog/toggle_mode``" - -msgid "Create Folder" -msgstr "Criar Pasta" - -msgid ":kbd:`Ctrl + N`" -msgstr ":kbd:`Ctrl + N`" - -msgid ":kbd:`Cmd + N`" -msgstr ":kbd:`Cmd + N`" - -msgid "``file_dialog/create_folder``" -msgstr "``file_dialog/create_folder``" - -msgid "Delete" -msgstr "Excluir" - -msgid ":kbd:`Del`" -msgstr ":kbd:`Del`" - -msgid ":kbd:`Cmd + BkSp`" -msgstr ":kbd:`Cmd + BkSp`" - -msgid "``file_dialog/delete``" -msgstr "``file_dialog/delete``" - -msgid "Focus Path" -msgstr "Destacar Caminho" - -msgid "``file_dialog/focus_path``" -msgstr "``file_dialog/focus_path``" - -msgid "Move Favorite Up" -msgstr "Mover Favorito Acima" - -msgid ":kbd:`Ctrl + Up Arrow`" -msgstr ":kbd:`Ctrl + Up Arrow`" - -msgid ":kbd:`Cmd + Up Arrow`" -msgstr ":kbd:`Cmd + Up Arrow`" - -msgid "``file_dialog/move_favorite_up``" -msgstr "``file_dialog/move_favorite_up``" - -msgid "Move Favorite Down" -msgstr "Mover Favorito Abaixo" - -msgid ":kbd:`Ctrl + Down Arrow`" -msgstr ":kbd:`Ctrl + Down Arrow`" - -msgid ":kbd:`Cmd + Down Arrow`" -msgstr ":kbd:`Cmd + Down Arrow`" - -msgid "``file_dialog/move_favorite_down``" -msgstr "``file_dialog/move_favorite_down``" - -msgid "Copy Path" -msgstr "Copiar Caminho" - -msgid "``filesystem_dock/copy_path``" -msgstr "``filesystem_dock/copy_path``" - -msgid "Duplicate" -msgstr "Duplicar" - -msgid ":kbd:`Ctrl + D`" -msgstr ":kbd:`Ctrl + D`" - -msgid ":kbd:`Cmd + D`" -msgstr ":kbd:`Cmd + D`" - -msgid "``filesystem_dock/duplicate``" -msgstr "``filesystem_dock/duplicate``" - -msgid "``filesystem_dock/delete``" -msgstr "``filesystem_dock/delete``" - -msgid "Add Child Node" -msgstr "Adicionar Nó Filho" - -msgid "``scene_tree/add_child_node``" -msgstr "``scene_tree/add_child_node``" - -msgid "Batch Rename" -msgstr "Renomear em Lote" - -msgid ":kbd:`Cmd + F2`" -msgstr ":kbd:`Cmd + F2`" - -msgid "``scene_tree/batch_rename``" -msgstr "``scene_tree/batch_rename``" - -msgid "Copy Node Path" -msgstr "Copiar Caminho do Nó" - -msgid "``scene_tree/copy_node_path``" -msgstr "``scene_tree/copy_node_path``" - -msgid "``scene_tree/delete``" -msgstr "``scene_tree/delete``" - -msgid "Force Delete" -msgstr "Forçar exclusão" - -msgid ":kbd:`Shift + Del`" -msgstr ":kbd:`Shift + Del`" - -msgid "``scene_tree/delete_no_confirm``" -msgstr "``scene_tree/delete_no_confirm``" - -msgid "``scene_tree/duplicate``" -msgstr "``scene_tree/duplicate``" - -msgid "``scene_tree/move_up``" -msgstr "``scene_tree/move_up``" - -msgid "``scene_tree/move_down``" -msgstr "``scene_tree/move_down``" - -msgid "``animation_editor/duplicate_selection``" -msgstr "``animation_editor/duplicate_selection``" - -msgid "Duplicate Transposed" -msgstr "Duplicar Transposta" - -msgid ":kbd:`Cmd + Shift + D`" -msgstr ":kbd:`Cmd + Shift + D`" - -msgid "``animation_editor/duplicate_selection_transposed``" -msgstr "``animation_editor/duplicate_selection_transposed``" - -msgid "Delete Selection" -msgstr "Deletar Seleção" - -msgid "``animation_editor/delete_selection``" -msgstr "``animation_editor/delete_selection``" - -msgid "Go to Next Step" -msgstr "Ir ao Próximo Passo" - -msgid ":kbd:`Ctrl + Right Arrow`" -msgstr ":kbd:`Ctrl + Seta para a Direita`" - -msgid ":kbd:`Cmd + Right Arrow`" -msgstr ":kbd:`Cmd + Seta para a Direita`" - -msgid "``animation_editor/goto_next_step``" -msgstr "``animation_editor/goto_next_step``" - -msgid "Go to Previous Step" -msgstr "Ir ao Passo Anterior" - -msgid ":kbd:`Ctrl + Left Arrow`" -msgstr ":kbd:`Ctrl + Left Arrow`" - -msgid ":kbd:`Cmd + Left Arrow`" -msgstr ":kbd:`Cmd + Left Arrow`" - -msgid "``animation_editor/goto_prev_step``" -msgstr "``animation_editor/goto_prev_step``" - -msgid "Select" -msgstr "Selecionar" - -msgid "Cut Selection" -msgstr "Recortar Seleção" - -msgid "Cancel" -msgstr "Cancelar" - -msgid "Line" -msgstr "Linha" - -msgid ":kbd:`P`" -msgstr ":kbd:`P`" - -msgid "Flip Horizontally" -msgstr "Inverter Horizontalmente" - -msgid "Flip Vertically" -msgstr "Inverter Verticalmente" - -msgid "Rotate Left" -msgstr "Girar à Esquerda" - -msgid ":kbd:`Z`" -msgstr ":kbd:`Z`" - -msgid "Rotate Right" -msgstr "Girar à Direita" - -msgid ":kbd:`X`" -msgstr ":kbd:`X`" - -msgid "Next Coordinate" -msgstr "Próxima Coordenada" - -msgid "``tileset_editor/next_shape``" -msgstr "``tileset_editor/next_shape``" - -msgid "Previous Coordinate" -msgstr "Coordenada Anterior" - -msgid ":kbd:`PgUp`" -msgstr ":kbd:`PgUp`" - -msgid "``tileset_editor/previous_shape``" -msgstr "``tileset_editor/previous_shape``" - -msgid "Region Mode" -msgstr "Modo Região" - -msgid ":kbd:`1`" -msgstr ":kbd:`1`" - -msgid "``tileset_editor/editmode_region``" -msgstr "``tileset_editor/editmode_region``" - -msgid "Collision Mode" -msgstr "Modo Colisão" - -msgid ":kbd:`2`" -msgstr ":kbd:`2`" - -msgid "``tileset_editor/editmode_collision``" -msgstr "``tileset_editor/editmode_collision``" - -msgid "Occlusion Mode" -msgstr "Modo Oclusão" - -msgid ":kbd:`3`" -msgstr ":kbd:`3`" - -msgid "``tileset_editor/editmode_occlusion``" -msgstr "``tileset_editor/editmode_occlusion``" - -msgid "Navigation Mode" -msgstr "Modo Navegação" - -msgid ":kbd:`4`" -msgstr ":kbd:`4`" - -msgid "``tileset_editor/editmode_navigation``" -msgstr "``tileset_editor/editmode_navigation``" - -msgid "Bitmask Mode" -msgstr "Modo Bitmask" - -msgid ":kbd:`5`" -msgstr ":kbd:`5`" - -msgid "``tileset_editor/editmode_bitmask``" -msgstr "``tileset_editor/editmode_bitmask``" - -msgid "Priority Mode" -msgstr "Modo Prioridade" - -msgid ":kbd:`6`" -msgstr ":kbd:`6`" - -msgid "``tileset_editor/editmode_priority``" -msgstr "``tileset_editor/editmode_priority``" - -msgid "Icon Mode" -msgstr "Modo Ícone" - -msgid ":kbd:`7`" -msgstr ":kbd:`7`" - -msgid "``tileset_editor/editmode_icon``" -msgstr "``tileset_editor/editmode_icon``" - -msgid "Z Index Mode" -msgstr "Modo Índice Z" - -msgid ":kbd:`8`" -msgstr ":kbd:`8`" - -msgid "``tileset_editor/editmode_z_index``" -msgstr "``tileset_editor/editmode_z_index``" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/external_editor.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/external_editor.po deleted file mode 100644 index b6ce62f344..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/external_editor.po +++ /dev/null @@ -1,98 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using an external text editor" -msgstr "Usando um editor de texto externo" - -msgid "This page explains how to code using an external text editor." -msgstr "Esta página explica como codificar usando um editor de texto externo." - -msgid "Field in Exec Flags" -msgstr "Campo em Exec Flags" - -msgid "Is replaced with" -msgstr "É substituído por" - -msgid "``{project}``" -msgstr "``{projeto}``" - -msgid "The absolute path to the project directory" -msgstr "O caminho absoluto para o diretório do projeto" - -msgid "``{file}``" -msgstr "``{arquivo}``" - -msgid "The absolute path to the file" -msgstr "O caminho absoluto para o arquivo" - -msgid "``{col}``" -msgstr "``{coluna}``" - -msgid "The column number of the error" -msgstr "O número da coluna do erro" - -msgid "``{line}``" -msgstr "``{linha}``" - -msgid "The line number of the error" -msgstr "O número da linha do erro" - -msgid "Editor" -msgstr "Editor" - -msgid "Exec Flags" -msgstr "Sinalizadores de Execução" - -msgid "Geany/Kate" -msgstr "Geany/Kate" - -msgid "``{file} --line {line} --column {col}``" -msgstr "``{arquivo} --linha {linha} --coluna {coluna}``" - -msgid "``{file}:{line}``" -msgstr "``{arquivo}:{linha}``" - -msgid "JetBrains Rider" -msgstr "JetBrains Rider" - -msgid "``{project} --line {line} {file}``" -msgstr "``{project} --line {line} {file}``" - -msgid "Visual Studio Code" -msgstr "Visual Studio Code" - -msgid "``{project} --goto {file}:{line}:{col}``" -msgstr "``{projeto} --goto {arquivo}:{linha}:{coluna}``" - -msgid "Vim (gVim)" -msgstr "Vim (gVim)" - -msgid "``\"+call cursor({line}, {col})\" {file}``" -msgstr "``\"+call cursor({linha}, {coluna})\" {arquivo}``" - -msgid "Emacs" -msgstr "Emacs" - -msgid "Official editor plugins" -msgstr "Editor oficial de plugins" - -msgid "We have official plugins for the following code editors:" -msgstr "Temos plugins oficiais para os seguintes editores de código:" - -msgid "" -"`Visual Studio Code `_" -msgstr "" -"`Visual Studio Code `_" - -msgid "`Emacs `_" -msgstr "`Emacs `_" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/index.po deleted file mode 100644 index efc895c018..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/index.po +++ /dev/null @@ -1,66 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"In this section, we cover the Godot editor in general, from its interface to " -"using it with the command line." -msgstr "" -"Nesta seção, exploramos o editor do Godot em geral, desde a interface até o " -"uso via linha de comando." - -msgid "" -"Godot offers a native port of the editor running entirely on Android " -"devices. The Android port can be downloaded from the `Android Downloads page " -"`__. While we strive for feature " -"parity with the Desktop version of the editor, the Android port has a " -"certain amount of caveats you should be aware of." -msgstr "" -"O Godot oferece uma versão nativa do editor que funciona inteiramente em " -"dispositivos Android. O port para Android pode ser baixado na `página de " -"downloads para Android `__. " -"Embora nos esforcemos para alcançar a paridade de recursos com a versão para " -"Desktop do editor, o port para Android possui algumas ressalvas das quais " -"você deve estar ciente." - -msgid "" -"Godot offers an HTML5 version of the editor running entirely in your " -"browser. No download is required to use it, but it has a certain amount of " -"caveats you should be aware of." -msgstr "" -"O Godot oferece uma versão em HTML5 do editor que funciona inteiramente no " -"seu navegador. Não é necessário fazer download para usá-lo, mas existem " -"algumas ressalvas das quais você deve estar ciente." - -msgid "" -"The articles below focus on advanced features useful for experienced " -"developers, such as calling Godot from the command line and using an " -"external text editor like Visual Studio Code or Emacs." -msgstr "" -"Os artigos abaixo concentram-se em recursos avançados úteis para " -"desenvolvedores experientes, como chamar o Godot a partir da linha de " -"comando e usar um editor de texto externo, como o Visual Studio Code ou o " -"Emacs." - -msgid "Managing editor features" -msgstr "Gerenciando recursos do editor" - -msgid "" -"Godot allows you to remove features from the editor. This may be useful if " -"you're an educator trying to ease students into the editor slowly, or if " -"you're working on a project that's only 2D or only 3D and don't want to see " -"what you don't need." -msgstr "" -"O Godot permite que você remova recursos do editor. Isso pode ser útil se " -"você for um educador tentando introduzir os alunos ao editor gradualmente, " -"ou se estiver trabalhando em um projeto que seja apenas 2D ou apenas 3D e " -"não queira ver o que não precisa." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/inspector_dock.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/inspector_dock.po deleted file mode 100644 index 5811a444d7..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/inspector_dock.po +++ /dev/null @@ -1,53 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "The Inspector" -msgstr "O Inspetor" - -msgid "" -"This page explains how the Inspector dock works in-depth. You will learn how " -"to edit properties, fold and unfold areas, use the search bar, and more." -msgstr "" -"Esta página explica em detalhes como funciona o painel de encaixe Inspetor. " -"Você aprenderá a editar propriedades, expandir e recolher áreas, usar a " -"barra de pesquisa e muito mais." - -msgid "This page is a work-in-progress." -msgstr "Esta página está em desenvolvimento." - -msgid "Let's start by looking at the dock's main parts." -msgstr "Vamos começar analisando as principais partes do painel." - -msgid "At the top are the file and navigation buttons." -msgstr "Na parte superior estão os botões de arquivo e navegação." - -msgid "" -"Below it, you can find the selected node's name, its type, and the tools " -"menu on the right side." -msgstr "" -"Logo abaixo, você pode encontrar o nome do nó selecionado, seu tipo e o menu " -"de ferramentas no lado direito." - -msgid "" -"If you click the tool menu icon, a drop-down menu offers some view and edit " -"options." -msgstr "" -"Se você clicar no ícone do menu de ferramentas, um menu de lista oferecerá " -"algumas opções de visualização e edição." - -msgid "" -"Then comes the search bar. Type anything in it to filter displayed " -"properties. Delete the text to clear the search." -msgstr "" -"Em seguida, vem a barra de pesquisa. Digite qualquer coisa nela para filtrar " -"as propriedades exibidas. Apague o texto para limpar a pesquisa." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/managing_editor_features.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/managing_editor_features.po deleted file mode 100644 index adf8a011ec..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/managing_editor_features.po +++ /dev/null @@ -1,87 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Managing editor features" -msgstr "Gerenciando recursos do editor" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"In certain situations, it may be desirable to limit what features can be " -"used in the Godot editor. For example, a UI designer on a team who doesn't " -"need to see 3D features, or an educator slowly introducing features to " -"students. Godot has a built in system called \"feature profiles\" to do this." -msgstr "" -"Em certas situações, pode ser desejável limitar quais recursos podem ser " -"usados no editor Godot. Por exemplo, um designer de interface do usuário em " -"uma equipe que não precisa ver recursos 3D ou um educador apresentando " -"recursos aos alunos aos poucos. Godot tem um sistema integrado chamado " -"\"perfis de funcionalidades\" para fazer isso." - -msgid "Creating a profile" -msgstr "Criando um perfil" - -msgid "" -"To manage editor features go to **Editor > Manage Editor Features**. This " -"will open the **Manage Editor Feature Profiles** window. By default there " -"will be no profile. Click on **Create Profile** and give it a name. You will " -"then see a list of all the features in the Godot editor." -msgstr "" -"Para gerenciar os recursos do editor, vá para **Editor > Gerenciar " -"funcionalidades do editor**. Isso abrirá a janela **Gerenciar perfis de " -"funcionalidades do editor**. Por padrão, não haverá perfil. Clique em " -"**Criar perfil** e dê um nome a ele. Você verá uma lista de todos os " -"recursos no editor Godot." - -msgid "" -"The first section allows major editor features to be removed, such as the 3D " -"editor or scripting editor. Below the main features is every class and node " -"in Godot, which can be disabled as well. Click on a node and all of its " -"properties and options will be listed in the **Extra Items** box, these can " -"all be individually disabled." -msgstr "" -"A primeira seção permite que as principais funcionalidades do editor sejam " -"removidas, como o editor 3D ou o editor de scripts. Abaixo das " -"funcionalidades principais estão todas as classes e nós do Godot, que também " -"podem ser desabilitados. Clique em um nó e todas as suas propriedades e " -"opções serão listadas na caixa **Extra Items**, podendo ser desabilitadas " -"individualmente." - -msgid "Sharing a profile" -msgstr "Compartilhando um perfil" - -msgid "" -"To share profiles between editors click on the **Export** button. Save the " -"custom profile somewhere as a ``.profile`` file. To use this in another " -"editor open that editor's **Manage Editor Feature Profiles** window and " -"click import, then select the ``.profile`` file." -msgstr "" -"Para compartilhar perfis entre editores, clique no botão **Exportar**. Salve " -"o perfil personalizado em algum lugar como um arquivo ``.profile``. Para " -"usar isso em outro editor, abra a janela **Gerenciar perfis de " -"funcionalidade do editor** desse editor e clique em importar, então " -"selecione o arquivo ``.profile``." - -msgid "" -"This process is potentially cumbersome however if a large amount of " -"computers need custom profiles. As an alternative, you can enable self-" -"contained mode for Godot, which allows putting all editor configuration in " -"the same folder as the editor binary. See :ref:" -"`doc_data_paths_self_contained_mode` for details." -msgstr "" -"Este processo é potencialmente complicado, se uma grande quantidade de " -"computadores precisar de perfis personalizados. Como alternativa, você pode " -"habilitar o modo independente para Godot, que permite colocar toda a " -"configuração do editor na mesma pasta que o binário do editor. Veja :ref:" -"`doc_data_paths_self_contained_mode` para detalhes." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/project_manager.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/project_manager.po deleted file mode 100644 index 18058db825..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/project_manager.po +++ /dev/null @@ -1,69 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "To create a new project:" -msgstr "Para criar um novo projeto:" - -msgid "" -"The next time you open the Project Manager, you'll see your new project in " -"the list. Double click on it to open it in the editor." -msgstr "" -"Na próxima vez que você abrir o Gerenciador de Projetos, verá seu novo " -"projeto na lista. Dê um duplo clique nele para abri-lo no editor." - -msgid "" -"You can similarly import existing projects using the **Import** button. " -"Locate the folder that contains the project or the **project.godot** file to " -"import and edit it." -msgstr "" -"Você também pode importar projetos existentes usando o botão **Importar**. " -"Localize a pasta que contém o projeto ou o arquivo **project.godot** para " -"importar e editá-lo." - -msgid "When the folder path is correct, you'll see a green checkmark." -msgstr "" -"Quando o caminho da pasta estiver correto, você irá ver uma marca de seleção " -"verde." - -msgid "" -"Now that Godot is connected to the internet you can download a demo or " -"template, to do this:" -msgstr "" -"Agora que o Godot está conectado à internet, você pode baixar uma " -"demonstração ou um modelo. Para fazer isso:" - -msgid "Click on its title." -msgstr "Clique no título dele." - -msgid "" -"Once it finished downloading, click install and choose where you want to " -"save the project." -msgstr "" -"Depois que o download for concluído, clique em instalar e escolha onde você " -"deseja salvar o projeto." - -msgid "" -"This will open up the manage project tags window. To add a tag click the " -"plus button." -msgstr "" -"Isso abrirá a janela de gerenciamento de tags do projeto. Para adicionar uma " -"tag, clique no botão de mais." - -msgid "" -"To remove a tag from your project manager it must be removed from all the " -"projects it's used by. Once that's done close the project manager, open it " -"up again, and the tag should be gone." -msgstr "" -"Para remover uma tag do seu gerenciador de projetos, ela deve ser removida " -"de todos os projetos nos quais está sendo usada. Depois de fazer isso, feche " -"o gerenciador de projetos, abra-o novamente e a tag deverá ter desaparecido." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/project_settings.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/project_settings.po deleted file mode 100644 index 7b27e6dc75..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/project_settings.po +++ /dev/null @@ -1,56 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Project Settings" -msgstr "Configurações do Projeto" - -msgid "" -"This page explains how to use the Project Settings window. If you would like " -"to access and modify project settings via code, see :ref:`ProjectSettings " -"`." -msgstr "" -"Esta página explica como usar a janela de Configurações do Projeto. Se você " -"quiser acessar e modificar as configurações do projeto via código, veja o :" -"ref:`ProjectSettings `." - -msgid "" -"Godot stores the project settings in a project.godot file, a plain text file " -"in INI format. There are dozens of settings you can change to control a " -"project's execution. To simplify this process, Godot provides a project " -"settings dialog, which acts as a front-end to editing a project.godot file." -msgstr "" -"O Godot armazena as configurações do projeto em um arquivo project.godot, um " -"arquivo de texto simples no formato INI. Existem dezenas de configurações " -"que você pode alterar para controlar a execução de um projeto. Para " -"simplificar esse processo, o Godot oferece uma janela de configurações do " -"projeto, que serve como uma interface para editar o arquivo project.godot." - -msgid "" -"Once the window opens, let's select a main scene. Locate the `Application/" -"Run/Main Scene` property and click on it to select 'hello.tscn'." -msgstr "" -"Quando a janela abrir, vamos selecionar uma cena principal. Localize a " -"propriedade `Aplicativo/Executar/Cena Principal` e clique nela para " -"selecionar 'hello.tscn'." - -msgid "" -"The project settings dialog provides a lot of options that can be saved to a " -"project.godot file and shows their default values. If you change a value, a " -"tick appears to the left of its name. This means that the property will be " -"saved in the project.godot file and remembered." -msgstr "" -"A janela de configurações do projeto oferece várias opções que podem ser " -"salvas no arquivo project.godot e exibe seus valores padrão. Se você alterar " -"um valor, um tique aparecerá à esquerda do nome da propriedade. Isso " -"significa que a propriedade será salva no arquivo project.godot e será " -"lembrada." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/using_the_android_editor.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/using_the_android_editor.po deleted file mode 100644 index ad66f7a126..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/using_the_android_editor.po +++ /dev/null @@ -1,96 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"In 2023, `we added `__ an `Android port of the " -"editor `__ that can be used to " -"work on new or existing projects on Android devices." -msgstr "" -"Em 2023, `nós adicionamos `__ uma porta `Android do " -"editor `__ que pode ser usada " -"para trabalhar em novos ou existentes projetos em dispositivos Android." - -msgid "Android devices support" -msgstr "Suporte de dispositivos Android" - -msgid "Android tablets, foldables and large phones" -msgstr "Tablets Android, dobrável e grandes telefones" - -msgid "Android-powered netbooks" -msgstr "Netbooks com Android" - -msgid "" -"The Android editor requires the `All files access permission `__. The permission allows the editor to create / import / read " -"project files from any file locations on the device. Without the permission, " -"the editor is still functional, but has limited access to the device's files " -"and directories." -msgstr "" -"O editor Android requer a `permissão de acesso total a arquivos `__. A permissão permite ao editor criar / importar / ler arquivos de " -"projeto de qualquer local de arquivo no dispositivo. Sem a permissão, o " -"editor ainda está funcional, mas tem acesso limitado aos arquivos e " -"diretórios do dispositivo." - -msgid "Here are the known limitations and issues of the Android editor:" -msgstr "Aqui estão as limitações e problemas conhecidos do editor Android:" - -msgid "" -"While available, the *Vulkan Forward+* renderer is not recommended due to " -"severe performance issues" -msgstr "" -"Ainda que disponível, o renderizador *Vulkan Forward+* não é recomendado " -"devido a problemas graves de desempenho" - -msgid "" -"No support for building and exporting an Android APK binary. As a " -"workaround, you can generate and export a `Godot PCK or ZIP file `__" -msgstr "" -"Não há suporte para a construção e exportação de um binário APK Android. " -"Como solução alternativa, você pode gerar e exportar um arquivo `Godot PCK " -"ou ZIP `__" - -msgid "No support for building and exporting binaries for other platforms" -msgstr "" -"Não há suporte para a construção e exportação de binários para outras " -"plataformas" - -msgid "UX not optimized for Android phones form-factor" -msgstr "UX não otimizado para telefones Android" - -msgid "" -"`Android Go devices `__ lacks the *All files access* permission required for device " -"read/write access. As a workaround, when using an Android Go device, it's " -"recommended to create new projects only in the Android *Documents* or " -"*Downloads* directories." -msgstr "" -"`Dispositivos Android Go `__ falta a permissão *Acceso a todos os arquivos* necessários " -"para o acesso de leitura/gravação do dispositivo. Como solução alternativa, " -"ao usar um dispositivo Android Go, recomenda-se criar novos projetos apenas " -"nos diretórios Android *Documents* ou *Downloads*." - -msgid "" -"The editor doesn't properly resume when *Don't keep activities* is enabled " -"in the *Developer Options*" -msgstr "" -"O editor não retoma corretamente quando *Não mantenha atividades* está " -"habilitado no *Opções do desenvolvedor*" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/using_the_web_editor.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/using_the_web_editor.po deleted file mode 100644 index a20d574281..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/editor/using_the_web_editor.po +++ /dev/null @@ -1,233 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the Web editor" -msgstr "Utilizando o editor Web" - -msgid "" -"The web editor is in a preliminary stage. While its feature set may be " -"sufficient for educational purposes, it is currently **not recommended for " -"production work**. See :ref:`doc_using_the_web_editor_limitations` below." -msgstr "" -"O editor web está em uma fase preliminar. Embora seu conjunto de recursos " -"possa ser suficiente para fins educacionais, atualmente **não é recomendado " -"para trabalho de produção**. Veja :ref:" -"`doc_using_the_web_editor_limitations` abaixo." - -msgid "Browser support" -msgstr "Suporte de navegador" - -msgid "" -"The Web editor requires support for WebAssembly's SharedArrayBuffer. This is " -"in turn required to support threading in the browser. The following desktop " -"browsers support WebAssembly threading and can therefore run the web editor:" -msgstr "" -"O editor Web requer suporte para o SharedArrayBuffer do WebAssembly. Isto, " -"por sua vez, é necessário para suportar threading no navegador. Os seguintes " -"navegadores de desktop suportam o threading do WebAssembly e podem, " -"portanto, executar o editor Web:" - -msgid "Chrome 68 or later" -msgstr "Chrome 68 ou posterior" - -msgid "Firefox 79 or later" -msgstr "Firefox 79 ou posterior" - -msgid "Edge 79 or later" -msgstr "Edge 79 ou posterior" - -msgid "" -"Opera and Safari are not supported yet. Safari may work in the future once " -"proper threading support is added." -msgstr "" -"Opera e Safari ainda não são suportados. O Safari pode funcionar no futuro " -"assim que o suporte adequado para threading for adicionado." - -msgid "**Mobile browsers are currently not supported.**" -msgstr "**Navegadores móveis não são compatíveis no momento.**" - -msgid "" -"The web editor only supports the Compatibility rendering method, as there is " -"no stable way to run Vulkan applications on the web yet." -msgstr "" -"O editor web suporta apenas o método de renderização de Compatibilidade, " -"pois ainda não há nenhuma maneira estável de executar aplicativos Vulkan na " -"web." - -msgid "" -"If you use Linux, due to `poor Firefox WebGL performance `__, it's recommended to use a Chromium-" -"based browser instead of Firefox." -msgstr "" -"Se você utiliza Linux, devido ao `fraco desempenho do Firefox WebGL `__, é recomendado usar um " -"navegador baseado em Chromium em vez do Firefox." - -msgid "Limitations" -msgstr "Limitações" - -msgid "" -"Due to limitations on the Godot or Web platform side, the following features " -"are currently missing:" -msgstr "" -"Devido a limitações no lado do Godot ou da plataforma Web, os seguintes " -"recursos estão faltando no momento:" - -msgid "No C#/Mono support." -msgstr "Sem suporte a C#/Mono." - -msgid "" -"No debugging support. This means GDScript debugging/profiling, live scene " -"editing, the Remote Scene tree dock and other features that rely on the " -"debugger protocol will not work." -msgstr "" -"Sem suporte para depuração. Isso significa que depuração/criação de perfil " -"do GDScript, edição de cenas ao vivo, o painel da árvore da Remote Scene e " -"outros recursos que dependem do protocolo do depurador não funcionarão." - -msgid "" -"No project exporting. As a workaround, you can download the project source " -"using **Project > Tools > Download Project Source** and export it using a " -"`native version of the Godot editor `__." -msgstr "" -"Sem exportação de projetos. Como alternativa, você pode baixar a fonte do " -"projeto utilizando **Projeto > Ferramentas > Baixar Fonte do Projeto** e " -"exportá-lo utilizando uma `versão nativa do editor do Godot `__." - -msgid "The editor won't warn you when closing the tab with unsaved changes." -msgstr "O editor não vai avisá-lo ao fechar a aba com alterações não salvas." - -msgid "" -"No lightmap baking support. You can still use existing lightmaps if they " -"were baked with a native version of the Godot editor (e.g. by importing an " -"existing project)." -msgstr "" -"Sem suporte para gerar e gravar lightmap. Você ainda pode usar lightmaps se " -"eles foram gerados e gravados com uma versão nativa do editor do Godot (por " -"exemplo, importando um projeto existente)." - -msgid "" -"The following features are unlikely to be supported due to inherent " -"limitations of the Web platform:" -msgstr "" -"Os seguintes recursos são improváveis de serem suportados devido a " -"limitações inerentes da plataforma Web:" - -msgid "No support for external script editors." -msgstr "Sem suporte para editores de script externos." - -msgid "No support for Android one-click deploy." -msgstr "Sem suporte para implantação de um clique do Android." - -msgid "Importing a project" -msgstr "Importando um projeto" - -msgid "To import an existing project, the current process is as follows:" -msgstr "Para importar um projeto existente, o processo atual é o seguinte:" - -msgid "" -"Specify a ZIP file to preload on the HTML5 filesystem using the **Preload " -"project ZIP** input." -msgstr "" -"Especifique um arquivo ZIP para pré-carregar no sistema de arquivos do HTML5 " -"usando a entrada **Pré-carregar ZIP do projeto**." - -msgid "" -"In the dialog that appears at the middle of the window, specify a name for " -"the folder to create then click the **Create Folder** button (it doesn't " -"have to match the ZIP archive's name)." -msgstr "" -"Na caixa de diálogo que aparece no meio da janela, especifique um nome para " -"a pasta a ser criada e clique no botão **Criar Pasta** (não precisa " -"corresponder ao nome do arquivo ZIP)." - -msgid "Click **Install & Edit** and the project will open in the editor." -msgstr "Clique em **Instalar e Editar** e o projeto será aberto no editor." - -msgid "" -"It's important to place the project folder somewhere in ``/home/web_user/``. " -"If your project folder is placed outside ``/home/web_user/``, you will lose " -"your project when closing the editor!" -msgstr "" -"É importante colocar a pasta do projeto em algum lugar em ``/home/" -"usuario_web/``. Se a pasta do seu projeto for colocada fora de ``/home/" -"usuario_web/``, você perderá seu projeto ao fechar o editor!" - -msgid "" -"When you follow the steps described above, the project folder will always be " -"located in ``/home/web_user/projects``, keeping it safe." -msgstr "" -"Ao seguir os passos descritos acima, a pasta do projeto estará sempre " -"localizada em ``/home/usuario_web/projetos``, mantendo-a segura." - -msgid "Editing and running a project" -msgstr "Editando e executando um projeto" - -msgid "" -"Unlike the native version of Godot, the web editor is constrained to a " -"single window. Therefore, it cannot open a new window when running the " -"project. Instead, when you run the project by clicking the Run button or " -"pressing :kbd:`F5`, it will appear to \"replace\" the editor window." -msgstr "" -"Ao contrário da versão nativa do Godot, o editor web é restrito a uma única " -"janela. Portanto, não é possível abrir uma nova janela ao executar o " -"projeto. Em vez disso, quando você executar o projeto clicando no botão " -"Executar ou pressionando :kbd:`F5`, ele aparecerá para \"substituir\" a " -"janela do editor." - -msgid "" -"The web editor offers an alternative way to deal with the editor and game " -"windows (which are now \"tabs\"). You can switch between the **Editor** and " -"**Game** tabs using the buttons on the top. You can also close the running " -"game or editor by clicking the **×** button next to those tabs." -msgstr "" -"O editor web oferece uma forma alternativa de lidar com as janelas do editor " -"e do jogo (que agora são \"abas\"). Você pode alternar entre as abas " -"**Editor** e **Jogo** usando os botões no topo. Você também pode fechar o " -"jogo em execução ou o editor clicando no botão **×** ao lado dessas abas." - -msgid "Where are my project files?" -msgstr "Onde estão meus arquivos de projeto?" - -msgid "" -"Due to browser security limitations, the editor will save the project files " -"to the browser's IndexedDB storage. This storage isn't accessible as a " -"regular folder on your machine, but is abstracted away in a database." -msgstr "" -"Devido às limitações de segurança do navegador, o editor salvará os arquivos " -"do projeto no armazenamento IndexedDB do navegador. Este armazenamento não é " -"acessível como uma pasta normal em sua máquina, mas é abstraido em um banco " -"de dados." - -msgid "" -"You can download the project files as a ZIP archive by using **Project > " -"Tools > Download Project Source**. This can be used to export the project " -"using a `native Godot editor `__, since " -"exporting from the web editor isn't supported yet." -msgstr "" -"Você pode baixar os arquivos do projeto como um arquivo ZIP usando **Projeto " -"> Ferramentas > Baixar Fonte do Projeto**. Isto pode ser utilizado para " -"exportar o projeto usando um `editor do Godot nativo `__, já que a exportação do editor web ainda não é suportada." - -msgid "" -"In the future, it may be possible to use the `HTML5 FileSystem API `__ to store the project " -"files on the user's filesystem as the native editor would do. However, this " -"isn't implemented yet." -msgstr "" -"No futuro, pode ser possível utilizar a `API FileSystem do HTML5 `__ para armazenar os " -"arquivos do projeto no sistema de arquivos do usuário como o editor nativo " -"faria. No entanto, isto ainda não foi implementado." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/android_gradle_build.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/android_gradle_build.po deleted file mode 100644 index 421fe05aa9..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/android_gradle_build.po +++ /dev/null @@ -1,44 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "There are some reasons why you may want to do this:" -msgstr "Existem algumas razões para você querer fazer isso:" - -msgid "Modify the project before it's built." -msgstr "Modificar o projeto antes dele ser compilado." - -msgid "Add external SDKs that build with your project." -msgstr "Adicionar SDKs externos utilizados no seu projeto." - -msgid "" -"Make sure export templates are downloaded. If not, this menu will help you " -"download them." -msgstr "" -"Certifique-se de que os modelos de exportação estejam baixados. Caso " -"contrário, este menu ajudará você a baixá-los." - -msgid "" -"From now on, attempting to export the project or one-click deploy will call " -"the `Gradle `__ build system to generate fresh " -"templates (this window will appear every time):" -msgstr "" -"A partir de agora, tentar exportar o projeto ou implantar com um clique irá " -"chamar o sistema de compilação do `Gradle `__ para " -"gerar novos modelos (esta janela aparecerá todas as vezes):" - -msgid "" -"The templates built will be used automatically afterwards, so no further " -"configuration is needed." -msgstr "" -"Os modelos construídos serão usados automaticamente depois, portanto, " -"nenhuma configuração adicional é necessária." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po deleted file mode 100644 index 241ce08906..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po +++ /dev/null @@ -1,198 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Changing application icon for Windows" -msgstr "Alterando o ícone do aplicativo para Windows" - -msgid "" -"By default, the exported project's icon will be the Godot icon. You will " -"most likely want to change that for your project. There are two types of " -"icons that can be changed on Windows: the file icon and the taskbar icon." -msgstr "" -"Por padrão, o ícone do projeto exportado será o ícone do Godot. Você " -"provavelmente vai querer mudar isso para seu projeto. Existem dois tipos de " -"ícones que podem ser alterados no Windows: o ícone do arquivo e o ícone da " -"barra de tarefas." - -msgid "Creating an ICO file" -msgstr "Criando um arquivo ICO" - -msgid "" -"Windows does not use formats such as png or jpg for application icons. " -"Instead, it uses a Windows-only format called ICO. You can create your " -"application icon in any program but you will have to convert it to an ICO " -"file using a program such as GIMP." -msgstr "" -"O Windows não usa formatos como png ou jpg para ícones de aplicativo. Em vez " -"disso, ele usa um formato somente para Windows chamado ICO. Você pode criar " -"seu ícone de aplicativo em qualquer programa, mas terá que convertê-lo para " -"um arquivo ICO usando um programa como o GIMP." - -msgid "" -"`This video tutorial `_ goes " -"over how to export an ICO file with GIMP." -msgstr "" -"`Este tutorial em vídeo `_ " -"explica como exportar um arquivo ICO com o GIMP." - -msgid "" -"It is also possible to convert a PNG image to an hiDPI-friendly ICO file " -"using this `ImageMagick `_ command:" -msgstr "" -"Também é possível converter uma imagem PNG para um arquivo ICO amigável ao " -"hiDPI usando este comando do `ImageMagick `_:" - -msgid "" -"For the ICO file to effectively replace the default Godot icon, it must " -"contain *all* the sizes included in the default Godot icon: 16×16, 32×32, " -"48×48, 64×64, 128×128, 256×256. If the ICO file does not contain all the " -"sizes, the default Godot icon will be kept for the sizes that weren't " -"overridden." -msgstr "" -"Para o arquivo ICO apropriadamente substituir o ícone Godot predefinido, ele " -"deve conter *todos* os tamanhos inclusos no ícone Godot predefinido: 16x16, " -"32x32, 48x48, 64x64, 128x128, 256x256. Caso o arquivo ICO não contenha todos " -"os tamanhos, o ícone Godot predefinido será mantido para os que não foram " -"substituídos." - -msgid "The above ImageMagick command takes this into account." -msgstr "O comando de ImageMagick acima leva isso em consideração." - -msgid "Changing the taskbar icon" -msgstr "Mudando o ícone da barra de tarefas" - -msgid "" -"The taskbar icon is the icon that shows up on the taskbar when your project " -"is running." -msgstr "" -"O ícone da barra de tarefas é o ícone que aparece na barra de tarefas quando " -"seu projeto está sendo executado." - -msgid "" -"To change the taskbar icon, go to **Project → Project Settings → Application " -"→ Config → Windows Native Icon**. Click on the folder icon and select your " -"ICO file." -msgstr "" -"Para alterar o ícone da barra de tarefas, vá para **Projeto → Opções do " -"Projeto → Aplicação → Config → Windows Native Icon**. Clique no ícone da " -"pasta e selecione seu arquivo ICO." - -msgid "" -"This setting only changes the icon for your exported game on Windows. To set " -"the icon for macOS, use ``Macos Native Icon``. And for any other platform, " -"use the ``Icon`` setting." -msgstr "" -"Esta configuração só altera o ícone do jogo exportado no Windows. Para " -"definir o ícone para macOS, use ``Macos Native Icon``. E para qualquer outra " -"plataforma, use a configuração ``Icon``." - -msgid "Changing the file icon" -msgstr "Mudando o ícone do arquivo" - -msgid "" -"There are `known issues `__ when changing the application icon in executables that " -"embed a PCK file. It's recommended to avoid using rcedit for now if you " -"choose to enable the **Embed Pck** option for your Windows export preset in " -"the Export dialog." -msgstr "" -"Existem `problemas conhecidos `__ ao alterar o ícone do aplicativo em executáveis que " -"incorporam um arquivo PCK. É recomendado evitar usar o rcedit por enquanto " -"se você excolher a opção **Embed Pck** para sua predefinição de exportação " -"no diálogo de Exportar." - -msgid "" -"The file icon is the icon of the executable that you click on to start the " -"project." -msgstr "" -"O ícone do arquivo é o ícone do executável que você clica para iniciar o " -"projeto." - -msgid "" -"Before selecting it in the export options, you will need to install an extra " -"tool called **rcedit**. You can download it `here `_." -msgstr "" -"Antes de selecioná-lo nas opções de exportação, você precisará instalar uma " -"ferramenta extra chamada **rcedit**. Você pode baixá-la `aqui `_." - -msgid "" -"After downloading, you need to tell Godot the path to the rcedit executable " -"on your computer. Go to **Editor → Editor Settings → Export → Windows**. " -"Click on the folder icon for the **rcedit** entry. Navigate to and select " -"the rcedit executable." -msgstr "" -"Após o download, você precisa dizer ao Godot o caminho para o executável " -"rcedit em seu computador. Vá para **Editor → Configurações do Editor → " -"Export → Windows**. Clique no ícone da pasta para a entrada **rcedit**. " -"Navegue e selecione o executável rcedit." - -msgid "" -"Linux and macOS users will also need to install `WINE `_ to use rcedit." -msgstr "" -"Os usuários de Linux e macOS também precisarão instalar o `WINE `_ para usar o rcedit." - -msgid "" -"You should now have everything in place to change the file icon. To do that, " -"you will need to specify the icon when exporting. Go to **Project → " -"Export**. Assuming you have already created a Windows Desktop preset, select " -"your icon in ICO format in the **Application → Icon** field." -msgstr "" -"Agora você deve ter tudo pronto para alterar o ícone do arquivo. Para fazer " -"isso, você precisa especificar o ícone ao exportar. Vá para **Projeto → " -"Exportar**. Assumindo que você já tenha criado uma predefinição Windows " -"Desktop, selecione seu ícone em formato ICO no campo **Application → Icon**." - -msgid "" -"If rcedit fails to change the icon, you can instead :ref:`compile your own " -"Windows export templates ` with the icon changed. " -"To do so, replace `platform/windows/godot.ico `__ with your own " -"ICO file *before* compiling export templates." -msgstr "" -"Se o rcedit falhar em alterar o ícone, você pode em vez disso :ref:`compilar " -"seus próprios modelos de exportação Windows ` com " -"o ícone alterado. Para isso, substitua o `platform/windows/godot.ico " -"`__ pelo seu próprio arquivo ICO *antes* de compilar os modelos de " -"exportação." - -msgid "" -"Once this is done, you can specify your export templates as custom export " -"templates in your project's Windows export preset." -msgstr "" -"Uma vez feito isso, você pode especificar seus modelos de exportação como " -"modelos de exportação personalizados na predefinição de exportação do " -"Windows do seu projeto." - -msgid "Testing the result" -msgstr "Testando o resultado" - -msgid "" -"You can now export the project. If it worked correctly, you should see this:" -msgstr "" -"Agora você pode exportar o projeto. Se funcionou corretamente, você deve ver " -"isto:" - -msgid "" -"If your icon isn't showing up properly, on Windows 10, try clearing the icon " -"cache. To do so, open the **Run** dialog and enter ``ie4uinit.exe -" -"ClearIconCache`` or ``ie4uinit.exe -show``." -msgstr "" -"Se seu ícone não estiver aparecendo corretamente, no Windows 10, tente " -"limpar o cache de ícones. Para isso, abra a caixa de diálogo **Executar** e " -"digite ``ie4uinit.exe -ClearIconCache`` ou ``ie4uinit.exe -show``." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_for_android.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_for_android.po deleted file mode 100644 index 265054997b..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_for_android.po +++ /dev/null @@ -1,242 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting for Android" -msgstr "Exportando para Android" - -msgid "" -"This page describes how to export a Godot project to Android. If you're " -"looking to compile export template binaries from source instead, read :ref:" -"`doc_compiling_for_android`." -msgstr "" -"Esta página descreve como exportar um projeto Godot para o Android. Se você " -"deseja compilar binários de modelo de exportação da fonte, leia :ref:" -"`doc_compiling_for_android`." - -msgid "" -"Exporting for Android has fewer requirements than compiling Godot for " -"Android. The following steps detail what is needed to set up the Android SDK " -"and the engine." -msgstr "" -"Exportar para Android possui menos requisitos do que compilar o Godot para " -"Android. Os passos seguintes detalham o que é necessário para configurar o " -"Android SDK e o motor." - -msgid "Download the Android SDK" -msgstr "Baixe o Android SDK" - -msgid "Download and install the Android SDK." -msgstr "Baixe e instale o Android SDK." - -msgid "" -"Run it once to complete the SDK setup using these `instructions `__." -msgstr "" -"Execute-o uma vez para concluir a configuração do SDK usando estas " -"`instruções `__." - -msgid "Android SDK Command-line Tools (latest)" -msgstr "Android SDK Command-line Tools (o mais recente)" - -msgid "CMake version 3.10.2.4988404" -msgstr "CMake versão 3.10.2.4988404" - -msgid "NDK version r23c (23.2.8568313)" -msgstr "NDK versão r23c (23.2.8568313)" - -msgid "" -"If you are using Linux, **do not use an Android SDK provided by your " -"distribution's repositories as it will often be outdated**." -msgstr "" -"Se você estiver usando Linux, **não use um SDK do Android fornecido pelos " -"repositórios de sua distribuição, pois geralmente estará desatualizado**." - -msgid "Setting it up in Godot" -msgstr "Configurando no Godot" - -msgid "" -"Enter the Editor Settings screen. This screen contains the editor settings " -"for the user account in the computer (it's independent of the project)." -msgstr "" -"Entre na tela Configurações do Editor. Esta tela contém as configurações do " -"editor para a conta do usuário no computador (é independente do projeto)." - -msgid "Scroll down to the section where the Android settings are located:" -msgstr "" -"Role para baixo até a seção onde as configurações do Android estão " -"localizadas:" - -msgid "In that screen, 2 paths need to be set:" -msgstr "Nessa tela, o caminho para 2 arquivos precisa ser definido:" - -msgid "Once that is configured, everything is ready to export to Android!" -msgstr "Uma vez configurado, tudo está pronto para exportar para o Android!" - -msgid "" -"If you get an error saying *\"Could not install to device.\"*, make sure you " -"do not have an application with the same Android package name already " -"installed on the device (but signed with a different key)." -msgstr "" -"Se você receber um erro falando *\"Could not install to device.\"*, tenha " -"certeza de que você não possui um aplicativo com o mesmo nome de pacote " -"instalado em seu dispositivo (mas assinado com uma key diferente)." - -msgid "" -"If you have an application with the same Android package name but a " -"different signing key already installed on the device, you **must** remove " -"the application in question from the Android device before exporting to " -"Android again." -msgstr "" -"Se você tiver um aplicativo com o mesmo nome de pacote Android, mas uma " -"chave de assinatura diferente já instalada no dispositivo, você ** deve ** " -"removê-lo do dispositivo Android antes de exportar para o mesmo novamente." - -msgid "Providing launcher icons" -msgstr "Fornecendo ícones de launcher" - -msgid "" -"Launcher icons are used by Android launcher apps to represent your " -"application to users. Godot only requires high-resolution icons (for " -"``xxxhdpi`` density screens) and will automatically generate lower-" -"resolution variants." -msgstr "" -"Os ícones de launcher são usados por aplicativos de launcher do Android para " -"representar o seu aplicativo aos usuários. O Godot só requer ícones de alta " -"resolução (para telas de densidade ``xxxhdpi``), e irá gerar automaticamente " -"variantes para resoluções menores." - -msgid "There are two types of icons required by Godot:" -msgstr "Há dois tipos de ícones requisitados pelo Godot:" - -msgid "" -"**Main Icon:** The \"classic\" icon. This will be used on all Android " -"versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px." -msgstr "" -"**Ícone principal:**: O ícone \"clássico\". Será utilizado em todas as " -"versões do Android até o Android 8 (Oreo), exclusivo. Deve ter pelo menos " -"192×192 px." - -msgid "" -"**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons " -"`_ were introduced. Applications will need to include " -"separate background and foreground icons to have a native look. The user's " -"launcher application will control the icon's animation and masking. Must be " -"at least 432×432 px." -msgstr "" -"**Ícones Adaptáveis**: A partir do Android 8 (inclusivo), `Ícones Adaptáveis " -"`_ foram introduzidos. Aplicativos vão precisar incluir " -"separadamente ícones de fundo e de frente para terem um visual nativo. O " -"aplicativo de launcher do usuário vai controlar a animação e máscara do " -"ícone. Deve ter no minimo 432x432 px." - -msgid "" -"It's important to adhere to some rules when designing adaptive icons. " -"`Google Design has provided a nice article `_ that helps to understand those " -"rules and some of the capabilities of adaptive icons." -msgstr "" -"É importante seguir algumas regras ao criar ícones adaptáveis. `O Google " -"Design forneceu um bom artigo `_ que ajuda a entender essas regras e alguns " -"dos recursos dos ícones adaptáveis." - -msgid "" -"The most important adaptive icon design rule is to have your icon critical " -"elements inside the safe zone: a centered circle with a diameter of 66dp " -"(264 pixels on ``xxxhdpi``) to avoid being clipped by the launcher." -msgstr "" -"A regra de design de ícone adaptativo mais importante é ter partes " -"importantes do seu ícone dentro da área segura: um círculo centralizado com " -"um diâmetro de 66dp (264 pixels em ``xxxhdpi``) para evitar ser cortado pelo " -"launcher." - -msgid "" -"If you don't provide some of the requested icons, Godot will replace them " -"using a fallback chain, trying the next in line when the current one fails:" -msgstr "" -"Se você não fornecer alguns dos ícones solicitados, o Godot os substituirá " -"usando uma cadeia de fallback, tentando a próxima na linha quando a atual " -"falhar:" - -msgid "" -"**Main Icon:** Provided main icon -> Project icon -> Default Godot main icon." -msgstr "" -"**Ícone principal:** Ícone principal fornecido -> Ícone do projeto -> Ícone " -"principal do Godot padrão." - -msgid "" -"**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon " -"-> Project icon -> Default Godot foreground icon." -msgstr "" -"**Ícone Adaptativo (frente)**: Ícone de frente fornecido -> Ícone principal " -"fornecido -> Ícone do projeto -> Ícone principal do Godot padrão." - -msgid "" -"**Adaptive Icon Background:** Provided background icon -> Default Godot " -"background icon." -msgstr "" -"**Ícone Adaptativo (verso):** Ícone de verso fornecido -> Ícone principal do " -"Godot padrão." - -msgid "" -"It's highly recommended to provide all the requested icons with their " -"specified resolutions. This way, your application will look great on all " -"Android devices and versions." -msgstr "" -"É altamente recomendável fornecer todos os ícones solicitados com suas " -"resoluções especificadas. Desta forma, seu aplicativo ficará ótimo em todos " -"os dispositivos e versões do Android." - -msgid "Exporting for Google Play Store" -msgstr "Exportando para a Google Play Store" - -msgid "Now fill in the following forms in your Android Export Presets:" -msgstr "" -"Agora preencha-o nos seguintes campos nas suas Predefinições de Exportação " -"Android:" - -msgid "**Release:** Enter the path to the keystore file you just generated." -msgstr "" -"**Release:** Insira o caminho para o arquivo keystore que você acabou de " -"gerar." - -msgid "**Release User:** Replace with the key alias." -msgstr "**Release User:** Substitua pelo alias da chave." - -msgid "" -"**Release Password:** Key password. Note that the keystore password and the " -"key password currently have to be the same." -msgstr "" -"**Release Password:** Senha da chave. Observe que a senha do keystore e a " -"senha da chave atualmente precisam ser as mesmas." - -msgid "" -"Don't forget to uncheck the **Export With Debug** checkbox while exporting." -msgstr "" -"Não se esqueça de desmarcar a caixa de marcação **Exportar Com Debug** " -"quando for exportar." - -msgid "" -"You can optimize the size further by compiling an Android export template " -"with only the features you need. See :ref:`doc_optimizing_for_size` for more " -"information." -msgstr "" -"Você pode otimizar o tamanho ainda mais compilando um modelo de exportação " -"Android com apenas as funcionalidades que você precisa. Veja :ref:" -"`doc_optimizing_for_size` para mais informações." - -msgid "Environment variables" -msgstr "Variáveis de ambiente" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po deleted file mode 100644 index 2207133842..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po +++ /dev/null @@ -1,60 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting for dedicated servers" -msgstr "Exportando para servidores dedicados" - -msgid "There are two ways to export a project for a server:" -msgstr "Há duas maneiras de exportar um projeto para um servidor:" - -msgid "See :ref:`doc_exporting_projects` for more information." -msgstr "Veja :ref:`doc_exporting_projects` para mais informações." - -msgid "Starting the dedicated server" -msgstr "Iniciando o servidor dedicado" - -msgid "" -"If your client and server are separate Godot projects, your server should " -"most likely be configured in a way where running the main scene starts a " -"server automatically." -msgstr "" -"Se seu cliente e servidor são projetos do Godot separados, seu servidor " -"provavelmente deve ser configurado de uma maneira onde a execução da cena " -"principal iniciará um servidor automaticamente." - -msgid "Next steps" -msgstr "Próximos passos" - -msgid "" -"On Linux, to make your dedicated server restart after a crash or system " -"reboot, you can `create a systemd service `__. This also lets you " -"view server logs in a more convenient fashion, with automatic log rotation " -"provided by systemd." -msgstr "" -"No Linux, para reiniciar um servidor dedicado depois de um travamento ou " -"reboot do sistema, você pode `criar um serviço systemd `__. Isso " -"permite que você veja os logs do servidor de maneira mais fácil, com rotação " -"automática de log provida pelo systemd." - -msgid "" -"If you have experience with containers, you could also look into wrapping " -"your dedicated server in a `Docker `__ container. " -"This way, it can be used more easily in an automatic scaling setup (which is " -"outside the scope of this tutorial)." -msgstr "" -"Se você já tem experiência com contêineres, você pode considerar colocar seu " -"servidor dedicado em um contêiner `Docker `__. " -"Desta maneira, ele pode ser usado mais facilmente em uma configuração " -"escalar automática (que está fora do escopo desse tutorial)." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_for_ios.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_for_ios.po deleted file mode 100644 index e51d876c33..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_for_ios.po +++ /dev/null @@ -1,215 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting for iOS" -msgstr "Exportando para iOS" - -msgid "" -"This page describes how to export a Godot project to iOS. If you're looking " -"to compile export template binaries from source instead, read :ref:" -"`doc_compiling_for_ios`." -msgstr "" -"Esta página descreve como exportar um projeto Godot para iOS. Se você deseja " -"compilar binários de modelo de exportação a partir do código-fonte, leia :" -"ref:`doc_compiling_for_ios`." - -msgid "" -"These are the steps to load a Godot project in Xcode. This allows you to " -"build and deploy to an iOS device, build a release for the App Store, and do " -"everything else you can normally do with Xcode." -msgstr "" -"Estas são as etapas para carregar um projeto Godot em Xcode. Isso permite " -"que você compile e instale em um dispositivo iOS, compile uma versão para a " -"App Store e faça tudo o que você normalmente pode fazer com xcode." - -msgid "Requirements" -msgstr "Requisitos" - -msgid "" -"You must export for iOS from a computer running macOS with Xcode installed." -msgstr "" -"Você deve exportar para iOS a partir de um computador executando macOS com " -"Xcode instalado." - -msgid "" -"Download the Godot export templates. Use the Godot menu: Editor > Manage " -"Export Templates" -msgstr "" -"Baixe os modelos de exportação godot. Use o menu Godot: Editor > Gerenciar " -"modelos de exportação" - -msgid "Export a Godot project to Xcode" -msgstr "Exportar um projeto Godot para Xcode" - -msgid "" -"In the Godot editor, open the **Export** window from the **Project** menu. " -"When the Export window opens, click **Add..** and select **iOS**." -msgstr "" -"No editor do Godot, abra a janela **Exportar** do menu **Projeto** Quando a " -"janela de exportação for aberta, clique em **Adicionar..** e selecione " -"**iOS**." - -msgid "" -"The **App Store Team ID** and (Bundle) **Identifier** options in the " -"**Application** category are required. Leaving them blank will cause the " -"exporter to throw an error." -msgstr "" -"As opções **App Store Team ID** e (Bundle) **Identifier** na categoria " -"**Aplicação** são obrigatórias. Deixá-los em branco fará com que o " -"exportador emita um erro." - -msgid "" -"After you click **Export Project**, there are still two important options " -"left:" -msgstr "" -"Depois de clicar em **Exportar Projeto**, ainda restam duas opções " -"importantes:" - -msgid "" -"**Path** is an empty folder that will contain the exported Xcode project " -"files." -msgstr "" -"**Path** é uma pasta vazia que conterá os arquivos do projeto Xcode " -"exportados." - -msgid "" -"**File** will be the name of the Xcode project and several project specific " -"files and directories." -msgstr "" -"**File** será o nome do projeto Xcode e vários arquivos e diretórios " -"específicos do projeto." - -msgid "" -"This tutorial uses **exported_xcode_project_name**, but you will use your " -"project's name. When you see **exported_xcode_project_name** in the " -"following steps, replace it with the name you used instead." -msgstr "" -"Este tutorial usa **exported_xcode_project_name**, mas você vai usar o nome " -"do seu projeto. Quando você ver **exported_xcode_project_name** nos passos " -"seguintes, substitua-o pelo nome que você usou." - -msgid "" -"Avoid using spaces when you choose your **exported_xcode_project_name** as " -"this can lead to corruption in your XCode project file." -msgstr "" -"Evite usar espaços ao escolher seu **exported_xcode_project_name**, pois " -"isso pode corromper seu arquivo de projeto do XCode." - -msgid "When the export completes, the output folder should look like this:" -msgstr "" -"Quando a exportação for concluída, a pasta de saída deverá ficar assim:" - -msgid "" -"Opening **exported_xcode_project_name.xcodeproj** lets you build and deploy " -"like any other iOS app." -msgstr "" -"Abrindo **exported_xcode_project_name.xcodeproj** permite você compilar e " -"implementar como qualquer outro aplicativo para iOS." - -msgid "Active development considerations" -msgstr "Considerações de desenvolvimento ativo" - -msgid "" -"The above method creates an exported project that you can build for release, " -"but you have to re-export every time you make a change in Godot." -msgstr "" -"O método acima cria um projeto exportado que você possa compilar para " -"lançamento, mas você terá que reexportar toda vez que fizer uma mudança no " -"Godot." - -msgid "" -"While developing, you can speed this process up by linking your Godot " -"project files directly into your app." -msgstr "" -"Durante o desenvolvimento, você pode acelerar este processo vinculando seus " -"arquivos de projeto do Godot diretamente no seu aplicativo." - -msgid "In the following example:" -msgstr "No exemplo a seguir:" - -msgid "" -"**exported_xcode_project_name** is the name of the exported iOS application " -"(as above)." -msgstr "" -"**exported_xcode_project_name*** é o nome do aplicativo iOS exportado (como " -"acima)." - -msgid "**godot_project_to_export** is the name of the Godot project." -msgstr "**godot_project_to_export*** é o nome do projeto do Godot." - -msgid "" -"**godot_project_to_export** must not be the same as " -"**exported_xcode_project_name** to prevent signing issues in Xcode." -msgstr "" -"**godot_project_to_export** não deve ser igual a " -"**exported_xcode_project_name** para evitar problemas de assinatura no Xcode." - -msgid "Steps to link a Godot project folder to Xcode" -msgstr "Etapas para vincular uma pasta de projeto do Godot ao Xcode" - -msgid "Start from an exported iOS project (follow the steps above)." -msgstr "Comece a partir de um projeto iOS exportado (siga os passos acima)." - -msgid "In Finder, drag the Godot project folder into the Xcode file browser." -msgstr "" -"No Finder, arraste a pasta do projeto do Godot para o navegador de arquivos " -"do Xcode." - -msgid "" -"3. In the dialog, make sure **Create folder references** is selected. This " -"means you will be able to continue to edit your Godot project in its current " -"location." -msgstr "" -"3. Na caixa de diálogo, certifique-se de que **Criar referências de pasta** " -"está selecionado. Isto significa que você poderá continuar editando seu " -"projeto do Godot em sua localização atual." - -msgid "See the **godot_project_to_export** folder in the Xcode file browser." -msgstr "" -"Veja a pasta **godot_project_to_export** no navegador de arquivos do Xcode." - -msgid "Delete **exported_xcode_project_name.pck** from the Xcode project." -msgstr "Exclua **exported_xcode_project_name.pck** do projeto Xcode." - -msgid "" -"6. Open **exported_xcode_project_name-Info.plist** and add a string property " -"named **godot_path** (this is the real key name) with a value " -"**godot_project_to_export** (this is the name of your project)" -msgstr "" -"6. Abra **exported_xcode_project_name-Info.plist** e adicione uma " -"propriedade string chamada **godot_path** (este é o verdadeiro nome da " -"chave) com um valor **godot_project_to_export** (este é o nome do seu " -"projeto)" - -msgid "" -"That's it! You can now edit your project in the Godot editor and build it in " -"Xcode when you want to run it on a device." -msgstr "" -"É isso aí! Agora você pode editar seu projeto no editor do Godot e construí-" -"lo no Xcode quando quiser executá-lo em um dispositivo." - -msgid "Plugins for iOS" -msgstr "Plugins para iOS" - -msgid "" -"Special iOS plugins can be used in Godot. Check out the :ref:" -"`doc_plugins_for_ios` page." -msgstr "" -"Plugins especiais para iOS podem ser usados no Godot. Veja a página :ref:" -"`doc_plugins_for_ios`." - -msgid "Environment variables" -msgstr "Variáveis de ambiente" - -msgid "Troubleshooting" -msgstr "Solução de problemas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_for_linux.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_for_linux.po deleted file mode 100644 index 749d071e5c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_for_linux.po +++ /dev/null @@ -1,49 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting for Linux" -msgstr "Exportando para Linux" - -msgid "" -"This page describes how to export a Godot project to Linux. If you're " -"looking to compile editor or export template binaries from source instead, " -"read :ref:`doc_compiling_for_linuxbsd`." -msgstr "" -"Esta página descreve como exportar um projeto Godot para Linux. Se você está " -"procurando compilar editor ou exportar binários de modelo da fonte em vez " -"disso, leia `doc_compiling_for_linuxbsd`." - -msgid "" -"The simplest way to distribute a game for PC is to copy the executable " -"(``godot``), compress the folder and send it to someone else. However, this " -"is often not desired." -msgstr "" -"A maneira mais simples de distribuir um jogo para PC é copiar o executável " -"(``godot``), comprimir a pasta e enviá-la para outra pessoa. Entretanto, " -"muitas vezes isto não é desejado." - -msgid "" -"Godot offers a more elegant approach for PC distribution when using the " -"export system. When exporting for Linux, the exporter takes all the project " -"files and creates a ``data.pck`` file. This file is bundled with a specially " -"optimized binary that is smaller, faster and does not contain the editor and " -"debugger." -msgstr "" -"A Godot oferece uma abordagem mais elegante para a distribuição de PCs ao " -"utilizar o sistema de exportação. Ao exportar para Linux, o exportador pega " -"todos os arquivos do projeto e cria um arquivo ``data.pck``. Este arquivo é " -"empacotado com um binário especialmente otimizado que é menor, mais rápido e " -"não contém o editor e depurador." - -msgid "Environment variables" -msgstr "Variáveis de ambiente" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_for_macos.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_for_macos.po deleted file mode 100644 index ddc8221064..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_for_macos.po +++ /dev/null @@ -1,213 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting for macOS" -msgstr "Exportando para macOS" - -msgid "" -"This page describes how to export a Godot project to macOS. If you're " -"looking to compile editor or export template binaries from source instead, " -"read :ref:`doc_compiling_for_macos`." -msgstr "" -"Esta página descreve como exportar um projeto Godot para o macOS. Se você " -"está procurando compilar editor ou exportar binários de modelo de origem, " -"leia :ref:`doc_compiling_for_macos`." - -msgid "Requirements" -msgstr "Requisitos" - -msgid "" -"Download the Godot export templates. Use the Godot menu: ``Editor > Manage " -"Export Templates``." -msgstr "" -"Baixe os modelos de exportação Godot. Use o menu Godot: ``Editor > Gerenciar " -"modelos de exportação``." - -msgid "Code signing and notarization" -msgstr "Assinatura de código e notarização" - -msgid "" -"To notarize an app, you **must** have a valid `Apple Developer ID " -"Certificate `__." -msgstr "" -"Para autenticar um aplicativo, você **deve** ter um `Certificado de " -"identificação de desenvolvedor da Apple `__ " -"válido." - -msgid "" -"You can use the ``xcrun notarytool history`` command to check notarization " -"status and use the ``xcrun notarytool log {ID}`` command to download the " -"notarization log." -msgstr "" -"Você pode usar o comando ``xcrun notarytool history`` para verificar o " -"status da notarização e usar o comando ``xcrun notarytool log {ID}`` para " -"baixar o log de notarização ." - -msgid "" -"If you encounter notarization issues, see `Resolving common notarization " -"issues `__ for more info." -msgstr "" -"Se você encontrar problemas de notarização, consulte `Resolvendo problemas " -"comuns de notarização `__ para obter mais informações." - -msgid "" -"After notarization is completed, `staple the ticket `__ to the exported project." -msgstr "" -"Após a conclusão da notarização, `apresente o ticket `__ no projeto exportado." - -msgid "If you do not have an Apple Developer ID Certificate" -msgstr "Se você não tiver um certificado de ID de desenvolvedor da Apple" - -msgid "Signing Options" -msgstr "Opções de Assinatura" - -msgid "Option" -msgstr "Opção" - -msgid "Description" -msgstr "Descrição" - -msgid "Identity" -msgstr "Identidade" - -msgid "Notarization Options" -msgstr "Opções de Notarização" - -msgid "Apple ID Name" -msgstr "Nome Apple ID" - -msgid "Apple ID Password" -msgstr "Senha Apple ID" - -msgid "Apple Team ID" -msgstr "ID Apple Team" - -msgid "" -"See `Notarizing macOS Software Before Distribution `__ for more info." -msgstr "" -"Consulte `Notarizing macOS Software Before Distribution `__ para obter " -"mais informações." - -msgid "Entitlements" -msgstr "Direitos" - -msgid "Disable Library Validation" -msgstr "Desativar Validação da Biblioteca" - -msgid "Audio Input" -msgstr "Entrada de Áudio" - -msgid "Camera" -msgstr "Câmera" - -msgid "Location" -msgstr "Localização" - -msgid "" -"Enable if you need to use location information from Location Services, if " -"it's enabled you should also provide usage message in the `privacy/" -"location_usage_description` option." -msgstr "" -"Habilite se você precisar usar as informações de localização dos Serviços de " -"Localização, se estiver habilitado, você também deve fornecer a mensagem de " -"uso na opção `privacy/location_usage_description`." - -msgid "Address Book" -msgstr "Contatos" - -msgid "Calendars" -msgstr "Calendários" - -msgid "Photo Library" -msgstr "Biblioteca de Fotos" - -msgid "Apple Events" -msgstr "Eventos Apple" - -msgid "Debugging" -msgstr "Depuração" - -msgid "Enabled" -msgstr "Habilitado" - -msgid "Network Server" -msgstr "Servidor de Rede" - -msgid "Network Client" -msgstr "Cliente de Rede" - -msgid "Device USB" -msgstr "Dispositivo USB" - -msgid "" -"Enable to allow app to interact with USB devices. This entitlement is " -"required to use wired controllers." -msgstr "" -"Permite que o aplicativo interaja com dispositivos USB. Este direito é " -"necessário para usar controles com fio." - -msgid "Device Bluetooth" -msgstr "Bluetooth do Dispositivo" - -msgid "" -"Enable to allow app to interact with Bluetooth devices. This entitlement is " -"required to use wireless controllers." -msgstr "" -"Habilite para permitir que o aplicativo interaja com dispositivos Bluetooth. " -"Este direito é necessário para usar controles sem fio." - -msgid "Files Downloads [7]_" -msgstr "Download de Arquivos [7]_" - -msgid "Allows read or write access to the user's \"Downloads\" folder." -msgstr "Permite ler ou escrever acesso à pasta \"Downloads\" do usuário." - -msgid "Files Pictures [7]_" -msgstr "Arquivos de imagens [7]_" - -msgid "Allows read or write access to the user's \"Pictures\" folder." -msgstr "" -"Permite o acesso para leitura ou escrever na pasta \"Pictures\" do usuário." - -msgid "Files Music [7]_" -msgstr "Arquivos de música [7]_" - -msgid "Allows read or write access to the user's \"Music\" folder." -msgstr "" -"Permite o acesso para leitura ou escrever na pasta \"Música\" do usuário." - -msgid "Files Movies [7]_" -msgstr "Arquivos Filmes [7]_" - -msgid "Allows read or write access to the user's \"Movies\" folder." -msgstr "" -"Permite o acesso para leitura ou escrever na pasta \"Vídeos\" do usuário." - -msgid "Files User Selected [7]_" -msgstr "Arquivos selecionados pelo usuário [7]_" - -msgid "Environment variables" -msgstr "Variáveis de ambiente" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_for_web.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_for_web.po deleted file mode 100644 index 53b16c5576..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_for_web.po +++ /dev/null @@ -1,236 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting for the Web" -msgstr "Exportando para a Web" - -msgid "" -"This page describes how to export a Godot project to HTML5. If you're " -"looking to compile editor or export template binaries from source instead, " -"read :ref:`doc_compiling_for_web`." -msgstr "" -"Esta página descreve como exportar um projeto Godot para HTML5. Se você " -"deseja compilar o editor ou exportar binários de modelo do código-fonte, " -"leia :ref:`doc_compiling_for_web`." - -msgid "WebGL version" -msgstr "Versão WebGL" - -msgid "Export options" -msgstr "Opções de exportação" - -msgid "" -"If a runnable web export template is available, a button appears between the " -"*Stop scene* and *Play edited Scene* buttons in the editor to quickly open " -"the game in the default browser for testing." -msgstr "" -"Se uma exportação executável web está disponível, um botão aparecerá entre " -"os botões *Pausar cena* e *Jogar Cena editada* no editor para abrir o jogo " -"rapidamente no seu navegador padrão para teste." - -msgid "" -"If a path to a **Custom HTML shell** file is given, it will be used instead " -"of the default HTML page. See :ref:`doc_customizing_html5_shell`." -msgstr "" -"Se um caminho para o arquivo **Página HTML personalizado** for especificado, " -"ele será utilizado ao invés da página HTML padrão. Veja :ref:" -"`doc_customizing_html5_shell`." - -msgid "" -"**Head Include** is appended into the ```` element of the generated " -"HTML page. This allows to, for example, load webfonts and third-party " -"JavaScript APIs, include CSS, or run JavaScript code." -msgstr "" -"**Incluído no Cabeçalho** é inserido no elemento ```` da página HTML " -"gerada. Isso permite, por exemplo, carregar webfonts e APIs JavaScript, " -"incluindo CSS, ou executar código JavaScript." - -msgid "Limitations" -msgstr "Limitações" - -msgid "" -"For security and privacy reasons, many features that work effortlessly on " -"native platforms are more complicated on the web platform. Following is a " -"list of limitations you should be aware of when porting a Godot game to the " -"web." -msgstr "" -"Por motivos de segurança e privacidade, muitas funcionalidades que funcionam " -"sem problemas nas plataformas nativas são mais complicadas na plataforma " -"web. A seguir há uma lista das limitações que se deve estar ciente quando " -"for portar um game do Godot para a web." - -msgid "Using cookies for data persistence" -msgstr "Usar cookies para dados persistentes" - -msgid "" -"Users must **allow cookies** (specifically IndexedDB) if persistence of the " -"``user://`` file system is desired. When playing a game presented in an " -"``iframe``, **third-party** cookies must also be enabled. Incognito/private " -"browsing mode also prevents persistence." -msgstr "" -"Usuários precisam **permitir cookies** (especificamente IndexedDB) se a " -"persistência do sistema de arquivos ``user://``é desejada. Quando um jogo é " -"exibido em um ``iframe``, **cookies de terceiros** também precisam estar " -"ativados. Navegação anônima/privada também impede persistência." - -msgid "" -"The method ``OS.is_userfs_persistent()`` can be used to check if the " -"``user://`` file system is persistent, but can give false positives in some " -"cases." -msgstr "" -"O método ``OS.is_userfs_persistent()`` pode ser utilizado para checar se o " -"sistema de arquivos ``user://`` é persistente, mas pode dar falso positivo " -"em alguns casos." - -msgid "Background processing" -msgstr "Processamento em segundo plano" - -msgid "Full screen and mouse capture" -msgstr "Tecla cheia e captura do mouse" - -msgid "" -"Browsers do not allow arbitrarily **entering full screen**. The same goes " -"for **capturing the cursor**. Instead, these actions have to occur as a " -"response to a JavaScript input event. In Godot, this means entering full " -"screen from within a pressed input event callback such as ``_input`` or " -"``_unhandled_input``. Querying the :ref:`class_Input` singleton is not " -"sufficient, the relevant input event must currently be active." -msgstr "" -"Navegadores não permitem **entrar em tela cheia** livremente. O mesmo vale " -"para **capturar o cursor**. Para isso, essas ações devem ocorrer como uma " -"resposta para um evento de input no JavaScript. No Godot, isso significa " -"entrar em tela cheia a partir de um evento de input como ``_input`` ou " -"``_unhandled_input``. Acessar o singleton :ref:`class_Input` não é " -"suficiente, o evento relevante precisa estar ativo no momento." - -msgid "" -"For the same reason, the full screen project setting doesn't work unless the " -"engine is started from within a valid input event handler. This requires :" -"ref:`customization of the HTML page `." -msgstr "" -"Pelo mesmo motivo, a opção de projeto de tela cheia não funciona a não ser " -"que o motor seja iniciado a partir de um manipulador de evento de entrada " -"válido. Isso requer uma :ref:`personalização da página HTML " -"`." - -msgid "Audio" -msgstr "Áudio" - -msgid "" -"Google offers additional information about their `Web Audio autoplay " -"policies `__." -msgstr "" -"O Google oferece informações adicionais sobre suas `Políticas de autoplay " -"(Web Audio autoplay policies) `__." - -msgid "Networking" -msgstr "Trabalho em rede" - -msgid "Accessing or changing the ``StreamPeer`` is not possible" -msgstr "Acessar ou modificar o``StreamPeer`` não é possível" - -msgid "Threaded/Blocking mode is not available" -msgstr "O modo Threaded/Blocking não está disponível" - -msgid "" -"Cannot progress more than once per frame, so polling in a loop will freeze" -msgstr "" -"Não pode progredir mais de uma vez por quadro, então a sondagem em loop irá " -"congelar" - -msgid "No chunked responses" -msgstr "Sem respostas fragmentadas" - -msgid "Host verification cannot be disabled" -msgstr "A verificação de host não pode ser desativada" - -msgid "" -"Subject to `same-origin policy `__" -msgstr "" -"Sujeito à `política de mesma origem `__" - -msgid "Clipboard" -msgstr "Área de transferência" - -msgid "Requires a :ref:`secure context `." -msgstr "Requer um :ref:`secure context `." - -msgid "Gamepads" -msgstr "Controles de jogo (Gamepads)" - -msgid "Boot splash is not displayed" -msgstr "O splash de inicialização não é exibido" - -msgid "" -"The default HTML page does not display the boot splash while loading. " -"However, the image is exported as a PNG file, so :ref:`custom HTML pages " -"` can display it." -msgstr "" -"A página HTML padrão não exibe o splash de inicialização durante o " -"carregamento. No entanto, a imagem é exportada como um arquivo PNG, para " -"que :ref:`páginas HTML personalizadas ` possam " -"exibi-la." - -msgid "Serving the files" -msgstr "Servindo os arquivos" - -msgid "" -"Exporting for the web generates several files to be served from a web " -"server, including a default HTML page for presentation. A custom HTML file " -"can be used, see :ref:`doc_customizing_html5_shell`." -msgstr "" -"Exportar para a web gera muitos arquivos que serão servidos a partir de um " -"servidor web, incluindo uma página HTML padrão para apresentação. Um arquivo " -"HTML personalizado pode ser usado, veja :ref:`doc_customizing_html5_shell`." - -msgid "" -"The other exported files are served as they are, next to the ``.html`` file, " -"names unchanged. The ``.wasm`` file is a binary WebAssembly module " -"implementing the engine. The ``.pck`` file is the Godot main pack containing " -"your game. The ``.js`` file contains start-up code and is used by the ``." -"html`` file to access the engine. The ``.png`` file contains the boot splash " -"image. It is not used in the default HTML page, but is included for :ref:" -"`custom HTML pages `." -msgstr "" -"Os outros arquivos exportados são servidos como estão, próximos do arquivo " -"``.html``, com seus nomes inalterados. O arquivo ``.wasm`` é um módulo " -"binário WebAssembly que implementa a engine. O arquivo ``.pck`` é o pacote " -"principal do Godot que contém seu jogo. O arquivo ``.js`` contém códigos de " -"inicialização e é utilizado pelo arquivo ``.html`` para acessar a engine. O " -"arquivo ``.png`` contém a imagem inicial de inicialização. Não é utilizado " -"na página HTML padrão, mas é incluído para :ref:`páginas HTML personalizadas " -"`." - -msgid "" -"The ``.pck`` file is binary, usually delivered with the MIME-type :mimetype:" -"`application/octet-stream`. The ``.wasm`` file is delivered as :mimetype:" -"`application/wasm`." -msgstr "" -"O arquivo ``.pck`` é binário, normalmente entregue com o tipo MIME :mimetype:" -"`application/octet-stream`. O arquivo ``.wasm`` é entregue como :mimetype:" -"`application/wasm`." - -msgid "" -"Delivering the WebAssembly module (``.wasm``) with a MIME-type other than :" -"mimetype:`application/wasm` can prevent some start-up optimizations." -msgstr "" -"Entregar o módulo WebAssembly (``.wasm``) com um tipo MIME diferente de :" -"mimetype: `application/wasm` pode prevenir algumas otimizações de " -"inicialização." - -msgid "Environment variables" -msgstr "Variáveis de ambiente" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_for_windows.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_for_windows.po deleted file mode 100644 index c261205673..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_for_windows.po +++ /dev/null @@ -1,61 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting for Windows" -msgstr "Exportando para Windows" - -msgid "" -"The simplest way to distribute a game for PC is to copy the executable " -"(``godot.exe``), compress the folder and send it to someone else. However, " -"this is often not desired." -msgstr "" -"A maneira mais simples de distribuir um jogo para PC é copiar o executável " -"(``godot.exe``), comprimir a pasta e enviá-la para outra pessoa. Entretanto, " -"muitas vezes isto não é desejado." - -msgid "" -"Godot offers a more elegant approach for PC distribution when using the " -"export system. When exporting for Windows, the exporter takes all the " -"project files and creates a ``data.pck`` file. This file is bundled with a " -"specially optimized binary that is smaller, faster and does not contain the " -"editor and debugger." -msgstr "" -"A Godot oferece uma abordagem mais elegante para a distribuição de PCs ao " -"utilizar o sistema de exportação. Ao exportar para Windows, o exportador " -"pega todos os arquivos do projeto e cria um arquivo ``data.pck``. Este " -"arquivo é empacotado com um binário especialmente otimizado que é menor, " -"mais rápido e não contém o editor e depurador." - -msgid "" -"If you export for Windows with embedded PCK files, you will not be able to " -"sign the program as it will break." -msgstr "" -"Se você exportar para Windows com arquivos PCK embutidos, você não poderá " -"assinar o programa pois ele irá quebrar." - -msgid "" -"On Windows, PCK embedding is also known to cause false positives in " -"antivirus programs. Therefore, it's recommended to avoid using it unless " -"you're distributing your project via Steam as it bypasses code signing and " -"antivirus checks." -msgstr "" -"No Windows, a incorporação do PCK também é conhecida por causar falsos " -"positivos em programas antivírus. Portanto, é recomendável evitar usá-lo a " -"menos que você esteja distribuindo seu projeto via Steam, pois ele ignora a " -"assinatura de código e as verificações de antivírus." - -msgid "Setup" -msgstr "Configurar" - -msgid "Environment variables" -msgstr "Variáveis de ambiente" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_pcks.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_pcks.po deleted file mode 100644 index 8c23568d83..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_pcks.po +++ /dev/null @@ -1,218 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting packs, patches, and mods" -msgstr "Exportando pacotes, patches e mods" - -msgid "Use cases" -msgstr "Casos de uso" - -msgid "" -"Oftentimes one would like to add functionality to one's game after it has " -"been deployed." -msgstr "" -"Muitas vezes, há a necessidade de adicionar funcionalidade ao jogo depois de " -"ter sido instalado." - -msgid "Examples of this include..." -msgstr "Exemplos disso incluem..." - -msgid "" -"Downloadable Content: the ability to add features and content to one's game." -msgstr "" -"Conteúdo para download: a capacidade de adicionar recursos e conteúdo ao " -"jogo." - -msgid "Patches: the ability to fix a bug that is present in a shipped product." -msgstr "" -"Patches: a capacidade de corrigir um bug que está presente em um produto " -"enviado." - -msgid "Mods: grant other people the ability to create content for one's game." -msgstr "" -"Mods: conceda a outras pessoas a capacidade de criar conteúdo para o jogo." - -msgid "" -"These tools help developers to extend their development beyond the initial " -"release." -msgstr "" -"Essas ferramentas ajudam os desenvolvedores a estender seu desenvolvimento " -"além do lançamento inicial." - -msgid "Overview of PCK files" -msgstr "Visão geral dos arquivos PCK" - -msgid "" -"Godot enables this via a feature called **resource packs** (PCK files, with " -"extension ``.pck``)." -msgstr "" -"Godot habilita isso através de um recurso chamado **resource packs** " -"(arquivos PCK, com extensão ``.pck``)." - -msgid "**Advantages:**" -msgstr "**Vantagens:**" - -msgid "incremental updates/patches" -msgstr "atualizações/patches incrementais" - -msgid "offer DLCs" -msgstr "oferecer DLCs" - -msgid "offer mod support" -msgstr "oferecer suporte a mods" - -msgid "no source code disclosure needed for mods" -msgstr "nenhuma divulgação de código fonte necessária para mods" - -msgid "more modular project structure" -msgstr "estrutura de projeto mais modular" - -msgid "users don't have to replace the entire game" -msgstr "os usuários não precisam substituir o jogo inteiro" - -msgid "" -"The first part of using them involves exporting and delivering the project " -"to players. Then, when one wants to add functionality or content later on, " -"they just deliver the updates via PCK files to the users." -msgstr "" -"A primeira parte do uso envolve exportar e entregar o projeto aos jogadores. " -"Então, quando se deseja adicionar funcionalidade ou conteúdo mais tarde, " -"eles apenas entregam as atualizações através de arquivos PCK aos usuários." - -msgid "PCK files usually contain, but are not limited to:" -msgstr "Os arquivos PCK geralmente contêm, mas não se limitam a:" - -msgid "scripts" -msgstr "scripts" - -msgid "scenes" -msgstr "cenas" - -msgid "shaders" -msgstr "shaders" - -msgid "models" -msgstr "modelos" - -msgid "textures" -msgstr "texturas" - -msgid "sound effects" -msgstr "efeitos sonoros" - -msgid "music" -msgstr "música" - -msgid "any other asset suitable for import into the game" -msgstr "qualquer outro asset adequado para importação para o jogo" - -msgid "" -"The PCK files can even be an entirely different Godot project, which the " -"original game loads in at runtime." -msgstr "" -"Os arquivos PCK podem até ser um projeto Godot totalmente diferente, que o " -"jogo original carrega no tempo de execução." - -msgid "Generating PCK files" -msgstr "Gerando arquivos PCK" - -msgid "" -"Another method would be to :ref:`export from the command line " -"`. If the output file ends with a PCK " -"or ZIP file extension, then the export process will build that type of file " -"for the chosen platform." -msgstr "" -"Outro método seria :ref:`exportar da linha de comando " -"`. Se o arquivo de saída terminar com " -"uma extensão de arquivo PCK ou ZIP, então o processo de exportação " -"construirá esse tipo de arquivo para a plataforma escolhida." - -msgid "" -"If one wishes to support mods for their game, they will need their users to " -"create similarly exported files. Assuming the original game expects a " -"certain structure for the PCK's resources and/or a certain interface for its " -"scripts, then either..." -msgstr "" -"Se alguém deseja suportar mods para seu jogo, eles precisarão que seus " -"usuários criem arquivos exportados da mesma forma. Assumindo que o jogo " -"original espera uma certa estrutura para os recursos do PCK e/ou uma " -"determinada interface para seus scripts, então..." - -msgid "" -"The developer must publicize documentation of these expected structures/ " -"interfaces, expect modders to install Godot Engine, and then also expect " -"those modders to conform to the documentation's defined API when building " -"mod content for the game (so that it will work). Users would then use " -"Godot's built in exporting tools to create a PCK file, as detailed above." -msgstr "" -"O desenvolvedor deve divulgar a documentação dessas estruturas/interfaces " -"esperadas, esperar que os modders instalem o Godot Engine, e também esperar " -"que esses modders estejam de acordo com a API definida pela documentação ao " -"construir o conteúdo do mod para o jogo (para que ele funcione). Os usuários " -"usariam então as ferramentas de exportação Godot construídas pelo Godot para " -"criar um arquivo PCK, conforme detalhado acima." - -msgid "" -"The developer uses Godot to build a GUI tool for adding their exact API " -"content to a project. This Godot tool must either run on a tools-enabled " -"build of the engine or have access to one (distributed alongside or perhaps " -"in the original game's files). The tool can then use the Godot executable to " -"export a PCK file from the command line with :ref:`OS.execute() " -"`. The game itself shouldn't use a tool-build of " -"the engine (for security), so it's best to keep the modding tool and game " -"separate." -msgstr "" -"O desenvolvedor usa Godot para construir uma ferramenta GUI para adicionar " -"seu conteúdo API exato a um projeto. Esta ferramenta Godot deve ser " -"executada em uma construção do mecanismo habilitada para ferramentas ou ter " -"acesso a uma (distribuída ao lado ou talvez nos arquivos originais do jogo). " -"A ferramenta pode então utilizar o executável Godot para exportar um arquivo " -"PCK da linha de comando com :ref:`OS.execute() `. O " -"jogo em si não deve utilizar uma ferramenta de construção da engine (para " -"segurança), portanto é melhor manter a ferramenta de modding e o jogo " -"separados." - -msgid "Opening PCK files at runtime" -msgstr "Abrindo arquivos PCK durante a execução" - -msgid "" -"To import a PCK file, one uses the ProjectSettings singleton. The following " -"example expects a “mod.pck” file in the directory of the games executable. " -"The PCK file contains a “mod_scene.tscn” test scene in its root." -msgstr "" -"Para importar um arquivo PCK, utiliza-se o ProjectSettings singleton. O " -"exemplo a seguir espera um arquivo \"mod.pck\" no diretório do executável " -"dos jogos. O arquivo PCK contém uma cena de teste \"mod_scene.tscn\" em sua " -"raiz." - -msgid "" -"To opt out of this behavior, pass ``false`` as the second argument to :ref:" -"`ProjectSettings.load_resource_pack() " -"`." -msgstr "" -"Para cancelar este comportamento, passe ``false`` como o segundo argumento " -"para :ref:`ProjectSettings.load_resource_pack() " -"`." - -msgid "" -"For a C# project, you need to build the DLL and place it in the project " -"directory first. Then, before loading the resource pack, you need to load " -"its DLL as follows: ``Assembly.LoadFile(\"mod.dll\")``" -msgstr "" -"Para um projeto em C#, você precisa construir a DLL e colocá-la no diretório " -"do projeto primeiro. Em seguida, antes de carregar o pacote de recursos, " -"você precisa carregar a DLL da seguinte forma: ``Assembly.LoadFile(\"mod." -"dll\")``" - -msgid "Summary" -msgstr "Resumo" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_projects.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_projects.po deleted file mode 100644 index 5c48bb1b62..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/exporting_projects.po +++ /dev/null @@ -1,347 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting projects" -msgstr "Exportando projetos" - -msgid "Why export?" -msgstr "Por que exportar?" - -msgid "" -"Originally, Godot did not have any means to export projects. The developers " -"would compile the proper binaries and build the packages for each platform " -"manually." -msgstr "" -"Originalmente, Godot não tinha nenhum meio de exportar projetos. Os " -"desenvolvedores compilariam os binários adequados e construiriam os pacotes " -"para cada plataforma manualmente." - -msgid "" -"When more developers (and even non-programmers) started using it, and when " -"our company started taking more projects at the same time, it became evident " -"that this was a bottleneck." -msgstr "" -"Quando mais desenvolvedores (e até mesmo não programadores) começaram a usá-" -"lo, e quando nossa empresa começou a fazer mais projetos ao mesmo tempo, " -"ficou evidente que isso era um gargalo." - -msgid "On PC" -msgstr "No PC" - -msgid "" -"Distributing a game project on PC with Godot is rather easy. Drop the Godot " -"binary in the same directory as the ``project.godot`` file, then compress " -"the project directory and you are done." -msgstr "" -"Distribuir um projeto de jogo no PC com Godot é bastante fácil. Deixe o " -"binário Godot no mesmo diretório que o arquivo ``project.godot``, depois " -"comprima o diretório do projeto e pronto." - -msgid "" -"It sounds simple, but there are probably a few reasons why the developer may " -"not want to do this. The first one is that it may not be desirable to " -"distribute loads of files. Some developers may not like curious users " -"peeking at how the game was made, others may find it inelegant, and so on. " -"Another reason is that the developer might prefer a specially-compiled " -"binary, which is smaller in size, more optimized and does not include tools " -"like the editor and debugger." -msgstr "" -"Parece simples, mas provavelmente há algumas razões pelas quais o " -"desenvolvedor pode não querer fazer isso. A primeira é que pode não ser " -"desejável distribuir cargas de arquivos. Alguns desenvolvedores podem não " -"gostar de usuários curiosos espiando como o jogo foi feito, outros podem " -"acha-lo deselegante, e assim por diante. Outra razão é que o desenvolvedor " -"pode preferir um binário especialmente compilado, que é menor em tamanho, " -"mais otimizado e não inclui ferramentas como o editor e o depurador." - -msgid "" -"Finally, Godot has a simple but efficient system for :ref:`creating DLCs as " -"extra package files `." -msgstr "" -"Finalmente, Godot tem um sistema simples, mas eficiente para :ref:`criar " -"DLCs como arquivos extras de pacotes. `." - -msgid "On mobile" -msgstr "No mobile" - -msgid "" -"The same scenario on mobile platforms is a little worse. To distribute a " -"project on those devices, a binary for each of those platforms is built, " -"then added to a native project together with the game data." -msgstr "" -"O mesmo cenário nas plataformas móveis é um pouco pior. Para distribuir um " -"projeto nesses dispositivos, um binário para cada uma dessas plataformas é " -"criado, e em seguida adicionado a um projeto nativo juntamente com os dados " -"do jogo." - -msgid "" -"This can be troublesome because it means that the developer must be " -"familiarized with the SDK of each platform before even being able to export. " -"While learning each SDK is always encouraged, it can be frustrating to be " -"forced to do it at an undesired time." -msgstr "" -"Isso pode ser problemático porque significa que o desenvolvedor deve ser " -"familiarizado com o SDK de cada plataforma antes mesmo de ser capaz de " -"exportar. Embora aprender cada SDK seja sempre encorajado, pode ser " -"frustrante ser forçado a fazê-lo em um momento indesejado." - -msgid "Export menu" -msgstr "Menu de exportação" - -msgid "" -"After many attempts at different export workflows, the current one has " -"proven to work the best. At the time of this writing, not all platforms are " -"supported yet, but the supported platforms continue to grow." -msgstr "" -"Depois de muitas tentativas de diferentes fluxos de trabalho de exportação, " -"a atual provou funcionar melhor. No momento da escrita, nem todas as " -"plataformas ainda são suportadas, mas as plataformas suportadas continuam a " -"crescer." - -msgid "To open the export menu, click the **Export** button:" -msgstr "Para abrir o menu de exportação, clique no botão **Exportar** :" - -msgid "" -"The export menu will open. However, it will be completely empty. This is " -"because we need to add an export preset." -msgstr "" -"O menu de exportação será aberto. No entanto, estará completamente vazio. " -"Isso porque precisamos adicionar um preconjunto de exportação." - -msgid "" -"To create an export preset, click the **Add…** button at the top of the " -"export menu. This will open a drop-down list of platforms to choose from for " -"an export preset." -msgstr "" -"Para criar um conjunto prévio de exportação, clique no botão **Adicionar..." -"** na parte superior do menu de exportação. Isso abrirá uma lista de " -"plataformas para escolher para um conjunto prévio de exportação." - -msgid "" -"The default options are often enough to export, so tweaking them is usually " -"not necessary. However, many platforms require additional tools (SDKs) to be " -"installed to be able to export. Additionally, Godot needs export templates " -"installed to create packages. The export menu will complain when something " -"is missing and will not allow the user to export for that platform until " -"they resolve it:" -msgstr "" -"As opções padrão são muitas vezes suficientes para exportar, por isso ajustá-" -"las geralmente não é necessária. No entanto, muitas plataformas exigem que " -"ferramentas adicionais (SDKs) sejam instaladas para poder exportar. Além " -"disso, o Godot precisa de modelos de exportação instalados para criar " -"pacotes. O menu de exportação reclamará quando algo estiver faltando e não " -"permitirá que o usuário exporte para essa plataforma até que resolva:" - -msgid "" -"At that time, the user is expected to come back to the documentation and " -"follow instructions on how to properly set up that platform." -msgstr "" -"Nesse momento, espera-se que o usuário volte à documentação e siga " -"instruções sobre como configurar adequadamente essa plataforma." - -msgid "Export templates" -msgstr "Modelos de exportação" - -msgid "" -"Apart from setting up the platform, the export templates must be installed " -"to be able to export projects. They can be obtained as a TPZ file (which is " -"a renamed ZIP archive) from the `download page of the website `_." -msgstr "" -"Além de configurar a plataforma, os modelos de exportação devem ser " -"instalados para poder exportar projetos. Eles podem ser obtidos como um " -"arquivo TPZ (que é um arquivo ZIP renomeado) a partir da `página de download " -"do site `_." - -msgid "" -"Once downloaded, they can be installed using the **Install Export " -"Templates** option in the editor:" -msgstr "" -"Uma vez baixados, eles podem ser instalados usando a opção **Instalar " -"modelos de exportação** no editor:" - -msgid "Resource options" -msgstr "Opções de recursos" - -msgid "" -"When exporting, Godot makes a list of all the files to export and then " -"creates the package. There are 3 different modes for exporting:" -msgstr "" -"Ao exportar, Godot faz uma lista de todos os arquivos para exportar e, em " -"seguida, cria o pacote. Existem 3 modos diferentes para exportação:" - -msgid "Export all resources in the project" -msgstr "Exportar todos os recursos do projeto" - -msgid "Export selected scenes (and dependencies)" -msgstr "Exportar cenas selecionadas (incluindo dependências)" - -msgid "Export selected resources (and dependencies)" -msgstr "Exportar recursos selecionados (incluindo dependências)" - -msgid "" -"**Export all resources in the project** will export every resource in the " -"project. **Export selected scenes** and **Export selected resources** gives " -"you a list of the scenes or resources in the project, and you have to select " -"every scene or resource you want to export." -msgstr "" -"**Exportar todos os recursos do projeto** exportará todos os recursos do " -"projeto. **Exportar cenas selecionadas** e **Exportar recursos " -"selecionados** fornece uma lista das cenas ou recursos do projeto, e você " -"deve selecionar cada cena ou recurso que deseja exportar." - -msgid "" -"Files and folders whose name begin with a period will never be included in " -"the exported project. This is done to prevent version control folders like " -"``.git`` from being included in the exported PCK file." -msgstr "" -"Arquivos e pastas cujo nome comece com um ponto nunca serão incluídos no " -"projeto exportado. Isso é feito para evitar que pastas de controle de versão " -"como ``.git`` sejam incluídas no arquivo PCK exportado." - -msgid "Exporting from the command line" -msgstr "Exportação a partir da linha de comando" - -msgid "" -"This will export to ``some_name.exe``, assuming there is a preset called " -"\"Windows Desktop\" and the template can be found. (The export preset name " -"must be written within quotes if it contains spaces or special characters.) " -"The output path is *relative to the project path* or *absolute*; **it does " -"not respect the directory the command was invoked from**." -msgstr "" -"Isso será exportado para ``some_name.exe``, assumindo que há um conjunto " -"prévio chamado \"Windows Desktop\" e o modelo pode ser encontrado. (O nome " -"pré-definido para exportação deve ser escrito entre aspas se contiver " -"espaços ou caracteres especiais). O caminho de saída é relativo ao caminho " -"do projeto ou absoluto; não respeita o diretório que o comando foi invocado." - -msgid "" -"The output file extension should match the one used by the Godot export " -"process:" -msgstr "" -"A extensão do arquivo de saída deve corresponder àquela usada pelo processo " -"de exportação do Godot:" - -msgid "Windows: ``.exe``" -msgstr "Windows: ``.exe``" - -msgid "" -"macOS: ``.zip`` (from all platforms) or ``.dmg`` (only when exporting *from* " -"macOS). ``.app`` is not supported directly, although the generated ZIP " -"archive contains an ``.app`` bundle." -msgstr "" -"macOS: ``.zip`` (de todas as plataformas) ou ``.dmg`` (somente ao exportar " -"*do* macOS). ``.app`` não é suportado diretamente, embora o arquivo ZIP " -"gerado contenha um pacote ``.app``." - -msgid "" -"Linux: Any extension (including none). ``.x86_64`` is typically used for 64-" -"bit x86 binaries." -msgstr "" -"Linux: Qualquer extensão (incluindo nenhuma). ``.x86_64`` é normalmente " -"usado para binários x86 de 64 bits." - -msgid "HTML5: ``.zip``" -msgstr "HTML5: ``.zip``" - -msgid "Android: ``.apk``" -msgstr "Android: ``.apk``" - -msgid "iOS: ``.zip``" -msgstr "iOS: ``.zip``" - -msgid "" -"You can also configure it to export *only* the PCK or ZIP file, allowing a " -"single exported main pack file to be used with multiple Godot executables. " -"When doing so, the export preset name must still be specified on the command " -"line:" -msgstr "" -"Você também pode configurá-lo para exportar *somente* o arquivo PCK ou ZIP, " -"permitindo que um único arquivo de pacote principal exportado seja usado com " -"vários executáveis Godot. Ao fazer isso, o nome da predefinição de " -"exportação ainda deve ser especificado na linha de comando:" - -msgid "" -"See :ref:`doc_command_line_tutorial` for more information about using Godot " -"from the command line." -msgstr "" -"Veja :ref:`doc_command_line_tutorial` para mais informações sobre como usar " -"o Godot na linha de comando." - -msgid "PCK versus ZIP pack file formats" -msgstr "Formatos de arquivo PCK versus ZIP" - -msgid "" -"Each format has its upsides and downsides. PCK is the default and " -"recommended format for most use cases, but you may want to use a ZIP archive " -"instead depending on your needs." -msgstr "" -"Cada formato tem suas vantagens e desvantagens. PCK é o formato padrão e " -"recomendado para a maioria dos casos de uso, mas você pode querer usar um " -"arquivo ZIP, dependendo de suas necessidades." - -msgid "**PCK format:**" -msgstr "**Formato PCK:**" - -msgid "Uncompressed format. Larger file size, but faster to read/write." -msgstr "" -"Formato sem compressão; Tamanho de arquivo maior, mas mais rápido para ler/" -"gravar." - -msgid "" -"Not readable and writable using tools normally present on the user's " -"operating system, even though there are `third-party tools `__ to extract and create PCK files." -msgstr "" -"Não é legível e gravável utilizando ferramentas normalmente presentes no " -"sistema operacional do usuário, embora existam `ferramentas de terceiros " -"`__ para extrair e criar " -"arquivos PCK." - -msgid "**ZIP format:**" -msgstr "**Formato ZIP:**" - -msgid "Compressed format. Smaller file size, but slower to read/write." -msgstr "" -"Formato comprimido. Tamanho de arquivo menor, porém mais lento para ler/" -"gravar." - -msgid "" -"Readable and writable using tools normally present on the user's operating " -"system. This can be useful to make modding easier (see also :ref:" -"`doc_exporting_pcks`)." -msgstr "" -"Legível e gravável usando ferramentas normalmente presentes no sistema " -"operacional do usuário. Isto pode ser útil para tornar o modding mais fácil " -"(veja também :ref:`doc_exporting_pcks`)." - -msgid "" -"Due to a `known bug `__, " -"when using a ZIP file as a pack file, the exported binary will not try to " -"use it automatically. Therefore, you have to create a *launcher script* that " -"the player can double-click or run from a terminal to launch the project::" -msgstr "" -"Devido a um `bug conhecido `__, ao usar um arquivo ZIP como um arquivo de pacote, o binário " -"exportado não tentará usá-lo automaticamente. Portanto, você deve criar um " -"*script de inicialização* que o player pode clicar duas vezes ou executar a " -"partir de um terminal para iniciar o projeto::" - -msgid "" -"Save the launcher script and place it in the same folder as the exported " -"binary. On Linux, make sure to give executable permissions to the launcher " -"script using the command ``chmod +x launch.sh``." -msgstr "" -"Salve o script do iniciador e coloque-o na mesma pasta do binário exportado. " -"No Linux, certifique-se de dar permissões executáveis ao script do iniciador " -"usando o comando ``chmod +x launch.sh``." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/feature_tags.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/feature_tags.po deleted file mode 100644 index beb93417b3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/feature_tags.po +++ /dev/null @@ -1,304 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Feature tags" -msgstr "Tags de funcionalidade" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"Godot has a special system to tag availability of features. Each *feature* " -"is represented as a string, which can refer to many of the following:" -msgstr "" -"Godot tem um sistema especial para marcar a disponibilidade de recursos. " -"Cada *recurso* é representado como uma string, que pode se referir a muitos " -"dos seguintes:" - -msgid "Platform name." -msgstr "Nome da plataforma." - -msgid "Platform architecture (64-bit or 32-bit, x86 or ARM)." -msgstr "Arquitetura da plataforma (64-bits ou 32-bits, x86 ou ARM)." - -msgid "Platform type (desktop, mobile, Web)." -msgstr "Tipo da plataforma (desktop, celular, Web)." - -msgid "Supported texture compression algorithms on the platform." -msgstr "Algoritmos de compressão de textura suportados na plataforma." - -msgid "" -"Whether a build is ``debug`` or ``release`` (``debug`` includes the editor)." -msgstr "" -"Se uma compilação é ``debug`` ou ``release`` (``depuração`` inclui o editor)." - -msgid "" -"Whether the project is running from the editor or a \"standalone\" binary." -msgstr "" -"Se o projeto está sendo executado pelo editor ou um binário \"standalone\"." - -msgid "Many more things." -msgstr "Muitas outras coisas." - -msgid "Features can be queried at run-time from the singleton API by calling:" -msgstr "" -"Os recursos podem ser consultados em tempo de execução da API singleton " -"chamando:" - -msgid "Default features" -msgstr "Recursos padrão" - -msgid "" -"Here is a list of most feature tags in Godot. Keep in mind they are **case-" -"sensitive**:" -msgstr "" -"Aqui está uma lista da maioria das tags de funcionalidades em Godot. Tenha " -"em mente que elas possuem **sensibilidade de caixa**:" - -msgid "**Feature tag**" -msgstr "**Etiqueta de características**" - -msgid "**Description**" -msgstr "**Descrição**" - -msgid "**android**" -msgstr "**android**" - -msgid "**bsd**" -msgstr "**bsd**" - -msgid "**linux**" -msgstr "**linux**" - -msgid "**ios**" -msgstr "**ios**" - -msgid "Running on Windows" -msgstr "Executando no Windows" - -msgid "Running on Linux or \\*BSD" -msgstr "Executando no Linux ou \\*BSD" - -msgid "**debug**" -msgstr "**debug**" - -msgid "Running on a debug build (including the editor)" -msgstr "Executando uma compilação de debug (incluindo o editor)" - -msgid "**release**" -msgstr "**release**" - -msgid "Running on a release build" -msgstr "Executando em uma compilação de release" - -msgid "**editor**" -msgstr "**editor**" - -msgid "Running on an editor build" -msgstr "Executando em uma compilação de editor" - -msgid "**template**" -msgstr "**template**" - -msgid "Running on a non-editor (export template) build" -msgstr "Executando em uma compilação não-editor (modelo de exportação)" - -msgid "**64**" -msgstr "**64**" - -msgid "Running on a 64-bit build (any architecture)" -msgstr "Executando em uma compilação de 64-bits (qualquer arquitetura)" - -msgid "**32**" -msgstr "**32**" - -msgid "Running on a 32-bit build (any architecture)" -msgstr "Executando em uma compilação de 32-bits (qualquer arquitetura)" - -msgid "**x86_64**" -msgstr "**x86_64**" - -msgid "Running on a 64-bit x86 build" -msgstr "Executando em uma compilação x86 de 64-bits" - -msgid "**x86_32**" -msgstr "**x86_32**" - -msgid "Running on a 32-bit x86 build" -msgstr "Executando em uma compilação x86 de 32-bits" - -msgid "**x86**" -msgstr "**x86**" - -msgid "**arm64**" -msgstr "**arm64**" - -msgid "Running on a 64-bit ARM build" -msgstr "Executando uma compilação ARM de 64-bits" - -msgid "**arm32**" -msgstr "**arm32**" - -msgid "Running on a 32-bit ARM build" -msgstr "Executando uma compilação ARM de 32-bits" - -msgid "**arm**" -msgstr "**arm**" - -msgid "**rv64**" -msgstr "**rv64**" - -msgid "**riscv**" -msgstr "**riscv**" - -msgid "**ppc64**" -msgstr "**ppc64**" - -msgid "**ppc32**" -msgstr "**ppc32**" - -msgid "**ppc**" -msgstr "**ppc**" - -msgid "**wasm64**" -msgstr "**wasm64**" - -msgid "**wasm32**" -msgstr "**wasm32**" - -msgid "**wasm**" -msgstr "**wasm**" - -msgid "**mobile**" -msgstr "**mobile**" - -msgid "Host OS is a mobile platform" -msgstr "SO hospedeiro é uma plataforma móvel" - -msgid "**pc**" -msgstr "**pc**" - -msgid "Host OS is a PC platform (desktop/laptop)" -msgstr "SO hospedeiro é uma plataforma de PC (desktop/laptop)" - -msgid "**web**" -msgstr "**web**" - -msgid "Host OS is a Web browser" -msgstr "SO hospedeiro é um navegador da Web" - -msgid "**web_android**" -msgstr "**web_android**" - -msgid "**web_ios**" -msgstr "**web_ios**" - -msgid "**web_linuxbsd**" -msgstr "**web_linuxbsd**" - -msgid "**web_macos**" -msgstr "**web_macos**" - -msgid "**web_windows**" -msgstr "**web_windows**" - -msgid "**etc**" -msgstr "**etc**" - -msgid "Textures using ETC1 compression are supported" -msgstr "Texturas usando compactação ETC1 são suportadas" - -msgid "**etc2**" -msgstr "**etc2**" - -msgid "Textures using ETC2 compression are supported" -msgstr "Texturas usando compactação ETC2 são suportadas" - -msgid "**s3tc**" -msgstr "**s3tc**" - -msgid "Textures using S3TC (DXT/BC) compression are supported" -msgstr "Texturas usando compactação S3TC (DXT/BC) são suportadas" - -msgid "Custom features" -msgstr "Funções personalizadas" - -msgid "" -"It is possible to add custom features to a build; use the relevant field in " -"the *export preset* used to generate it:" -msgstr "" -"É possível adicionar funções personalizados a uma compilação; usar o campo " -"relevante no *conjunto prévio de exportação* usado para gerá-lo:" - -msgid "Overriding project settings" -msgstr "Substituindo configurações do projeto" - -msgid "" -"Features can be used to override specific configuration values in the " -"*Project Settings*. This allows you to better customize any configuration " -"when doing a build." -msgstr "" -"Funções podem ser usados para substituir valores específicos de configuração " -"nas *Configurações de Projeto*. Isso permite que você personalize melhor " -"qualquer configuração ao fazer uma compilação." - -msgid "" -"In the following example, a different icon is added for the demo build of " -"the game (which was customized in a special export preset, which, in turn, " -"includes only demo levels)." -msgstr "" -"No exemplo a seguir, um ícone diferente é adicionado para a construção demo " -"do jogo (que foi personalizado em um conjunto prévio especial de exportação, " -"que, por sua vez, inclui apenas níveis para demonstração)." - -msgid "After overriding, a new field is added for this specific configuration:" -msgstr "" -"Depois da sobreposição, um novo campo é adicionado para esta configuração " -"específica:" - -msgid "" -"When using the :ref:`project settings \"override.cfg\" functionality " -"` (which is unrelated to feature tags), remember that " -"feature tags still apply. Therefore, make sure to *also* override the " -"setting with the desired feature tag(s) if you want them to override base " -"project settings on all platforms and configurations." -msgstr "" -"Ao usar a funcionalidade :ref:`project settings \"override.cfg\" " -"functionality ` (que não está relacionada às tags de " -"recursos), lembre-se de que as tags de recursos ainda se aplicam. Portanto, " -"certifique-se de *também* substituir a configuração com a(s) tag(s) de " -"recurso desejada(s) se quiser que elas substituam as configurações base do " -"projeto em todas as plataformas e configurações." - -msgid "Default overrides" -msgstr "Substituições padrão" - -msgid "" -"There are already a lot of settings that come with overrides by default; " -"they can be found in many sections of the project settings." -msgstr "" -"Já existem muitas configurações que vêm com substituições por padrão; eles " -"podem ser encontrados em muitas seções das configurações do projeto." - -msgid "Customizing the build" -msgstr "Personalizando a compilação" - -msgid "" -"Feature tags can be used to customize a build process too, by writing a " -"custom **ExportPlugin**. They are also used to specify which shared library " -"is loaded and exported in **GDExtension**." -msgstr "" -"As tags de funcionalidade também podem ser usadas para personalizar um " -"processo de compilação, escrevendo um **ExportPlugin** personalizado. Elas " -"também são usados para especificar qual biblioteca compartilhada é carregada " -"e exportada em **GDExtension**." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/index.po deleted file mode 100644 index 05da9c1098..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Export" -msgstr "Exportar" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/one-click_deploy.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/one-click_deploy.po deleted file mode 100644 index 7b29f4bb09..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/one-click_deploy.po +++ /dev/null @@ -1,62 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "One-click deploy" -msgstr "Implantação com um clique" - -msgid "What is one-click deploy?" -msgstr "O que é implantação com um clique?" - -msgid "" -"One-click deploy is a feature that is available once a platform is properly " -"configured and a supported device is connected to the computer. Since things " -"can go wrong at many levels (platform may not be configured correctly, SDK " -"may be incorrectly installed, device may be improperly configured, etc.), " -"it's good to let the user know that it exists." -msgstr "" -"A implantação com um clique é um recurso que está disponível assim que uma " -"plataforma é configurada corretamente e um dispositivo suportado é conectado " -"ao computador. Como as coisas podem dar errado em muitos níveis (a " -"plataforma pode não estar configurada corretamente, o SDK pode estar " -"instalado incorretamente, o dispositivo pode estar configurado " -"incorretamente, etc.), é bom deixar o usuário saber que ele existe." - -msgid "" -"After adding an Android export preset marked as Runnable, Godot can detect " -"when a USB device is connected to the computer and offer the user to " -"automatically export, install and run the project (in debug mode) on the " -"device. This feature is called *one-click deploy*." -msgstr "" -"Após adicionar uma exportação predefinida do Android marcada como " -"Executável, o Godot pode detectar quando um dispositivo USB é conectado ao " -"computador e oferecer ao usuário a exportação, instalação e execução " -"automática do projeto (em modo de depuração) no dispositivo. Este recurso é " -"chamado *implantação com um clique*." - -msgid "Supported platforms" -msgstr "Suporta todas as plataformas" - -msgid "Using one-click deploy" -msgstr "Usando a implantação com um clique" - -msgid "Click the button to export to the desired platform in one click." -msgstr "Clique no botão para exportar para a plataforma desejada em um clique." - -msgid "Troubleshooting" -msgstr "Solução de problemas" - -msgid "Android" -msgstr "Android" - -msgid "Web" -msgstr "Web" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/running_on_macos.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/running_on_macos.po deleted file mode 100644 index e8e653e855..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/export/running_on_macos.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Running Godot apps on macOS" -msgstr "Executando aplicativos Godot no macOS" - -msgid "Run the following commands:" -msgstr "Execute os seguintes comandos:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/index.po deleted file mode 100644 index c5b3de332c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Internationalization" -msgstr "Internacionalização" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/internationalizing_games.po deleted file mode 100644 index fd4bd3666b..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ /dev/null @@ -1,135 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Internationalizing games" -msgstr "Internacionalizando jogos" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"While indie or niche games usually do not need localization, games targeting " -"a more massive market often require localization. Godot offers many tools to " -"make this process more straightforward, so this tutorial is more like a " -"collection of tips and tricks." -msgstr "" -"Embora jogos independentes ou de nicho geralmente não precisem de " -"localização, jogos voltados para um mercado mais amplo frequentemente " -"requerem localização. O Godot oferece muitas ferramentas para tornar esse " -"processo mais fácil, então este tutorial é mais uma coleção de dicas e " -"truques." - -msgid "Configuring the imported translation" -msgstr "Configurando a tradução importada" - -msgid "" -"Translations can get updated and re-imported when they change, but they " -"still have to be added to the project. This is done in **Project → Project " -"Settings → Localization**:" -msgstr "" -"As traduções podem ser atualizadas e reimportadas quando são alteradas, mas " -"ainda precisam ser adicionadas ao projeto. Isso é feito em **Projeto → " -"Configurações do projeto → Localização**:" - -msgid "The above dialog is used to add or remove translations project-wide." -msgstr "" -"A caixa de diálogo acima é usada para adicionar ou remover traduções em todo " -"o projeto." - -msgid "Localizing resources" -msgstr "Localizando recursos" - -msgid "Converting keys to text" -msgstr "Convertendo chaves em texto" - -msgid "" -"Some controls, such as :ref:`Button ` and :ref:`Label " -"`, will automatically fetch a translation if their text matches " -"a translation key. For example, if a label's text is " -"\"MAIN_SCREEN_GREETING1\" and that key exists in the current translation, " -"then the text will automatically be translated." -msgstr "" -"Alguns controles, como :ref:`Button ` e :ref:`Label " -"` irão automaticamente buscar uma tradução se o seu texto " -"corresponder a uma chave de tradução. Por exemplo, se o texto de um rótulo " -"for \"MAIN_SCREEN_GREETING1\" e essa chave existir na tradução atual, o " -"texto será traduzido automaticamente." - -msgid "" -"In code, the :ref:`Object.tr() ` function can be " -"used. This will just look up the text in the translations and convert it if " -"found:" -msgstr "" -"No código, a função :ref:`Object.tr() ` pode ser " -"usada. Isso apenas pesquisará o texto nas traduções e o converterá se " -"encontrado:" - -msgid "Making controls resizable" -msgstr "Tornando os controles redimensionáveis" - -msgid "" -"The same text in different languages can vary greatly in length. For this, " -"make sure to read the tutorial on :ref:`doc_size_and_anchors`, as " -"dynamically adjusting control sizes may help. :ref:`Container " -"` can be useful, as well as the text wrapping options " -"available in :ref:`Label `." -msgstr "" -"O mesmo texto em diferentes idiomas pode variar muito em comprimento. Para " -"isso, certifique-se de ler o tutorial em :ref:`doc_size_and_anchors`, pois " -"ajustar dinamicamente os tamanhos de controle pode ajudar. :ref:`Container " -"` pode ser útil, assim como as opções de quebra de texto " -"disponíveis em :ref:`Label `." - -msgid "TranslationServer" -msgstr "TranslationServer" - -msgid "" -"Godot has a server handling low-level translation management called the :ref:" -"`TranslationServer `. Translations can be added or " -"removed during run-time; the current language can also be changed at run-" -"time." -msgstr "" -"O Godot tem um servidor que lida com gerenciamento de tradução de baixo " -"nível chamado :ref:`TranslationServer `. As " -"traduções podem ser adicionadas ou removidas durante o tempo de execução; o " -"idioma atual também pode ser alterado em tempo de execução." - -msgid "Testing translations" -msgstr "Testando traduções" - -msgid "" -"You may want to test a project's translation before releasing it. Godot " -"provides two ways to do this." -msgstr "" -"Você pode querer testar a tradução de um projeto antes de lançá-lo. Godot " -"fornece duas maneiras de fazer isso." - -msgid "" -"Keep in mind that since this is a project setting, it will show up in " -"version control when it is set to a non-empty value. Therefore, it should be " -"set back to an empty value before committing changes to version control." -msgstr "" -"Lembre-se de que, como essa é uma configuração do projeto, ela aparecerá no " -"controle de versão quando for definida como um valor não vazio. Portanto, " -"ele deve ser definido como um valor vazio antes de confirmar as alterações " -"no controle de versão." - -msgid "Translating the project name" -msgstr "Traduzindo o nome do projeto" - -msgid "" -"If you are unsure about the language code to use, refer to the :ref:`list of " -"locale codes `." -msgstr "" -"Se você não tem certeza sobre o código do idioma a ser usado, consulte a :" -"ref:`lista de códigos de locale `." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/locales.po deleted file mode 100644 index 2e9506d031..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/locales.po +++ /dev/null @@ -1,1242 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "aa" -msgstr "aa" - -msgid "Afar" -msgstr "Afar" - -msgid "Abkhazian" -msgstr "Abecásia" - -msgid "Adangme" -msgstr "Dangbe" - -msgid "Adyghe" -msgstr "Adigués" - -msgid "af" -msgstr "af" - -msgid "Afrikaans" -msgstr "Africâner" - -msgid "Afrihili" -msgstr "Afrihili" - -msgid "ak" -msgstr "ak" - -msgid "Akan" -msgstr "Acã" - -msgid "akk" -msgstr "akk" - -msgid "Akkadian" -msgstr "Acadio" - -msgid "akz" -msgstr "akz" - -msgid "ar" -msgstr "ar" - -msgid "Arabic" -msgstr "Árabe" - -msgid "as" -msgstr "as" - -msgid "be" -msgstr "be" - -msgid "Belarusian" -msgstr "Bielorruso" - -msgid "bg" -msgstr "bg" - -msgid "Bulgarian" -msgstr "Búlgaro" - -msgid "bn" -msgstr "bn" - -msgid "Bengali" -msgstr "Bengali" - -msgid "bo" -msgstr "bo" - -msgid "Tibetan" -msgstr "Tibetano" - -msgid "bum" -msgstr "bum" - -msgid "byv" -msgstr "byv" - -msgid "ca" -msgstr "ca" - -msgid "Catalan" -msgstr "Catalão" - -msgid "cs" -msgstr "cs" - -msgid "Czech" -msgstr "Tcheco" - -msgid "da" -msgstr "da" - -msgid "Danish" -msgstr "Dinamarquês" - -msgid "de" -msgstr "de" - -msgid "German" -msgstr "Alemão" - -msgid "el" -msgstr "el" - -msgid "Greek" -msgstr "Grego" - -msgid "en" -msgstr "en" - -msgid "English" -msgstr "Inglês" - -msgid "eo" -msgstr "eo" - -msgid "Esperanto" -msgstr "Esperanto" - -msgid "es" -msgstr "es" - -msgid "Spanish" -msgstr "Espanhol" - -msgid "et" -msgstr "et" - -msgid "Estonian" -msgstr "Estoniano" - -msgid "eu" -msgstr "eu" - -msgid "Basque" -msgstr "Basco" - -msgid "fa" -msgstr "fa" - -msgid "Persian" -msgstr "Persa" - -msgid "fi" -msgstr "fi" - -msgid "Finnish" -msgstr "Finlandês" - -msgid "fil" -msgstr "fil" - -msgid "Filipino" -msgstr "Filipino" - -msgid "fr" -msgstr "fr" - -msgid "French" -msgstr "Francês" - -msgid "ga" -msgstr "ga" - -msgid "Irish" -msgstr "Irlandês" - -msgid "gon" -msgstr "gon" - -msgid "gwi" -msgstr "gwi" - -msgid "Hebrew" -msgstr "Hebraico" - -msgid "hi" -msgstr "hi" - -msgid "Hindi" -msgstr "Hindi" - -msgid "hr" -msgstr "hr" - -msgid "Croatian" -msgstr "Croata" - -msgid "hu" -msgstr "hu" - -msgid "Hungarian" -msgstr "Húngaro" - -msgid "ia" -msgstr "ia" - -msgid "ibb" -msgstr "ibb" - -msgid "Indonesian" -msgstr "Indonésio" - -msgid "ii" -msgstr "ii" - -msgid "ik" -msgstr "ik" - -msgid "io" -msgstr "io" - -msgid "is" -msgstr "is" - -msgid "Icelandic" -msgstr "Islandês" - -msgid "it" -msgstr "it" - -msgid "Italian" -msgstr "Italiano" - -msgid "iu" -msgstr "iu" - -msgid "ja" -msgstr "ja" - -msgid "Japanese" -msgstr "Japonês" - -msgid "jgo" -msgstr "jgo" - -msgid "jmc" -msgstr "jmc" - -msgid "ka" -msgstr "ka" - -msgid "Georgian" -msgstr "Georgiano" - -msgid "ko" -msgstr "ko" - -msgid "Korean" -msgstr "Coreano" - -msgid "kr" -msgstr "kr" - -msgid "ku" -msgstr "ku" - -msgid "Kurdish" -msgstr "Curdo" - -msgid "lt" -msgstr "lt" - -msgid "Lithuanian" -msgstr "Lituano" - -msgid "lv" -msgstr "lv" - -msgid "Latvian" -msgstr "Letão" - -msgid "mgh" -msgstr "mgh" - -msgid "mi" -msgstr "mi" - -msgid "mk" -msgstr "mk" - -msgid "Macedonian" -msgstr "Macedônio" - -msgid "ml" -msgstr "ml" - -msgid "Malayalam" -msgstr "Malaiala" - -msgid "ms" -msgstr "ms" - -msgid "Malay" -msgstr "Malaio" - -msgid "mt" -msgstr "mt" - -msgid "Maltese" -msgstr "Maltês" - -msgid "mye" -msgstr "mye" - -msgid "nan" -msgstr "nan" - -msgid "Min Nan Chinese" -msgstr "Min Nan chinês" - -msgid "nap" -msgstr "nap" - -msgid "Norwegian Bokmål" -msgstr "Bokmål norueguês" - -msgid "nd" -msgstr "nd" - -msgid "nds" -msgstr "nds" - -msgid "Low German" -msgstr "Baixo-alemão" - -msgid "ne" -msgstr "ne" - -msgid "Nepali" -msgstr "Nepalês" - -msgid "nhn" -msgstr "nhn" - -msgid "Central Nahuatl" -msgstr "Nahuatl Central" - -msgid "niu" -msgstr "niu" - -msgid "Niuean" -msgstr "Niuean" - -msgid "njo" -msgstr "njo" - -msgid "nl" -msgstr "nl" - -msgid "Dutch" -msgstr "Holandês" - -msgid "nmg" -msgstr "nmg" - -msgid "nn" -msgstr "nn" - -msgid "Norwegian Nynorsk" -msgstr "Norueguês Nynorsk" - -msgid "nnh" -msgstr "nnh" - -msgid "nog" -msgstr "nog" - -msgid "non" -msgstr "non" - -msgid "South Ndebele" -msgstr "Ndebele Sul" - -msgid "nso" -msgstr "nso" - -msgid "nus" -msgstr "nus" - -msgid "nv" -msgstr "nv" - -msgid "Classical Newari" -msgstr "Newari Clássico" - -msgid "ny" -msgstr "ny" - -msgid "nym" -msgstr "nym" - -msgid "nyn" -msgstr "nyn" - -msgid "nyo" -msgstr "nyo" - -msgid "Occitan" -msgstr "Occitano" - -msgid "om" -msgstr "om" - -msgid "Oromo" -msgstr "Oromo" - -msgid "or" -msgstr "or" - -msgid "Osage" -msgstr "Osage" - -msgid "ota" -msgstr "ota" - -msgid "Ottoman Turkish" -msgstr "Turco otomano" - -msgid "pa" -msgstr "pa" - -msgid "Panjabi" -msgstr "Panjabi" - -msgid "pag" -msgstr "pag" - -msgid "pal" -msgstr "pal" - -msgid "pam" -msgstr "pam" - -msgid "pap" -msgstr "pap" - -msgid "Papiamento" -msgstr "Papiamento" - -msgid "pau" -msgstr "pau" - -msgid "Picard" -msgstr "Picardo" - -msgid "pcm" -msgstr "pcm" - -msgid "pdc" -msgstr "pdc" - -msgid "pdt" -msgstr "pdt" - -msgid "peo" -msgstr "peo" - -msgid "Old Persian" -msgstr "Persa Antigo" - -msgid "pfl" -msgstr "pfl" - -msgid "Palatine German" -msgstr "Alemão Palatino" - -msgid "pl" -msgstr "pl" - -msgid "Polish" -msgstr "Polonês" - -msgid "pms" -msgstr "pms" - -msgid "pnt" -msgstr "pnt" - -msgid "pon" -msgstr "pon" - -msgid "pr" -msgstr "pr" - -msgid "Pirate" -msgstr "Pirata" - -msgid "prg" -msgstr "prg" - -msgid "Prussian" -msgstr "Prussiano" - -msgid "pro" -msgstr "pro" - -msgid "prs" -msgstr "prs" - -msgid "ps" -msgstr "ps" - -msgid "pt" -msgstr "pt" - -msgid "Portuguese" -msgstr "Português" - -msgid "qu" -msgstr "qu" - -msgid "quy" -msgstr "quy" - -msgid "Ayacucho Quechua" -msgstr "Quíchua de Ayacucho" - -msgid "quz" -msgstr "quz" - -msgid "Cusco Quechua" -msgstr "Quíchua de Cusco" - -msgid "raj" -msgstr "raj" - -msgid "Rajasthani" -msgstr "Rajasthani" - -msgid "rap" -msgstr "rap" - -msgid "rar" -msgstr "rar" - -msgid "Romagnol" -msgstr "Dialeto romanhol" - -msgid "rif" -msgstr "rif" - -msgid "Romansh" -msgstr "Romanche" - -msgid "ro" -msgstr "ro" - -msgid "Romanian" -msgstr "Romeno" - -msgid "rof" -msgstr "rof" - -msgid "rom" -msgstr "rom" - -msgid "Romany" -msgstr "Romani" - -msgid "ru" -msgstr "ru" - -msgid "Russian" -msgstr "Russo" - -msgid "rue" -msgstr "rue" - -msgid "rug" -msgstr "rug" - -msgid "rup" -msgstr "rup" - -msgid "Aromanian" -msgstr "Arromeno" - -msgid "rw" -msgstr "rw" - -msgid "Kinyarwanda" -msgstr "Kinyarwanda" - -msgid "Sanskrit" -msgstr "Sânscrito" - -msgid "sad" -msgstr "sad" - -msgid "sah" -msgstr "sah" - -msgid "saq" -msgstr "saq" - -msgid "sas" -msgstr "sas" - -msgid "sat" -msgstr "sat" - -msgid "Santali" -msgstr "Santali" - -msgid "sba" -msgstr "sba" - -msgid "Sangu" -msgstr "Sangu" - -msgid "sc" -msgstr "sc" - -msgid "Sardinian" -msgstr "Sardenha" - -msgid "scn" -msgstr "scn" - -msgid "sco" -msgstr "sco" - -msgid "Scots" -msgstr "Escocês" - -msgid "Sindhi" -msgstr "Sindhi" - -msgid "sdc" -msgstr "sdc" - -msgid "Southern Kurdish" -msgstr "Curdo do Sul" - -msgid "se" -msgstr "se" - -msgid "Northern Sami" -msgstr "Sami do Norte" - -msgid "see" -msgstr "see" - -msgid "sei" -msgstr "sei" - -msgid "sel" -msgstr "sel" - -msgid "ses" -msgstr "ses" - -msgid "sga" -msgstr "sga" - -msgid "Old Irish" -msgstr "Irlandês Antigo" - -msgid "sgs" -msgstr "sgs" - -msgid "Samogitian" -msgstr "Samoa" - -msgid "sh" -msgstr "sh" - -msgid "Serbo-Croatian" -msgstr "Servo-croata" - -msgid "shi" -msgstr "shi" - -msgid "shs" -msgstr "shs" - -msgid "Shuswap" -msgstr "Shuswap" - -msgid "shu" -msgstr "shu" - -msgid "Chadian Arabic" -msgstr "Árabe Chade" - -msgid "si" -msgstr "si" - -msgid "Sinhala" -msgstr "Cingalês" - -msgid "sid" -msgstr "sid" - -msgid "sk" -msgstr "sk" - -msgid "Slovak" -msgstr "Eslovaco" - -msgid "sl" -msgstr "sl" - -msgid "Slovenian" -msgstr "Esloveno" - -msgid "sli" -msgstr "sli" - -msgid "sly" -msgstr "sly" - -msgid "Selayar" -msgstr "Selayarese" - -msgid "sma" -msgstr "sma" - -msgid "Southern Sami" -msgstr "Sami do sul" - -msgid "sms" -msgstr "sms" - -msgid "snk" -msgstr "snk" - -msgid "so" -msgstr "so" - -msgid "Somali" -msgstr "Somali" - -msgid "sog" -msgstr "sog" - -msgid "son" -msgstr "son" - -msgid "sq" -msgstr "sq" - -msgid "Albanian" -msgstr "Albanês" - -msgid "sr" -msgstr "sr" - -msgid "Serbian" -msgstr "Sérvio" - -msgid "srn" -msgstr "srn" - -msgid "srr" -msgstr "srr" - -msgid "ss" -msgstr "ss" - -msgid "st" -msgstr "st" - -msgid "Southern Sotho" -msgstr "Sotho do Sul" - -msgid "stq" -msgstr "stq" - -msgid "suk" -msgstr "suk" - -msgid "Sumerian" -msgstr "Sumeriana" - -msgid "sv" -msgstr "sv" - -msgid "Swedish" -msgstr "Sueco" - -msgid "Swahili" -msgstr "Suaíli" - -msgid "swc" -msgstr "swc" - -msgid "syc" -msgstr "syc" - -msgid "Classical Syriac" -msgstr "Sírio clássico" - -msgid "syr" -msgstr "syr" - -msgid "szl" -msgstr "szl" - -msgid "Silesian" -msgstr "Silésia" - -msgid "ta" -msgstr "ta" - -msgid "Tamil" -msgstr "Tâmil" - -msgid "tcy" -msgstr "tcy" - -msgid "te" -msgstr "te" - -msgid "Telugu" -msgstr "Telugu" - -msgid "tem" -msgstr "tem" - -msgid "teo" -msgstr "teo" - -msgid "ter" -msgstr "ter" - -msgid "tet" -msgstr "tet" - -msgid "th" -msgstr "th" - -msgid "Thai" -msgstr "Tailandês" - -msgid "the" -msgstr "the" - -msgid "Chitwania Tharu" -msgstr "Chitwania Tharu" - -msgid "ti" -msgstr "ti" - -msgid "Tigrinya" -msgstr "Tigrinya" - -msgid "tig" -msgstr "tig" - -msgid "Tigre" -msgstr "Tigreia" - -msgid "tiv" -msgstr "tiv" - -msgid "tkr" -msgstr "tkr" - -msgid "tl" -msgstr "tl" - -msgid "tlh" -msgstr "tlh" - -msgid "tli" -msgstr "tli" - -msgid "tmh" -msgstr "tmh" - -msgid "to" -msgstr "to" - -msgid "tog" -msgstr "tog" - -msgid "tpi" -msgstr "tpi" - -msgid "tr" -msgstr "tr" - -msgid "Turkish" -msgstr "Turco" - -msgid "tru" -msgstr "tru" - -msgid "trv" -msgstr "trv" - -msgid "ts" -msgstr "ts" - -msgid "Tsakonian" -msgstr "Tsaconiano" - -msgid "tsi" -msgstr "tsi" - -msgid "tum" -msgstr "tum" - -msgid "Tuvalu" -msgstr "Tuvalu" - -msgid "ty" -msgstr "ty" - -msgid "Tahitian" -msgstr "Taitiano" - -msgid "uga" -msgstr "uga" - -msgid "uk" -msgstr "uk" - -msgid "Ukrainian" -msgstr "Ucraniano" - -msgid "umb" -msgstr "umb" - -msgid "unm" -msgstr "unm" - -msgid "Unami" -msgstr "Unami" - -msgid "ur" -msgstr "ur" - -msgid "Urdu" -msgstr "Urdu" - -msgid "uz" -msgstr "uz" - -msgid "Uzbek" -msgstr "Uzbek" - -msgid "vai" -msgstr "vai" - -msgid "Vai" -msgstr "Vai" - -msgid "ve" -msgstr "ve" - -msgid "vec" -msgstr "vec" - -msgid "vep" -msgstr "vep" - -msgid "vi" -msgstr "vi" - -msgid "Vietnamese" -msgstr "Vietnamita" - -msgid "vls" -msgstr "vls" - -msgid "Main-Franconian" -msgstr "Francônica" - -msgid "vo" -msgstr "vo" - -msgid "vro" -msgstr "vro" - -msgid "vun" -msgstr "vun" - -msgid "wae" -msgstr "wae" - -msgid "wal" -msgstr "wal" - -msgid "war" -msgstr "war" - -msgid "was" -msgstr "was" - -msgid "wbp" -msgstr "wbp" - -msgid "Wu Chinese" -msgstr "Chinês Wu" - -msgid "xal" -msgstr "xal" - -msgid "xog" -msgstr "xog" - -msgid "yap" -msgstr "yap" - -msgid "Yapese" -msgstr "Yapês" - -msgid "yrl" -msgstr "yrl" - -msgid "yue" -msgstr "yue" - -msgid "Yue Chinese" -msgstr "Chinês Yue" - -msgid "zap" -msgstr "zap" - -msgid "zen" -msgstr "zen" - -msgid "zgh" -msgstr "zgh" - -msgid "zh" -msgstr "zh" - -msgid "Chinese" -msgstr "Chinês" - -msgid "zun" -msgstr "zun" - -msgid "Caucasian Albanian" -msgstr "Albanês do Cáucaso" - -msgid "Arab" -msgstr "Árabe" - -msgid "Carian" -msgstr "Cariana" - -msgid "Chorasmian" -msgstr "Corásmio" - -msgid "Cyrillic" -msgstr "Cirílico" - -msgid "Java" -msgstr "Java" - -msgid "Palm" -msgstr "Palm" - -msgid "Angola" -msgstr "Angola" - -msgid "AR" -msgstr "AR" - -msgid "AT" -msgstr "AT" - -msgid "AW" -msgstr "AW" - -msgid "Aruba" -msgstr "Aruba" - -msgid "AZ" -msgstr "AZ" - -msgid "BA" -msgstr "BA" - -msgid "BB" -msgstr "BB" - -msgid "BD" -msgstr "BD" - -msgid "BF" -msgstr "BF" - -msgid "BG" -msgstr "BG" - -msgid "BH" -msgstr "BH" - -msgid "BI" -msgstr "BI" - -msgid "BJ" -msgstr "BJ" - -msgid "BV" -msgstr "BV" - -msgid "BW" -msgstr "BW" - -msgid "BZ" -msgstr "BZ" - -msgid "CA" -msgstr "CA" - -msgid "CC" -msgstr "CC" - -msgid "CD" -msgstr "CD" - -msgid "CG" -msgstr "CG" - -msgid "CH" -msgstr "CH" - -msgid "CI" -msgstr "CI" - -msgid "CK" -msgstr "CK" - -msgid "CL" -msgstr "CL" - -msgid "CM" -msgstr "CM" - -msgid "Finland" -msgstr "Finlândia" - -msgid "FJ" -msgstr "FJ" - -msgid "Fiji" -msgstr "Ilhas Fiji" - -msgid "FK" -msgstr "FK" - -msgid "FM" -msgstr "FM" - -msgid "FO" -msgstr "FO" - -msgid "FR" -msgstr "FR" - -msgid "France" -msgstr "França" - -msgid "GA" -msgstr "GA" - -msgid "Gabon" -msgstr "Gabão" - -msgid "GD" -msgstr "GD" - -msgid "Grenada" -msgstr "Granada" - -msgid "GE" -msgstr "GE" - -msgid "GF" -msgstr "GF" - -msgid "GG" -msgstr "GG" - -msgid "Guernsey" -msgstr "Guernsey" - -msgid "GH" -msgstr "GH" - -msgid "Ghana" -msgstr "Gana" - -msgid "Gibraltar" -msgstr "Gibraltar" - -msgid "Greenland" -msgstr "Groenlândia" - -msgid "GM" -msgstr "GM" - -msgid "GN" -msgstr "GN" - -msgid "Guinea" -msgstr "Guiné" - -msgid "GP" -msgstr "GP" - -msgid "Guadeloupe" -msgstr "Guadalupe" - -msgid "GQ" -msgstr "GQ" - -msgid "GR" -msgstr "GR" - -msgid "GT" -msgstr "GT" - -msgid "Guam" -msgstr "Guam" - -msgid "GW" -msgstr "GW" - -msgid "Guinea-Bissau" -msgstr "Guiné-Bissau" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po deleted file mode 100644 index ef8fee5d0e..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ /dev/null @@ -1,220 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Localization using gettext" -msgstr "Localização usando gettext" - -msgid "" -"For an introduction to gettext, check out `A Quick Gettext Tutorial `_. It's written with C projects in mind, but much of the advice also " -"applies to Godot (with the exception of ``xgettext``)." -msgstr "" -"Para obter uma introdução ao gettext, consulte `A Quick Gettext Tutorial " -"`_. Ele foi escrito com projetos em C em mente, mas muitos dos " -"conselhos também se aplicam ao Godot (com exceção de ``xgettext``)." - -msgid "Advantages" -msgstr "Vantagens" - -msgid "" -"gettext is a standard format, which can be edited using any text editor or " -"GUI editors such as `Poedit `_." -msgstr "" -"gettext é um formato padrão, que pode ser editado usando qualquer editor de " -"texto ou editores de GUI como `Poedit `_." - -msgid "" -"gettext is supported by translation platforms such as `Transifex `_ and `Weblate `_, which makes it " -"easier for people to collaborate to localization." -msgstr "" -"gettext é suportado por plataformas de tradução como `Transifex `_ e `Weblate `_, o que torna mais " -"fácil para as pessoas colaborarem na localização." - -msgid "" -"Compared to CSV, gettext works better with version control systems like Git, " -"as each locale has its own messages file." -msgstr "" -"Comparado ao CSV, gettext funciona melhor com sistemas de controle de versão " -"como Git, já que cada locale tem seu próprio arquivo de mensagens." - -msgid "" -"Multiline strings are more convenient to edit in gettext files compared to " -"CSV files." -msgstr "" -"Strings multilinhas são mais convenientes para editar em arquivos gettext em " -"comparação com arquivos CSV." - -msgid "Disadvantages" -msgstr "Desvantagens" - -msgid "" -"gettext is a more complex format than CSV and can be harder to grasp for " -"people new to software localization." -msgstr "" -"gettext é um formato mais complexo do que o CSV e pode ser mais difícil de " -"entender para quem não conhece localização de software." - -msgid "" -"People who maintain localization files will have to install gettext tools on " -"their system. However, as Godot supports using text-based message files (``." -"po``), translators can test their work without having to install gettext " -"tools." -msgstr "" -"Pessoas que mantêm arquivos de localização terão que instalar ferramentas " -"gettext em seus sistemas. No entanto, como o Godot não usa arquivos de " -"objeto de mensagem compilados (``.mo``), os tradutores podem testar seu " -"trabalho sem ter que instalar ferramentas gettext." - -msgid "Installing gettext tools" -msgstr "Instalando ferramentas gettext" - -msgid "" -"The command line gettext tools are required to perform maintenance " -"operations, such as updating message files. Therefore, it's strongly " -"recommended to install them." -msgstr "" -"As ferramentas gettext de linha de comando são necessárias para executar " -"operações de manutenção, como atualizar arquivos de mensagens. Portanto, é " -"altamente recomendável instalá-las." - -msgid "" -"**Windows:** Download an installer from `this page `_. Any architecture and binary type " -"(shared or static) works; if in doubt, choose the 64-bit static installer." -msgstr "" -"**Windows:** Baixe um instalador a partir `desta página `_. Qualquer arquitetura e " -"tipo binário (compartilhado ou estático) funciona; em caso de dúvida, " -"escolha o instalador estático de 64 bits." - -msgid "" -"**macOS:** Install gettext either using `Homebrew `_ with " -"the ``brew install gettext`` command, or using `MacPorts `_ with the ``sudo port install gettext`` command." -msgstr "" -"**macOS:** Instale gettext usando `Homebrew `_ com o " -"comando ``brew install gettext`` ou usando `MacPorts `_ com o comando ``sudo port install gettext``." - -msgid "" -"**Linux:** On most distributions, install the ``gettext`` package from your " -"distribution's package manager." -msgstr "" -"**Linux:** Na maioria das distribuições, instale o pacote ``gettext`` do " -"gerenciador de pacotes de sua distribuição." - -msgid "" -"Messages in gettext are made of ``msgid`` and ``msgstr`` pairs. ``msgid`` is " -"the source string (usually in English), ``msgstr`` will be the translated " -"string." -msgstr "" -"Mensagens em gettext são feitas de pares ``msgid`` e ``msgstr``. ``msgid`` é " -"a string fonte (geralmente em inglês), ``msgstr`` será a string traduzida." - -msgid "" -"The ``msgstr`` value in PO template files (``.pot``) should **always** be " -"empty. Localization will be done in the generated ``.po`` files instead." -msgstr "" -"O valor ``msgstr`` em arquivos de modelo PO (``.pot``) deve **sempre** estar " -"vazio. A localização será feita nos arquivos ``.po`` gerados." - -msgid "Creating a messages file from a PO template" -msgstr "Criando um arquivo de mensagens a partir de um modelo PO" - -msgid "" -"The ``msginit`` command is used to turn a PO template into a messages file. " -"For instance, to create a French localization file, use the following " -"command while in the ``locale`` directory:" -msgstr "" -"O comando ``msginit`` é usado para transformar um modelo PO em um arquivo de " -"mensagens. Por exemplo, para criar um arquivo de localização em francês, use " -"o seguinte comando enquanto estiver no diretório ``locale``:" - -msgid "" -"The command above will create a file named ``fr.po`` in the same directory " -"as the PO template." -msgstr "" -"O comando acima criará um arquivo chamado ``fr.po`` no mesmo diretório do " -"modelo PO." - -msgid "" -"Alternatively, you can do that graphically using Poedit, or by uploading the " -"POT file to your web platform of choice." -msgstr "" -"Alternativamente, você pode fazer isso graficamente usando o Poedit ou " -"enviando o arquivo POT para a plataforma web de sua escolha." - -msgid "Loading a messages file in Godot" -msgstr "Carregando um arquivo de mensagens no Godot" - -msgid "" -"To register a messages file as a translation in a project, open the " -"**Project Settings**, then go to the **Localization** tab. In " -"**Translations**, click **Add…** then choose the ``.po`` or ``.mo`` file in " -"the file dialog. The locale will be inferred from the ``\"Language: " -"\\n\"`` property in the messages file." -msgstr "" -"Para registrar um arquivo de mensagens como uma tradução em um projeto, abra " -"as **Configurações do Projeto** e vá para a aba **Localização**. Em " -"**Traduções**, clique em **Adicionar…** e escolha o arquivo ``.po`` na caixa " -"de diálogo do arquivo. O locale será inferido da propriedade ``\"Language: " -"\\n\"`` no arquivo de mensagens." - -msgid "" -"See :ref:`doc_internationalizing_games` for more information on importing " -"and testing translations in Godot." -msgstr "" -"Veja :ref:`doc_internationalizing_games` para mais informações sobre como " -"importar e testar traduções no Godot." - -msgid "Updating message files to follow the PO template" -msgstr "Atualizando arquivos de mensagem para seguir o modelo PO" - -msgid "" -"After updating the PO template, you will have to update message files so " -"that they contain new strings, while removing strings that are no longer " -"present in the PO template. This can be done automatically using the " -"``msgmerge`` tool:" -msgstr "" -"Após atualizar o modelo PO, você terá que atualizar os arquivos de mensagens " -"para que contenham novas strings, enquanto remove as strings que não estão " -"mais presentes no modelo PO. Isto pode ser feito automaticamente utilizando " -"a ferramenta ``msgmerge``:" - -msgid "" -"If you want to keep a backup of the original message file (which would be " -"saved as ``fr.po~`` in this example), remove the ``--backup=none`` argument." -msgstr "" -"Se você deseja manter um backup do arquivo da mensagem original (que seria " -"salvo como ``fr.po~`` neste exemplo), remova o argumento ``--backup=none``." - -msgid "Checking the validity of a PO file or template" -msgstr "Verificando a validade de um arquivo ou modelo PO" - -msgid "" -"It is possible to check whether a gettext file's syntax is valid by running " -"the command below:" -msgstr "" -"É possível verificar se a sintaxe de um arquivo gettext é válida executando " -"o comando abaixo:" - -msgid "" -"If there are syntax errors or warnings, they will be displayed in the " -"console. Otherwise, ``msgfmt`` won't output anything." -msgstr "" -"Se houver erros de sintaxe ou avisos, eles serão exibidos no console. Caso " -"contrário, ``msgfmt`` não exibirá nada." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/pseudolocalization.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/pseudolocalization.po deleted file mode 100644 index d1c4be1e46..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/pseudolocalization.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po deleted file mode 100644 index 4224f1fa7f..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ /dev/null @@ -1,279 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Controllers, gamepads, and joysticks" -msgstr "Controles, gamepads e joysticks" - -msgid "" -"Godot supports hundreds of controller models thanks to the community-sourced " -"`SDL game controller database `__." -msgstr "" -"Godot suporta centenas de modelos de controles graças ao `banco de dados de " -"controladores de jogos SDL de origem comunitária `__." - -msgid "" -"Controllers are supported on Windows, macOS, Linux, Android, iOS, and HTML5." -msgstr "" -"Os controles são compatíveis com Windows, macOS, Linux, Android, iOS e HTML5." - -msgid "" -"Note that more specialized devices such as steering wheels, rudder pedals " -"and `HOTAS `__ are less tested and may " -"not always work as expected. Overriding force feedback for those devices is " -"also not implemented yet. If you have access to one of those devices, don't " -"hesitate to `report bugs on GitHub `__." -msgstr "" -"Observe que dispositivos mais especializados, como volantes, pedais de leme " -"e `HOTAS `__ são menos testados e nem " -"sempre funcionam como esperado. Substituir o feedback de força para esses " -"dispositivos também não foi implementado ainda. Se você tiver acesso a um " -"desses dispositivos, não hesite em `reportar bugs no GitHub `__." - -msgid "In this guide, you will learn:" -msgstr "Neste guia, você aprenderá:" - -msgid "" -"**How to write your input logic to support both keyboard and controller " -"inputs.**" -msgstr "" -"**Como escrever sua lógica de entrada para suportar as entradas de teclado e " -"de controles.**" - -msgid "**How controllers can behave differently from keyboard/mouse input.**" -msgstr "" -"**Como os controles podem se comportar de maneira diferente da entrada do " -"teclado/mouse.**" - -msgid "**Troubleshooting issues with controllers in Godot.**" -msgstr "**Solução de problemas com controles no Godot.**" - -msgid "Supporting universal input" -msgstr "Suportando entrada universal" - -msgid "" -"Thanks to Godot's input action system, Godot makes it possible to support " -"both keyboard and controller input without having to write separate code " -"paths. Instead of hardcoding keys or controller buttons in your scripts, you " -"should create *input actions* in the Project Settings which will then refer " -"to specified key and controller inputs." -msgstr "" -"Graças ao sistema de ação de entrada do Godot, o Godot torna possível " -"suportar a entrada do teclado e do controlador sem ter que escrever caminhos " -"de código separados. Em vez de codificar teclas ou botões do controlador em " -"seus scripts, você deve criar *ações de entrada* nas configurações do " -"projeto, que se referirão às entradas de chave e controle especificadas." - -msgid "" -"Input actions are explained in detail on the :ref:`doc_inputevent` page." -msgstr "" -"As ações de entrada são explicadas em detalhes na página :ref:" -"`doc_inputevent`." - -msgid "" -"Unlike keyboard input, supporting both mouse and controller input for an " -"action (such as looking around in a first-person game) will require " -"different code paths since these have to be handled separately." -msgstr "" -"Ao contrário da entrada do teclado, o suporte à entrada do mouse e do " -"controle para uma ação (como olhar ao redor em um jogo em primeira pessoa) " -"exigirá caminhos de código diferentes, pois devem ser tratados separadamente." - -msgid "Which Input singleton method should I use?" -msgstr "Qual método singleton de entrada devo usar?" - -msgid "There are 3 ways to get input in an analog-aware way:" -msgstr "Existem 3 maneiras de obter entrada com reconhecimento analógico:" - -msgid "" -"When you have two axes (such as joystick or WASD movement) and want both " -"axes to behave as a single input, use ``Input.get_vector()``:" -msgstr "" -"Quando você tem dois eixos (como joystick ou movimento WASD) e deseja que " -"ambos os eixos se comportem como uma única entrada, use ``Input." -"get_vector()``:" - -msgid "" -"When you have one axis that can go both ways (such as a throttle on a flight " -"stick), or when you want to handle separate axes individually, use ``Input." -"get_axis()``:" -msgstr "" -"Quando você tem um eixo que pode funcionar em ambos os sentidos (como um " -"acelerador em um stick de vôo), ou quando você deseja manipular eixos " -"separados individualmente, use ``Input.get_axis()``:" - -msgid "" -"For other types of analog input, such as handling a trigger or handling one " -"direction at a time, use ``Input.get_action_strength()``:" -msgstr "" -"Para outros tipos de entrada analógica, como manipulação de um gatilho ou " -"manipulação de uma direção por vez, use ``Input.get_action_strength()``:" - -msgid "" -"For non-analog digital/boolean input (only \"pressed\" or \"not pressed\" " -"values), such as controller buttons, mouse buttons or keyboard keys, use " -"``Input.is_action_pressed()``:" -msgstr "" -"Para entrada digital/booleana não analógica (apenas valores \"pressionado\" " -"ou \"não pressionado\"), como botões do controle, botões do mouse ou teclas " -"do teclado, use ``Input.is_action_pressed()``:" - -msgid "Differences between keyboard/mouse and controller input" -msgstr "Diferenças entre teclado/mouse e entrada do controle" - -msgid "" -"If you're used to handling keyboard and mouse input, you may be surprised by " -"how controllers handle specific situations." -msgstr "" -"Se você está acostumado a lidar com entrada de teclado e mouse, pode se " -"surpreender com a forma como os controles lidam com situações específicas." - -msgid "Dead zone" -msgstr "Zona morta" - -msgid "" -"Unlike keyboards and mice, controllers offer axes with *analog* inputs. The " -"upside of analog inputs is that they offer additional flexibility for " -"actions. Unlike digital inputs which can only provide strengths of ``0.0`` " -"and ``1.0``, an analog input can provide *any* strength between ``0.0`` and " -"``1.0``. The downside is that without a deadzone system, an analog axis' " -"strength will never be equal to ``0.0`` due to how the controller is " -"physically built. Instead, it will linger at a low value such as ``0.062``. " -"This phenomenon is known as *drifting* and can be more noticeable on old or " -"faulty controllers." -msgstr "" -"Ao contrário dos teclados e mouses, os controles oferecem eixos com entradas " -"*analógicas*. A vantagem das entradas analógicas é que elas oferecem " -"flexibilidade adicional para ações. Ao contrário das entradas digitais que " -"só podem fornecer intensidades de ``0.0`` e ``1.0``, uma entrada analógica " -"pode fornecer *qualquer* intensidade entre ``0.0`` e ``1.0``. A desvantagem " -"é que sem um sistema de zona morta, a força de um eixo analógico nunca será " -"igual a ``0.0`` devido à forma como o controle é construído fisicamente. Em " -"vez disso, ele permanecerá em um valor baixo, como ``0.062``. Esse fenômeno " -"é conhecido como *drifting* e pode ser mais perceptível em controles antigos " -"ou com defeito." - -msgid "" -"Let's take a racing game as a real-world example. Thanks to analog inputs, " -"we can steer the car slowly in one direction or another. However, without a " -"deadzone system, the car would slowly steer by itself even if the player " -"isn't touching the joystick. This is because the directional axis strength " -"won't be equal to ``0.0`` when we expect it to. Since we don't want our car " -"to steer by itself in this case, we define a \"dead zone\" value of ``0.2`` " -"which will ignore all input whose strength is lower than ``0.2``. An ideal " -"dead zone value is high enough to ignore the input caused by joystick " -"drifting, but is low enough to not ignore actual input from the player." -msgstr "" -"Vamos pegar um jogo de corrida como um exemplo do mundo real. Graças às " -"entradas analógicas, podemos dirigir o carro lentamente em uma direção ou " -"outra. No entanto, sem um sistema de zona morta, o carro giraria lentamente " -"sozinho, mesmo que o jogador não estivesse tocando o joystick. Isso ocorre " -"porque a força do eixo direcional não será igual a ``0.0`` quando esperamos. " -"Como não queremos que nosso carro gire sozinho neste caso, definimos um " -"valor de \"zona morta\" de ``0.2`` que irá ignorar todas as entradas cuja " -"força seja inferior a ``0.2``. Um valor de zona morta ideal é alto o " -"suficiente para ignorar a entrada causada pelo desvio do joystick, mas é " -"baixo o suficiente para não ignorar a entrada real do jogador." - -msgid "\"Echo\" events" -msgstr "Eventos de \"Eco\"" - -msgid "" -"Unlike keyboard input, holding down a controller button such as a D-pad " -"direction will **not** generate repeated input events at fixed intervals " -"(also known as \"echo\" events). This is because the operating system never " -"sends \"echo\" events for controller input in the first place." -msgstr "" -"Ao contrário da entrada do teclado, manter pressionado um botão do controle, " -"como uma direção do D-pad, **não** gerará eventos de entrada repetidos em " -"intervalos fixos (também conhecidos como eventos de \"eco\"). Isso ocorre " -"porque o sistema operacional nunca envia eventos de \"eco\" para a entrada " -"do controle em primeiro lugar." - -msgid "" -"If you want controller buttons to send echo events, you will have to " -"generate :ref:`class_InputEvent` objects by code and parse them using :ref:" -"`Input.parse_input_event() ` at " -"regular intervals. This can be accomplished with the help of a :ref:" -"`class_Timer` node." -msgstr "" -"Se você quiser que os botões do controlador enviem eventos de eco, você terá " -"que gerar objetos :ref:`class_InputEvent` por código e analisá-los usando :" -"ref:`Input.parse_input_event() ` em " -"intervalos regulares. Isso pode ser feito com a ajuda de um nó :ref:" -"`class_Timer`." - -msgid "Troubleshooting" -msgstr "Solução de problemas" - -msgid "" -"You can view a list of `known issues with controller support `__ on GitHub." -msgstr "" -"Você pode ver uma lista de `problemas conhecidos com suporte de " -"controladores `__ no GitHub." - -msgid "My controller isn't recognized by Godot." -msgstr "Meu controle não é reconhecido pelo Godot." - -msgid "" -"First, check that your controller is recognized by other applications. You " -"can use the `Gamepad Tester `__ website to " -"confirm that your controller is recognized." -msgstr "" -"Primeiro, verifique se seu controlador é reconhecido por outros aplicativos. " -"Você pode usar o site `Gamepad Tester `__ para " -"confirmar que seu controle é reconhecido." - -msgid "My controller has incorrectly mapped buttons or axes." -msgstr "Meu controle tem botões ou eixos atribuidos incorretamente." - -msgid "" -"If buttons are incorrectly mapped, this may be due to an erroneous mapping " -"from the `SDL game controller database `__. You can contribute an updated mapping to be " -"included in the next Godot version by opening a pull request on the linked " -"repository." -msgstr "" -"Se os botões estiverem atribuidos incorretamente, isso pode ser devido a um " -"mapeamento incorreto do banco de dados do controlador de jogos SDL `__. Você pode contribuir com um " -"mapeamento atualizado para ser incluído na próxima versão do Godot abrindo " -"uma solicitação pull no repositório vinculado." - -msgid "" -"To test mappings on non-desktop platforms or to distribute your project with " -"additional controller mappings, you can add them by calling :ref:`Input." -"add_joy_mapping() ` as early as possible " -"in a script's ``_ready()`` function." -msgstr "" -"Para testar mapeamentos em plataformas não desktop ou para distribuir seu " -"projeto com mapeamentos de controladores adicionais, você pode adicioná-los " -"chamando :ref:`Input.add_joy_mapping() ` " -"o mais cedo possível em uma função ``_ready()`` no script." - -msgid "My controller works on a given platform, but not on another platform." -msgstr "" -"Meu controle funciona em uma determinada plataforma, mas não em outra " -"plataforma." - -msgid "Linux" -msgstr "Linux" - -msgid "HTML5" -msgstr "HTML5" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po deleted file mode 100644 index 00f4fc3d29..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ /dev/null @@ -1,43 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Customizing the mouse cursor" -msgstr "Personalizando o cursor do mouse" - -msgid "" -"You might want to change the appearance of the mouse cursor in your game in " -"order to suit the overall design. There are two ways to customize the mouse " -"cursor:" -msgstr "" -"Você pode querer alterar a aparência do cursor do mouse em seu jogo para " -"adequá-lo ao design geral. Existem duas maneiras de personalizar o cursor do " -"mouse:" - -msgid "" -"If you have to use the \"software\" approach, consider adding an " -"extrapolation step to better display the actual mouse input." -msgstr "" -"Se você tiver que usar a abordagem de \"software\", considere adicionar uma " -"etapa de extrapolação para exibir melhor a entrada real do mouse." - -msgid "Using project settings" -msgstr "Usando as configurações do projeto" - -msgid "Using a script" -msgstr "Usando um script" - -msgid "Create a Node and attach the following script." -msgstr "Crie um nó e anexe o seguinte script." - -msgid "Cursor list" -msgstr "Lista de cursores" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po deleted file mode 100644 index 9cc6ee6f82..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Quitting" -msgstr "Saindo do jogo (Quitting)" - -msgid "Handling the notification" -msgstr "Lidando com notificação" - -msgid "Handling the notification is done as follows (on any node):" -msgstr "Lidar com a notificação é feito da seguinte forma (em qualquer nó):" - -msgid "Sending your own quit notification" -msgstr "Enviando sua própria notificação de encerramento" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/index.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/input_examples.po deleted file mode 100644 index b21bfc32ae..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/input_examples.po +++ /dev/null @@ -1,284 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Input examples" -msgstr "Exemplos de entrada" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"In this tutorial, you'll learn how to use Godot's :ref:`InputEvent " -"` system to capture player input. There are many different " -"types of input your game may use - keyboard, gamepad, mouse, etc. - and many " -"different ways to turn those inputs into actions in your game. This document " -"will show you some of the most common scenarios, which you can use as " -"starting points for your own projects." -msgstr "" -"Neste tutorial, você aprenderá como usar o sistema :ref:`InputEvent " -"` do Godot para capturar a entrada do jogador. Existem " -"muitos tipos diferentes de entrada que seu jogo pode usar - teclado, " -"gamepad, mouse, etc. - e muitas maneiras diferentes de transformar essas " -"entradas em ações em seu jogo. Este documento mostrará alguns dos cenários " -"mais comuns, que você pode usar como ponto de partida para seus próprios " -"projetos." - -msgid "" -"For a detailed overview of how Godot's input event system works, see :ref:" -"`doc_inputevent`." -msgstr "" -"Para uma visão geral detalhada de como o sistema de eventos de entrada do " -"Godot funciona, veja :ref:`doc_inputevent`." - -msgid "Events versus polling" -msgstr "Eventos versus polling" - -msgid "" -"Sometimes you want your game to respond to a certain input event - pressing " -"the \"jump\" button, for example. For other situations, you might want " -"something to happen as long as a key is pressed, such as movement. In the " -"first case, you can use the ``_input()`` function, which will be called " -"whenever an input event occurs. In the second case, Godot provides the :ref:" -"`Input ` singleton, which you can use to query the state of an " -"input." -msgstr "" -"Às vezes, você deseja que seu jogo responda a um determinado evento de " -"entrada - pressionando o botão \"pular\", por exemplo. Para outras " -"situações, você pode querer que algo aconteça enquanto uma tecla for " -"pressionada, como um movimento. No primeiro caso, você pode usar a função " -"``_input()``, que será chamada sempre que ocorrer um evento de entrada. No " -"segundo caso, Godot fornece o singleton :ref:`Input `, que você " -"pode usar para consultar o estado de uma entrada." - -msgid "Examples:" -msgstr "Exemplos:" - -msgid "" -"This gives you the flexibility to mix-and-match the type of input processing " -"you do." -msgstr "" -"Isso lhe dá a flexibilidade de misturar e combinar o tipo de processamento " -"de entrada que você faz." - -msgid "" -"For the remainder of this tutorial, we'll focus on capturing individual " -"events in ``_input()``." -msgstr "" -"No restante deste tutorial, focaremos na captura de eventos individuais em " -"``_input()``." - -msgid "Input events" -msgstr "Eventos de entrada" - -msgid "" -"Input events are objects that inherit from :ref:`InputEvent " -"`. Depending on the event type, the object will contain " -"specific properties related to that event. To see what events actually look " -"like, add a Node and attach the following script:" -msgstr "" -"Eventos de entrada são objetos que herdam de :ref:`InputEvent " -"`. Dependendo do tipo de evento, o objeto conterá " -"propriedades específicas relacionadas a esse evento. Para ver como os " -"eventos realmente se parecem, adicione um Nó e anexe o seguinte script:" - -msgid "" -"As you press keys, move the mouse, and perform other inputs, you'll see each " -"event scroll by in the output window. Here's an example of the output:" -msgstr "" -"Ao pressionar as teclas, mover o mouse e executar outras entradas, você verá " -"cada evento aparecer na janela de saída. Aqui está um exemplo da saída:" - -msgid "" -"As you can see, the results are very different for the different types of " -"input. Key events are even printed as their key symbols. For example, let's " -"consider :ref:`InputEventMouseButton `. It " -"inherits from the following classes:" -msgstr "" -"Como você pode ver, os resultados são muito diferentes para os diferentes " -"tipos de entrada. Os eventos-chave são até impressos como seus símbolos-" -"chave. Por exemplo, vamos considerar :ref:`InputEventMouseButton " -"`. Ele herda das seguintes classes:" - -msgid "" -":ref:`InputEvent ` - the base class for all input events" -msgstr "" -":ref:`InputEvent ` - a classe base para todos os eventos " -"de entrada" - -msgid "" -":ref:`InputEventWithModifiers ` - adds the " -"ability to check if modifiers are pressed, such as :kbd:`Shift` or :kbd:" -"`Alt`." -msgstr "" -":ref:`InputEventWithModifiers ` - adiciona a " -"capacidade de verificar se modificadores foram pressionados, como :kbd:" -"`Shift` ou :kbd:`Alt`." - -msgid "" -":ref:`InputEventMouse ` - adds mouse event " -"properties, such as ``position``" -msgstr "" -":ref:`InputEventMouse ` - adiciona propriedades de " -"evento de mouse, como ``position``" - -msgid "" -":ref:`InputEventMouseButton ` - contains the " -"index of the button that was pressed, whether it was a double-click, etc." -msgstr "" -":ref:`InputEventMouseButton ` - contém o índice " -"do botão que foi pressionado, se foi um clique duplo, etc." - -msgid "" -"It's a good idea to keep the class reference open while you're working with " -"events so you can check the event type's available properties and methods." -msgstr "" -"É uma boa ideia manter a referência de classe aberta enquanto estiver " -"trabalhando com eventos para que você possa verificar as propriedades e " -"métodos disponíveis do tipo de evento." - -msgid "" -"You can encounter errors if you try to access a property on an input type " -"that doesn't contain it - calling ``position`` on ``InputEventKey`` for " -"example. To avoid this, make sure to test the event type first:" -msgstr "" -"Você pode encontrar erros se tentar acessar uma propriedade em um tipo de " -"entrada que não a contém - chamando ``position`` em ``InputEventKey``, por " -"exemplo. Para evitar isso, teste primeiro o tipo de evento:" - -msgid "InputMap" -msgstr "InputMap" - -msgid "Capturing actions" -msgstr "Capturando ações" - -msgid "" -"Once you've defined your actions, you can process them in your scripts using " -"``is_action_pressed()`` and ``is_action_released()`` by passing the name of " -"the action you're looking for:" -msgstr "" -"Depois de definir suas ações, você pode processá-las em seus scripts usando " -"``is_action_pressed()`` e ``is_action_released()`` passando o nome da ação " -"que você está procurando:" - -msgid "Keyboard events" -msgstr "Eventos de teclado" - -msgid "" -"Keyboard events are captured in :ref:`InputEventKey `. " -"While it's recommended to use input actions instead, there may be cases " -"where you want to specifically look at key events. For this example, let's " -"check for the :kbd:`T`:" -msgstr "" -"Eventos de teclado são capturados em :ref:`InputEventKey " -"`. Embora seja recomendável usar ações de entrada, pode " -"haver casos em que você queira examinar especificamente os principais " -"eventos. Para este exemplo, vamos verificar o :kbd:`T`:" - -msgid "" -"Due to *keyboard ghosting*, not all key inputs may be registered at a given " -"time if you press too many keys at once. Due to their location on the " -"keyboard, certain keys are more prone to ghosting than others. Some " -"keyboards feature antighosting at a hardware level, but this feature is " -"generally not present on low-end keyboards and laptop keyboards." -msgstr "" -"Devido ao *fantasma do teclado*, nem todas as entradas de teclas podem ser " -"registradas em um determinado momento se você pressionar muitas teclas ao " -"mesmo tempo. Devido à sua localização no teclado, certas teclas são mais " -"propensas a serem fantasmas do que outras. Alguns teclados apresentam " -"antighosting no nível do hardware, mas esse recurso geralmente não está " -"presente em teclados de baixo custo e teclados de laptop." - -msgid "" -"As a result, it's recommended to use a default keyboard layout that is " -"designed to work well on a keyboard without antighosting. See `this Gamedev " -"Stack Exchange question `__ for " -"more information." -msgstr "" -"Como resultado, é recomendável usar um layout de teclado padrão projetado " -"para funcionar bem em um teclado sem antighosting. Consulte `esta questão do " -"Gamedev Stack Exchange `__ para " -"obter mais informações." - -msgid "Keyboard modifiers" -msgstr "Modificadores de teclado" - -msgid "" -"Modifier properties are inherited from :ref:`InputEventWithModifiers " -"`. This allows you to check for modifier " -"combinations using boolean properties. Let's imagine you want one thing to " -"happen when the :kbd:`T` is pressed, but something different when it's :kbd:" -"`Shift + T`:" -msgstr "" -"As propriedades do modificador são herdadas de :ref:`InputEventWithModifiers " -"`. Isso permite verificar combinações de " -"modificadores usando propriedades booleanas. Vamos imaginar que você queira " -"que uma coisa aconteça quando o :kbd:`T` for pressionado, mas algo diferente " -"quando for :kbd:`Shift + T`:" - -msgid "Mouse events" -msgstr "Eventos do mouse" - -msgid "" -"Mouse events stem from the :ref:`InputEventMouse ` " -"class, and are separated into two types: :ref:`InputEventMouseButton " -"` and :ref:`InputEventMouseMotion " -"`. Note that this means that all mouse events " -"will contain a ``position`` property." -msgstr "" -"Os eventos de mouse derivam da classe :ref:`InputEventMouse " -"`, e são separados em dois tipos: :ref:" -"`InputEventMouseButton ` e :ref:" -"`InputEventMouseMotion `. Note que isto " -"significa que todos os eventos de mouse irão conter uma propriedade " -"``position``." - -msgid "Mouse buttons" -msgstr "Botões do mouse" - -msgid "Mouse motion" -msgstr "Movimentação do mouse" - -msgid "" -":ref:`InputEventMouseMotion ` events occur " -"whenever the mouse moves. You can find the move's distance with the " -"``relative`` property." -msgstr "" -":ref:`InputEventMouseMotion ` ocorrem sempre " -"que o mouse se move. Você pode encontrar a distância do movimento com a " -"propriedade ``relative``." - -msgid "Touch events" -msgstr "Eventos de toque" - -msgid "" -"If you are using a touchscreen device, you can generate touch events. :ref:" -"`InputEventScreenTouch ` is equivalent to a " -"mouse click event, and :ref:`InputEventScreenDrag " -"` works much the same as mouse motion." -msgstr "" -"Se você estiver usando um dispositivo touchscreen, poderá gerar eventos de " -"toque. :ref:`InputEventScreenTouch ` é " -"equivalente a um evento de clique do mouse, e :ref:`InputEventScreenDrag " -"` funciona da mesma forma que o movimento do " -"mouse." - -msgid "" -"To test your touch events on a non-touchscreen device, open Project Settings " -"and go to the \"Input Devices/Pointing\" section. Enable \"Emulate Touch " -"From Mouse\" and your project will interpret mouse clicks and motion as " -"touch events." -msgstr "" -"Para testar seus eventos de toque em um dispositivo sem tela sensível ao " -"toque, abra as Configurações do projeto e vá para a seção \"Dispositivos de " -"entrada/Apontador\". Ative \"Emular toque do mouse\" e seu projeto " -"interpretará cliques e movimentos do mouse como eventos de toque." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/inputevent.po deleted file mode 100644 index 430d27f301..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/inputevent.po +++ /dev/null @@ -1,216 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using InputEvent" -msgstr "Usando InputEvent" - -msgid "What is it?" -msgstr "O que é isso?" - -msgid "" -"Managing input is usually complex, no matter the OS or platform. To ease " -"this a little, a special built-in type is provided, :ref:`InputEvent " -"`. This datatype can be configured to contain several " -"types of input events. Input events travel through the engine and can be " -"received in multiple locations, depending on the purpose." -msgstr "" -"O gerenciamento de entrada normalmente é complexo, não importa o SO ou a " -"plataforma. Para facilitar isto um pouco, um tipo especial embutido é " -"fornecido, :ref:`InputEvent `. Este tipo de dado pode ser " -"configurado para conter vários tipos de eventos de entrada. Eventos de " -"entrada viajam pela engine e podem ser recebidos em vários locais, " -"dependendo da finalidade." - -msgid "Here is a quick example, closing your game if the escape key is hit:" -msgstr "" -"Eis um exemplo rápido, que fecha seu jogo se a tecla Escape for pressionada:" - -msgid "" -"However, it is cleaner and more flexible to use the provided :ref:`InputMap " -"` feature, which allows you to define input actions and " -"assign them different keys. This way, you can define multiple keys for the " -"same action (e.g. the keyboard escape key and the start button on a " -"gamepad). You can then more easily change this mapping in the project " -"settings without updating your code, and even build a key mapping feature on " -"top of it to allow your game to change the key mapping at runtime!" -msgstr "" -"No entanto, é mais limpo e flexível usar o recurso fornecido :ref:`InputMap " -"`, que o permite definir ações de entrada e atribuir-lhes " -"diferentes teclas. Desta forma você pode definir várias teclas para a mesma " -"ação (por exemplo, a tecla Esc do teclado e o botão Start em um controle). " -"Você então pode alterar mais facilmente este mapeamento nas configurações do " -"projeto sem atualizar seu código, e até fazer um recurso por cima para " -"permitir seu jogo alterar o mapeamento de teclas em tempo de execução!" - -msgid "" -"You can set up your InputMap under **Project > Project Settings > Input " -"Map** and then use those actions like this:" -msgstr "" -"Você pode configurar seu InputMap em **Projeto > Configurações do Projeto > " -"Mapa de Entrada** e usar essas ações como esta:" - -msgid "How does it work?" -msgstr "Como funciona?" - -msgid "" -"GUI events also travel up the scene tree but, since these events target " -"specific Controls, only direct ancestors of the targeted Control node " -"receive the event." -msgstr "" -"Os eventos da GUI também sobem a árvore de cena, mas, uma vez que esses " -"eventos visam Controls específicos, apenas os ancestrais diretos do nó de " -"Control de destino recebem o evento." - -msgid "" -"In accordance with Godot's node-based design, this enables specialized child " -"nodes to handle and consume particular events, while their ancestors, and " -"ultimately the scene root, can provide more generalized behavior if needed." -msgstr "" -"De acordo com o design baseado em nós do Godot, isto permite que nós filhos " -"especializados tratem e consumam eventos específicos, enquanto seus " -"ancestrais e, em última instância, a raíz da cena, podem fornecer um " -"comportamento mais generalizado, se necessário." - -msgid "Anatomy of an InputEvent" -msgstr "Anatomia de um InputEvent" - -msgid "" -":ref:`InputEvent ` is just a base built-in type, it does " -"not represent anything and only contains some basic information, such as " -"event ID (which is increased for each event), device index, etc." -msgstr "" -":ref:`InputEvent ` é apenas um tipo embutido base, não " -"representa nada e contém apenas algumas informações básicas, como o ID do " -"evento (que é aumentado para cada evento), índice do dispositivo, etc." - -msgid "" -"There are several specialized types of InputEvent, described in the table " -"below:" -msgstr "" -"Existem vários tipos especializados de InputEvent, descritos na tabela " -"abaixo:" - -msgid "Event" -msgstr "Evento" - -msgid "Description" -msgstr "Descrição" - -msgid ":ref:`InputEvent `" -msgstr ":ref:`InputEvent `" - -msgid "Empty Input Event." -msgstr "Evento de Entrada vazio." - -msgid ":ref:`InputEventKey `" -msgstr ":ref:`InputEventKey `" - -msgid ":ref:`InputEventMouseButton `" -msgstr ":ref:`InputEventMouseButton `" - -msgid "Contains click information, such as button, modifiers, etc." -msgstr "Contém informações de clique, como botão, modificadores, etc." - -msgid ":ref:`InputEventMouseMotion `" -msgstr ":ref:`InputEventMouseMotion `" - -msgid ":ref:`InputEventJoypadMotion `" -msgstr ":ref:`InputEventJoypadMotion `" - -msgid "Contains Joystick/Joypad analog axis information." -msgstr "Contém informações de eixo analógico do Joystick/Joypad." - -msgid ":ref:`InputEventJoypadButton `" -msgstr ":ref:`InputEventJoypadButton `" - -msgid "Contains Joystick/Joypad button information." -msgstr "Contém informações de botão do Joystick/Joypad." - -msgid ":ref:`InputEventScreenTouch `" -msgstr ":ref:`InputEventScreenTouch `" - -msgid "" -"Contains multi-touch press/release information. (only available on mobile " -"devices)" -msgstr "" -"Contém informações de pressionamento/liberação multitoque. (disponível " -"apenas em dispositivos móveis)" - -msgid ":ref:`InputEventScreenDrag `" -msgstr ":ref:`InputEventScreenDrag `" - -msgid "" -"Contains multi-touch drag information. (only available on mobile devices)" -msgstr "" -"Contém informações de arrasto multitoque. (disponível apenas em dispositivos " -"móveis)" - -msgid ":ref:`InputEventAction `" -msgstr ":ref:`InputEventAction `" - -msgid "" -"Contains a generic action. These events are often generated by the " -"programmer as feedback. (more on this below)" -msgstr "" -"Contém uma ação genérica. Esses eventos são frequentemente gerados pelo " -"programador como feedback. (mais sobre isso abaixo)" - -msgid "" -"The same code to work on different devices with different inputs (e.g., " -"keyboard on PC, Joypad on console)." -msgstr "" -"O mesmo código para trabalhar em diferentes dispositivos com diferentes " -"entradas (por exemplo, teclado no PC, Joypad no console)." - -msgid "Input to be reconfigured at run-time." -msgstr "Entrada a ser reconfigurada em tempo de execução." - -msgid "" -"Any event has the methods :ref:`InputEvent.is_action() " -"`, :ref:`InputEvent.is_pressed() " -"` and :ref:`InputEvent " -"`." -msgstr "" -"Qualquer evento tem os métodos :ref:`InputEvent.is_action() " -"`, :ref:`InputEvent.is_pressed() " -"` e :ref:`InputEvent `." - -msgid "" -"Alternatively, it may be desired to supply the game back with an action from " -"the game code (a good example of this is detecting gestures). The Input " -"singleton has a method for this: :ref:`Input.parse_input_event() " -"`. You would normally use it like this:" -msgstr "" -"Alternativamente, pode ser desejado fornecer ao jogo uma ação do código do " -"jogo (um bom exemplo disso é a detecção de gestos). O singleton Input tem um " -"método para isso: :ref:`Input.parse_input_event() " -"`. Você normalmente usaria assim:" - -msgid "InputMap" -msgstr "InputMap" - -msgid "" -"Customizing and re-mapping input from code is often desired. If your whole " -"workflow depends on actions, the :ref:`InputMap ` singleton " -"is ideal for reassigning or creating different actions at run-time. This " -"singleton is not saved (must be modified manually) and its state is run from " -"the project settings (project.godot). So any dynamic system of this type " -"needs to store settings in the way the programmer best sees fit." -msgstr "" -"A personalização e o remapeamento da entrada do código são frequentemente " -"desejados. Se todo o seu fluxo de trabalho depende de ações, o singleton :" -"ref:`InputMap ` é ideal para reatribuir ou criar ações " -"diferentes em tempo de execução. Este singleton não é salvo (deve ser " -"modificado manualmente) e seu estado é executado a partir das configurações " -"do projeto (project.godot). Portanto, qualquer sistema dinâmico desse tipo " -"precisa armazenar as configurações da maneira que o programador achar melhor." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po deleted file mode 100644 index a66bb54d8b..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ /dev/null @@ -1,56 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Mouse and input coordinates" -msgstr "Mouse e coordenadas de entrada" - -msgid "About" -msgstr "Sobre" - -msgid "" -"The reason for this small tutorial is to clear up many common mistakes about " -"input coordinates, obtaining mouse position and screen resolution, etc." -msgstr "" -"A razão para este pequeno tutorial é esclarecer muitos erros comuns sobre " -"coordenadas de entrada, obtenção da posição do mouse e resolução da tela, " -"etc." - -msgid "Hardware display coordinates" -msgstr "Coordenadas de exibição de hardware" - -msgid "" -"Using hardware coordinates makes sense in the case of writing complex UIs " -"meant to run on PC, such as editors, MMOs, tools, etc. However, it does not " -"make as much sense outside of that scope." -msgstr "" -"O uso de coordenadas de hardware faz sentido no caso de escrever UIs " -"complexas destinadas a rodar no PC, como editores, MMOs, ferramentas, etc. " -"No entanto, não faz tanto sentido fora desse escopo." - -msgid "Viewport display coordinates" -msgstr "Coordenadas de exibição da janela de visualização" - -msgid "" -"Godot uses viewports to display content, and viewports can be scaled by " -"several options (see :ref:`doc_multiple_resolutions` tutorial). Use, then, " -"the functions in nodes to obtain the mouse coordinates and viewport size, " -"for example:" -msgstr "" -"Godot usa janelas de exibição para exibir conteúdo, e as viewports podem ser " -"dimensionadas por várias opções (consulte o tutorial :ref:" -"`doc_multiple_resolutions`). Utilize, então, as funções em nós para obter as " -"coordenadas do mouse e o tamanho do viewport, por exemplo:" - -msgid "" -"Alternatively, it's possible to ask the viewport for the mouse position:" -msgstr "Como alternativa, é possível solicitar à viewport a posição do mouse:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/background_loading.po deleted file mode 100644 index ce30be6268..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/background_loading.po +++ /dev/null @@ -1,37 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Background loading" -msgstr "Carregamento em segundo plano" - -msgid "" -"One way around this is using ``ResourceLoader`` to load resources " -"asynchronously in background threads." -msgstr "" -"Uma maneira de contornar isso é usar ``ResourceLoader`` para carregar " -"recursos de forma concorrente(assíncrona) em partes_paralelizáveis no " -"segundo plano." - -msgid "" -"Generally, you queue requests to load resources for a path using :ref:" -"`ResourceLoader.load_threaded_request " -"`, which will then be " -"loaded in threads in the background." -msgstr "" -"Geralmente, você enfileira solicitações para carregar recursos para um " -"caminho usando :ref:`ResourceLoader.load_threaded_request " -"`, que será então " -"carregado em partes_paralelizáveis em segundo plano." - -msgid "Example" -msgstr "Exemplo" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/binary_serialization_api.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/binary_serialization_api.po deleted file mode 100644 index 2f525ee3a7..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/binary_serialization_api.po +++ /dev/null @@ -1,402 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Binary serialization API" -msgstr "API de serialização binária" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Packet specification" -msgstr "Especificação do pacote" - -msgid "Type" -msgstr "Tipo" - -msgid "Value" -msgstr "Valor" - -msgid "0" -msgstr "0" - -msgid "null" -msgstr "null" - -msgid "1" -msgstr "1" - -msgid "bool" -msgstr "bool" - -msgid "2" -msgstr "2" - -msgid "integer" -msgstr "inteiro" - -msgid "3" -msgstr "3" - -msgid "float" -msgstr "float" - -msgid "4" -msgstr "4" - -msgid "string" -msgstr "string" - -msgid "5" -msgstr "5" - -msgid "vector2" -msgstr "vector2" - -msgid "6" -msgstr "6" - -msgid "rect2" -msgstr "rect2" - -msgid "7" -msgstr "7" - -msgid "vector3" -msgstr "vector3" - -msgid "8" -msgstr "8" - -msgid "transform2d" -msgstr "transform2d" - -msgid "9" -msgstr "9" - -msgid "plane" -msgstr "plano" - -msgid "10" -msgstr "10" - -msgid "11" -msgstr "11" - -msgid "aabb" -msgstr "aabb" - -msgid "12" -msgstr "12" - -msgid "basis" -msgstr "basis" - -msgid "13" -msgstr "13" - -msgid "14" -msgstr "14" - -msgid "color" -msgstr "cor" - -msgid "15" -msgstr "15" - -msgid "node path" -msgstr "node path (caminho do nó)" - -msgid "16" -msgstr "16" - -msgid "rid" -msgstr "rid" - -msgid "17" -msgstr "17" - -msgid "object" -msgstr "object" - -msgid "18" -msgstr "18" - -msgid "dictionary" -msgstr "dictionary" - -msgid "19" -msgstr "19" - -msgid "array" -msgstr "array (matriz)" - -msgid "20" -msgstr "20" - -msgid "raw array" -msgstr "raw array (matriz bruta)" - -msgid "21" -msgstr "21" - -msgid "22" -msgstr "22" - -msgid "23" -msgstr "23" - -msgid "24" -msgstr "24" - -msgid "25" -msgstr "25" - -msgid "string array" -msgstr "string array (matriz de strings)" - -msgid "26" -msgstr "26" - -msgid "vector2 array" -msgstr "vector2 array (matriz vetor2)" - -msgid "27" -msgstr "27" - -msgid "vector3 array" -msgstr "vector3 array (matriz vector3)" - -msgid "28" -msgstr "28" - -msgid "color array" -msgstr "color array (matriz de cores)" - -msgid "max" -msgstr "max" - -msgid "0: null" -msgstr "0: null (nulo)" - -msgid "1: :ref:`bool`" -msgstr "1: :ref:`bool`" - -msgid "Offset" -msgstr "Deslocamento" - -msgid "Description" -msgstr "Descrição" - -msgid "Integer" -msgstr "Inteiro" - -msgid "0 for False, 1 for True" -msgstr "0 para falso (False), 1 para verdadeiro (True)" - -msgid "2: :ref:`int`" -msgstr "2: :ref:`int`" - -msgid "" -"If no flags are set (flags == 0), the integer is sent as a 32 bit integer:" -msgstr "" -"Se nenhum sinalizador (flag) for definido (flags == 0), o inteiro é enviado " -"como um inteiro de 32 bits:" - -msgid "3: :ref:`float`" -msgstr "3: :ref:`float`" - -msgid "Float" -msgstr "Float" - -msgid "4: :ref:`String`" -msgstr "4: :ref:`String`" - -msgid "X" -msgstr "X" - -msgid "Bytes" -msgstr "Bytes" - -msgid "5: :ref:`Vector2`" -msgstr "5: :ref:`Vector2`" - -msgid "X coordinate" -msgstr "Coordenada X" - -msgid "Y coordinate" -msgstr "Coordenada Y" - -msgid "6: :ref:`Rect2`" -msgstr "6: :ref:`Rect2`" - -msgid "X size" -msgstr "tamanho x" - -msgid "Y size" -msgstr "tamanho Y" - -msgid "7: :ref:`Vector3`" -msgstr "7: :ref:`Vector3`" - -msgid "Z coordinate" -msgstr "Coordenada Z" - -msgid "8: :ref:`Transform2D`" -msgstr "8: :ref:`Transform2D`" - -msgid "9: :ref:`Plane`" -msgstr "9: :ref:`Plane`" - -msgid "Normal X" -msgstr "Normal X" - -msgid "Normal Y" -msgstr "Normal Y" - -msgid "Normal Z" -msgstr "Normal Z" - -msgid "Distance" -msgstr "Distância" - -msgid "Imaginary X" -msgstr "X Imaginário" - -msgid "Imaginary Y" -msgstr "Y imaginário" - -msgid "Imaginary Z" -msgstr "Z imaginário" - -msgid "Real W" -msgstr "Real W" - -msgid "11: :ref:`AABB`" -msgstr "11: :ref:`AABB`" - -msgid "Z size" -msgstr "tamanho Z" - -msgid "12: :ref:`Basis`" -msgstr "12: :ref:`Basis`" - -msgid "32" -msgstr "32" - -msgid "36" -msgstr "36" - -msgid "40" -msgstr "40" - -msgid "44" -msgstr "44" - -msgid "48" -msgstr "48" - -msgid "14: :ref:`Color`" -msgstr "14: :ref:`Color`" - -msgid "Alpha (0..1)" -msgstr "Alpha (0..1)" - -msgid "15: :ref:`NodePath`" -msgstr "15: :ref:`NodePath`" - -msgid "For old format:" -msgstr "Para o formato antigo:" - -msgid "For new format:" -msgstr "Para novo formato:" - -msgid "Sub-name count" -msgstr "Contagem de subnomes" - -msgid "For each Name and Sub-Name" -msgstr "Para cada Nome e Subnome" - -msgid "X+0" -msgstr "X+0" - -msgid "String length" -msgstr "Tamanho de string" - -msgid "X+4" -msgstr "X+4" - -msgid "16: :ref:`RID` (unsupported)" -msgstr "16: :ref:`RID` (sem suporte)" - -msgid "Y" -msgstr "Y" - -msgid "Z" -msgstr "Z" - -msgid "Y+4+Z" -msgstr "Y+4+Z" - -msgid "W" -msgstr "W" - -msgid "18: :ref:`Dictionary`" -msgstr "18: :ref:`Dictionary`" - -msgid "19: :ref:`Array`" -msgstr "19: :ref:`Array`" - -msgid "8..8+length" -msgstr "8..8+comprimento" - -msgid "Byte" -msgstr "Byte" - -msgid "Byte (0..255)" -msgstr "Byte (0..255)" - -msgid "8..8+length\\*4" -msgstr "8..8+comprimento\\*4" - -msgid "8..8+length\\*8" -msgstr "8..8+comprimento\\*8" - -msgid "For each String:" -msgstr "Para cada String:" - -msgid "Array length" -msgstr "Comprimento da matriz" - -msgid "8..12+length\\*8" -msgstr "8..12+comprimento\\*8" - -msgid "8..8+length\\*12" -msgstr "8..8+comprimento\\*12" - -msgid "8..12+length\\*12" -msgstr "8..12+comprimento\\*12" - -msgid "8..16+length\\*12" -msgstr "8..16+comprimento\\*12" - -msgid "8..8+length\\*16" -msgstr "8..8+comprimento\\*16" - -msgid "8..12+length\\*16" -msgstr "8..12+comprimento\\*16" - -msgid "8..16+length\\*16" -msgstr "8..16+comprimento\\*16" - -msgid "8..20+length\\*16" -msgstr "8..20+comprimento\\*16" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/data_paths.po deleted file mode 100644 index 30d15f2960..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/data_paths.po +++ /dev/null @@ -1,234 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "File paths in Godot projects" -msgstr "Caminhos de arquivos em projetos Godot" - -msgid "" -"This page explains how file paths work inside Godot projects. You will learn " -"how to access paths in your projects using the ``res://`` and ``user://`` " -"notations, and where Godot stores project and editor files on your and your " -"users' systems." -msgstr "" -"Esta página explica como os caminhos de arquivo funcionam dentro dos " -"projetos Godot. Você aprenderá como acessar caminhos em seus projetos usando " -"as notações ``res://`` e ``user://``, e onde o Godot armazena arquivos de " -"projeto e editor em seus sistemas e nos sistemas de seus usuários." - -msgid "Path separators" -msgstr "Separadores de caminho" - -msgid "" -"To make supporting multiple platforms easier, Godot uses **UNIX-style path " -"separators** (forward slash ``/``). These work on all platforms, **including " -"Windows**." -msgstr "" -"Para facilitar o suporte a várias plataformas, Godot usa **separadores de " -"caminho no estilo UNIX** (barra ``/``). Eles funcionam em todas as " -"plataformas, **incluindo Windows**." - -msgid "" -"Instead of writing paths like ``C:\\Projects\\Game``, in Godot, you should " -"write ``C:/Projects/Game``." -msgstr "" -"Em vez de escrever caminhos como ``C:\\Projetos\\Jogo``, no Godot, você deve " -"escrever ``C:/Projetos/Jogo``." - -msgid "" -"Windows-style path separators (backward slash ``\\``) are also supported in " -"some path-related methods, but they need to be doubled (``\\\\``), as ``\\`` " -"is normally used as an escape for characters with a special meaning." -msgstr "" -"Separadores de caminho no estilo do Windows (barra invertida ``\\``) também " -"são suportados em alguns métodos relacionados a caminhos, mas precisam ser " -"duplicados (``\\\\``), pois ``\\`` é normalmente usado como um escape para " -"caracteres com um significado especial." - -msgid "" -"This makes it possible to work with paths returned by other Windows " -"applications. We still recommend using only forward slashes in your own code " -"to guarantee that everything will work as intended." -msgstr "" -"Isso possibilita trabalhar com caminhos retornados por outros aplicativos do " -"Windows. Ainda recomendamos usar apenas barras (e não barra invertida) em " -"seu próprio código para garantir que tudo funcione conforme o esperado." - -msgid "Accessing files in the project folder (``res://``)" -msgstr "Acessando arquivos na pasta do projeto (``res://``)" - -msgid "" -"Godot considers that a project exists in any folder that contains a " -"``project.godot`` text file, even if the file is empty. The folder that " -"contains this file is your project's root folder." -msgstr "" -"Godot considera que existe um projeto em qualquer pasta que contenha um " -"arquivo de texto ``project.godot``, mesmo que o arquivo esteja vazio. A " -"pasta que contém este arquivo é a pasta raiz do seu projeto." - -msgid "" -"You can access any file relative to it by writing paths starting with " -"``res://``, which stands for resources. For example, you can access an image " -"file ``character.png`` located in the project's root folder in code with the " -"following path: ``res://character.png``." -msgstr "" -"Você pode acessar qualquer arquivo relativo a ele escrevendo caminhos " -"começando com ``res://``, que significa recursos. Por exemplo, você pode " -"acessar um arquivo de imagem ``character.png`` localizado na pasta raiz do " -"projeto no código com o seguinte caminho: ``res://character.png``." - -msgid "Accessing persistent user data (``user://``)" -msgstr "Acessando dados persistentes dos usuários (``user://``)" - -msgid "Type" -msgstr "Tipo" - -msgid "Location" -msgstr "Localização" - -msgid "Default" -msgstr "Padrão" - -msgid "" -"macOS: ``~/Library/Application Support/Godot/app_userdata/[project_name]``" -msgstr "" -"macOS: ``~/Library/Application Support/Godot/app_userdata/[project_name]``" - -msgid "Linux: ``~/.local/share/godot/app_userdata/[project_name]``" -msgstr "Linux: ''~/.local/share/godot/app_userdata/[project_name]''" - -msgid "Custom dir" -msgstr "Diretório personalizado" - -msgid "Windows: ``%APPDATA%\\[project_name]``" -msgstr "Windows: ``%APPDATA%\\[project_name]``" - -msgid "macOS: ``~/Library/Application Support/[project_name]``" -msgstr "macOS: ``~/Library/Application Support/[project_name]``" - -msgid "Linux: ``~/.local/share/[project_name]``" -msgstr "Linux: ``~/.local/share/[project_name]``" - -msgid "Custom dir and name" -msgstr "Diretório e nome personalizados" - -msgid "Windows: ``%APPDATA%\\[custom_user_dir_name]``" -msgstr "Windows: ``%APPDATA%\\[custom_user_dir_name]``" - -msgid "macOS: ``~/Library/Application Support/[custom_user_dir_name]``" -msgstr "" -"macOS: ``~/Library/Application Support/[usuario_personalizado_dir_nome]``" - -msgid "Linux: ``~/.local/share/[custom_user_dir_name]``" -msgstr "Linux: ``~/.local/share/[custom_user_dir_name]``" - -msgid "Editor data paths" -msgstr "Caminhos de dados do editor" - -msgid "Editor data" -msgstr "Dados do editor" - -msgid "Windows: ``%APPDATA%\\Godot\\``" -msgstr "Windows: ``%APPDATA%\\Godot\\``" - -msgid "macOS: ``~/Library/Application Support/Godot/``" -msgstr "macOS: ``~/Library/Application Support/Godot/``" - -msgid "Linux: ``~/.local/share/godot/``" -msgstr "Linux: ``~/.local/share/godot/``" - -msgid "Editor settings" -msgstr "Opções do editor" - -msgid "Linux: ``~/.config/godot/``" -msgstr "Linux: ``~/.config/godot/``" - -msgid "Cache" -msgstr "Cache" - -msgid "Windows: ``%TEMP%\\Godot\\``" -msgstr "Windows: ``%TEMP%\\Godot\\``" - -msgid "macOS: ``~/Library/Caches/Godot/``" -msgstr "macOS: ``~/Library/Caches/Godot/``" - -msgid "Linux: ``~/.cache/godot/``" -msgstr "Linux: ``~/.cache/godot/``" - -msgid "**Editor data** contains export templates and project-specific data." -msgstr "" -"**Editor data** contém modelos de exportação e dados específicos do projeto." - -msgid "" -"**Editor settings** contains the main editor settings configuration file as " -"well as various other user-specific customizations (editor layouts, feature " -"profiles, script templates, etc.)." -msgstr "" -"**Editor settings** contém o arquivo de configuração principal do editor, " -"bem como várias outras personalizações específicas do usuário (layouts do " -"editor, perfis de recursos, modelos de script, etc.)." - -msgid "" -"**Cache** contains data generated by the editor, or stored temporarily. It " -"can safely be removed when Godot is closed." -msgstr "" -"**Cache** contém dados gerados pelo editor ou armazenados temporariamente. " -"Ele pode ser removido com segurança quando o Godot for fechado." - -msgid "" -"If you use `Godot packaged as a Flatpak `__, the editor data paths will be located in " -"subfolders in ``~/.var/app/org.godotengine.Godot/``." -msgstr "" -"Se você usar `Godot empacotado como um Flatpak `__, os caminhos de dados do editor estarão " -"localizados em subpastas em ``~/.var/app/ org.godotengine.Godot/``." - -msgid "Self-contained mode" -msgstr "Modo autocontido" - -msgid "" -"If you create a file called ``._sc_`` or ``_sc_`` in the same directory as " -"the editor binary (or in `MacOS/Contents/` for a macOS editor .app bundle), " -"Godot will enable *self-contained mode*. This mode makes Godot write all " -"editor data, settings, and cache to a directory named ``editor_data/`` in " -"the same directory as the editor binary. You can use it to create a portable " -"installation of the editor." -msgstr "" -"Se você criar um arquivo chamado ``._sc_`` ou ``_sc_`` no mesmo diretório " -"que o binário do editor (ou em `MacOS/Contents/` para um pacote do editor do " -"macOS .app), Godot irá habilitar *self-contained mode*. Este modo faz Godot " -"escrever todos os dados do editor, configurações e cache para um diretório " -"chamado ``editor_data/` no mesmo diretório que o editor binário. Você pode " -"usá-lo para criar uma instalação portátil do editor." - -msgid "" -"The `Steam release of Godot `__ " -"uses self-contained mode by default." -msgstr "" -"A `versão Steam do Godot `__ usa " -"o modo independente por padrão." - -msgid "" -"Self-contained mode is not supported in exported projects yet. To read and " -"write files relative to the executable path, use :ref:`OS." -"get_executable_path() `. Note that " -"writing files in the executable path only works if the executable is placed " -"in a writable location (i.e. **not** Program Files or another directory that " -"is read-only for regular users)." -msgstr "" -"O modo independente ainda não é suportado em projetos exportados. Para ler e " -"gravar arquivos relativos ao caminho executável, use :ref:`OS." -"get_executable_path() `. Observe que " -"gravar arquivos no caminho executável só funciona se o executável for " -"colocado em um local gravável (ou seja, **não** Arquivos de Programas ou " -"outro diretório somente leitura para usuários regulares)." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/index.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/saving_games.po deleted file mode 100644 index d8c0f88452..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/saving_games.po +++ /dev/null @@ -1,123 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Saving games" -msgstr "Salvando jogos (save)" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"Save games can be complicated. For example, it may be desirable to store " -"information from multiple objects across multiple levels. Advanced save game " -"systems should allow for additional information about an arbitrary number of " -"objects. This will allow the save function to scale as the game grows more " -"complex." -msgstr "" -"Salvar jogos pode ser complicado. Por exemplo, pode ser desejável armazenar " -"informação de vários objetos em vários níveis. Sistemas avançados de " -"salvamento de jogos devem permitir informações adicionais sobre um número " -"arbitrário de objetos. Isto permitirá que a função de salvamento seja " -"escalonada à medida que o jogo se torna mais complexo." - -msgid "" -"If you're looking to save user configuration, you can use the :ref:" -"`class_ConfigFile` class for this purpose." -msgstr "" -"Se você procura salvar a configuração de usuário, você pode utilizar a " -"classe :ref:`class_ConfigFile` para este propósito." - -msgid "Identify persistent objects" -msgstr "Identificando objetos persistentes" - -msgid "" -"Firstly, we should identify what objects we want to keep between game " -"sessions and what information we want to keep from those objects. For this " -"tutorial, we will use groups to mark and handle objects to be saved, but " -"other methods are certainly possible." -msgstr "" -"Em primeiro lugar, devemos identificar quais objetos queremos manter entre " -"as sessões de jogo e quais informações queremos manter desses objetos. Para " -"este tutorial, usaremos grupos para marcar e manipular objetos para serem " -"salvos, mas outros métodos certamente são possíveis." - -msgid "" -"We will start by adding objects we wish to save to the \"Persist\" group. We " -"can do this through either the GUI or script. Let's add the relevant nodes " -"using the GUI:" -msgstr "" -"Começaremos adicionando objetos que desejamos salvar ao grupo \"Persist\". " -"Podemos fazer isto através da GUI ou do script. Vamos adicionar os nós " -"relevantes usando a GUI:" - -msgid "" -"Once this is done, when we need to save the game, we can get all objects to " -"save them and then tell them all to save with this script:" -msgstr "" -"Uma vez feito isto, quando precisarmos salvar o jogo, podemos obter todos os " -"objetos para salvá-los e, em seguida, dizer a todos para salvar com este " -"script:" - -msgid "Serializing" -msgstr "Serializando" - -msgid "" -"This gives us a dictionary with the style ``{ \"variable_name\":" -"value_of_variable }``, which will be useful when loading." -msgstr "" -"Isso nos dá um dicionário com o estilo ``{ \"nome_da_variável\":" -"valor_da_variável }``, que será útil ao carregar." - -msgid "Saving and reading data" -msgstr "Salvando e lendo dados" - -msgid "" -"Now we can save and load an arbitrary number of objects laid out almost " -"anywhere across the scene tree! Each object can store different data " -"depending on what it needs to save." -msgstr "" -"Agora podemos salvar e carregar um número arbitrário de objetos dispostos em " -"quase qualquer lugar na árvore de cena! Cada objeto pode armazenar dados " -"diferentes dependendo do que precisa salvar." - -msgid "Some notes" -msgstr "Algumas observações" - -msgid "" -"We have glossed over setting up the game state for loading. It's ultimately " -"up to the project creator where much of this logic goes. This is often " -"complicated and will need to be heavily customized based on the needs of the " -"individual project." -msgstr "" -"Nós ignoramos a configuração do estado do jogo para carregamento. Cabe " -"fundamentalmente ao criador do projeto onde grande parte dessa lógica é " -"aplicada. Isso geralmente é complicado e precisará ser fortemente " -"personalizado com base nas necessidades do projeto individual." - -msgid "" -"Additionally, our implementation assumes no Persist objects are children of " -"other Persist objects. Otherwise, invalid paths would be created. To " -"accommodate nested Persist objects, consider saving objects in stages. Load " -"parent objects first so they are available for the :ref:`add_child() " -"` call when child objects are loaded. You will " -"also need a way to link children to parents as the :ref:`NodePath " -"` will likely be invalid." -msgstr "" -"Além disso, nossa implementação assume que nenhum objeto Persist é filho de " -"outros objetos Persist. Caso contrário, seriam criados caminhos inválidos. " -"Para acomodar objetos Persist aninhados, considere salvar objetos em etapas. " -"Carregue os objetos pai primeiro para que estejam disponíveis para a " -"chamada :ref:`add_child() ` quando os objetos " -"filho forem carregados. Você também precisará de uma maneira de vincular " -"filhos aos pais, pois o :ref:`NodePath ` provavelmente será " -"inválido." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/beziers_and_curves.po deleted file mode 100644 index 5ee9c7cdf5..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ /dev/null @@ -1,52 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Beziers, curves and paths" -msgstr "Béziers, curvas e caminhos" - -msgid "Quadratic Bezier" -msgstr "Bezier Quadrático" - -msgid "*(Image credit: Wikipedia)*" -msgstr "*(Credito da imagem: Wikipedia)*" - -msgid "Cubic Bezier" -msgstr "Bezier Cúbico" - -msgid "And to one:" -msgstr "E para um:" - -msgid "Here is the full function:" -msgstr "Aqui está a função completa:" - -msgid "Adding control points" -msgstr "Adicionando pontos de controle" - -msgid "Curve2D, Curve3D, Path and Path2D" -msgstr "Curve2D, Curve3D, Path e Path2D" - -msgid "" -"There are two objects that contain curves: :ref:`Curve3D ` " -"and :ref:`Curve2D ` (for 3D and 2D respectively)." -msgstr "" -"Há dois objetos que contêm curvas: :ref:`Curve3D ` e :ref:" -"`Curve2D ` (para 3D e 2D respectivamente)." - -msgid "Evaluating" -msgstr "Avaliação" - -msgid "Drawing" -msgstr "Desenhando" - -msgid "Traversal" -msgstr "Traversal" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/index.po deleted file mode 100644 index 1cc0ff0101..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Math" -msgstr "Matemática" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/interpolation.po deleted file mode 100644 index f0ac711875..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/interpolation.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Interpolation" -msgstr "Interpolação" - -msgid "Vector interpolation" -msgstr "Interpolação vetorial" - -msgid "It will produce the following motion:" -msgstr "Ele produzirá o seguinte movimento:" - -msgid "Transform interpolation" -msgstr "Transformar interpolação" - -msgid "Using the following pseudocode:" -msgstr "Usando o seguinte pseudocódigo:" - -msgid "Smoothing motion" -msgstr "Suavizando o movimento" - -msgid "Here is how it looks:" -msgstr "Aqui está como fica:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/matrices_and_transforms.po deleted file mode 100644 index f2f10e4bc7..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ /dev/null @@ -1,62 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"Before reading this tutorial, we recommend that you thoroughly read and " -"understand the :ref:`doc_vector_math` tutorial, as this tutorial requires a " -"knowledge of vectors." -msgstr "" -"Antes de ler este tutorial, recomendamos que você leia o tutorial e entenda " -"tudo sobre :ref:`doc_vector_math`, pois este tutorial requer conhecimento de " -"vetores." - -msgid "" -"This tutorial is about *transformations* and how we represent them in Godot " -"using matrices. It is not a full in-depth guide to matrices. Transformations " -"are most of the time applied as translation, rotation, and scale, so we will " -"focus on how to represent those with matrices." -msgstr "" -"Este tutorial é sobre *transformações* e como são representados no Godot " -"utilizando matrizes. Este não é um guia completo sobre matrizes. As " -"transformações geralmente são aplicadas na translação, rotação e escala, " -"portanto, vamos nos concentrar em como representá-las com matrizes." - -msgid "Scaling the transformation matrix" -msgstr "Dimensionando a matriz de transformação" - -msgid "Rotating the transformation matrix" -msgstr "Girando a matriz de transformação" - -msgid "Basis of the transformation matrix" -msgstr "Base da matriz de transformação" - -msgid "Translating the transformation matrix" -msgstr "Transladando a matriz de transformação" - -msgid "Putting it all together" -msgstr "Colocando tudo junto" - -msgid "Inverting a transformation matrix" -msgstr "Invertendo uma matriz de transformação" - -msgid "https://www.youtube.com/watch?v=mvmuCPvRoWQ" -msgstr "https://www.youtube.com/watch?v=mvmuCPvRoWQ" - -msgid "https://www.youtube.com/watch?v=d4EgbgTm0Bg" -msgstr "https://www.youtube.com/watch?v=d4EgbgTm0Bg" - -msgid "https://eater.net/quaternions" -msgstr "https://eater.net/quaternions" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/random_number_generation.po deleted file mode 100644 index 8db2dc55ea..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/random_number_generation.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Random number generation" -msgstr "Geração de números aleatórios" - -msgid "Global scope versus RandomNumberGenerator class" -msgstr "Escopo global versus classe RandomNumberGenerator" - -msgid "Getting a random number" -msgstr "Obtendo um número aleatório" - -msgid "Get a random dictionary value" -msgstr "Obtenha um valor aleatório de um dicionário" - -msgid "Weighted random probability" -msgstr "Probabilidade aleatória ponderada" - -msgid "Random noise" -msgstr "Ruído aleatório" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/vector_math.po deleted file mode 100644 index 6736aaaf70..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/vector_math.po +++ /dev/null @@ -1,112 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Vector math" -msgstr "Matemática vetorial" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"This tutorial is a short and practical introduction to linear algebra as it " -"applies to game development. Linear algebra is the study of vectors and " -"their uses. Vectors have many applications in both 2D and 3D development and " -"Godot uses them extensively. Developing a good understanding of vector math " -"is essential to becoming a strong game developer." -msgstr "" -"Este tutorial é uma introdução curta e prática à Álgebra Linear e como ela " -"se aplica ao desenvolvimento de jogos. A Álgebra Linear é o estudo de " -"vetores e seus usos. Vetores possuem diversas aplicações em desenvolvimento " -"2D e 3D, e Godot as usa extensivamente. Desenvolver um bom entendimento de " -"matemática vetorial é essencial para se tornar um bom desenvolvedor de jogos." - -msgid "" -"This tutorial is **not** a formal textbook on linear algebra. We will only " -"be looking at how it is applied to game development. For a broader look at " -"the mathematics, see https://www.khanacademy.org/math/linear-algebra" -msgstr "" -"Este tutorial **não** é um livro formal sobre álgebra linear. Veremos apenas " -"como os vetores são aplicados no desenvolvimento de jogos. Para uma visão " -"mais ampla sobre matemática, veja https://www.khanacademy.org/math/linear-" -"algebra" - -msgid "Coordinate systems (2D)" -msgstr "Sistema de Coordenadas (2D)" - -msgid "" -"In 2D space, coordinates are defined using a horizontal axis (``x``) and a " -"vertical axis (``y``). A particular position in 2D space is written as a " -"pair of values such as ``(4, 3)``." -msgstr "" -"Em espaço 2D, coordenadas são definidas usando um eixo horizontal (``x``) e " -"um eixo vertical (``y``). Uma posição particular em espaço 2D é escrito como " -"um par de valores como ``(4, 3)``." - -msgid "" -"If you're new to computer graphics, it might seem odd that the positive " -"``y`` axis points **downwards** instead of upwards, as you probably learned " -"in math class. However, this is common in most computer graphics " -"applications." -msgstr "" -"Se você é novo em gráficos de computador, pode parecer estranho que o eixo " -"``y`` positivo aponte **para baixo** ao invés de para cima, como você " -"provavelmente aprendeu em aulas de matemática. Contudo, isso é comum em " -"muitas aplicações gráficas de computador." - -msgid "Vector operations" -msgstr "Operações vetoriais" - -msgid "Member access" -msgstr "Acesso de membros" - -msgid "Adding vectors" -msgstr "Adicionando vetores" - -msgid "Scalar multiplication" -msgstr "Multiplicação escalar" - -msgid "Practical applications" -msgstr "Aplicações práticas" - -msgid "Movement" -msgstr "Movimento" - -msgid "Unit vectors" -msgstr "Vetores unitários" - -msgid "Normalization" -msgstr "Normalização" - -msgid "Reflection" -msgstr "Reflexão" - -msgid "and" -msgstr "e" - -msgid "Facing" -msgstr "Orientação (Voltado para)" - -msgid "Calculating normals" -msgstr "Calculando normais" - -msgid "Pointing to a target" -msgstr "Apontando para um destino" - -msgid "More information" -msgstr "Mais informações" - -msgid ":ref:`doc_vectors_advanced`" -msgstr ":ref:`doc_vectors_advanced`" - -msgid ":ref:`doc_matrices_and_transforms`" -msgstr ":ref:`doc_matrices_and_transforms`" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/vectors_advanced.po deleted file mode 100644 index f3c55fa037..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ /dev/null @@ -1,45 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Advanced vector math" -msgstr "Matemática vetorial avançada" - -msgid "Planes" -msgstr "Planos" - -msgid "Distance to plane" -msgstr "Distância do plano" - -msgid "Constructing a plane in 2D" -msgstr "Construindo um plano em 2D" - -msgid "Some examples of planes" -msgstr "Alguns exemplos de planos" - -msgid "" -"For every segment of the polygon, we compute the plane that passes by that " -"segment. Once we have the list of planes, we can do neat things, for example " -"checking if a point is inside the polygon." -msgstr "" -"Para cada segmento do polígono, calculamos o plano que passa por esse " -"segmento. Assim que tivermos a lista de planos, podemos fazer coisas legais, " -"por exemplo, verificar se um ponto está dentro do polígono." - -msgid "Code should be something like this:" -msgstr "O código deve ser algo assim:" - -msgid "More information" -msgstr "Mais informações" - -msgid ":ref:`doc_matrices_and_transforms`" -msgstr ":ref:`doc_matrices_and_transforms`" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/migrating/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/migrating/index.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/migrating/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po deleted file mode 100644 index dded82beb6..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po +++ /dev/null @@ -1,102 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"For most games and apps made with 4.0, it should be relatively safe to " -"migrate to 4.1. This page intends to cover everything you need to pay " -"attention to when migrating your project." -msgstr "" -"Para a maioria dos jogos e aplicativos feitos com a versão 4.0, deve ser " -"relativamente seguro migrar para a versão 4.1. Esta página tem a intenção de " -"cobrir tudo o que você precisa para prestar atenção ao migrar seu projeto." - -msgid "`GH-77143`_" -msgstr "`GH-77143`_" - -msgid "Animation" -msgstr "Animação" - -msgid "Method ``_process`` adds a new ``test_only`` parameter" -msgstr "Método ``_process`` adiciona um novo parâmetro ``test_only``" - -msgid "`GH-75759`_" -msgstr "`GH-75759`_" - -msgid "`GH-75250`_" -msgstr "`GH-75250`_" - -msgid "`GH-76401`_" -msgstr "`GH-76401`_" - -msgid "`GH-76794`_" -msgstr "`GH-76794`_" - -msgid "Physics" -msgstr "Física" - -msgid "`GH-72749`_" -msgstr "`GH-72749`_" - -msgid "**PhysicsDirectSpaceState2D**" -msgstr "**PhysicsDirectSpaceState2D**" - -msgid "`GH-75260`_" -msgstr "`GH-75260`_" - -msgid "**PhysicsDirectSpaceState3D**" -msgstr "**PhysicsDirectSpaceState3D**" - -msgid "Rendering" -msgstr "Renderizando" - -msgid "**RDShaderFile**" -msgstr "**RDShaderFile**" - -msgid "Navigation" -msgstr "Navegação" - -msgid "`GH-69988`_" -msgstr "`GH-69988`_" - -msgid "Networking" -msgstr "Trabalho em rede" - -msgid "**WebRTCPeerConnectionExtension**" -msgstr "**WebRTCPeerConnectionExtension**" - -msgid "`GH-78237`_" -msgstr "`GH-78237`_" - -msgid "Editor plugins" -msgstr "Plugins do editor" - -msgid "`GH-76413`_" -msgstr "`GH-76413`_" - -msgid "`GH-76176`_" -msgstr "`GH-76176`_" - -msgid "**EditorResourcePreviewGenerator**" -msgstr "**EditorResourcePreviewGenerator**" - -msgid "`GH-64628`_" -msgstr "`GH-64628`_" - -msgid "**EditorUndoRedoManager**" -msgstr "**EditorUndoRedoManager**" - -msgid "`GH-57894`_" -msgstr "`GH-57894`_" - -msgid "`GH-77595`_" -msgstr "`GH-77595`_" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po deleted file mode 100644 index 2c6f7966ac..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"For most games and apps made with 4.1 it should be relatively safe to " -"migrate to 4.2. This page intends to cover everything you need to pay " -"attention to when migrating your project." -msgstr "" -"Para a maioria dos jogos e aplicativos feitos com a versão 4.1, deve ser " -"relativamente seguro migrar para a versão 4.2. Esta página tem a intenção de " -"cobrir tudo o que você precisa para prestar atenção ao migrar seu projeto." - -msgid "Animation" -msgstr "Animação" - -msgid "`GH-36493`_" -msgstr "`GH-36493`_" - -msgid "Rendering" -msgstr "Renderizando" - -msgid "`GH-79606`_" -msgstr "`GH-79606`_" - -msgid "**Font**" -msgstr "**Fonte**" - -msgid "GraphEdit" -msgstr "GraphEdit" - -msgid "`GH-79311`_" -msgstr "`GH-79311`_" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po deleted file mode 100644 index d11d0db4ea..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "Animação" - -msgid "Physics" -msgstr "Física" - -msgid "Rendering" -msgstr "Renderizando" - -msgid "**Font**" -msgstr "**Fonte**" - -msgid "Audio" -msgstr "Áudio" - -msgid "Navigation" -msgstr "Navegação" - -msgid "Editor plugins" -msgstr "Plugins do editor" - -msgid "Android" -msgstr "Android" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po deleted file mode 100644 index dca2437238..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po +++ /dev/null @@ -1,403 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Upgrading from Godot 3 to Godot 4" -msgstr "Atualizando do Godot 3 para o Godot 4" - -msgid "Should I upgrade to Godot 4?" -msgstr "Devo atualizar para Godot 4?" - -msgid "" -"Before beginning the upgrade process, it's worth thinking about the " -"advantages and disadvantages that upgrading would bring to your project." -msgstr "" -"Antes de iniciar o processo de atualização, vale a pena pensar sobre as " -"vantagens e desvantagens que a atualização levaria ao seu projeto." - -msgid "" -"Many bugs are fixed in 4.0, but cannot be resolved in 3.x for various " -"reasons (such as graphics API differences or backwards compatibility)." -msgstr "" -"Muitos bugs são corrigidos no 4.0, mas não podem ser resolvidos no 3.x por " -"várias razões (como diferenças de API gráfica ou compatibilidade retroativa)." - -msgid "" -"4.x will enjoy a longer :ref:`support period `. Godot 3." -"x will continue to be supported for some time after 4.0 is released, but it " -"will eventually stop receiving support." -msgstr "" -"4.x terá um :ref:` período de suporte `mais longo. Godot " -"3.x continuará a ser suportado por algum tempo depois que 4.0 é liberado, " -"mas deixará eventualmente de receber suporte" - -msgid "" -"See :ref:`doc_docs_changelog` for a list of pages documenting new features " -"in Godot 4.0." -msgstr "" -"Veja :ref:`doc_docs_changelog` para uma lista de páginas que documentam " -"novos recursos no Godot 4.0." - -msgid "" -"If you don't *need* any features present in Godot 4.0, you may want to stay " -"on Godot 3.x for the following reasons:" -msgstr "" -"Se você não *precisa* de nenhum recurso presente no Godot 4.0, você " -"provavelmente desejaria ficar no Godot 3.x pelos seguintes motivos:" - -msgid "" -"`Godot 3.x is tried and true, while Godot 4 remains in its early stages. " -"`__" -msgstr "" -"`O Godot 3.x é testado e aprovado, enquanto que o Godot 4 ainda está em seus " -"estágios iniciais. `__" - -msgid "" -"Godot 4.0 is expected to contain workflow and performance issues that Godot " -"3.x doesn't have. These issues will be ironed out over time in future Godot " -"4.x releases." -msgstr "" -"O Godot 4.0 deverá ter problemas de fluxo de trabalho e desempenho que o " -"Godot 3.x não possui. Essas questões serão superadas ao longo do tempo em " -"versões futuras do Godot 4.x." - -msgid "" -"Godot 4 has fewer third-party tutorials available compared to Godot 3.x. If " -"you're new to game engines, you may have a better experience using Godot 3.x " -"as a result." -msgstr "" -"O Godot 4 possui menos tutoriais de terceiros disponíveis comparado com o " -"Godot 3.x. Como resultado, se você é novo com motores de jogos, você " -"provavelmente terá uma experiência melhor usando o Godot 3.x." - -msgid "" -"Godot 4's baseline hardware requirements (such as memory usage) are slightly " -"higher, both for the editor and exported projects. This was required for the " -"implementation of some core optimizations." -msgstr "" -"Os requisitos básicos de hardware do Godot 4 (como o uso de memória) são " -"ligeiramente maiores, tanto para o editor quanto para projetos exportados. " -"Isso foi necessário para a implementação de algumas otimizações centrais." - -msgid "" -"Since Godot 4 includes more features than Godot 3, Godot 4's binary size for " -"exported projects is larger. While this can be mitigated by :ref:`optimizing " -"a build for size `, a 4.0 build with a given set of " -"enabled modules will remain larger compared to a 3.x build with the same " -"modules. This can be an issue for :ref:`exporting to the Web " -"`, as binary size directly influences how fast the " -"engine can initialize (regardless of download speed)." -msgstr "" -"Já que o Godot 4 inclui mais recursos do que o Godot 3, o tamanho do binário " -"dos projetos exportados do Godot 4 é maior. Embora isso possa ser mitigado :" -"ref:`otimizando a compilação para tamanho`, uma " -"compilação 4.0 com um determinado conjunto de módulos habilitados continuará " -"maior quando comparado com uma compilação 3.x com os mesmos módulos. Isso " -"pode ser um problema quando :ref:`exportando para a " -"Web`, já que o tamanho do binário influencia " -"diretamente o quão rápido o motor pode inicializar (independente da " -"velocidade de download)." - -msgid "" -"Godot 4 does not and will not have support for GLES2 rendering. (There is " -"still support for GLES3 rendering using the new OpenGL backend, which means " -"that devices without Vulkan support can still run Godot 4.)" -msgstr "" -"O Godot 4 não possui e não possuirá suporte para renderização GLES2. (Ainda " -"existe suporte para renderização GLES3 usando o novo backend OpenGL, o que " -"significa que dispositivos sem suporte a Vulkan ainda podem executar Godot " -"4.)" - -msgid "" -"If you are targeting **very** old hardware such as Intel Sandy Bridge (2nd " -"generation) integrated graphics, this will prevent the project from running " -"on such hardware after upgrading. `Software OpenGL implementations `__ can be used to bypass this limitation, " -"but they're too slow for gaming." -msgstr "" -"Se você pretende atender hardware **muito** antigo como os gráficos " -"integrados Intel Sandy Bridge (2ª generation), isso impedirá que o projeto " -"seja executado nesse hardware após a atualização. `Implementações de " -"softwares OpenGL `__ podem ser " -"usadas para contornar essa limitação, mas elas são muito lentas para jogos." - -msgid "Caveats of upgrading" -msgstr "Considerações ao atualizar" - -msgid "" -"**Since Godot 4 is a complete rewrite in many aspects, some features have " -"unfortunately been lost in the process.** Some of these features may be " -"restored in future Godot releases:" -msgstr "" -"**Como o Godot 4 é uma reescrita completa em muitos aspectos, algumas " -"funcionalidades foram infelizmente perdidas no processo.** Algumas dessas " -"funcionalidades podem ser restauradas em futuras versões do Godot:" - -msgid "" -"Bullet physics was removed in favor of GodotPhysics. This only affects 3D " -"projects that used the default physics engine (which was Bullet) and didn't " -"manually change it to GodotPhysics. There are no plans to re-add Bullet " -"physics in core, but a third-party add-on could be created for it thanks to " -"GDExtension." -msgstr "" -"A física da bala foi removida em favor da GodotPhysics. Isso afeta apenas " -"projetos 3D que usaram o motor de física padrão (que foi Bullet) e não o " -"mudaram manualmente para GodotPhysics. Não há planos para re-adicionar a " -"física Bullet no núcleo, mas um add-on de terceiros poderia ser criado para " -"ele graças à GDExtension." - -msgid "To use the project upgrade tool:" -msgstr "Para usar a ferramenta de atualização do projeto:" - -msgid "AnimatedSprite2D" -msgstr "AnimatedSprite2D" - -msgid "ARVRAnchor" -msgstr "ARVRAnchor" - -msgid "XRAnchor3D" -msgstr "XRAnchor3D" - -msgid "ARVRInterface" -msgstr "ARVRInterface" - -msgid "ARVROrigin" -msgstr "ARVROrigin" - -msgid "XROrigin3D" -msgstr "XROrigin3D" - -msgid "ARVRPositionalTracker" -msgstr "ARVRPositionalTracker" - -msgid "XRPositionalTracker" -msgstr "XRPositionalTracker" - -msgid "EditorNode3DGizmo" -msgstr "EditorNode3DGizmo" - -msgid "VoxelGI" -msgstr "VoxelGI" - -msgid "VoxelGIData" -msgstr "VoxelGIData" - -msgid "CharacterBody3D" -msgstr "CharacterBody3D" - -msgid "KinematicBody2D" -msgstr "KinematicBody2D" - -msgid "CharacterBody2D" -msgstr "CharacterBody2D" - -msgid "LineShape2D" -msgstr "LineShape2D" - -msgid "WorldBoundaryShape2D" -msgstr "WorldBoundaryShape2D" - -msgid "Listener" -msgstr "Ouvinte (Listener)" - -msgid "PanoramaSky" -msgstr "PanoramaSky" - -msgid "Particles" -msgstr "Partículas" - -msgid "ParticlesMaterial" -msgstr "ParticlesMaterial" - -msgid "Physics2DDirectBodyState" -msgstr "Physics2DDirectBodyState" - -msgid "PhysicsDirectBodyState2D" -msgstr "PhysicsDirectBodyState2D" - -msgid "Physics2DDirectSpaceState" -msgstr "Physics2DDirectSpaceState" - -msgid "PhysicsDirectSpaceState2D" -msgstr "PhysicsDirectSpaceState2D" - -msgid "Physics2DShapeQueryParameters" -msgstr "Physics2DShapeQueryParameters" - -msgid "PhysicsShapeQueryParameters2D" -msgstr "PhysicsShapeQueryParameters2D" - -msgid "Physics2DTestMotionResult" -msgstr "Physics2DTestMotionResult" - -msgid "PhysicsTestMotionResult2D" -msgstr "PhysicsTestMotionResult2D" - -msgid "WorldBoundaryShape3D" -msgstr "WorldBoundaryShape3D" - -msgid "Marker2D" -msgstr "Marker2D" - -msgid "Marker3D" -msgstr "Marker3D" - -msgid "SeparationRayShape3D" -msgstr "SeparationRayShape3D" - -msgid "SeparationRayShape2D" -msgstr "SeparationRayShape2D" - -msgid "ShortCut" -msgstr "ShortCut" - -msgid "Shortcut" -msgstr "Shortcut" - -msgid "Node3DGizmo" -msgstr "Node3DGizmo" - -msgid "Sprite" -msgstr "Sprite" - -msgid "Sprite2D" -msgstr "Sprite2D" - -msgid "ViewportContainer" -msgstr "ViewportContainer" - -msgid "VisibleOnScreenEnabler3D" -msgstr "VisibleOnScreenEnabler3D" - -msgid "VisibleOnScreenNotifier3D" -msgstr "VisibleOnScreenNotifier3D" - -msgid "VisibleOnScreenNotifier2D" -msgstr "VisibleOnScreenNotifier2D" - -msgid "VisualShaderNodeScalarSmoothStep" -msgstr "VisualShaderNodeScalarSmoothStep" - -msgid "VisualShaderNodeVectorSmoothStep" -msgstr "VisualShaderNodeVectorSmoothStep" - -msgid "VisualShaderNodeVectorScalarSmoothStep" -msgstr "VisualShaderNodeVectorScalarSmoothStep" - -msgid "VisualShaderNodeVectorScalarStep" -msgstr "VisualShaderNodeVectorScalarStep" - -msgid "VisualShaderNodeScalarTransformMult" -msgstr "VisualShaderNodeScalarTransformMult" - -msgid "VisualShaderNodeScalarDerivativeFunc" -msgstr "VisualShaderNodeScalarDerivativeFunc" - -msgid "VisualShaderNodeVectorDerivativeFunc" -msgstr "VisualShaderNodeVectorDerivativeFunc" - -msgid "VisualShaderNodeBooleanParameter" -msgstr "VisualShaderNodeBooleanParameter" - -msgid "VisualShaderNodeCubeMapParameter" -msgstr "VisualShaderNodeCubeMapParameter" - -msgid "VisualShaderNodeTexture2DParameter" -msgstr "VisualShaderNodeTexture2DParameter" - -msgid "VisualShaderNodeTextureUniformTriplanar" -msgstr "VisualShaderNodeTextureUniformTriplanar" - -msgid "VisualShaderNodeTextureParameterTriplanar" -msgstr "VisualShaderNodeTextureParameterTriplanar" - -msgid "" -"Due to how the project upgrade tool works, not all :abbr:`API (Application " -"Programming Interface)` renames can be performed automatically. The list " -"below contains all renames that must be performed manually using the script " -"editor." -msgstr "" -"Devido à forma como a ferramenta de atualização do projeto funciona, nem " -"todos :abbr: `API (Application Programming Interface)` renomeados podem ser " -"executados automaticamente. A lista abaixo contém todos os renomeados que " -"devem ser executados manualmente usando o editor de script." - -msgid "" -"If you cannot find a node or resource in the list below, refer to the above " -"table to find its new name." -msgstr "" -"Se você não conseguir encontrar um nó ou recurso na lista abaixo, consulte a " -"tabela acima para encontrar seu novo nome." - -msgid "ENetMultiplayerPeer's ``get_peer_port()`` is now ``get_peer()``." -msgstr "``get_peer_port()`` de ENetMultiplayerPeer agora é ``get_peer()``." - -msgid "FileDialog's ``get_mode()`` is now ``get_file_mode()``." -msgstr "FileDialog ``get_mode()`` agora é ``get_file_mode()``." - -msgid "FileDialog's ``set_mode()`` is now ``set_file_mode()``." -msgstr "FileDialog ``set_mode()`` agora é ``set_file_mode()``." - -msgid "Comment" -msgstr "Comente" - -msgid "LightmapGIData" -msgstr "LightmapGIData" - -msgid "BitmapFont" -msgstr "BitmapFont" - -msgid "DynamicFont" -msgstr "Fonte Dinâmica" - -msgid "OpenSimplexNoise" -msgstr "OpenSimplexNoise" - -msgid "FastNoiseLite" -msgstr "FastNoiseLite" - -msgid "ProximityGroup" -msgstr "ProximityGroup" - -msgid "" -"Portal and room occlusion culling was replaced by raster :ref:`occlusion " -"culling ` (OccluderInstance3D node), which requires a " -"different setup process." -msgstr "" -"Oclusão de portais e de salas foi substituída por raster :ref:`occlusion " -"culling ` (nó OccluderInstance3D), que requer um " -"processo de configuração diferente." - -msgid "RoomManager" -msgstr "RoomManager" - -msgid "" -"Geometry occlusion culling was replaced by raster :ref:`occlusion culling " -"` (OccluderInstance3D node), which requires a " -"different setup process." -msgstr "" -"O abate por oclusão Geométrica foi substituído por raster :ref:`occlusion " -"culling ` (nó OccluderInstance3D), que requer um " -"processo de configuração diferente." - -msgid "OccluderShapeSphere" -msgstr "OccluderShapeSphere" - -msgid "" -":ref:`Threading ` APIs have changed in 4.0. For " -"example, the following code snippet in Godot 3.x must be modified to work in " -"4.0:" -msgstr "" -":ref:`Threading ` As APIs mudaram na versão 4.0. " -"Por exemplo, o seguinte trecho de código no Godot 3.x deve ser modificado " -"para funcionar no 4.0:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/index.po deleted file mode 100644 index ba58458d6f..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Navigation" -msgstr "Navegação" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po deleted file mode 100644 index 54e9b2b40c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po +++ /dev/null @@ -1,32 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"``bake_from_source_geometry_data_async()`` is the same but bakes the " -"navigation mesh deferred with threads, not blocking the main thread." -msgstr "" -"``bake_from_source_geometry_data_async()`` é o mesmo, mas prepara a malha de " -"navegação adiada com partes_paralelizáveis, não bloqueando a parte " -"principal(main thread)." - -msgid "" -"The navigation mesh baking is by default done on a background thread, so as " -"long as the platform supports threads, the actual baking is rarely the " -"source of any performance issues (assuming a reasonably sized and complex " -"geometry for runtime rebakes)." -msgstr "" -"O Pré-Calculo da Malha de navegação é feito por padrão em uma " -"parte_paralelizável em segundo plano, portanto, desde que a plataforma " -"suporte partes_paralelizáveis, o Pré-Calculo real raramente é a fonte de " -"quaisquer problemas de desempenho (assumindo uma geometria complexa e de " -"tamanho razoável para recálculo em tempo de execução)." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po deleted file mode 100644 index 709ba2f9fa..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Initializing the network" -msgstr "Inicializando a rede" - -msgid "Managing connections" -msgstr "Gerenciando conexões" - -msgid "Exporting for dedicated servers" -msgstr "Exportando para servidores dedicados" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/http_client_class.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/http_client_class.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/http_request_class.po deleted file mode 100644 index 4514ece98b..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/http_request_class.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Making HTTP requests" -msgstr "Fazendo solicitações HTTP" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/index.po deleted file mode 100644 index 3bc9eca3c9..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Networking" -msgstr "Trabalho em rede" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/ssl_certificates.po deleted file mode 100644 index d1c4be1e46..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/webrtc.po deleted file mode 100644 index 3e340534ac..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/webrtc.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "WebRTC" -msgstr "WebRTC" - -msgid "HTML5, WebSocket, WebRTC" -msgstr "HTML5, WebSocket, WebRTC" - -msgid "WebSocket" -msgstr "WebSocket" - -msgid "Using WebRTC in Godot" -msgstr "Usando WebRTC no Godot" - -msgid "This will print:" -msgstr "Isto vai imprimir:" - -msgid "Local signaling example" -msgstr "Exemplo de sinalização local" - -msgid "Then you can use it like this:" -msgstr "Então você pode usar assim:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/websocket.po deleted file mode 100644 index cbc18fc5a7..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/websocket.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "WebSocket" -msgstr "WebSocket" - -msgid "HTML5 and WebSocket" -msgstr "HTML5 e WebSocket" - -msgid "Using WebSocket in Godot" -msgstr "Usando WebSocket no Godot" - -msgid "Minimal client example" -msgstr "Exemplo mínimo de cliente" - -msgid "Minimal server example" -msgstr "Exemplo mínimo de servidor" - -msgid "Advanced chat demo" -msgstr "Demonstração avançada de bate-papo" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/cpu_optimization.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/cpu_optimization.po deleted file mode 100644 index db5774ae52..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/cpu_optimization.po +++ /dev/null @@ -1,128 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "CPU optimization" -msgstr "Otimização da CPU" - -msgid "Measuring performance" -msgstr "Medindo o desempenho" - -msgid "CPU profilers" -msgstr "Perfiladores de CPU" - -msgid "Screenshot of the Godot profiler" -msgstr "Captura de tela do perfil Godot" - -msgid "" -"For more info about using Godot's built-in profiler, see :ref:" -"`doc_debugger_panel`." -msgstr "" -"Para mais informações sobre como usar o analisador de perfis embutido do " -"Godot, veja :ref:`doc_debugger_panel`." - -msgid "External profilers" -msgstr "Perfiladores externos" - -msgid "Manually timing functions" -msgstr "Funções de temporização manual" - -msgid "Caches" -msgstr "Caches" - -msgid "" -"CPU caches are something else to be particularly aware of, especially when " -"comparing timing results of two different versions of a function. The " -"results can be highly dependent on whether the data is in the CPU cache or " -"not. CPUs don't load data directly from the system RAM, even though it's " -"huge in comparison to the CPU cache (several gigabytes instead of a few " -"megabytes). This is because system RAM is very slow to access. Instead, CPUs " -"load data from a smaller, faster bank of memory called cache. Loading data " -"from cache is very fast, but every time you try and load a memory address " -"that is not stored in cache, the cache must make a trip to main memory and " -"slowly load in some data. This delay can result in the CPU sitting around " -"idle for a long time, and is referred to as a \"cache miss\"." -msgstr "" -"Os caches de CPU são algo que deve ser particularmente atento, especialmente " -"ao comparar resultados de temporização de duas versões diferentes de uma " -"função. Os resultados podem ser altamente dependentes se os dados estão no " -"cache da CPU ou não. As CPUs não carregam dados diretamente da RAM do " -"sistema, embora seja enorme em comparação com o cache da CPU (vários " -"gigabytes em vez de alguns megabytes). Isso ocorre porque o acesso à RAM do " -"sistema é muito lento. Em vez disso, as CPUs carregam dados de um banco de " -"memória menor e mais rápido chamado cache. Carregar dados do cache é muito " -"rápido, mas toda vez que você tenta carregar um endereço de memória que não " -"está armazenado no cache, o cache deve fazer uma viagem para a memória " -"principal e carregar lentamente alguns dados. Esse atraso pode fazer com que " -"a CPU fique ociosa por um longo tempo e é conhecido como \"falha de cache\"." - -msgid "Languages" -msgstr "Idiomas" - -msgid "GDScript" -msgstr "GDScript" - -msgid "C#" -msgstr "C#" - -msgid "Other languages" -msgstr "Outras línguas" - -msgid "C++" -msgstr "C++" - -msgid "Threads" -msgstr "Partes_Paralelizáveis" - -msgid "" -"Consider using threads when making a lot of calculations that can run in " -"parallel to each other. Modern CPUs have multiple cores, each one capable of " -"doing a limited amount of work. By spreading work over multiple threads, you " -"can move further towards peak CPU efficiency." -msgstr "" -"Considere o uso de partes_paralelizáveis(threads) ao fazer muitos cálculos " -"que podem ser executados paralelamente entre si. As CPUs modernas têm vários " -"núcleos, cada um capaz de realizar uma quantidade limitada de trabalho. Ao " -"distribuir o trabalho por várias partes_paralelizáveis, você pode avançar " -"ainda mais em direção ao pico de eficiência da CPU." - -msgid "" -"The disadvantage of threads is that you have to be incredibly careful. As " -"each CPU core operates independently, they can end up trying to access the " -"same memory at the same time. One thread can be reading to a variable while " -"another is writing: this is called a *race condition*. Before you use " -"threads, make sure you understand the dangers and how to try and prevent " -"these race conditions. Threads can make debugging considerably more " -"difficult." -msgstr "" -"A desvantagem do uso de partes_paralelizáveis (threads) é que você precisa " -"ser extremamente cuidadoso. Como cada núcleo da CPU opera de forma " -"independente, eles podem acabar tentando acessar a mesma memória ao mesmo " -"tempo. Uma parte_paralelizável pode ler uma variável enquanto outro escreve: " -"isso é chamado de *condição de corrida*. Antes de usar threads, certifique-" -"se de compreender os perigos e como tentar evitar essas condições de " -"corrida. Partes_Paralelizáveis(threads) podem tornar a depuração " -"consideravelmente mais difícil." - -msgid "For more information on threads, see :ref:`doc_using_multiple_threads`." -msgstr "" -"Para obter mais informações sobre partes_paralelizáveis, consulte: ref: " -"`doc_c_sharp_differences`." - -msgid "SceneTree" -msgstr "SceneTree" - -msgid "Physics" -msgstr "Física" - -msgid "Here are some techniques to speed up physics:" -msgstr "Aqui estão algumas técnicas para acelerar a física:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/general_optimization.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/general_optimization.po deleted file mode 100644 index 394357d3e9..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/general_optimization.po +++ /dev/null @@ -1,176 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "General optimization tips" -msgstr "Dicas gerais de otimização" - -msgid "Introduction" -msgstr "Introdução" - -msgid "To achieve the best results, we have two approaches:" -msgstr "Para obter os melhores resultados, temos duas abordagens:" - -msgid "Work faster." -msgstr "Trabalhe mais rápido." - -msgid "Work smarter." -msgstr "Trabalhe de forma mais inteligente." - -msgid "And preferably, we will use a blend of the two." -msgstr "E, de preferência, usaremos uma mistura das duas." - -msgid "Smoke and mirrors" -msgstr "Fumaça e espelhos" - -msgid "Measuring performance" -msgstr "Medindo o desempenho" - -msgid "Limitations" -msgstr "Limitações" - -msgid "Detective work" -msgstr "Trabalho de detetive" - -msgid "Hypothesis testing" -msgstr "Teste de hipóteses" - -msgid "Binary search" -msgstr "Pesquisa binária" - -msgid "Profilers" -msgstr "Profilador" - -msgid "Principles" -msgstr "Princípios" - -msgid "`Donald Knuth `__ said:" -msgstr "`Donald Knuth `__ disse:" - -msgid "" -"*Programmers waste enormous amounts of time thinking about, or worrying " -"about, the speed of noncritical parts of their programs, and these attempts " -"at efficiency actually have a strong negative impact when debugging and " -"maintenance are considered. We should forget about small efficiencies, say " -"about 97% of the time: premature optimization is the root of all evil. Yet " -"we should not pass up our opportunities in that critical 3%.*" -msgstr "" -"*Os programadores perdem muito tempo pensando ou se preocupando com a " -"velocidade de partes não críticas de seus programas, e essas tentativas de " -"eficiência, na verdade, têm um forte impacto negativo quando a depuração e a " -"manutenção são consideradas. Devemos esquecer as pequenas eficiências, " -"digamos, em cerca de 97% das vezes: a otimização prematura é a raiz de todos " -"os males. No entanto, não devemos deixar passar nossas oportunidades nesses " -"3% críticos.*" - -msgid "The messages are very important:" -msgstr "As mensagens são muito importantes:" - -msgid "" -"Developer time is limited. Instead of blindly trying to speed up all aspects " -"of a program, we should concentrate our efforts on the aspects that really " -"matter." -msgstr "" -"O tempo do desenvolvedor é limitado. Em vez de tentar cegamente acelerar " -"todos os aspectos de um programa, devemos concentrar nossos esforços nos " -"aspectos que realmente importam." - -msgid "" -"Efforts at optimization often end up with code that is harder to read and " -"debug than non-optimized code. It is in our interests to limit this to areas " -"that will really benefit." -msgstr "" -"Os esforços de otimização geralmente acabam com código mais difícil de ler e " -"depurar do que o código não otimizado. É do nosso interesse limitar esta " -"situação a áreas que irão realmente beneficiar." - -msgid "" -"Just because we *can* optimize a particular bit of code, it doesn't " -"necessarily mean that we *should*. Knowing when and when not to optimize is " -"a great skill to develop." -msgstr "" -"Só porque nós *podemos* otimizar um determinado pedaço de código, isso não " -"significa necessariamente que *devemos*. Saber quando e quando não otimizar " -"é uma grande habilidade a ser desenvolvida." - -msgid "" -"One misleading aspect of the quote is that people tend to focus on the " -"subquote *\"premature optimization is the root of all evil\"*. While " -"*premature* optimization is (by definition) undesirable, performant software " -"is the result of performant design." -msgstr "" -"Um aspecto enganoso da citação é que as pessoas tendem a se concentrar na " -"subcitação *\"otimização prematura é a raiz de todo o mal\"*. Enquanto a " -"otimização *prematura* é (por definição) indesejável, o software de " -"desempenho é o resultado de um design eficiente." - -msgid "Performant design" -msgstr "Design de desempenho" - -msgid "" -"The danger with encouraging people to ignore optimization until necessary, " -"is that it conveniently ignores that the most important time to consider " -"performance is at the design stage, before a key has even hit a keyboard. If " -"the design or algorithms of a program are inefficient, then no amount of " -"polishing the details later will make it run fast. It may run *faster*, but " -"it will never run as fast as a program designed for performance." -msgstr "" -"O perigo de encorajar as pessoas a ignorar a otimização até que seja " -"necessário, é que ela convenientemente ignora que o momento mais importante " -"para considerar o desempenho é na fase de design, antes mesmo de uma tecla " -"bater em um teclado. Se o design ou os algoritmos de um programa são " -"ineficientes, então nenhuma quantidade de polimento dos detalhes mais tarde " -"fará com que ele funcione rapidamente. Ele pode ser executado *mais rápido*, " -"mas nunca será executado tão rápido quanto um programa projetado para " -"desempenho." - -msgid "Incremental design" -msgstr "Desenho incremental" - -msgid "The optimization process" -msgstr "O processo de otimização" - -msgid "" -"Assuming we have a reasonable design, and taking our lessons from Knuth, our " -"first step in optimization should be to identify the biggest bottlenecks - " -"the slowest functions, the low-hanging fruit." -msgstr "" -"Supondo que tenhamos um design razoável, e tirando nossas lições de Knuth, " -"nosso primeiro passo na otimização deve ser identificar os maiores gargalos " -"- as funções mais lentas, os frutos de baixa pendência." - -msgid "" -"Once we've successfully improved the speed of the slowest area, it may no " -"longer be the bottleneck. So we should test/profile again and find the next " -"bottleneck on which to focus." -msgstr "" -"Uma vez que melhoramos com sucesso a velocidade da área mais lenta, pode não " -"ser mais o gargalo. Portanto, devemos testar/traçar o perfil novamente e " -"encontrar o próximo gargalo no qual nos concentrar." - -msgid "The process is thus:" -msgstr "O processo é assim:" - -msgid "Profile / Identify bottleneck." -msgstr "Perfil / Identificação de gargalo." - -msgid "Optimize bottleneck." -msgstr "Otimize o gargalo." - -msgid "Return to step 1." -msgstr "Volte ao passo 1." - -msgid "Optimizing bottlenecks" -msgstr "Otimizando gargalos" - -msgid "Appendix" -msgstr "Apêndice" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/gpu_optimization.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/gpu_optimization.po deleted file mode 100644 index 941f91dcd3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/gpu_optimization.po +++ /dev/null @@ -1,47 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GPU optimization" -msgstr "Otimização da GPU" - -msgid "Introduction" -msgstr "Introdução" - -msgid "2D batching" -msgstr "Processamento por lotes 2D" - -msgid "3D batching" -msgstr "Processamento por lotes 3D" - -msgid "" -"For more information on 3D specific optimizations, see :ref:" -"`doc_optimizing_3d_performance`." -msgstr "" -"Para mais informações sobre otimizações específicas em 3D, veja :ref:" -"`doc_optimizing_3d_performance`." - -msgid "Pay attention to the additional vertex processing required when using:" -msgstr "" -"Preste atenção ao processamento adicional de vértices necessário ao usar:" - -msgid "Reading textures" -msgstr "Lendo texturas" - -msgid "Texture compression" -msgstr "Compressão de texturas" - -msgid "Post-processing and shadows" -msgstr "Pós-processamento e sombras" - -msgid "Multi-platform advice" -msgstr "Assessoria multiplataforma" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/index.po deleted file mode 100644 index de972cad9d..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/index.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Performance" -msgstr "Desempenho" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Common" -msgstr "Comum" - -msgid "CPU" -msgstr "CPU" - -msgid "GPU" -msgstr "GPU" - -msgid "3D" -msgstr "3D" - -msgid "Threads" -msgstr "Partes_Paralelizáveis" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po deleted file mode 100644 index 38bd1f6b10..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po +++ /dev/null @@ -1,43 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "optimization" -msgstr "Otimização" - -msgid "Optimizing 3D performance" -msgstr "Otimizando o desempenho 3D" - -msgid "Culling" -msgstr "Culling (recorte)" - -msgid "Occlusion culling" -msgstr "Descarte por oclusão" - -msgid "Transparent objects" -msgstr "Objetos transparentes" - -msgid "" -"For more information, see the :ref:`GPU optimizations " -"` doc." -msgstr "" -"Para mais, veja o documento :ref:`Otimizações de GPU ` " -"doc." - -msgid "Level of detail (LOD)" -msgstr "Nível de detalhe (LOD)" - -msgid "Animation and skinning" -msgstr "Animação e skinning" - -msgid "Large worlds" -msgstr "Mundos grandes" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/thread_safe_apis.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/thread_safe_apis.po deleted file mode 100644 index 15f608760c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/thread_safe_apis.po +++ /dev/null @@ -1,160 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Threads" -msgstr "Partes_Paralelizáveis" - -msgid "" -"Threads are used to balance processing power across CPUs and cores. Godot " -"supports multithreading, but not in the whole engine." -msgstr "" -"Partes_Paralelizáveis são usadas para equilibrar o poder de processamento " -"entre CPUs e núcleos. Godot suporta multithreading(paralelismo), mas não em " -"todo o Motor." - -msgid "" -"Below is a list of ways multithreading can be used in different areas of " -"Godot." -msgstr "" -"Abaixo está uma lista de maneiras como o paralelismo(multithreading) pode " -"ser utilizado em diferentes áreas do Godot." - -msgid "Global scope" -msgstr "Escopo global" - -msgid "" -":ref:`Global Scope` singletons are all thread-safe. " -"Accessing servers from threads is supported (for RenderingServer and Physics " -"servers, ensure threaded or thread-safe operation is enabled in the project " -"settings!)." -msgstr "" -":ref:`Global Scope` singletons(padrão: único) são todos " -"parte_paralelizável segura(thread-safe). O acesso a servidores a partir de " -"partes_paralelizáveis é suportado (para servidores RenderingServer e " -"Physics, certifique-se de que a operação threaded ou thread-safe esteja " -"habilitada nas configurações do projeto!)." - -msgid "" -"This makes them ideal for code that creates dozens of thousands of instances " -"in servers and controls them from threads. Of course, it requires a bit more " -"code, as this is used directly and not within the scene tree." -msgstr "" -"Isso os torna ideais para códigos que criam dezenas de milhares de " -"instâncias em servidores e as controlam a partir de partes_paralelizáveis. " -"Claro, isso requer um pouco mais de código, pois é usado diretamente e não " -"na árvore de cena." - -msgid "Scene tree" -msgstr "Árvore de cena" - -msgid "" -"Interacting with the active scene tree is **NOT** thread-safe. Make sure to " -"use mutexes when sending data between threads. If you want to call functions " -"from a thread, the *call_deferred* function may be used:" -msgstr "" -"Interagir com a árvore de cena ativa **NÃO** é seguro para " -"partes_paralelizáveis. Certifique-se de usar mutexes ao enviar dados entre " -"threads(partes_paralelizáveis). Se você quiser chamar funções de um thread, " -"a função *call_deferred* pode ser usada:" - -msgid "" -"However, creating scene chunks (nodes in tree arrangement) outside the " -"active tree is fine. This way, parts of a scene can be built or instantiated " -"in a thread, then added in the main thread:" -msgstr "" -"No entanto, criar partes da cena (nós em uma disposição em árvore) fora da " -"árvore ativa é aceitável. Dessa forma, partes de uma cena podem ser " -"construídas ou instanciadas em uma parte_paralelizavel(thread), e depois " -"adicionadas na parte principal_paralelizavel principal(main thread):" - -msgid "" -"Still, this is only really useful if you have **one** thread loading data. " -"Attempting to load or create scene chunks from multiple threads may work, " -"but you risk resources (which are only loaded once in Godot) tweaked by the " -"multiple threads, resulting in unexpected behaviors or crashes." -msgstr "" -"Ainda assim, isso só é realmente útil se você tiver **uma** " -"parte_paralelizável carregando dados. Tentar carregar ou criar partes da " -"cena a partir de várias partes_paralelizáveis pode funcionar, mas você corre " -"o risco de que recursos (que são carregados apenas uma vez no Godot) sejam " -"modificados pelas várias partes_paralelizáveis, resultando em comportamentos " -"inesperados ou falhas." - -msgid "" -"Only use more than one thread to generate scene data if you *really* know " -"what you are doing and you are sure that a single resource is not being used " -"or set in multiple ones. Otherwise, you are safer just using the servers API " -"(which is fully thread-safe) directly and not touching scene or resources." -msgstr "" -"Use mais de uma parte_paralelizavel(thread) para gerar dados de cena apenas " -"se você realmente souber o que está fazendo e tiver certeza de que um único " -"recurso não está sendo utilizado ou modificado em múltiplas " -"partes_paralelizaveis(threads). Caso contrário, é mais seguro utilizar " -"diretamente a API dos servidores (que é totalmente segura para paralelização " -"= thread-safe) e não mexer em cenas ou recursos." - -msgid "Rendering" -msgstr "Renderizando" - -msgid "" -"You should avoid calling functions involving direct interaction with the GPU " -"on other threads, such as creating new textures or modifying and retrieving " -"image data, these operations can lead to performance stalls because they " -"require synchronization with the :ref:" -"`RenderingServer`, as data needs to be transmitted to " -"or updated on the GPU." -msgstr "" -"Você deve evitar chamar funções que envolvam interação direta com a GPU em " -"outras partes_paralelizáveis, como criar novas texturas ou modificar e " -"recuperar dados de imagem, essas operações podem levar a travamentos de " -"desempenho porque requerem sincronização com o :ref:" -"`RenderingServer`, pois os dados precisam ser " -"transmitidos ou atualizados na GPU." - -msgid "GDScript arrays, dictionaries" -msgstr "GDScript matrizes, dicionários" - -msgid "" -"In GDScript, reading and writing elements from multiple threads is OK, but " -"anything that changes the container size (resizing, adding or removing " -"elements) requires locking a mutex." -msgstr "" -"No GDScript, ler e escrever elementos de várias partes_paralelizáveis é " -"aceitável, mas qualquer coisa que altere o tamanho do contêiner " -"(redimensionamento, adição ou remoção de elementos) requer o bloqueio de um " -"mutex." - -msgid "Resources" -msgstr "Recursos" - -msgid "" -"Modifying a unique resource from multiple threads is not supported. However " -"handling references on multiple threads is supported, hence loading " -"resources on a thread is as well - scenes, textures, meshes, etc - can be " -"loaded and manipulated on a thread and then added to the active scene on the " -"main thread. The limitation here is as described above, one must be careful " -"not to load the same resource from multiple threads at once, therefore it is " -"easiest to use **one** thread for loading and modifying resources, and then " -"the main thread for adding them." -msgstr "" -"Modificar um recurso único a partir de várias partes_paralelizaveis(threads) " -"não é suportado. No entanto, manipular referências em múltiplas " -"partes_paralelizaveis é suportado, o que permite o carregamento de recursos " -"em uma parte_paralelizavel — cenas, texturas, malhas, etc. — que podem ser " -"carregados e manipulados em uma parte_paralelizavel e depois adicionados à " -"cena ativa na parte_paralelizavel principal(main thread). A limitação aqui, " -"conforme descrito acima, é que deve-se ter cuidado para não carregar o mesmo " -"recurso a partir de várias partes_paralelizaveis ao mesmo tempo. Portanto, é " -"mais fácil usar uma parte_paralelizavel para carregar e modificar recursos " -"e, em seguida, a parte_paralelizavel principal(main thread) para adicioná-" -"los." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/using_multimesh.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/using_multimesh.po deleted file mode 100644 index be71f80446..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/using_multimesh.po +++ /dev/null @@ -1,37 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Optimization using MultiMeshes" -msgstr "Otimização usando MultiMeshes" - -msgid "MultiMeshes" -msgstr "MultiMeshes" - -msgid "" -"Another alternative is to use a GDExtension and C++, which should be " -"extremely efficient (it's possible to set the entire state for all objects " -"using linear memory via the :ref:`RenderingServer.multimesh_set_buffer() " -"` function). This way, " -"the array can be created with multiple threads, then set in one call, " -"providing high cache efficiency." -msgstr "" -"Outra alternativa é usar um GDExtension e C++, que deve ser extremamente " -"eficiente (é possível definir o estado inteiro para todos os objetos usando " -"memória linear através da função :ref:`RenderingServer." -"multimesh_set_buffer() " -"`). Dessa forma, o array " -"pode ser criado com várias partes_paralelizáveis e depois configurado em uma " -"chamada, proporcionando alta eficiência de cache." - -msgid "Multimesh example" -msgstr "Exemplo de multimesh" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/using_multiple_threads.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/using_multiple_threads.po deleted file mode 100644 index af3fe6f50a..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/using_multiple_threads.po +++ /dev/null @@ -1,87 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using multiple threads" -msgstr "Usando múltiplas partes_paralelizáveis(threads)" - -msgid "Threads" -msgstr "Partes_Paralelizáveis" - -msgid "" -"Threads allow simultaneous execution of code. It allows off-loading work " -"from the main thread." -msgstr "" -"Partes_Paralelizáveis permitem a execução simultânea de código. Permite o " -"trabalho de desafogar a execução na parte principal." - -msgid "Godot supports threads and provides many handy functions to use them." -msgstr "" -"O Godot oferece suporte a partes_paralelizáveis e oferece muitas funções " -"úteis para usar tais partes." - -msgid "Creating a Thread" -msgstr "Criando um thread" - -msgid "" -"Creating threads at run-time is slow on Windows and should be avoided to " -"prevent stuttering. Semaphores, explained later on this page, should be used " -"instead." -msgstr "" -"A criação de partes_paralelizáveis em tempo de execução é lenta no Windows e " -"deve ser evitada para evitar travamentos. Em vez disso, devem ser usados " -"semáforos, explicados posteriormente nesta página." - -msgid "" -"Accessing objects or data from multiple threads is not always supported (if " -"you do it, it will cause unexpected behaviors or crashes). Read the :ref:" -"`doc_thread_safe_apis` documentation to understand which engine APIs support " -"multiple thread access." -msgstr "" -"O acesso a objetos ou dados de várias partes_paralelizáveis nem sempre é " -"suportado (se você fizer isso, causará comportamentos inesperados ou " -"travamentos). Leia a documentação :ref:`doc_thread_safe_apis` para entender " -"quais APIs de mecanismo suportam acesso a múltiplas partes_paralelizáveis." - -msgid "" -"When processing your own data or calling your own functions, as a rule, try " -"to avoid accessing the same data directly from different threads. You may " -"run into synchronization problems, as the data is not always updated between " -"CPU cores when modified. Always use a :ref:`Mutex` when " -"accessing a piece of data from different threads." -msgstr "" -"Ao processar seus próprios dados ou chamar suas próprias funções, como " -"regra, tente evitar acessar os mesmos dados diretamente de " -"partes_paralelizáveis diferentes. Você pode ter problemas de sincronização, " -"pois os dados nem sempre são atualizados entre os núcleos da CPU quando " -"modificados. Sempre use um :ref:`Mutex` ao acessar um dado de " -"partes_paralelizáveis diferentes." - -msgid "" -"When calling :ref:`Mutex.lock()`, a thread ensures " -"that all other threads will be blocked (put on suspended state) if they try " -"to *lock* the same mutex. When the mutex is unlocked by calling :ref:`Mutex." -"unlock()`, the other threads will be allowed to " -"proceed with the lock (but only one at a time)." -msgstr "" -"Ao chamar :ref:`Mutex.lock()`, uma " -"parte_paralelizável garante que todas as outras partes_paralelizáveis serão " -"bloqueadas (colocadas em estado suspenso) se tentarem *bloquear* o mesmo " -"mutex. Quando o mutex é desbloqueado chamando :ref:`Mutex." -"unlock()`, as outras partes_paralelizáveis " -"poderão prosseguir com o bloqueio (mas apenas uma de cada vez)." - -msgid "Here is an example of using a Mutex:" -msgstr "Eis um exemplo de uso de um Mutex:" - -msgid "Semaphores" -msgstr "Semáforos" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/using_servers.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/using_servers.po deleted file mode 100644 index 8879958d87..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/using_servers.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "It is not possible to use multiple threads to control them." -msgstr "Não é possível usar vários partes_paralelizáveis para controlá-los." - -msgid "Servers" -msgstr "Servidores" - -msgid "RIDs" -msgstr "RIDs" - -msgid "Creating a sprite" -msgstr "Criando um sprite" - -msgid "Getting data from the servers" -msgstr "Obtendo dados dos servidores" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po deleted file mode 100644 index e4f9ada468..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animating one Fish" -msgstr "Animando um peixe" - -msgid "The resulting animation should look something like this:" -msgstr "A animação resultante deve parecer algo como isto:" - -msgid "With only the pivot applied you should see something like this:" -msgstr "Com apenas o pivô aplicado, você deve ver algo assim:" - -msgid "Here is the fish with twist applied:" -msgstr "Aqui está o código de amostra em GDScript:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po deleted file mode 100644 index 4eee772a4c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po +++ /dev/null @@ -1,43 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Then add the following two functions:" -msgstr "Em seguida, acrescente as duas funções a seguir:" - -msgid "" -"This is the most basic way to set ``VELOCITY`` every particle (or fish) will " -"have the same velocity." -msgstr "" -"Esta é a forma mais básica de definir ``VELOCIDADE`` cada partícula (ou " -"peixe) terá a mesma velocidade." - -msgid "" -"Just by setting ``VELOCITY`` you can make the fish swim however you want. " -"For example, try the code below." -msgstr "" -"Apenas configurando ``VELOCITY`` você pode fazer o peixe nadar como quiser. " -"Por exemplo, tente o código abaixo." - -msgid "This will give each fish a unique speed between ``2`` and ``10``." -msgstr "Isso dará a cada peixe uma velocidade única entre ``2`` e ``10``." - -msgid "" -"If you used ``CUSTOM.y`` in the last tutorial, you can also set the speed of " -"the swim animation based on the ``VELOCITY``. Just use ``CUSTOM.y``." -msgstr "" -"Se você usou ``CUSTOM.y`` no último tutorial, também pode definir a " -"velocidade da animação de nadar com base na ``VELOCIDADE``. Basta usar " -"``CUSTOM.y``." - -msgid "This code gives you the following behavior:" -msgstr "Este código fornece o seguinte comportamento:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/vertex_animation/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/vertex_animation/index.po deleted file mode 100644 index 86a6719ca3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/performance/vertex_animation/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animating thousands of objects" -msgstr "Animando milhares de objetos" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po deleted file mode 100644 index 85d509619d..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "This guide explains:" -msgstr "Este guia explica:" - -msgid "Primitive collision shapes" -msgstr "Formas primitivas de colisão" - -msgid "Godot provides the following primitive collision shape types:" -msgstr "Godot fornece os seguintes tipos de formas primitivas de colisão:" - -msgid "Convex collision shapes" -msgstr "Formas de colisão convexas" - -msgid "Concave or trimesh collision shapes" -msgstr "Formas de colisão côncavas ou trimesh" - -msgid "Performance caveats" -msgstr "Ressalvas de desempenho" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po deleted file mode 100644 index c3f5686ba6..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Collision shapes (3D)" -msgstr "Formas de colisão (3D)" - -msgid "This guide explains:" -msgstr "Este guia explica:" - -msgid "Performance considerations regarding 3D collisions." -msgstr "Considerações de desempenho em relação às colisões 3D." - -msgid "Primitive collision shapes" -msgstr "Formas primitivas de colisão" - -msgid "Godot provides the following primitive collision shape types:" -msgstr "Godot fornece os seguintes tipos de formas primitivas de colisão:" - -msgid "Convex collision shapes" -msgstr "Formas de colisão convexas" - -msgid "Concave or trimesh collision shapes" -msgstr "Formas de colisão côncavas ou trimesh" - -msgid "Performance caveats" -msgstr "Ressalvas de desempenho" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/index.po deleted file mode 100644 index 49154d9ffd..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Physics" -msgstr "Física" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po deleted file mode 100644 index 8a371fd3fa..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ /dev/null @@ -1,205 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Kinematic character (2D)" -msgstr "Personagem cinemático (2D)" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"Yes, the name sounds strange. \"Kinematic Character\". What is that? The " -"reason for the name is that, when physics engines came out, they were called " -"\"Dynamics\" engines (because they dealt mainly with collision responses). " -"Many attempts were made to create a character controller using the dynamics " -"engines, but it wasn't as easy as it seemed. Godot has one of the best " -"implementations of dynamic character controller you can find (as it can be " -"seen in the 2d/platformer demo), but using it requires a considerable level " -"of skill and understanding of physics engines (or a lot of patience with " -"trial and error)." -msgstr "" -"Sim, o nome soa estranho. \"Personagem cinemático\". O que é aquilo? A razão " -"para o nome é que, quando os motores de física surgiram, eles eram chamados " -"de motores \"Dinâmicos\" (porque lidavam principalmente com respostas de " -"colisão). Muitas tentativas foram feitas para criar um controlador de " -"personagem usando os motores de dinâmica, mas não foi tão fácil quanto " -"parecia. Godot tem uma das melhores implementações de controlador de " -"personagem dinâmico que você pode encontrar (como pode ser visto na demo 2d/" -"platformer), mas usá-lo requer um nível considerável de habilidade e " -"compreensão dos motores de física (ou muita paciência com testes e erro)." - -msgid "" -"Some physics engines, such as Havok seem to swear by dynamic character " -"controllers as the best option, while others (PhysX) would rather promote " -"the kinematic one." -msgstr "" -"Alguns motores de física, como o Havok, parecem defender os controladores de " -"personagens dinâmicos como a melhor opção, enquanto outros (PhysX) preferem " -"promover o cinemático." - -msgid "So, what is the difference?:" -msgstr "Então, qual é a diferença?:" - -msgid "" -"A **dynamic character controller** uses a rigid body with an infinite " -"inertia tensor. It's a rigid body that can't rotate. Physics engines always " -"let objects move and collide, then solve their collisions all together. This " -"makes dynamic character controllers able to interact with other physics " -"objects seamlessly, as seen in the platformer demo. However, these " -"interactions are not always predictable. Collisions can take more than one " -"frame to be solved, so a few collisions may seem to displace a tiny bit. " -"Those problems can be fixed, but require a certain amount of skill." -msgstr "" -"Um **controlador dinâmico de personagem** usa um corpo rígido com um tensor " -"de inércia infinito. É um corpo rígido que não pode girar. Os motores de " -"física sempre permitem que os objetos se movam e colidam, então resolvem " -"suas colisões todas juntas. Isso torna os controladores de personagem " -"dinâmicos capazes de interagir perfeitamente com outros objetos físicos, " -"como visto na demonstração do jogo de plataforma. No entanto, essas " -"interações nem sempre são previsíveis. As colisões podem levar mais de um " -"quadro para serem resolvidas, então algumas colisões podem parecer deslocar " -"um pouquinho. Esses problemas podem ser corrigidos, mas requerem uma certa " -"habilidade." - -msgid "" -"A **kinematic character controller** is assumed to always begin in a non-" -"colliding state, and will always move to a non-colliding state. If it starts " -"in a colliding state, it will try to free itself like rigid bodies do, but " -"this is the exception, not the rule. This makes their control and motion a " -"lot more predictable and easier to program. However, as a downside, they " -"can't directly interact with other physics objects, unless done by hand in " -"code." -msgstr "" -"Presume-se que um **controlador de caractere cinemático** comece sempre em " -"um estado sem colisão e sempre se moverá para um estado sem colisão. Se " -"começar em estado de colisão, tentará se libertar como fazem os corpos " -"rígidos, mas esta é a exceção, não a regra. Isso torna seu controle e " -"movimento muito mais previsível e fácil de programar. No entanto, como " -"desvantagem, eles não podem interagir diretamente com outros objetos " -"físicos, a menos que sejam feitos à mão em código." - -msgid "Physics process" -msgstr "Processo físico" - -msgid "" -"To manage the logic of a kinematic body or character, it is always advised " -"to use physics process, because it's called before physics step and its " -"execution is in sync with physics server, also it is called the same amount " -"of times per second, always. This makes physics and motion calculation work " -"in a more predictable way than using regular process, which might have " -"spikes or lose precision if the frame rate is too high or too low." -msgstr "" -"Para gerenciar a lógica de um corpo ou personagem cinemático, é sempre " -"aconselhável usar o processo de física, pois é chamado antes da simulação de " -"física e sua execução está em sincronia com o servidor de física, também é " -"chamado a mesma quantidade de vezes por segundo, sempre. Isso faz com que a " -"física e o cálculo de movimento funcionem de maneira mais previsível do que " -"usando o processo regular, que pode ter picos ou perder a precisão se a taxa " -"de quadros for muito alta ou muito baixa." - -msgid "Scene setup" -msgstr "Configuração da cena" - -msgid "" -"To have something to test, here's the scene (from the tilemap tutorial): " -"`kinematic_character_2d_starter.zip `_. We'll be creating a new scene for the " -"character. Use the robot sprite and create a scene like this:" -msgstr "" -"Para ter algo para testar, aqui está a cena (do tutorial do tilemap): " -"`kinematic_character_2d_starter.zip `_. Vamos criar uma nova cena para o " -"personagem. Use o sprite do robô e crie uma cena como esta:" - -msgid "" -"You'll notice that there's a warning icon next to our CollisionShape2D node; " -"that's because we haven't defined a shape for it. Create a new CircleShape2D " -"in the shape property of CollisionShape2D. Click on to go to " -"the options for it, and set the radius to 30:" -msgstr "" -"Você notará que há um ícone de aviso próximo ao nosso nó CollisionShape2D; " -"isso porque não definimos uma forma para ele. Crie um novo CircleShape2D na " -"propriedade de forma de CollisionShape2D. Clique em para " -"acessar as opções e defina o raio como 30:" - -msgid "" -"**Note: As mentioned before in the physics tutorial, the physics engine " -"can't handle scale on most types of shapes (only collision polygons, planes " -"and segments work), so always change the parameters (such as radius) of the " -"shape instead of scaling it. The same is also true for the kinematic/rigid/" -"static bodies themselves, as their scale affects the shape scale.**" -msgstr "" -"**Observação: como mencionado anteriormente no tutorial de física, o engine " -"de física não pode lidar com a escala na maioria dos tipos de formas " -"(somente polígonos de colisão, planos e segmentos funcionam), portanto, " -"sempre altere os parâmetros (como o raio) da forma em vez de dimensioná-la. " -"O mesmo também é verdade para os próprios corpos cinemáticos/rígidos/" -"estáticos, pois sua escala afeta a escala da forma.**" - -msgid "" -"Now, create a script for the character, the one used as an example above " -"should work as a base." -msgstr "" -"Agora, crie um script para o personagem, o usado como exemplo acima deve " -"servir de base." - -msgid "" -"Finally, instance that character scene in the tilemap, and make the map " -"scene the main one, so it runs when pressing play." -msgstr "" -"Por fim, crie uma instância dessa cena de personagem no tilemap e torne a " -"cena do mapa a principal, para que seja executada ao pressionar o play." - -msgid "Moving the kinematic character" -msgstr "Movendo o personagem cinemático" - -msgid "So, let's move our sprite downwards until it hits the floor:" -msgstr "Então, vamos mover nosso sprite para baixo até atingir o chão:" - -msgid "" -"The result is that the character will move, but stop right when hitting the " -"floor. Pretty cool, huh?" -msgstr "" -"O resultado é que o personagem vai se mover, mas parar ao bater no chão. Bem " -"legal, né?" - -msgid "" -"The next step will be adding gravity to the mix, this way it behaves a " -"little more like a regular game character:" -msgstr "" -"O próximo passo será adicionar gravidade à mistura, de forma que ela se " -"comporte um pouco mais como um personagem normal do jogo:" - -msgid "" -"Now the character falls smoothly. Let's make it walk to the sides, left and " -"right when touching the directional keys. Remember that the values being " -"used (for speed at least) are pixels/second." -msgstr "" -"Agora o personagem cai sem problemas. Vamos fazê-lo andar para os lados, " -"esquerda e direita ao tocar nas teclas direcionais. Lembre-se de que os " -"valores usados (pelo menos para velocidade) são pixels/segundo." - -msgid "And give it a try." -msgstr "E experimente." - -msgid "" -"This is a good starting point for a platformer. A more complete demo can be " -"found in the demo zip distributed with the engine, or in the https://github." -"com/godotengine/godot-demo-projects/tree/master/2d/kinematic_character." -msgstr "" -"Este é um bom ponto de partida para um jogo de plataforma. Uma demonstração " -"mais completa pode ser encontrada no zip de demonstração distribuído com o " -"mecanismo ou no https://github.com/godotengine/godot-demo-projects/tree/" -"master/2d/kinematic_character." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/large_world_coordinates.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/large_world_coordinates.po deleted file mode 100644 index 435e71095b..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/large_world_coordinates.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Comment" -msgstr "Comente" - -msgid "Limitations" -msgstr "Limitações" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/physics_introduction.po deleted file mode 100644 index 09f39dba89..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ /dev/null @@ -1,388 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Physics introduction" -msgstr "Introdução à física" - -msgid "" -"In game development, you often need to know when two objects in the game " -"intersect or come into contact. This is known as **collision detection**. " -"When a collision is detected, you typically want something to happen. This " -"is known as **collision response**." -msgstr "" -"É frequente, no desenvolvimento de jogos, precisar saber quando dois objetos " -"se interceptam ou fazem contato durante o jogo. Isso é conhecido como " -"**detecção de colisão**. Quando uma colisão é detectada, você tipicamente " -"quer que alguma coisa aconteça. Isso é chamado de **resposta à colisão**." - -msgid "" -"Godot offers a number of collision objects in 2D and 3D to provide both " -"collision detection and response. Trying to decide which one to use for your " -"project can be confusing. You can avoid problems and simplify development if " -"you understand how each works and what their pros and cons are." -msgstr "" -"Godot oferece uma variedade de objetos de colisão em 2D e 3D para prover " -"tanto detecção de quanto resposta a colisões. Tentar decidir qual usar em " -"seu projeto pode ser confuso. Você pode evitar problemas e simplificar o " -"desenvolvimento se entender como cada um funciona e quais são suas vantagens " -"e desvantagens." - -msgid "In this guide, you will learn:" -msgstr "Neste guia, você aprenderá:" - -msgid "Godot's four collision object types" -msgstr "Os quatro tipos de objeto de colisão do Godot" - -msgid "How each collision object works" -msgstr "Como cada objeto de colisão funciona" - -msgid "When and why to choose one type over another" -msgstr "Quando e por que escolher um tipo em detrimento de outro" - -msgid "" -"This document's examples will use 2D objects. Every 2D physics object and " -"collision shape has a direct equivalent in 3D and in most cases they work in " -"much the same way." -msgstr "" -"Os exemplos deste documento usarão objetos 2D. Todo objeto de física e forma " -"de colisão 2D tem seu equivalente direto em 3D e, na maioria dos casos, " -"funcionam exatamente da mesma forma." - -msgid "Collision objects" -msgstr "Objetos de Colisão" - -msgid ":ref:`Area2D `" -msgstr ":ref:`Area2D `" - -msgid "" -"``Area2D`` nodes provide **detection** and **influence**. They can detect " -"when objects overlap and can emit signals when bodies enter or exit. An " -"``Area2D`` can also be used to override physics properties, such as gravity " -"or damping, in a defined area." -msgstr "" -"Os nós ``Area2D`` fornecem **detecção** e **influência**. Eles podem " -"detectar quando os objetos se sobrepõem e podem emitir sinais quando os " -"corpos entram ou saem. Uma ``Area2D`` também pode ser usado para substituir " -"propriedades físicas, como gravidade ou amortecimento, em uma área definida." - -msgid ":ref:`StaticBody2D `" -msgstr ":ref:`StaticBody2D `" - -msgid "" -"A static body is one that is not moved by the physics engine. It " -"participates in collision detection, but does not move in response to the " -"collision. They are most often used for objects that are part of the " -"environment or that do not need to have any dynamic behavior." -msgstr "" -"Um corpo estático é aquele que não é movido pelo motor de física. Ele " -"participa da detecção de colisão, mas não se move em resposta a uma. É mais " -"comumente usado para objetos que sejam parte do ambiente ou que não " -"necessitam de ter qualquer comportamento dinâmico." - -msgid ":ref:`RigidBody2D `" -msgstr ":ref:`RigidBody2D `" - -msgid "" -"This is the node that implements simulated 2D physics. You do not control a " -"``RigidBody2D`` directly, but instead you apply forces to it (gravity, " -"impulses, etc.) and the physics engine calculates the resulting movement. :" -"ref:`Read more about using rigid bodies. `" -msgstr "" -"Este é o nó que implementa a física 2D simulada. Você não controla um " -"``RigidBody2D`` diretamente, e sim aplica forças nele (gravidade, impulsos, " -"etc.) e o motor de física calcula o movimento resultante. :ref:`Leia mais " -"sobre o uso de corpos rígidos. `" - -msgid "" -"A body that provides collision detection, but no physics. All movement and " -"collision response must be implemented in code." -msgstr "" -"Um corpo que provê detecção de colisão, mas nenhuma física. Todos os " -"movimentos e respostas a colisões devem ser implementados em código." - -msgid "Physics material" -msgstr "Material físico" - -msgid "Collision shapes" -msgstr "Formas de colisão" - -msgid "" -"A physics body can hold any number of :ref:`Shape2D ` objects " -"as children. These shapes are used to define the object's collision bounds " -"and to detect contact with other objects." -msgstr "" -"Um corpo físico por conter qualquer quantidade de objetos :ref:`Shape2D " -"` como filhos. Essas formas são usadas para definir os " -"limites de colisão do objeto e detectar contato com outros." - -msgid "" -"In order to detect collisions, at least one ``Shape2D`` must be assigned to " -"the object." -msgstr "" -"Para detectar colisões, pelo menos um ``Shape2D`` deve ser atribuído ao " -"objeto." - -msgid "" -"The most common way to assign a shape is by adding a :ref:`CollisionShape2D " -"` or :ref:`CollisionPolygon2D " -"` as a child of the object. These nodes allow you " -"to draw the shape directly in the editor workspace." -msgstr "" -"A maneira mais comum de atribuir uma forma é adicionar um :ref:" -"`CollisionShape2D ` ou :ref:`CollisionPolygon2D " -"` como filho do objeto. Esses nós lhe permitem " -"desenhar o formato diretamente no espaço de trabalho do editor." - -msgid "" -"Be careful to never scale your collision shapes in the editor. The \"Scale\" " -"property in the Inspector should remain ``(1, 1)``. When changing the size " -"of the collision shape, you should always use the size handles, **not** the " -"``Node2D`` scale handles. Scaling a shape can result in unexpected collision " -"behavior." -msgstr "" -"Tenha cuidado para nunca escalar suas formas de colisão no editor. A " -"propriedade \"Escala\" no Inspetor deve permanecer ``(1, 1)``. Ao alterar o " -"tamanho da forma da colisão, você deve sempre utilizar os manipuladores de " -"tamanho, e ** não** os manipuladores de escala ``Node2D``. A escala de uma " -"forma pode resultar em um comportamento de colisão inesperado." - -msgid "Physics process callback" -msgstr "Chamadas de retorno do processamento da física" - -msgid "Collision layers and masks" -msgstr "Camadas e Máscaras de colisão" - -msgid "Let's look at each of the properties in turn:" -msgstr "Vamos olhar cada propriedade por vez:" - -msgid "collision_layer" -msgstr "collision_layer" - -msgid "" -"This describes the layers that the object appears **in**. By default, all " -"bodies are on layer ``1``." -msgstr "" -"Descreve as camadas que **onde** o objeto aparece. Por padrão, todos os " -"corpos estão na camada ``1``." - -msgid "collision_mask" -msgstr "collision_mask" - -msgid "" -"This describes what layers the body will **scan** for collisions. If an " -"object isn't in one of the mask layers, the body will ignore it. By default, " -"all bodies scan layer ``1``." -msgstr "" -"Descreve quais camadas o corpo irá **varrer** em busca de colisões. Se um " -"objeto não estiver em uma camada da máscara, o corpo o ignorará. Por padrão, " -"todos corpos varrem a camada ``1``." - -msgid "" -"These properties can be configured via code, or by editing them in the " -"Inspector." -msgstr "" -"Essas propriedades podem ser configurada por código ou por edição no " -"Inspetor." - -msgid "GUI example" -msgstr "Exemplo de GUI" - -msgid "" -"You have four node types in your game: Walls, Player, Enemy, and Coin. Both " -"Player and Enemy should collide with Walls. The Player node should detect " -"collisions with both Enemy and Coin, but Enemy and Coin should ignore each " -"other." -msgstr "" -"Você tem quatro tipos de nós no seu jogo: Muros, Jogador, Inimigo e Moeda. " -"Tanto o Jogador quanto o Inimigo colidem com Muros. O nó Jogador deveria " -"detectar colisões com Inimigo e Moeda, mas Inimigo e Moeda devem se ignorar." - -msgid "" -"Start by naming layers 1-4 \"walls\", \"player\", \"enemies\", and \"coins\" " -"and place each node type in its respective layer using the \"Layer\" " -"property. Then set each node's \"Mask\" property by selecting the layers it " -"should interact with. For example, the Player's settings would look like " -"this:" -msgstr "" -"Comece nomeando as camadas 1 a 4 como \"muros\", \"jogador\", \"inimigos\" e " -"\"moedas\" e coloque cada tipo de nó em sua camada respectiva usando a " -"propriedade \"Camada\" (Layer). Então configure a propriedade \"Máscara\" " -"(Mask) de cada nó selecionando as camadas com que ele deveria interagir. Por " -"exemplo, as configurações do Jogador (Player) deveriam se parecer com isto:" - -msgid "Code example" -msgstr "Exemplo de código" - -msgid "Area2D" -msgstr "Area2D" - -msgid "" -"Area nodes provide **detection** and **influence**. They can detect when " -"objects overlap and emit signals when bodies enter or exit. Areas can also " -"be used to override physics properties, such as gravity or damping, in a " -"defined area." -msgstr "" -"Os nós de área fornecem **detecção** e **influência**. Eles podem detectar " -"quando os objetos se sobrepõem e emitir sinais quando os corpos entram ou " -"saem. As áreas também podem ser usadas para anular propriedades físicas, " -"tais como gravidade ou amortecimento, em uma área definida." - -msgid "There are three main uses for :ref:`Area2D `:" -msgstr "Existem três usos principais para :ref:`Area2D `:" - -msgid "Overriding physics parameters (such as gravity) in a given region." -msgstr "" -"Substituição dos parâmetros físicos (como gravidade) em uma dada região." - -msgid "" -"Detecting when other bodies enter or exit a region or what bodies are " -"currently in a region." -msgstr "" -"Detectar quando outros corpos entram em ou saem de uma região ou quais estão " -"atualmente em um região." - -msgid "Checking other areas for overlap." -msgstr "Verificar se outras áreas se sobrepõem." - -msgid "By default, areas also receive mouse and touchscreen input." -msgstr "Por padrão, áreas também recebem entradas de mouse e tela de toque." - -msgid "StaticBody2D" -msgstr "StaticBody2D" - -msgid "" -"A static body is one that is not moved by the physics engine. It " -"participates in collision detection, but does not move in response to the " -"collision. However, it can impart motion or rotation to a colliding body " -"**as if** it were moving, using its ``constant_linear_velocity`` and " -"``constant_angular_velocity`` properties." -msgstr "" -"Um corpo estático é aquele que não é movido pelo motor de física. Ele " -"participa da detecção de colisão, mas não se move em resposta à ela. " -"Entretanto, ele pode transmitir movimento e rotação a um corpo rígido **como " -"se** estivesse se movendo, usando suas propriedades " -"``constant_linear_velocity`` e ``constant_angular_velocity`` (velocidades " -"lineares e angulares constantes, respectivamente)." - -msgid "" -"``StaticBody2D`` nodes are most often used for objects that are part of the " -"environment or that do not need to have any dynamic behavior." -msgstr "" -"Nós ``StaticBody2D`` são mais comumente usado em objetos que são parte do " -"ambiente ou que não precisam ter um comportamento dinâmico." - -msgid "Example uses for ``StaticBody2D``:" -msgstr "Exemplos de uso para ``StaticBody2D``:" - -msgid "Platforms (including moving platforms)" -msgstr "Plataformas (inclusive as móveis)" - -msgid "Conveyor belts" -msgstr "Esteiras transportadoras" - -msgid "Walls and other obstacles" -msgstr "Paredes e outros obstáculos" - -msgid "RigidBody2D" -msgstr "RigidBody2D" - -msgid "" -"This is the node that implements simulated 2D physics. You do not control a :" -"ref:`RigidBody2D ` directly. Instead, you apply forces to " -"it and the physics engine calculates the resulting movement, including " -"collisions with other bodies, and collision responses, such as bouncing, " -"rotating, etc." -msgstr "" -"Este é o nó que um implementa física 2D simulada. Você não controla um :ref:" -"`RigidBody2D ` diretamente. Em vez disso, você lhe aplica " -"forças e o motor da física calcula o movimento resultante, inclusive " -"colisões com outros corpos, além de respostas a colisões como quicar, girar, " -"etc." - -msgid "" -"You can modify a rigid body's behavior via properties such as \"Mass\", " -"\"Friction\", or \"Bounce\", which can be set in the Inspector." -msgstr "" -"Você pode modificar o comportamento de um corpo rígido através de " -"propriedades como \"Mass\" (massa), \"Friction\" (atrito) ou \"Bounce\" " -"(restituição/quique), configuráveis no Inspetor." - -msgid "" -"When a rigid body is at rest and hasn't moved for a while, it goes to sleep. " -"A sleeping body acts like a static body, and its forces are not calculated " -"by the physics engine. The body will wake up when forces are applied, either " -"by a collision or via code." -msgstr "" -"Quando um corpo rígido está em repouso e não se move por um tempo, ele " -"adormece. Um corpo adormecido age como um corpo estático, e suas forças não " -"são calculadas pelo motor de física. O corpo acordará quando forças forem " -"aplicadas, seja por colisão ou por código." - -msgid "Using RigidBody2D" -msgstr "Usando RigidBody2D" - -msgid "" -"One of the benefits of using a rigid body is that a lot of behavior can be " -"had \"for free\" without writing any code. For example, if you were making " -"an \"Angry Birds\"-style game with falling blocks, you would only need to " -"create RigidBody2Ds and adjust their properties. Stacking, falling, and " -"bouncing would automatically be calculated by the physics engine." -msgstr "" -"Um dos benefícios de usar um corpo rígido é que muito do comportamento dele " -"pode ser obtido \"de graça\" sem escrever código algum. Por exemplo, se você " -"está fazendo um jogo no estilo \"Angry Birds\" com blocos caindo, você só " -"precisaria criar RigidBody2Ds e ajustar suas propriedades. Empilhamento, " -"queda e quique seriam calculados automaticamente pelor motor de física." - -msgid "For example, here is the code for an \"Asteroids\" style spaceship:" -msgstr "" -"Por exemplo, aqui está o código para uma nave no estilo de \"Asteroids\":" - -msgid "" -"Note that we are not setting the ``linear_velocity`` or ``angular_velocity`` " -"properties directly, but rather applying forces (``thrust`` and ``torque``) " -"to the body and letting the physics engine calculate the resulting movement." -msgstr "" -"Note que nós não estamos configurando as propriedades ``linear_velocity`` ou " -"``angular_velocity`` diretamente, mas sim aplicando forças (``thrust`` " -"(impulso) e ``torque``) ao corpo, e deixando o motor de física calcular o " -"movimento resultante." - -msgid "" -"When a rigid body goes to sleep, the ``_integrate_forces()`` function will " -"not be called. To override this behavior, you will need to keep the body " -"awake by creating a collision, applying a force to it, or by disabling the :" -"ref:`can_sleep ` property. Be aware " -"that this can have a negative effect on performance." -msgstr "" -"Quando um corpo rígido adormece, a função ``_integrate_forces()`` não será " -"chamada. Para sobrepor este comportamento, você precisará manter o corpo " -"acordado, criando uma colisão, aplicando forças a ele ou desabilitando a " -"propriedade :ref:`can_sleep `. Fique " -"ciente que isso pode ter um efeito negativo no desempenho." - -msgid "Contact reporting" -msgstr "Relato de contato" - -msgid "" -"Contact monitoring via signals can be enabled via the :ref:`contact_monitor " -"` property. See :ref:" -"`RigidBody2D ` for the list of available signals." -msgstr "" -"Monitoramento de contato via sinais pode ser habilitado através da " -"propriedade :ref:`contact_monitor " -"`. Veja :ref:`RigidBody2D " -"` para a lista de sinais disponíveis." - -msgid "CharacterBody2D" -msgstr "CharacterBody2D" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/ragdoll_system.po deleted file mode 100644 index 87c073c342..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ /dev/null @@ -1,58 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Ragdoll system" -msgstr "Sistema de Ragdoll" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Setting up the ragdoll" -msgstr "Configurando o ragdoll" - -msgid "Creating physical bones" -msgstr "Criando ossos físicos" - -msgid "Cleaning up the skeleton" -msgstr "Limpando o esqueleto" - -msgid "Collision shape adjustment" -msgstr "Ajuste da forma de colisão" - -msgid "" -"The next task is adjusting the collision shape and the size of physical " -"bones to match the part of the body that each bone should simulate." -msgstr "" -"A próxima tarefa é ajustar a forma de colisão e o tamanho dos ossos físicos " -"para corresponder à parte do corpo que cada osso deve simular." - -msgid "Joints adjustment" -msgstr "Ajuste das articulações" - -msgid "This is the final result:" -msgstr "Este é o resultado final:" - -msgid "" -"To stop the simulation, call the ``physical_bones_stop_simulation()`` method." -msgstr "" -"Para parar a simulação, chame o método ``physical_bones_stop_simulation()``." - -msgid "Collision layer and mask" -msgstr "Camadas e Máscaras de colisão" - -msgid "" -"For more information, read :ref:" -"`doc_physics_introduction_collision_layers_and_masks`." -msgstr "" -"Para mais informações, leia :ref:" -"`doc_physics_introduction_collision_layers_and_masks`." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/ray-casting.po deleted file mode 100644 index ea13feaa8c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/ray-casting.po +++ /dev/null @@ -1,57 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Ray-casting" -msgstr "Ray-casting" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"One of the most common tasks in game development is casting a ray (or custom " -"shaped object) and checking what it hits. This enables complex behaviors, " -"AI, etc. to take place. This tutorial will explain how to do this in 2D and " -"3D." -msgstr "" -"Uma das tarefas mais comuns no desenvolvimento de um jogo é conjurar um raio " -"(ou um objeto de formato personalizado) e verificar o que ele atinge. Isto " -"permite comportamentos, IA, etc. complexos acontecerem. Este tutorial " -"explicará como fazer isso em 2D e em 3D." - -msgid "" -"Many times, though, ray-casting needs to be a more interactive process so a " -"way to do this by code must exist." -msgstr "" -"Muitas vezes, entretanto, conjurar um raio precisa de um processo mais " -"interativo, então deve existir uma maneira de fazer isso através de código." - -msgid "Space" -msgstr "Espaço" - -msgid "Accessing space" -msgstr "Acessando o espaço" - -msgid "Or more directly:" -msgstr "Ou mais diretamente:" - -msgid "And in 3D:" -msgstr "E em 3D:" - -msgid "Raycast query" -msgstr "Consulta de Raycast" - -msgid "Collision exceptions" -msgstr "Exceções de colisão" - -msgid "Collision Mask" -msgstr "Máscara de Colisão" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/rigid_body.po deleted file mode 100644 index 83102ac1c1..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/rigid_body.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using RigidBody" -msgstr "Usando RigidBody" - -msgid "How to control a rigid body" -msgstr "Como controlar um corpo rígido" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/soft_body.po deleted file mode 100644 index ce3e53c1b5..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/soft_body.po +++ /dev/null @@ -1,58 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using SoftBody" -msgstr "Usando SoftBody" - -msgid "" -"Soft bodies (or *soft-body dynamics*) simulate movement, changing shape and " -"other physical properties of deformable objects. This can for example be " -"used to simulate cloth or to create more realistic characters." -msgstr "" -"Corpos moles (ou *dinâmica de corpo mole*) simulam movimento, alterando a " -"forma e outras propriedades físicas de objetos deformáveis. Isso pode, por " -"exemplo, ser usado para simular tecido ou para criar personagens mais " -"realistas." - -msgid "Basic set-up" -msgstr "Configuração básica" - -msgid "We will create a bouncy cube to demonstrate the setup of a soft body." -msgstr "" -"Vamos criar um cubo saltitante para demonstrar a configuração de um corpo " -"mole." - -msgid "" -"Set the parameters to obtain the type of soft body you aim for. Try to keep " -"the ``Simulation Precision`` above 5, otherwise, the soft body may collapse." -msgstr "" -"Defina os parâmetros para obter o tipo de corpo macio que você deseja. Tente " -"manter a ``Simulation Precision`` acima de 5, caso contrário, o corpo mole " -"pode entrar em colapso." - -msgid "" -"Handle some parameters with care, as some value can lead to strange results. " -"For example, if the shape is not completely closed and you set pressure to " -"more than 0, the softbody will fly around like a plastic bag under strong " -"wind." -msgstr "" -"Manuseie alguns parâmetros com cuidado, pois alguns valores podem levar a " -"resultados estranhos. Por exemplo, se a forma não estiver completamente " -"fechada e você definir a pressão para mais de 0, o softbody voará como um " -"saco plástico sob vento forte." - -msgid "Play the scene to view the simulation." -msgstr "Execute a cena para ver a simulação." - -msgid "Cloak simulation" -msgstr "Simulação de capa" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/using_area_2d.po deleted file mode 100644 index 6fd5025e71..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ /dev/null @@ -1,61 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using Area2D" -msgstr "Usando Area2D" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"Godot offers a number of collision objects to provide both collision " -"detection and response. Trying to decide which one to use for your project " -"can be confusing. You can avoid problems and simplify development if you " -"understand how each of them works and what their pros and cons are. In this " -"tutorial, we'll look at the :ref:`Area2D ` node and show some " -"examples of how it can be used." -msgstr "" -"A Godot oferece uma série de objetos de colisão para proporcionar tanto a " -"detecção de colisão quanto a resposta. Tentar decidir qual deles usar para " -"seu projeto pode ser confuso. Você pode evitar problemas e simplificar o " -"desenvolvimento se entender como cada um deles funciona e quais são seus " -"prós e contras. Neste tutorial, veremos o nó :ref:`Area2D ` e " -"mostraremos alguns exemplos de como ele pode ser utilizado." - -msgid "What is an area?" -msgstr "O que é uma área?" - -msgid "Area properties" -msgstr "Propriedades da área" - -msgid "Overlap detection" -msgstr "Detecção de sobreposição" - -msgid "Some other usage examples:" -msgstr "Alguns outros exemplos de uso:" - -msgid "" -"See the :ref:`doc_your_first_2d_game` for an example of using Area2D in a " -"game." -msgstr "" -"Veja o :ref:`doc_your_first_2d_game` para um exemplo de utilização da Area2D " -"em um jogo." - -msgid "Area influence" -msgstr "Área de influência" - -msgid "Point gravity" -msgstr "Ponto de gravidade" - -msgid "Examples" -msgstr "Exemplos" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/using_character_body_2d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/using_character_body_2d.po deleted file mode 100644 index 64ee5d417f..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/using_character_body_2d.po +++ /dev/null @@ -1,45 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Movement and collision" -msgstr "Movimento e colisão" - -msgid "Detecting collisions" -msgstr "Detectando colisões" - -msgid "" -"See :ref:`KinematicCollision2D ` for details on " -"what collision data is returned." -msgstr "" -"Veja :ref:`KinematicCollision2D ` para detalhes " -"sobre quais dados de colisão são retornados." - -msgid "Examples" -msgstr "Exemplos" - -msgid "Movement and walls" -msgstr "Movimento e paredes" - -msgid "" -"See :ref:`doc_2d_movement` for examples of implementing 2D movement schemes." -msgstr "" -"Veja :ref:`doc_2d_movement` para exemplos de implementação de movimento 2D." - -msgid "Bouncing/reflecting" -msgstr "Rebater/reflexo" - -msgid "Platformer movement" -msgstr "Movimento de jogo de plataformas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po deleted file mode 100644 index ae9a903431..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Android in-app purchases" -msgstr "Compras no aplicativo em Android" - -msgid "Usage" -msgstr "Uso" - -msgid "Getting started" -msgstr "Primeiros passos" - -msgid "Purchase an item" -msgstr "Comprar um item" - -msgid "Consumables" -msgstr "Consumíveis" - -msgid "Subscriptions" -msgstr "Assinaturas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/android/android_library.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/android/android_library.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/android/android_library.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/android/android_plugin.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/android/android_plugin.po deleted file mode 100644 index 2bf7c82ef6..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/android/android_plugin.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Android plugin" -msgstr "Plugin de Android" - -msgid "Reference implementations" -msgstr "Implementações de referência" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/android/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/android/index.po deleted file mode 100644 index 38b4bffc9d..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/android/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Android" -msgstr "Android" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/consoles.po deleted file mode 100644 index 40937ca2d1..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/consoles.po +++ /dev/null @@ -1,191 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Console support in Godot" -msgstr "Suporte para Consoles em Godot" - -msgid "Console porting process" -msgstr "Processo de portabilidade para consoles" - -msgid "" -"In order to develop for consoles in Godot, you need access to the console " -"SDK and export templates for it. These export templates need to be developed " -"either by yourself or someone hired to do it, or provided by a third party " -"company." -msgstr "" -"Para desenvolver para consoles em Godot, você precisa de acesso ao SDK do " -"console e modelos de exportação para o mesmo. Estes modelos de exportação " -"precisam desenvolvidos ou por você mesmo ou alguém contratado para fazê-los, " -"ou fornecidos por uma empresa de terceirizada." - -msgid "" -"Currently, the only console Godot officially supports is Steam Deck (through " -"the official Linux export templates)." -msgstr "" -"Atualmente, o único console que o Godot oficialmente suporta é o Steam Deck " -"(através dos modelos de exportação oficiais para Linux)." - -msgid "The reason other consoles are not officially supported are:" -msgstr "" -"O motivo pelo qual outros consoles não são suportados oficialmente são:" - -msgid "" -"To develop for consoles, one must be licensed as a company. As an open " -"source project, Godot has no legal structure to provide console ports." -msgstr "" -"Para desenvolver para consoles, é preciso ser licenciado como uma empresa. " -"Como um projeto de código aberto, o Godot não tem uma estrutura legal para " -"fornecer portabilidade para consoles." - -msgid "" -"Console SDKs are secret and covered by non-disclosure agreements. Even if we " -"could get access to them, we could not publish the platform-specific code " -"under an open source license." -msgstr "" -"SDKs de console são secretas e cobertas por acordos de não-divulgação. Mesmo " -"se pudéssemos conseguir acesso a elas, não poderíamos publicar o código " -"específico da plataforma sob uma licença de código aberto." - -msgid "" -"As explained, however, it is possible to port your games to consoles thanks " -"to services provided by third-party companies." -msgstr "" -"Como explicado, no entanto, ainda é possível portar seus jogos para consoles " -"graças a serviços fornecidos por empresas de terceiros." - -msgid "Console publishing process" -msgstr "Processo de publicação para console" - -msgid "" -"Regardless of the engine used to create the game, the process to publish a " -"game to a console platform is as follows:" -msgstr "" -"Independentemente do motor usado para criar o jogo, o processo para publicar " -"um jogo para uma plataforma de console é o seguinte:" - -msgid "" -"Register a developer account on the console manufacturer's website, then " -"sign NDAs and publishing contracts. This requires you to have a registered " -"legal entity." -msgstr "" -"Registrar uma conta de desenvolvedor no site da fabricante do console, então " -"assinar acordos de não-divulgação e contratos de publicação. Isso requer que " -"você tenha uma entidade legal registrada." - -msgid "" -"Gain access to the publishing platform by passing the acceptance process. " -"This can take up to several months. Note that this step is significantly " -"easier if an established publisher is backing your game. Nintendo is " -"generally known to be more accepting of smaller developers, but this is not " -"guaranteed." -msgstr "" -"Obter acesso à plataforma de publicação ao passar no processo de aceitação. " -"Isso pode levar meses. Observe que este passo é significantemente mais fácil " -"se uma publicadora estabelecida está apoiando seu jogo. A Nintendo é " -"geralmente conhecida por aceitar melhor desenvolvedores pequenos, mas isso " -"não é garantido." - -msgid "" -"Get access to developer tools and order a console specially made for " -"developers (*devkit*). The cost of those devkits is confidential." -msgstr "" -"Conseguir acesso a ferramentas de desenvolvedor e encomendar um console " -"especialmente feito para desenvolvedores (*devkit*). O custo desses devkits " -"é confidencial." - -msgid "Port the engine to the console platform or pay a company to do it." -msgstr "" -"Portar o motor para a plataforma de console ou pagar uma empresa para fazê-" -"lo." - -msgid "" -"To be published, your game needs to be rated in the regions you'd like to " -"sell it in. For example, game ratings are handled by `ESRB `__ in North America, and `PEGI `__ in Europe. " -"Indie developers can generally get a rating for cheaper compared to more " -"established developers." -msgstr "" -"Para ser publicado, seu jogo precisa ser classificado nas regiões em que " -"você deseja vendê-lo. Por exemplo, classificações de jogos são tratadas pela " -"`ESRB `__ na América do Norte, pela `PEGI `__ na Europa, e pela `ClassInd `__ no Brasil. Desenvolvedores " -"independentes geralmente podem conseguir uma classificação por um valor " -"menor comparado a desenvolvedores mais estabelecidos." - -msgid "" -"Due to the complexity of the process, many studios and developers prefer to " -"outsource console porting." -msgstr "" -"Devido à complexidade do processo, muitos estúdios e desenvolvedores " -"preferem terceirizar a portabilidade para consoles." - -msgid "" -"You can read more about the console publishing process in this article: " -"`Godot and consoles, all you need to know `__" -msgstr "" -"Você pode ler mais sobre o processo de publicação para consoles neste artigo " -"(em inglês): `Godot and consoles, all you need to know `__" - -msgid "Third-party support" -msgstr "Suporte de terceiros" - -msgid "" -"Console ports of Godot are offered by third-party companies (which have " -"ported Godot on their own). These companies also offer publishing of your " -"games to various consoles." -msgstr "" -"Portabilidades do Godot para console são oferecidas por empresas de " -"terceiros (que portaram o Godot por conta própria). Estas empresas também " -"oferecem publicação de seus jogos para vários consoles." - -msgid "Following is the list of providers:" -msgstr "Segue uma lista de fornecedoras:" - -msgid "" -"`Lone Wolf Technology `_ offers Switch " -"and Playstation 4 porting and publishing of Godot games." -msgstr "" -"A `Lone Wolf Technology `_ oferece " -"portabilidade e publicação de jogos em Godot para Switch e PlayStation 4." - -msgid "" -"`Pineapple Works `_ offers Switch, Xbox One & Xbox " -"Series X/S (GDK) porting and publishing of Godot games (GDScript/C#)." -msgstr "" -"A `Pineapple Works `_ oferece portabilidade e " -"publicação de jogos em Godot (GDScript/C#) para Switch, Xbox One e Xbox " -"Series X/S (GDK)." - -msgid "" -"`RAWRLAB games `_ offers Switch porting of Godot " -"games." -msgstr "" -"`RAWRLAB games `_ oferece a portabilidade para " -"Switch de jogos Godot." - -msgid "" -"`mazette! games `_ offers Switch, Xbox One and Xbox " -"Series X/S porting and publishing of Godot games." -msgstr "" -"A `mazette! games `_ oferece portabilidade e " -"publicação de jogos em Godot para Switch, Xbox One e Xbox Series X/S." - -msgid "" -"`Tuanisapps `_ offers Switch porting and " -"publishing of Godot games." -msgstr "" -"A `Tuanisapps `_ oferece portabilidade e " -"publicação de jogos em Godot para Switch." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/index.po deleted file mode 100644 index a22480a0c0..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Platform-specific" -msgstr "Específico da plataforma" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/ios/index.po deleted file mode 100644 index 4c724b336c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/ios/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "iOS plugins" -msgstr "Plugins para iOS" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po deleted file mode 100644 index 5f40df338b..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ /dev/null @@ -1,34 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating iOS plugins" -msgstr "Criando plugins para iOS" - -msgid "Loading and using an existing plugin" -msgstr "Carregando e usando um plugin existente" - -msgid "Creating an iOS plugin" -msgstr "Criando um plug-in para iOS" - -msgid "To build an iOS plugin:" -msgstr "Para construir um plugin para iOS:" - -msgid "" -"Download the Godot engine source from the `Godot GitHub page `_." -msgstr "" -"Baixe a fonte do engine Godot na página `Godot GitHub `_." - -msgid "**dependencies**:" -msgstr "**dependencies**:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po deleted file mode 100644 index 6ef0ec0c77..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ /dev/null @@ -1,109 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Plugins for iOS" -msgstr "Plugins para iOS" - -msgid "" -"Latest updates, documentation and source code can be found at `Godot iOS " -"plugins repository `_" -msgstr "" -"Atualizações mais recentes, documentação e código fonte podem ser " -"encontrados no `repositório de plugins iOS do Godot `_" - -msgid "Accessing plugin singletons" -msgstr "Acessando plugins singletons" - -msgid "Here's an example of how to do this in GDScript:" -msgstr "Eis um exemplo de como fazer isso no GDScript:" - -msgid "Asynchronous methods" -msgstr "Métodos assíncronos" - -msgid "Store Kit" -msgstr "Kit de loja" - -msgid "" -"Implemented in `Godot iOS InAppStore plugin `_." -msgstr "" -"Implementado no `plugin Godot iOS InAppStore `_." - -msgid "``purchase``" -msgstr "``purchase``" - -msgid "Parameters" -msgstr "Parâmetros" - -msgid "Response event" -msgstr "Evento de resposta" - -msgid "On error:" -msgstr "Em caso de erro:" - -msgid "On success:" -msgstr "Em caso de sucesso:" - -msgid "``request_product_info``" -msgstr "``request_product_info``" - -msgid "``restore_purchases``" -msgstr "``restore_purchases``" - -msgid "The response events will be dictionaries with the following fields:" -msgstr "Os eventos de resposta serão dicionários com os seguintes campos:" - -msgid "``set_auto_finish_transaction``" -msgstr "``set_auto_finish_transaction``" - -msgid "``finish_transaction``" -msgstr "``finish_transaction``" - -msgid "" -"Implemented in `Godot iOS GameCenter plugin `_." -msgstr "" -"Implementado no `plugin Godot iOS GameCenter `_." - -msgid "``authenticate``" -msgstr "``authenticate``" - -msgid "``post_score``" -msgstr "``post_score``" - -msgid "Example:" -msgstr "Exemplo:" - -msgid "``award_achievement``" -msgstr "``award_achievement``" - -msgid "``reset_achievements``" -msgstr "``reset_achievements``" - -msgid "``request_achievements``" -msgstr "``request_achievements``" - -msgid "``request_achievement_descriptions``" -msgstr "``request_achievement_descriptions``" - -msgid "``show_game_center``" -msgstr "``show_game_center``" - -msgid "Examples:" -msgstr "Exemplos:" - -msgid "On close:" -msgstr "Ao fechar:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po deleted file mode 100644 index 23bd3de091..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Custom HTML page for Web export" -msgstr "Personalizar página HTML para exportação Web" - -msgid "Setup" -msgstr "Configurar" - -msgid "The only required placeholders are:" -msgstr "Os únicos placeholders necessários são:" - -msgid "Starting the project" -msgstr "Iniciando o projeto" - -msgid "Customizing the behavior" -msgstr "Personalizando o comportamento" - -msgid "Customizing the presentation" -msgstr "Personalizando a apresentação" - -msgid "Debugging" -msgstr "Depuração" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po deleted file mode 100644 index 08099d59ee..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po +++ /dev/null @@ -1,224 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "HTML5 shell class reference" -msgstr "Referência da classe shell HTML5" - -msgid "" -"Projects exported for the Web expose the :js:class:`Engine` class to the " -"JavaScript environment, that allows fine control over the engine's start-up " -"process." -msgstr "" -"Os projetos exportados para a Web expõem a classe :js:class:`Engine` ao " -"ambiente JavaScript, que permite um controle fino sobre o processo de " -"partida do motor." - -msgid "" -"This API is built in an asynchronous manner and requires basic understanding " -"of `Promises `__." -msgstr "" -"Este API é construído de uma maneira assíncrona e requer conhecimento básico " -"sobre `Promises `__." - -msgid "Engine" -msgstr "Engine" - -msgid "" -"The ``Engine`` class provides methods for loading and starting exported " -"projects on the Web. For default export settings, this is already part of " -"the exported HTML page. To understand practical use of the ``Engine`` class, " -"see :ref:`Custom HTML page for Web export `." -msgstr "" -"A classe ``Engine`` fornece métodos para carregar e inicializar projetos " -"exportados na Web. Para configurações de exportação padrão, isto já é parte " -"da página HTML exportada. Para entender o uso prático da classe ``Engine``, " -"veja :ref:`Personalizar página HTML para exportação Web " -"`." - -msgid "Static Methods" -msgstr "Métodos Estáticos" - -msgid "Promise" -msgstr "Promesa" - -msgid "void" -msgstr "void" - -msgid "boolean" -msgstr "booleano" - -msgid "Instance Methods" -msgstr "Métodos de Instância" - -msgid "Create a new Engine instance with the given configuration." -msgstr "Criar uma nova instância de Engine com a configuração dada." - -msgid "Arguments" -msgstr "Argumentos" - -msgid "**Static Methods**" -msgstr "**Métodos Estáticos**" - -msgid "Returns" -msgstr "Retorna" - -msgid "Return type" -msgstr "Retorna o tipo" - -msgid "**Instance Methods**" -msgstr "**Métodos de instância**" - -msgid "The file to preload." -msgstr "O arquivo a ser pré-carregado." - -msgid "If a ``string`` the file will be loaded from that path." -msgstr "" -"Se for uma ``string``, o arquivo será carregado a partir desse caminho." - -msgid "" -"Path by which the file will be accessible. Required, if ``file`` is not a " -"string." -msgstr "" -"Caminho pelo qual o arquivo estará acessível. Obrigatório, se ``arquivo`` " -"não for uma string." - -msgid "" -"Start the engine instance using the given override configuration (if any). :" -"js:meth:`startGame ` can be used in typical " -"cases instead." -msgstr "" -"Inicie a instância da engine usando a configuração de substituição fornecida " -"(se houver). :js:meth:`startGame ` pode ser " -"usado em casos típicos." - -msgid "The location where the file will be created." -msgstr "O local onde o arquivo será criado." - -msgid "The content of the file." -msgstr "O conteúdo do arquivo." - -msgid "Request that the current instance quit." -msgstr "Solicite que a instância atual seja encerrada." - -msgid "Engine configuration" -msgstr "Configuração da engine" - -msgid "Properties" -msgstr "Propriedades" - -msgid "type" -msgstr "tipo" - -msgid "name" -msgstr "name" - -msgid ":js:attr:`unloadAfterInit`" -msgstr ":js:attr:`unloadAfterInit`" - -msgid "HTMLCanvasElement" -msgstr "HTMLCanvasElement" - -msgid ":js:attr:`canvas`" -msgstr ":js:attr:`canvas`" - -msgid "string" -msgstr "string" - -msgid ":js:attr:`executable`" -msgstr ":js:attr:`executable`" - -msgid ":js:attr:`mainPack`" -msgstr ":js:attr:`mainPack`" - -msgid ":js:attr:`locale`" -msgstr ":js:attr:`locale`" - -msgid "number" -msgstr "número" - -msgid ":js:attr:`canvasResizePolicy`" -msgstr ":js:attr:`canvasResizePolicy`" - -msgid "Array." -msgstr "Matriz." - -msgid ":js:attr:`args`" -msgstr ":js:attr:`args`" - -msgid "function" -msgstr "função" - -msgid ":js:attr:`onExecute`" -msgstr ":js:attr:`onExecute`" - -msgid ":js:attr:`onExit`" -msgstr ":js:attr:`onExit`" - -msgid ":js:attr:`onProgress`" -msgstr ":js:attr:`onProgress`" - -msgid ":js:attr:`onPrint`" -msgstr ":js:attr:`onPrint`" - -msgid ":js:attr:`onPrintError`" -msgstr ":js:attr:`onPrintError`" - -msgid "**Property Descriptions**" -msgstr "**Descrições de propriedade**" - -msgid "value" -msgstr "Valor" - -msgid "``true``" -msgstr "``true``" - -msgid "``null``" -msgstr "``null``" - -msgid "``\"\"``" -msgstr "``\"\"``" - -msgid "" -"The browser locale will be used if none is specified. See complete list of :" -"ref:`supported locales `." -msgstr "" -"O local de navegação será usado se nenhum for especificado. Veja a lista " -"completa de :ref:`locais suportados `." - -msgid "``2``" -msgstr "``2``" - -msgid "The arguments to be passed as command line arguments on startup." -msgstr "" -"Os argumentos a serem passados como argumentos de linha de comando na " -"inicialização." - -msgid "``[]``" -msgstr "``[]``" - -msgid "Files are delivered with server-side chunked compression" -msgstr "" -"Os arquivos são entregues com compressão fragmentada do lado do servidor" - -msgid "Files are delivered with server-side compression on Chromium" -msgstr "" -"Os arquivos são entregues com compactação do lado do servidor no Chromium" - -msgid "" -"Not all file downloads have started yet (usually on servers without multi-" -"threading)" -msgstr "" -"Nem todos os downloads de arquivos foram iniciados ainda (geralmente em " -"servidores sem multi-threading)" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/web/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/web/index.po deleted file mode 100644 index 7204e5bd6d..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/web/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Web" -msgstr "Web" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po deleted file mode 100644 index effa934fdf..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"The value of the last JavaScript statement is converted to a GDScript value " -"and returned by ``eval()`` under certain circumstances:" -msgstr "" -"O valor da última instrução do JavaScript é convertido para um valor " -"GDScript e retornado por ``eval()`` sob certas circunstâncias:" - -msgid "Any other JavaScript value is returned as ``null``." -msgstr "Qualquer outro valor no JavaScript é retornado como ``null``." - -msgid "" -"GDScript's multi-line strings, surrounded by 3 quotes ``\"\"\"`` as in " -"``my_func3()`` above, are useful to keep JavaScript code readable." -msgstr "" -"As strings de várias linhas do GDScript, cercadas por 3 aspas ``\"\"\"`` " -"como em ``my_func3()``acima, são úteis para manter o código JavaScript " -"legível." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po deleted file mode 100644 index 522ad543f3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Simple approach" -msgstr "Abordagem simples" - -msgid "So the final plugin would look somewhat like this:" -msgstr "Portanto, o plug-in final seria mais ou menos assim:" - -msgid "Alternative approach" -msgstr "Abordagem alternativa" - -msgid "" -"In some cases we want to provide our own implementation of :ref:" -"`EditorNode3DGizmo`, maybe because we want to have " -"some state stored in each gizmo or because we are porting an old gizmo " -"plugin and we don't want to go through the rewriting process." -msgstr "" -"Em alguns casos, queremos fornecer nossa própria implementação de :ref:" -"`EditorNode3DGizmo`, talvez porque queremos " -"armazenar algum estado em cada gizmo(aparelho/bugiganga/engenhoca) ou porque " -"estamos portando um plugin antigo de gizmo e não queremos passar pelo " -"processo de reescrita." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po deleted file mode 100644 index ff305f9bea..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ /dev/null @@ -1,60 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Import plugins" -msgstr "Importar plugins" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Configuration" -msgstr "Configuração" - -msgid "Options and presets" -msgstr "Opções e predefinições" - -msgid "Key" -msgstr "Chave" - -msgid "Type" -msgstr "Tipo" - -msgid "Description" -msgstr "Descrição" - -msgid "``name``" -msgstr "``name``" - -msgid "String" -msgstr "String" - -msgid "``default_value``" -msgstr "``default_value``" - -msgid "Any" -msgstr "Qualquer" - -msgid "``property_hint``" -msgstr "``property_hint``" - -msgid "Enum value" -msgstr "Valor de enumeração" - -msgid "``hint_string``" -msgstr "``hint_string``" - -msgid "``usage``" -msgstr "``usage``" - -msgid "Trying the plugin" -msgstr "Testando o plugin" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/index.po deleted file mode 100644 index 7f919b21a2..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Editor plugins" -msgstr "Plugins do editor" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po deleted file mode 100644 index 76aa016808..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Inspector plugins" -msgstr ":ref:`Inspetor de plugins `" - -msgid "Setting up your plugin" -msgstr "Configurando seu plugin" - -msgid "Interacting with the inspector" -msgstr "Interagindo com o inspetor" - -msgid "Adding an interface to edit properties" -msgstr "Adicionando uma interface para editar propriedades" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po deleted file mode 100644 index 454c845928..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Installing plugins" -msgstr "Instalação de plugins" - -msgid "Finding plugins" -msgstr "Encontrando plugins" - -msgid "Installing a plugin" -msgstr "Instalando um plug-in" - -msgid "Enabling a plugin" -msgstr "Habilitando um plugin" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po deleted file mode 100644 index 29948d2c51..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Making main screen plugins" -msgstr "Criando plugins de tela principal" - -msgid "What this tutorial covers" -msgstr "O que este tutorial aborda" - -msgid "Initializing the plugin" -msgstr "Inicializando o plugin" - -msgid "Main screen scene" -msgstr "Cena da tela principal" - -msgid "Try the plugin" -msgstr "Testando o plugin" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po deleted file mode 100644 index 7490b29fa1..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ /dev/null @@ -1,211 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Making plugins" -msgstr "Fazendo plugins" - -msgid "About plugins" -msgstr "Sobre plugins" - -msgid "" -"A plugin is a great way to extend the editor with useful tools. It can be " -"made entirely with GDScript and standard scenes, without even reloading the " -"editor. Unlike modules, you don't need to create C++ code nor recompile the " -"engine. While this makes plugins less powerful, there are still many things " -"you can do with them. Note that a plugin is similar to any scene you can " -"already make, except it is created using a script to add editor " -"functionality." -msgstr "" -"Um plug-in é uma ótima maneira de ampliar o editor com ferramentas úteis. " -"Pode ser feito inteiramente com GDScript e cenas padrão, sem precisar " -"recarregar o editor. Ao contrário dos módulos, você não precisa criar código " -"C++ nem recompilar o editor. Embora isso torne os plug-ins menos poderosos, " -"ainda há muitas coisas que você pode fazer com eles. Observe que um plug-in " -"é semelhante a qualquer cena que você já pode criar, exceto que é criado " -"usando um script para adicionar a funcionalidade do editor." - -msgid "Creating a plugin" -msgstr "Criando um plugin" - -msgid "" -"Before starting, create a new empty project wherever you want. This will " -"serve as a base to develop and test the plugins." -msgstr "" -"Antes de começar, crie um novo projeto vazio onde quiser. Isso servirá como " -"base para desenvolver e testar os plugins." - -msgid "" -"The first thing you need for the editor to identify a new plugin is to " -"create two files: a ``plugin.cfg`` for configuration and a tool script with " -"the functionality. Plugins have a standard path like ``addons/plugin_name`` " -"inside the project folder. Godot provides a dialog for generating those " -"files and placing them where they need to be." -msgstr "" -"A primeira coisa que você precisa para o editor identificar um novo plugin é " -"criar dois arquivos: um ``plugin.cfg`` para configuração e um script de " -"ferramenta com a funcionalidade. Plugins tem um caminho padrão como ``addons/" -"plugin_name`` dentro da pasta do projeto. Godot fornece uma caixa de diálogo " -"para gerar esses arquivos e colocá-los onde precisam estar." - -msgid "You will see the dialog appear, like so:" -msgstr "Você verá a caixa de diálogo aparecer, assim:" - -msgid "To continue with the example, use the following values:" -msgstr "Para continuar com o exemplo, utilize os seguintes valores:" - -msgid "You should end up with a directory structure like this:" -msgstr "Você deve acabar com uma estrutura de diretório como esta:" - -msgid "The script file" -msgstr "O arquivo de script" - -msgid "This is a good template to use when creating new plugins." -msgstr "Este é um bom modelo para usar ao criar novos plugins." - -msgid "A custom node" -msgstr "Um nó personalizado" - -msgid "" -"Sometimes you want a certain behavior in many nodes, such as a custom scene " -"or control that can be reused. Instancing is helpful in a lot of cases, but " -"sometimes it can be cumbersome, especially if you're using it in many " -"projects. A good solution to this is to make a plugin that adds a node with " -"a custom behavior." -msgstr "" -"Às vezes, você deseja um determinado comportamento em muitos nós, como uma " -"cena ou controle personalizado que pode ser reutilizado. A instanciação é " -"útil em muitos casos, mas às vezes pode ser complicada, especialmente se " -"você a estiver usando em muitos projetos. Uma boa solução para isso é criar " -"um plugin que adicione um nó com um comportamento personalizado." - -msgid "" -"Nodes added via an EditorPlugin are \"CustomType\" nodes. While they work " -"with any scripting language, they have fewer features than :ref:`the Script " -"Class system `. If you are writing GDScript " -"or NativeScript, we recommend using Script Classes instead." -msgstr "" -"Os nós adicionados por meio de um EditorPlugin são nós \"CustomType\". " -"Embora trabalhem com qualquer linguagem de script, eles têm menos recursos " -"do que :ref:`o sistema Script Class `. Se " -"você estiver escrevendo GDScript ou NativeScript, recomendamos o uso de " -"classes de script." - -msgid "" -"Now, we need to add it as a custom type so it shows on the **Create New " -"Node** dialog. For that, change the ``custom_node.gd`` script to the " -"following:" -msgstr "" -"Agora, precisamos adicioná-lo como um tipo personalizado para que seja " -"exibido na caixa de diálogo **Criar Novo Nó**. Para isso, altere o script " -"``custom_node.gd`` para o seguinte:" - -msgid "" -"With that done, the plugin should already be available in the plugin list in " -"the **Project Settings**, so activate it as explained in `Checking the " -"results`_." -msgstr "" -"Feito isso, o plugin já deve estar disponível na lista de plugins em " -"**Configurações do Projeto**, então ative-o conforme explicado em " -"`Verificando os resultados`_." - -msgid "Then try it out by adding your new node:" -msgstr "Em seguida, experimente-o adicionando seu novo nó:" - -msgid "" -"When you add the node, you can see that it already has the script you " -"created attached to it. Set a text to the button, save and run the scene. " -"When you click the button, you can see some text in the console:" -msgstr "" -"Ao adicionar o nó, você pode ver que ele já tem o script que você criou " -"anexado a ele. Defina um texto para o botão, salve e execute a cena. Ao " -"clicar no botão, você pode ver algum texto no console:" - -msgid "A custom dock" -msgstr "Um painel personalizado" - -msgid "" -"Sometimes, you need to extend the editor and add tools that are always " -"available. An easy way to do it is to add a new dock with a plugin. Docks " -"are just scenes based on Control, so they are created in a way similar to " -"usual GUI scenes." -msgstr "" -"Às vezes, você precisa estender o editor e adicionar ferramentas que estão " -"sempre disponíveis. Uma maneira fácil de fazer isso é adicionar um novo dock " -"com um plug-in. Docks são apenas cenas baseadas em Control, então elas são " -"criadas de forma semelhante às cenas GUI usuais." - -msgid "" -"Creating a custom dock is done just like a custom node. Create a new " -"``plugin.cfg`` file in the ``addons/my_custom_dock`` folder, then add the " -"following content to it:" -msgstr "" -"A criação de um painel personalizado é feita exatamente como um nó " -"personalizado. Crie um novo arquivo ``plugin.cfg`` na pasta ``addons/" -"my_custom_dock`` e adicione o seguinte conteúdo a ele:" - -msgid "" -"Then create the script ``custom_dock.gd`` in the same folder. Fill it with " -"the :ref:`template we've seen before ` to " -"get a good start." -msgstr "" -"Em seguida, crie o script ``custom_dock.gd`` na mesma pasta. Preencha-o com " -"o :ref:`template que vimos antes ` para " -"começar bem." - -msgid "" -"Since we're trying to add a new custom dock, we need to create the contents " -"of the dock. This is nothing more than a standard Godot scene: just create a " -"new scene in the editor then edit it." -msgstr "" -"Como estamos tentando adicionar um novo painel personalizado, precisamos " -"criar o conteúdo do painel. Isso nada mais é do que uma cena padrão do " -"Godot: basta criar uma nova cena no editor e editá-la." - -msgid "" -"For an editor dock, the root node **must** be a :ref:`Control " -"` or one of its child classes. For this tutorial, you can " -"create a single button. The name of the root node will also be the name that " -"appears on the dock tab, so be sure to give it a short and descriptive name. " -"Also, don't forget to add some text to your button." -msgstr "" -"Para um painel do editor, o nó raiz **deve** ser um :ref:`Control " -"` ou uma de suas classes filhas. Para este tutorial, você " -"pode criar um único botão. O nome do nó raiz também será o nome que aparece " -"na guia painel, portanto, certifique-se de fornecer um nome curto e " -"descritivo. Além disso, não se esqueça de adicionar algum texto ao seu botão." - -msgid "" -"Save this scene as ``my_dock.tscn``. Now, we need to grab the scene we " -"created then add it as a dock in the editor. For this, you can rely on the " -"function :ref:`add_control_to_dock() " -"` from the :ref:`EditorPlugin " -"` class." -msgstr "" -"Salve esta cena como ``my_dock.tscn``. Agora, precisamos pegar a cena que " -"criamos e adicioná-la como um encaixe no editor. Para isso, você pode contar " -"com a função :ref:`add_control_to_dock() " -"` da classe :ref:" -"`EditorPlugin `." - -msgid "Checking the results" -msgstr "Verificando os resultados" - -msgid "Going beyond" -msgstr "Indo além" - -msgid "Registering autoloads/singletons in plugins" -msgstr "Registrando autoloads/singletons em plugins" - -msgid "Use the following code to register a singleton from an editor plugin:" -msgstr "" -"Use o seguinte código para registrar um singleton de um plugin de editor:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po deleted file mode 100644 index d5878acf12..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual Shader plugins" -msgstr "Plugins do Visual Shader" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/index.po deleted file mode 100644 index 98ebba8697..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Plugins" -msgstr "Plugins" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po deleted file mode 100644 index 682f79361c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po +++ /dev/null @@ -1,25 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Running code in the editor" -msgstr "Executando o código no editor" - -msgid "For example, if you want to execute some code only in the editor, use:" -msgstr "" -"Por exemplo, se você quiser executar algum código apenas no editor, use:" - -msgid "Editing variables" -msgstr "Editando variáveis" - -msgid "Instancing scenes" -msgstr "Criando instâncias de cenas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/rendering/compositor.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/rendering/compositor.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/rendering/compositor.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/rendering/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/rendering/index.po deleted file mode 100644 index 642a74943d..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/rendering/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Rendering" -msgstr "Renderizando" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/rendering/jitter_stutter.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/rendering/jitter_stutter.po deleted file mode 100644 index 404f729652..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/rendering/jitter_stutter.po +++ /dev/null @@ -1,57 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Jitter" -msgstr "Nervosidade (Jitter)" - -msgid "Windows" -msgstr "Windows" - -msgid "Linux" -msgstr "Linux" - -msgid "macOS" -msgstr "macOS" - -msgid "Android" -msgstr "Android" - -msgid "iOS" -msgstr "iOS" - -msgid "" -"If your monitor supports it, consider enabling variable refresh rate (G-Sync/" -"FreeSync) while leaving V-Sync enabled, then cap the framerate in the " -"project settings to a slightly lower value than your monitor's maximum " -"refresh rate as per `this page `__. For example, on a 144 Hz monitor, you can set the project's " -"framerate cap to ``141``. This may be counterintuitive at first, but capping " -"the FPS below the maximum refresh rate range ensures that the OS never has " -"to wait for vertical blanking to finish. This leads to *similar* input lag " -"as V-Sync disabled with the same framerate cap (usually less than 1 ms " -"greater), but without any tearing." -msgstr "" -"Se o seu monitor suportar isso, considere habilitar a taxa de atualização " -"variável (G-Sync/FreeSync) enquanto mantém o V-Sync ativado, depois limite a " -"taxa de quadros nas configurações do projeto para um valor ligeiramente " -"inferior ao máximo da taxa de atualização do seu monitor, conforme descrito " -"`nesta página `__. Por " -"exemplo, em um monitor de 144 Hz, você pode definir o limite da taxa de " -"quadros do projeto para ``141``. Isso pode parecer contra-intuitivo a " -"princípio, mas limitar o FPS abaixo do valor máximo da taxa de atualização " -"garante que o sistema operacional nunca precise esperar pelo término do " -"intervalo de atualização vertical. Isso leva a um atraso de entrada " -"*similar* ao V-Sync desativado com o mesmo limite de taxa de quadros " -"(geralmente menos de 1 ms maior. ou seja, G-Sync/FreeSync ativado, V-Sync " -"ativado, e FPS limitado leva um custo de menor que 1ms), mas sem qualquer " -"rasgo na tela (tearing)." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po deleted file mode 100644 index ead7ed0609..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po +++ /dev/null @@ -1,66 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Multiple resolutions" -msgstr "Resoluções múltiplas" - -msgid "The problem of multiple resolutions" -msgstr "O problema das múltiplas resoluções" - -msgid "Base size" -msgstr "Tamanho base" - -msgid "Resizing" -msgstr "Redimensionando" - -msgid "Stretch settings" -msgstr "Configurações de alongamento" - -msgid "Stretch Mode" -msgstr "Modo Esticado" - -msgid "Stretch Aspect" -msgstr "Aspecto Esticado" - -msgid "" -"The following settings are recommended to support multiple resolutions and " -"aspect ratios well." -msgstr "" -"As configurações a seguir são recomendadas para suportar diferentes " -"resoluções e aspect ratio's." - -msgid "Desktop game" -msgstr "Jogo para desktop" - -msgid "**Non-pixel art:**" -msgstr "**Non-pixel art:****" - -msgid "**Pixel art:**" -msgstr "**Pixel art:**" - -msgid "Non-game application" -msgstr "Aplicação não-jogo" - -msgid "hiDPI support" -msgstr "Suporte a hiDPI" - -msgid "Handling aspect ratios" -msgstr "Trabalhando com proporções de tela" - -msgid "" -"See the `3D viewport scaling demo `__ for examples." -msgstr "" -"Veja a `demonstração de escalonamento da janela de exibição 3D `__ para exemplos." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/rendering/viewports.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/rendering/viewports.po deleted file mode 100644 index dc031448f4..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/rendering/viewports.po +++ /dev/null @@ -1,69 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using Viewports" -msgstr "Usando Viewports" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Rendering 3D objects within a 2D game" -msgstr "Renderização de objetos 3D em um jogo 2D" - -msgid "Rendering 2D elements in a 3D game" -msgstr "Renderização de elementos 2D em um jogo 3D" - -msgid "Rendering dynamic textures" -msgstr "Renderização de texturas dinâmicas" - -msgid "Generating procedural textures at runtime" -msgstr "Geração de texturas procedurais durante a execução" - -msgid "Rendering multiple cameras in the same scene" -msgstr "Renderização de várias câmeras na mesma cena" - -msgid "" -"What all these use cases have in common is that you are given the ability to " -"draw objects to a texture as if it were another screen and can then choose " -"what to do with the resulting texture." -msgstr "" -"O que todos esses casos de uso têm em comum é que você tem a capacidade de " -"desenhar objetos em uma textura como se fosse outra tela e pode então " -"escolher o que fazer com a textura resultante." - -msgid "Input" -msgstr "Entrada" - -msgid "Listener" -msgstr "Ouvinte (Listener)" - -msgid "Cameras (2D & 3D)" -msgstr "Câmeras (2D e 3D)" - -msgid "Scale & stretching" -msgstr "Escala e alongamento" - -msgid "Worlds" -msgstr "Mundos" - -msgid "Capture" -msgstr "Captura" - -msgid "Viewport Container" -msgstr "Viewport Container" - -msgid "Rendering" -msgstr "Renderizando" - -msgid "Render target" -msgstr "Destino da renderização" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po deleted file mode 100644 index 1176aad043..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po +++ /dev/null @@ -1,205 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "C# basics" -msgstr "Noções básicas de C#" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"This is **not** a full-scale tutorial on the C# language as a whole. If you " -"aren't already familiar with its syntax or features, see the `Microsoft C# " -"guide `_ or look for a " -"suitable introduction elsewhere." -msgstr "" -"Esse **não** é um tutorial completo e abrangente sobre a linguagem C#. Se " -"você ainda não estiver familiarizado com sua sintaxe ou recursos, consulte o " -"`guia C# da Microsoft `_ ou procure uma introdução adequada em outro lugar." - -msgid "Prerequisites" -msgstr "Pré-requisitos" - -msgid "" -"Be sure to install the 64-bit version of the SDK(s) if you are using the 64-" -"bit version of Godot." -msgstr "" -"Certifique-se de instalar a versão de 64 bits do(s) SDK(s) se estiver usando " -"a versão de 64 bits do Godot." - -msgid "Configuring an external editor" -msgstr "Configurando um editor externo" - -msgid "Visual Studio Code" -msgstr "Visual Studio Code" - -msgid "MonoDevelop" -msgstr "MonoDevelop" - -msgid "Visual Studio for Mac" -msgstr "Visual Studio para Mac" - -msgid "JetBrains Rider" -msgstr "JetBrains Rider" - -msgid "See the following sections for how to configure an external editor:" -msgstr "Veja as seções a seguir sobre como configurar um editor externo:" - -msgid "" -"After reading the \"Prerequisites\" section, you can download and install " -"`JetBrains Rider `__." -msgstr "" -"Após ler a seção \"Pré-requisitos\", você pode baixar e instalar o " -"`JetBrains Rider `__." - -msgid "In Godot's **Editor → Editor Settings** menu:" -msgstr "No menu **Editor → Configurações do Editor** do Godot:" - -msgid "In Rider:" -msgstr "No Rider:" - -msgid "Set **MSBuild version** to **.NET Core**." -msgstr "Defina a **versão do MSBuild** para **.NET Core**." - -msgid "" -"After reading the \"Prerequisites\" section, you can download and install " -"`Visual Studio Code `__ (aka VS " -"Code)." -msgstr "" -"Após ler a seção \"Pré-requisitos\", você pode baixar e instalar o `Visual " -"Studio Code `__ (também conhecido " -"como VS Code)." - -msgid "In Visual Studio Code:" -msgstr "No Visual Studio Code:" - -msgid "" -"Install the `C# `__ extension." -msgstr "" -"Instale a extensão `C# `__." - -msgid "Visual Studio (Windows only)" -msgstr "Visual Studio (somente Windows)" - -msgid "" -"Download and install the latest version of `Visual Studio `__. Visual Studio will include the " -"required SDKs if you have the correct workloads selected, so you don't need " -"to manually install the things listed in the \"Prerequisites\" section." -msgstr "" -"Baixe e instale a última versão do `Visual Studio `__. O Visual Studio incluirá os SDKs necessários " -"se você tiver as cargas de trabalho corretas selecionadas, para que você não " -"precise instalar manualmente as coisas listadas na seção \"Pré-requisitos\"." - -msgid "Creating a C# script" -msgstr "Criando um script C#" - -msgid "" -"After you successfully set up C# for Godot, you should see the following " -"option when selecting **Attach Script** in the context menu of a node in " -"your scene:" -msgstr "" -"Depois de configurar com sucesso o C# para Godot, você deverá ver a seguinte " -"opção ao selecionar **Attach Script** no menu de contexto de um nó em sua " -"cena:" - -msgid "Project setup and workflow" -msgstr "Configuração de projeto e fluxo de trabalho" - -msgid "Example" -msgstr "Exemplo" - -msgid "" -"Here's a blank C# script with some comments to demonstrate how it works." -msgstr "" -"Aqui está um script C# em branco com alguns comentários para demonstrar como " -"funciona." - -msgid "General differences between C# and GDScript" -msgstr "Diferenças gerais entre o C# e o GDScript" - -msgid "" -"The C# API uses ``PascalCase`` instead of ``snake_case`` in GDScript/C++. " -"Where possible, fields and getters/setters have been converted to " -"properties. In general, the C# Godot API strives to be as idiomatic as is " -"reasonably possible." -msgstr "" -"A API do C# usa o ``PascalCase`` em vez do ``snake_case`` no GDScript/C++. " -"Sempre que possível, fields e getters/setters foram convertidos em " -"propriedades. Em geral, a API C# Godot se esforça para ser tão idiomática " -"quanto for razoavelmente possível." - -msgid "For more information, see the :ref:`doc_c_sharp_differences` page." -msgstr "Para mais informações, veja a página :ref:`doc_c_sharp_differences`." - -msgid "" -"You will also need to rebuild the project assemblies to apply changes in " -"\"tool\" scripts." -msgstr "" -"Você também precisará reconstruir os assemblies do projeto para aplicar " -"alterações nos scripts de \"ferramenta\"." - -msgid "Current gotchas and known issues" -msgstr "Pegadas gerais e problemas conhecidos" - -msgid "" -"Writing editor plugins is possible, but it is currently quite convoluted." -msgstr "" -"Escrever plugins para o editor é possível, mas atualmente é bastante " -"complicado." - -msgid "" -"State is currently not saved and restored when hot-reloading, with the " -"exception of exported variables." -msgstr "" -"Atualmente o estado não é salvo e restaurado durante o \"hot-reloading\", " -"com exceção das variáveis exportadas." - -msgid "" -"Attached C# scripts should refer to a class that has a class name that " -"matches the file name." -msgstr "" -"Os scripts C# anexados devem se referir a uma classe que tenha um nome de " -"classe que corresponda ao nome do arquivo." - -msgid "Performance of C# in Godot" -msgstr "Desempenho do C# no Godot" - -msgid "Using NuGet packages in Godot" -msgstr "Usando pacotes NuGet no Godot" - -msgid "" -"`NuGet `_ packages can be installed and used with " -"Godot, as with any C# project. Many IDEs are able to add packages directly. " -"They can also be added manually by adding the package reference in the ``." -"csproj`` file located in the project root:" -msgstr "" -"Pacotes `NuGet `_ podem ser instalados e usados com " -"o Godot, como qualquer projeto. Muitas IDEs podem adicionar pacotes " -"diretamente. Eles também podem ser adicionados manualmente adicionando a " -"referência do pacote no arquivo ``.csproj`` localizado na pasta principal do " -"projeto:" - -msgid "" -"As of Godot 3.2.3, Godot automatically downloads and sets up newly added " -"NuGet packages the next time it builds the project." -msgstr "" -"A partir da versão 3.2.3, o Godot automaticamente baixa e instala os últimos " -"pacotes NuGet na próxima vez que ele compila o projeto." - -msgid "Profiling your C# code" -msgstr "Perfilando seu código C#" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po deleted file mode 100644 index 8ef75ea5c7..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po +++ /dev/null @@ -1,54 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript" -msgstr "GDScript" - -msgid "C#" -msgstr "C#" - -msgid "``byte[]``" -msgstr "``byte[]``" - -msgid "``int[]``" -msgstr "``int[]``" - -msgid "``float[]``" -msgstr "``float[]``" - -msgid "``Vector2[]``" -msgstr "``Vector2[]``" - -msgid "``Vector3[]``" -msgstr "``Vector3[]``" - -msgid "``Color[]``" -msgstr "``Color[]``" - -msgid "Array" -msgstr "Vetor" - -msgid "clear" -msgstr "limpo" - -msgid "Duplicate" -msgstr "Duplicar" - -msgid "max" -msgstr "max" - -msgid "Dictionary" -msgstr "Dicionário" - -msgid "keys" -msgstr "chaves" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po deleted file mode 100644 index 04d2b59fdb..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po +++ /dev/null @@ -1,229 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "C# API differences to GDScript" -msgstr "Diferenças da API C# para GDScript" - -msgid "This is a (incomplete) list of API differences between C# and GDScript." -msgstr "" -"Esta é uma lista (incompleta) de diferenças entre as APIs do C# e do " -"GDScript." - -msgid "General differences" -msgstr "Diferenças gerais" - -msgid "Global scope" -msgstr "Escopo global" - -msgid "" -"Global functions and some constants had to be moved to classes, since C# " -"does not allow declaring them in namespaces. Most global constants were " -"moved to their own enums." -msgstr "" -"Funções globais e algumas constantes tiveram que ser movidas para classes, " -"já que o C# não permite declará-las em namespaces. A maioria das constantes " -"globais foram movidas para seus próprios enums." - -msgid "Constants" -msgstr "Constantes" - -msgid "Special cases:" -msgstr "Casos especiais:" - -msgid "GDScript" -msgstr "GDScript" - -msgid "C#" -msgstr "C#" - -msgid "``TYPE_*``" -msgstr "``TYPE_*``" - -msgid "``Variant.Type`` enum" -msgstr "``Variant.Type`` enum" - -msgid "``OP_*``" -msgstr "``OP_*``" - -msgid "``Variant.Operator`` enum" -msgstr "``Variant.Operator`` enum" - -msgid "Math functions" -msgstr "Funções matemáticas" - -msgid "" -"Math global functions, like ``abs``, ``acos``, ``asin``, ``atan`` and " -"``atan2``, are located under ``Mathf`` as ``Abs``, ``Acos``, ``Asin``, " -"``Atan`` and ``Atan2``. The ``PI`` constant can be found as ``Mathf.Pi``." -msgstr "" -"Funções matemáticas globais, como ``abs``, ``acos``, ``asin``, ``atan`` e " -"``atan2`` estão localizadas sob ``Mathf`` como ``Abs``, ``Acos``, ``Asin``, " -"``Atan`` and ``Atan2``. A constante ``PI`` pode ser encontrada como ``Mathf." -"Pi``." - -msgid "Random functions" -msgstr "Funções aleatórias" - -msgid "" -"Random global functions, like ``rand_range`` and ``rand_seed``, are located " -"under ``GD``. Example: ``GD.RandRange`` and ``GD.RandSeed``." -msgstr "" -"Funções globais aleatórias, como ``rand_range`` e ``rand_seed``, estão " -"localizadas em ``GD``. Exemplo: ``GD.RandRange`` e ``GD.RandSeed``." - -msgid "Other functions" -msgstr "Outras funções" - -msgid "Exceptions:" -msgstr "Exceções:" - -msgid "``weakref(obj)``" -msgstr "``weakref(obj)``" - -msgid "``is_instance_valid(obj)``" -msgstr "``is_instance_valid(obj)``" - -msgid "Tips" -msgstr "Dicas" - -msgid "" -"Sometimes it can be useful to use the ``using static`` directive. This " -"directive allows to access the members and nested types of a class without " -"specifying the class name." -msgstr "" -"Às vezes pode ser útil usar a diretiva ``using static``. Esta diretiva " -"permite acessar os membros e tipos aninhados de uma classe sem especificar o " -"nome da classe." - -msgid "Example:" -msgstr "Exemplo:" - -msgid "max" -msgstr "max" - -msgid "assert" -msgstr "assert" - -msgid "preload" -msgstr "preload" - -msgid "" -"``preload``, as it works in GDScript, is not available in C#. Use ``GD." -"Load`` or ``ResourceLoader.Load`` instead." -msgstr "" -"``pré-carregamento``, da forma que funciona no GDScript, não está disponível " -"em C#. Ao invés disso, use ``GD.Load`` ou ``ResourceLoader.Load``." - -msgid "See also: :ref:`doc_c_sharp_signals`." -msgstr "Veja também: :ref:`doc_c_sharp_signals`." - -msgid "" -"However C# does not have this ability. To achieve the same effect you need " -"to do this." -msgstr "" -"Contudo, o C# não possui essa funcionalidade. Para atingir o mesmo efeito, " -"você precisa fazer isso." - -msgid "Singletons" -msgstr "Singletons" - -msgid "" -"Singletons are available as static classes rather than using the singleton " -"pattern. This is to make code less verbose than it would be with an " -"``Instance`` property." -msgstr "" -"Singletons estão disponíveis como classes estáticas em vez de usar o padrão " -"singleton. Isto é para fazer o código menos prolixo que seria com uma " -"propriedade ``Instanciada``." - -msgid "String" -msgstr "String" - -msgid "match" -msgstr "match" - -msgid "The following method was converted to a property with a different name:" -msgstr "" -"O método a seguir foi convertido em uma propriedade com um nome diferente:" - -msgid "Signal" -msgstr "Sinal" - -msgid "" -"The following methods were converted to properties with their respective " -"names changed:" -msgstr "" -"Os seguintes métodos foram convertidos em propriedades com seus respectivos " -"nomes alterados:" - -msgid "RID" -msgstr "RID" - -msgid "Basis" -msgstr "Base" - -msgid "``get_scale()``" -msgstr "``get_scale()``" - -msgid "``Scale``" -msgstr "``Scale``" - -msgid "Transform2D" -msgstr "Transform2D" - -msgid "``get_rotation()``" -msgstr "``get_rotation()``" - -msgid "``Rotation``" -msgstr "``Rotation``" - -msgid "Rect2" -msgstr "Rect2" - -msgid "" -"The following field was converted to a property with a *slightly* different " -"name:" -msgstr "" -"O campo a seguir foi convertido em uma propriedade com um nome " -"*ligeiramente* diferente:" - -msgid "``end``" -msgstr "``end``" - -msgid "``End``" -msgstr "``End``" - -msgid "``get_area()``" -msgstr "``get_area()``" - -msgid "``Area``" -msgstr "``Area``" - -msgid "Color" -msgstr "Cor" - -msgid "Array" -msgstr "Vetor" - -msgid "Dictionary" -msgstr "Dicionário" - -msgid "Variant" -msgstr "Variante" - -msgid "Communicating with other scripting languages" -msgstr "Comunicando com outras linguagens de script" - -msgid "This is explained extensively in :ref:`doc_cross_language_scripting`." -msgstr "" -"Isso é explicado extensivamente em :ref:`doc_cross_language_scripting`." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po deleted file mode 100644 index c939c4cbd6..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po +++ /dev/null @@ -1,78 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"One of the fundamental benefits of exporting member variables is to have " -"them visible and editable in the editor. This way, artists and game " -"designers can modify values that later influence how the program runs. For " -"this, a special export syntax is provided." -msgstr "" -"Um dos benefícios fundamentais de exportar variáveis membros é tê-las " -"visíveis e editáveis no editor. Dessa forma, artistas e projetistas de jogos " -"podem modificar valores que influenciam como o programa funciona. Para isso, " -"há uma sintaxe especial para exportação." - -msgid "Nodes" -msgstr "Nós" - -msgid "Resources" -msgstr "Recursos" - -msgid "" -"It must be noted that even if the script is not being run while in the " -"editor, the exported properties are still editable. This can be used in " -"conjunction with a :ref:`script in \"tool\" mode `." -msgstr "" -"Perceba que mesmo se o script não estiver em execução enquanto estiver no " -"editor, as propriedades exportadas ainda são editáveis. Isso pode ser usado " -"em conjunto com um :ref:`script em modo \"tool\" `." - -msgid "Exporting bit flags" -msgstr "Exportando sinalizadores de bits" - -msgid "" -"Using bit flags requires some understanding of bitwise operations. If in " -"doubt, use boolean variables instead." -msgstr "" -"O uso de sinalizadores de bit exige certo conhecimento de operações bit a " -"bit. Na dúvida, exporte variáveis booleanas." - -msgid "Setting exported variables from a tool script" -msgstr "Definindo variáveis exportadas a partir de um script de ferramenta" - -msgid "Advanced exports" -msgstr "Exports avançados" - -msgid "" -"Not every type of export can be provided on the level of the language itself " -"to avoid unnecessary design complexity. The following describes some more or " -"less common exporting features which can be implemented with a low-level API." -msgstr "" -"Nem todo tipo de export pode ser fornecido no nível da própria linguagem " -"para evitar complexidade de design desnecessária. O seguinte descreve mais " -"ou menos alguns recursos de exportação comuns que podem ser implementados " -"com uma API de baixo nível." - -msgid "" -"For binding properties using the above methods in C++, see :ref:" -"`doc_binding_properties_using_set_get_property_list`." -msgstr "" -"Para propriedades de ligação usando os métodos acima em C++, veja :ref:" -"`doc_binding_properties_using_set_get_property_list`." - -msgid "" -"The script must operate in the ``tool`` mode so the above methods can work " -"from within the editor." -msgstr "" -"O script deve operar no modo de ``ferramenta`` para que os métodos acima " -"possam funcionar dentro do editor." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po deleted file mode 100644 index e959944373..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po +++ /dev/null @@ -1,129 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"This page provides an overview of the commonly used features of both C# and " -"Godot and how they are used together." -msgstr "" -"Esta página fornece uma visão geral sobre os recursos comumente usados no C# " -"e no Godot e como eles são usados juntos." - -msgid "Type conversion and casting" -msgstr "Conversão de Tipos e Casting" - -msgid "" -"C# is a statically typed language. Therefore, you can't do the following:" -msgstr "" -"C# é uma linguagem estaticamente tipada. Portanto, você não pode fazer o " -"seguinte:" - -msgid "For this, you have various options in C#." -msgstr "Para isso, você tem várias opções em C#." - -msgid "**Casting and Type Checking**" -msgstr "**Casting e Verificação de Tipo**" - -msgid "**Using the AS operator**" -msgstr "**Usando o operador AS**" - -msgid "**Using the generic methods**" -msgstr "**Usando os métodos genéricos**" - -msgid "" -"Generic methods are also provided to make this type conversion transparent." -msgstr "" -"Métodos genéricos também são providenciados para fazer esse tipo de " -"conversão transparente." - -msgid "" -"``GetNode()`` casts the node before returning it. It will throw an " -"``InvalidCastException`` if the node cannot be cast to the desired type." -msgstr "" -"``GetNode()`` faz a conversão do nó antes de retorná-lo. Um erro do tipo " -"``InvalidCastException`` será retornado caso o nó não possa ser convertido " -"para o tipo desejado." - -msgid "" -"``GetNodeOrNull()`` uses the ``as`` operator and will return ``null`` if " -"the node cannot be cast to the desired type." -msgstr "" -"``GetNodeOrNull()`` usa o operador ``as`` e retornará ``null`` se o " -"código não puder ser convertido para o tipo desejado." - -msgid "**Type checking using the IS operator**" -msgstr "**Verificação de tipo usando o operador IS**" - -msgid "" -"For more advanced type checking, you can look into `Pattern Matching " -"`_." -msgstr "" -"Para uma verificação de tipos mais avançada, você pode procurar em " -"`Correspondência de Padrões `_." - -msgid "Preprocessor defines" -msgstr "Definições de pré-processamento" - -msgid "" -"Godot has a set of defines that allow you to change your C# code depending " -"on the environment you are compiling to." -msgstr "" -"Godot tem um conjunto de definições que permite a você mudar seu código C# " -"dependendo do ambiente para o qual está compilando." - -msgid "Examples" -msgstr "Exemplos" - -msgid "For example, you can change code based on the platform:" -msgstr "Por exemplo, você pode alterar o código baseado na plataforma:" - -msgid "" -"Or you can detect which engine your code is in, useful for making cross-" -"engine libraries:" -msgstr "" -"Ou você pode detectar em qual engine seu código está, útil para fazer " -"bibliotecas cross-engine:" - -msgid "Full list of defines" -msgstr "Lista completa de definições" - -msgid "``GODOT`` is always defined for Godot projects." -msgstr "``GODOT`` é sempre definido para projetos Godot." - -msgid "" -"One of ``GODOT_64`` or ``GODOT_32`` is defined depending on if the " -"architecture is 64-bit or 32-bit." -msgstr "" -"Um dos ``GODOT_64`` ou ``GODOT_32`` são definidos dependendo se a " -"arquitetura é 64-bit ou 32-bit." - -msgid "" -"When **exporting**, the following may also be defined depending on the " -"export features:" -msgstr "" -"Ao **exportar**, o seguinte também pode ser definido dependendo das " -"características de exportação:" - -msgid "" -"One of ``GODOT_PC``, ``GODOT_MOBILE``, or ``GODOT_WEB`` depending on the " -"platform type." -msgstr "" -"Um dos ``GODOT_PC``, ``GODOT_MOBILE``, ou ``GODOT_WEB``, dependendo do tipo " -"de plataforma." - -msgid "" -"To see an example project, see the OS testing demo: https://github.com/" -"godotengine/godot-demo-projects/tree/master/misc/os_test" -msgstr "" -"Para ver um exemplo de projeto, veja um teste de demo de OS: https://github." -"com/godotengine/godot-demo-projects/tree/master/misc/os_test" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po deleted file mode 100644 index 50f18cbf27..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "C# signals" -msgstr "Sinais em C#" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po deleted file mode 100644 index c05e4a72f8..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po +++ /dev/null @@ -1,367 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "C# style guide" -msgstr "Guia de Estilo C#" - -msgid "" -"Having well-defined and consistent coding conventions is important for every " -"project, and Godot is no exception to this rule." -msgstr "" -"Ter convenções de codificação bem definidas e consistentes é importante para " -"todos os projetos, e o Godot não é uma exceção a essa regra." - -msgid "" -"This page contains a coding style guide, which is followed by developers of " -"and contributors to Godot itself. As such, it is mainly intended for those " -"who want to contribute to the project, but since the conventions and " -"guidelines mentioned in this article are those most widely adopted by the " -"users of the language, we encourage you to do the same, especially if you do " -"not have such a guide yet." -msgstr "" -"Esta página contém um guia de estilo de codificação que é seguido por " -"desenvolvedores e colaboradores do próprio Godot. Como tal, destina-se " -"principalmente àqueles que querem contribuir com o projeto, mas como as " -"convenções e diretrizes mencionadas neste artigo são as mais amplamente " -"adotadas pelos usuários da linguagem, nós o encorajamos a fazer o mesmo, " -"especialmente se você ainda não tem um guia ainda." - -msgid "" -"This article is by no means an exhaustive guide on how to follow the " -"standard coding conventions or best practices. If you feel unsure of an " -"aspect which is not covered here, please refer to more comprehensive " -"documentation, such as `C# Coding Conventions `_ or " -"`Framework Design Guidelines `_." -msgstr "" -"Este artigo não é de forma alguma um guia completo sobre como seguir as " -"convenções de codificação padrão ou as práticas recomendadas. Se você não " -"tiver certeza de um aspecto que não é abordado aqui, consulte a documentação " -"mais abrangente, como `C# Coding Conventions `_ ou " -"`Framework Design Guidelines `_." - -msgid "Language specification" -msgstr "Especificação de Linguagem" - -msgid "" -"For detailed information on C# features in different versions, please see " -"`What's New in C# `_." -msgstr "" -"Para obter informações detalhadas sobre as funcionalidades do C# em " -"diferentes versões, consulte `Novidades no C# `_." - -msgid "Formatting" -msgstr "Formatação" - -msgid "General guidelines" -msgstr "Orientações gerais" - -msgid "Use line feed (**LF**) characters to break lines, not CRLF or CR." -msgstr "" -"Use caracteres de pular linha (**LF**) para quebrar linhas, não CRLF ou CR." - -msgid "" -"Use one line feed character at the end of each file, except for `csproj` " -"files." -msgstr "" -"Use um caractere de alimentação de linha no final de cada arquivo, exceto " -"para arquivos `csproj`." - -msgid "" -"Use **UTF-8** encoding without a `byte order mark `_." -msgstr "" -"Use a codificação UTF-8 sem uma `marca de ordem de byte `." - -msgid "" -"Use **4 spaces** instead of tabs for indentation (which is referred to as " -"\"soft tabs\")." -msgstr "" -"Use **4 espaços** em vez de tabs para indentação (que é referido como \"tabs " -"suaves\")." - -msgid "" -"Consider breaking a line into several if it's longer than 100 characters." -msgstr "Considere quebrar uma linha em várias se for mais de 100 caracteres." - -msgid "Line breaks and blank lines" -msgstr "Quebras de linha e linhas em branco" - -msgid "" -"For a general indentation rule, follow `the \"Allman Style\" `_ which recommends " -"placing the brace associated with a control statement on the next line, " -"indented to the same level:" -msgstr "" -"Para uma regra geral de recuo, siga `o \"estilo Allman\" `_ que recomenda colocar a " -"chave associada a uma declaração de controle na próxima linha, recuada para " -"a mesmo nível:" - -msgid "However, you may choose to omit line breaks inside brackets:" -msgstr "" -"No entanto, você pode optar por omitir quebras de linha dentro de chaves:" - -msgid "For simple property accessors." -msgstr "Para simples propriedades acessoras." - -msgid "For simple object, array, or collection initializers." -msgstr "Para inicializadores de simples objeto, array ou coleção." - -msgid "For abstract auto property, indexer, or event declarations." -msgstr "Para auto propriedade abstrata, indexador ou declarações de evento." - -msgid "Insert a blank line:" -msgstr "Insira uma linha em branco:" - -msgid "After a list of ``using`` statements." -msgstr "Depois de uma lista de declarações ``using``." - -msgid "Between method, properties, and inner type declarations." -msgstr "Entre o método, propriedades e declarações de tipo interno." - -msgid "At the end of each file." -msgstr "No final de cada arquivo." - -msgid "" -"Field and constant declarations can be grouped together according to " -"relevance. In that case, consider inserting a blank line between the groups " -"for easier reading." -msgstr "" -"Declarações de campos e constantes podem ser agrupadas juntas de acordo com " -"a relevância. Nesse caso, considere inserir uma linha em branco entre os " -"grupos para facilitar a leitura." - -msgid "Avoid inserting a blank line:" -msgstr "Evite inserir uma linha em branco:" - -msgid "After ``{``, the opening brace." -msgstr "Depois``{``, a chave de abertura." - -msgid "Before ``}``, the closing brace." -msgstr "Antes ``}``, a chave de fechamento." - -msgid "After a comment block or a single-line comment." -msgstr "Após um bloco de comentário ou um comentário de uma única linha." - -msgid "Adjacent to another blank line." -msgstr "Adjacente a outra linha em branco." - -msgid "Using spaces" -msgstr "Usando espaços" - -msgid "Insert a space:" -msgstr "Insira um espaço:" - -msgid "" -"Between an opening parenthesis and ``if``, ``for``, ``foreach``, ``catch``, " -"``while``, ``lock`` or ``using`` keywords." -msgstr "" -"Entre um parêntese de abertura e as palavras-chave ``if``, ``for``, " -"``foreach``, ``catch``, ``while``, ``lock`` ou ``using``." - -msgid "Before and within a single line accessor block." -msgstr "Antes e dentro de um bloco de acessador de linha única." - -msgid "Between accessors in a single line accessor block." -msgstr "Entre os acessadores em um bloco de acessador de linha única." - -msgid "After a comma which is not at the end of a line." -msgstr "Depois de uma vírgula que não está no fim de uma linha." - -msgid "After a semicolon in a ``for`` statement." -msgstr "Depois de um ponto-e-vírgula em uma declaração``for``." - -msgid "After a colon in a single line ``case`` statement." -msgstr "Depois de dois pontos em declaração ``case`` de linha única." - -msgid "Around a colon in a type declaration." -msgstr "Em torno de dois pontos em uma declaração de tipo." - -msgid "Around a lambda arrow." -msgstr "Em torno de uma seta lambda." - -msgid "" -"After a single-line comment symbol (``//``), and before it if used at the " -"end of a line." -msgstr "" -"Após um símbolo de comentário de linha única (``//``), e antes se usado no " -"final de uma linha." - -msgid "Do not use a space:" -msgstr "Não use um espaço:" - -msgid "After type cast parentheses." -msgstr "Depois de um parênteses de um tipo de conversão." - -msgid "" -"The following example shows a proper use of spaces, according to some of the " -"above mentioned conventions:" -msgstr "" -"O exemplo a seguir mostra um uso adequado dos espaços, de acordo com algumas " -"das convenções mencionadas acima:" - -msgid "Naming conventions" -msgstr "Convenções de nomes" - -msgid "" -"Use **PascalCase** for all namespaces, type names and member level " -"identifiers (i.e. methods, properties, constants, events), except for " -"private fields:" -msgstr "" -"Use **PascalCase** para todos os namespaces, nomes de tipos e " -"identificadores de nível de membro (ou seja, métodos, propriedades, " -"constantes, eventos), exceto para campos privados:" - -msgid "" -"Use **camelCase** for all other identifiers (i.e. local variables, method " -"arguments), and use an underscore (``_``) as a prefix for private fields " -"(but not for methods or properties, as explained above):" -msgstr "" -"Use **camelCase** para todos os outros identificadores (isto é, variáveis " -"locais, argumentos de método) e use sublinhado (``_``) como um prefixo para " -"campos privados (mas não para métodos ou propriedades, como explicado acima):" - -msgid "" -"There's an exception with acronyms which consist of two letters, like " -"``UI``, which should be written in uppercase letters where PascalCase would " -"be expected, and in lowercase letters otherwise." -msgstr "" -"Há uma exceção com siglas que consistem em duas letras como ``UI``, que " -"devem ser escritas em letras maiúsculas quando usadas onde o PascalCase " -"seria esperado, e em letras minúsculas, caso contrário." - -msgid "" -"Note that ``id`` is **not** an acronym, so it should be treated as a normal " -"identifier:" -msgstr "" -"Note que ``id`` **não** é um acrônimo, então deve ser tratado como um " -"identificador normal:" - -msgid "" -"It is generally discouraged to use a type name as a prefix of an identifier, " -"like ``string strText`` or ``float fPower``, for example. An exception is " -"made, however, for interfaces, which **should**, in fact, have an uppercase " -"letter ``I`` prefixed to their names, like ``IInventoryHolder`` or " -"``IDamageable``." -msgstr "" -"Geralmente é desencorajado usar um nome de tipo como um prefixo de um " -"identificador como ``string strText`` ou ``float fPower``, por exemplo. No " -"entanto, há uma exceção sobre interfaces, caso em que elas **devem** ser " -"nomeadas usando maiúsculas ``I`` como um prefixo, como ``IInventoryHolder`` " -"ou ``IDamageable``." - -msgid "" -"Lastly, consider choosing descriptive names and do not try to shorten them " -"too much if it affects readability." -msgstr "" -"Por último, considere a escolha de nomes descritivos e não tente encurtá-los " -"demais se isso afetar a legibilidade." - -msgid "" -"For instance, if you want to write code to find a nearby enemy and hit it " -"with a weapon, prefer:" -msgstr "" -"Por exemplo, se você quiser escrever um código para encontrar um inimigo " -"próximo e acertar com uma arma, prefira:" - -msgid "Rather than:" -msgstr "Ao invés de:" - -msgid "Member variables" -msgstr "Variáveis de membro" - -msgid "" -"Don't declare member variables if they are only used locally in a method, as " -"it makes the code more difficult to follow. Instead, declare them as local " -"variables in the method's body." -msgstr "" -"Não declare variáveis de membro se elas forem usadas apenas localmente em um " -"método, pois torna o código mais difícil de seguir. Em vez disso, declare-as " -"como variáveis locais no corpo do método." - -msgid "Local variables" -msgstr "Variáveis locais" - -msgid "" -"Declare local variables as close as possible to their first use. This makes " -"it easier to follow the code, without having to scroll too much to find " -"where the variable was declared." -msgstr "" -"Declare variáveis locais o mais pŕoximo possível de seu primeiro uso. Isto " -"torna mais fácil seguir o código, sem ter que rolar muito para encontrar " -"onde a variável foi declarada." - -msgid "Implicitly typed local variables" -msgstr "Variáveis locais de tipo implícito" - -msgid "" -"Consider using implicitly typing (``var``) for declaration of a local " -"variable, but do so **only when the type is evident** from the right side of " -"the assignment:" -msgstr "" -"Considere usar implicitamente a digitação (``var``) para declaração de uma " -"variável local, mas faça isso **somente quando o tipo for evidente** do lado " -"direito da atribuição:" - -msgid "Other considerations" -msgstr "Outras considerações" - -msgid "Use explicit access modifiers." -msgstr "Use modificadores de acesso explícito." - -msgid "Use properties instead of non-private fields." -msgstr "Use propriedades em vez de campos não privados." - -msgid "" -"Use modifiers in this order: ``public``/``protected``/``private``/" -"``internal``/``virtual``/``override``/``abstract``/``new``/``static``/" -"``readonly``." -msgstr "" -"Use modificadores nesta ordem: ``public``/``protected``/``private``/" -"``internal``/``virtual``/``override``/``abstract``/`` new``/``static``/" -"``readonly``." - -msgid "" -"Avoid using fully-qualified names or ``this.`` prefix for members when it's " -"not necessary." -msgstr "" -"Evite usar nomes completos ou o prefixo ``this.`` para membros, quando não " -"for necessário." - -msgid "Remove unused ``using`` statements and unnecessary parentheses." -msgstr "" -"Remova as instruções ``using`` não utilizadas e parênteses desnecessários." - -msgid "Consider omitting the default initial value for a type." -msgstr "Considere omitir o valor inicial padrão de um tipo." - -msgid "" -"Consider using null-conditional operators or type initializers to make the " -"code more compact." -msgstr "" -"Considere usar operadores condicionais nulos ou digite inicializadores para " -"tornar o código mais compacto." - -msgid "" -"Use safe cast when there is a possibility of the value being a different " -"type, and use direct cast otherwise." -msgstr "" -"Use uma conversão segura quando houver a possibilidade de o valor ser um " -"tipo diferente e use a conversão direta caso contrário." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po deleted file mode 100644 index 23af245a4a..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "``Array``" -msgstr "``Array``" - -msgid "``Godot.Collections.Array``" -msgstr "``Godot.Collections.Array``" - -msgid "``byte[]``" -msgstr "``byte[]``" - -msgid "``int[]``" -msgstr "``int[]``" - -msgid "``float[]``" -msgstr "``float[]``" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po deleted file mode 100644 index dd06385580..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Uso" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po deleted file mode 100644 index dd06385580..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Uso" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po deleted file mode 100644 index dd06385580..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Uso" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po deleted file mode 100644 index dd06385580..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Uso" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po deleted file mode 100644 index dd06385580..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Uso" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po deleted file mode 100644 index dd06385580..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Uso" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po deleted file mode 100644 index dd06385580..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Uso" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po deleted file mode 100644 index dd06385580..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Uso" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po deleted file mode 100644 index dd06385580..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Uso" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po deleted file mode 100644 index dd06385580..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Uso" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po deleted file mode 100644 index dd06385580..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Uso" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po deleted file mode 100644 index dd06385580..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Uso" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po deleted file mode 100644 index dd06385580..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Uso" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po deleted file mode 100644 index dd06385580..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Uso" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po deleted file mode 100644 index dd06385580..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Uso" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po deleted file mode 100644 index dd06385580..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Uso" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po deleted file mode 100644 index dd06385580..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Uso" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po deleted file mode 100644 index dd06385580..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Usage" -msgstr "Uso" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/index.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po deleted file mode 100644 index e659f0885b..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Change scenes manually" -msgstr "Alterar cenas manualmente" - -msgid "Unloads memory." -msgstr "Descarrega memória." - -msgid "Processing stops." -msgstr "O processamento é interrompido." - -msgid "Processing continues." -msgstr "O processamento continua." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/creating_script_templates.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/creating_script_templates.po deleted file mode 100644 index ad6d40dca8..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/creating_script_templates.po +++ /dev/null @@ -1,104 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating script templates" -msgstr "Criando modelos de script" - -msgid "" -"Godot provides a way to use script templates as seen in the ``Script Create " -"Dialog`` while creating a new script:" -msgstr "" -"O Godot fornece uma maneira de usar modelos de scripts, como visto em " -"``Script Create Dialog`` enquanto se cria um novo script:" - -msgid "Locating the templates" -msgstr "Localizando os modelos" - -msgid "There are two places where templates can be managed." -msgstr "Existem dois lugares onde os modelos pode ser manipulados." - -msgid "Editor-defined templates" -msgstr "Modelos definidos pelo editor" - -msgid "" -"These are available globally throughout any project. The location of these " -"templates are determined per each OS:" -msgstr "" -"Estes estão disponíveis para todos os projetos. A localização destes modelos " -"é determinada por cada SO em particular:" - -msgid "Windows: ``%APPDATA%\\Godot\\script_templates\\``" -msgstr "Windows: ``%APPDATA%\\Godot\\script_templates\\``" - -msgid "Linux: ``$HOME/.config/godot/script_templates/``" -msgstr "Linux: ``$HOME/.config/godot/script_templates/``" - -msgid "macOS: ``$HOME/Library/Application Support/Godot/script_templates/``" -msgstr "macOS: ``$HOME/Library/Application Support/Godot/script_templates/``" - -msgid "Project-defined templates" -msgstr "Modelos definidos pelo projeto" - -msgid "" -"If no ``script_templates`` directory is found within a project, it is simply " -"ignored." -msgstr "" -"Se nenhum diretório``script_templates`` for encontrado no projeto, então é " -"simplesmente ignorado." - -msgid "For example:" -msgstr "Por exemplo:" - -msgid "" -"The script templates have the same extension as the regular script files. " -"This may lead to an issue of a script parser treating those templates as " -"actual scripts within a project. To avoid this, make sure to ignore the " -"directory containing them by creating an empty ``.gdignore`` file. The " -"directory won't be visible throughout the project's filesystem anymore, yet " -"the templates can be modified by an external text editor anytime." -msgstr "" -"Os modelos de script têm a mesma extensão que os arquivos de script normais. " -"Isto pode levar a uma questão de um analisador de scripts tratando esses " -"modelos como scripts reais dentro de um projeto. Para evitar isto, " -"certifique-se de ignorar o diretório que os contém, criando um arquivo ``." -"gdignore`` vazio. O diretório não será mais visível em todo o sistema de " -"arquivos do projeto, mas os modelos podem ser modificados por um editor de " -"texto externo a qualquer momento." - -msgid "Default template" -msgstr "Modelo padrão" - -msgid "List of template placeholders" -msgstr "Lista de placeholders de modelo" - -msgid "" -"The following describes the complete list of built-in template placeholders " -"which are currently implemented." -msgstr "" -"O seguinte descreve a lista completa de placeholders de modelo integrados " -"que estão embutidos atualmente." - -msgid "Base placeholders" -msgstr "Placeholders base" - -msgid "Placeholder" -msgstr "Placeholder" - -msgid "Description" -msgstr "Descrição" - -msgid "The base type a new script inherits from." -msgstr "O tipo básico de onde um novo script herda." - -msgid "Type placeholders" -msgstr "Placeholders de tipo" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po deleted file mode 100644 index 16d47ec07e..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po +++ /dev/null @@ -1,154 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Cross-language scripting" -msgstr "Scripting entre linguagens" - -msgid "" -"Godot allows you to mix and match scripting languages to suit your needs. " -"This means a single project can define nodes in both C# and GDScript. This " -"page will go through the possible interactions between two nodes written in " -"different languages." -msgstr "" -"O Godot permite que você misture e combine linguagens de script para atender " -"às suas necessidades. Isso significa que um único projeto pode definir nós " -"tanto em C# quanto em GDScript. Esta página passará pelas possíveis " -"interações entre dois nós escritos em diferentes linguagens." - -msgid "" -"The following two scripts will be used as references throughout this page." -msgstr "" -"Os dois scripts a seguir serão usados como referências ao longo desta página." - -msgid "Instantiating nodes" -msgstr "Instanciando nós" - -msgid "" -"If you're not using nodes from the scene tree, you'll probably want to " -"instantiate nodes directly from the code." -msgstr "" -"Se você não estiver usando nós da árvore da cena, provavelmente vai querer " -"instanciar os nós diretamente do código." - -msgid "Instantiating C# nodes from GDScript" -msgstr "Instanciando nós C# a partir do GDScript" - -msgid "" -"Using C# from GDScript doesn't need much work. Once loaded (see :ref:" -"`doc_gdscript_classes_as_resources`), the script can be instantiated with :" -"ref:`new() `." -msgstr "" -"Usar C# a partir do GDScript não precisa de muito trabalho. Uma vez " -"carregado (veja :ref:`doc_gdscript_classes_as_resources`) o script pode ser " -"instanciado com :ref:`new() `." - -msgid "" -"When creating ``.cs`` scripts, you should always keep in mind that the class " -"Godot will use is the one named like the ``.cs`` file itself. If that class " -"does not exist in the file, you'll see the following error: ``Invalid call. " -"Nonexistent function `new` in base``." -msgstr "" -"Ao criar scripts ``.cs`` você deve sempre ter em mente que a classe que o " -"Godot usará é a nomeada como o próprio arquivo ``.cs.`` Se essa classe não " -"existir no arquivo, você verá o seguinte erro: ``Chamada inválida. Função " -"inexistente `new` na base``." - -msgid "For example, MyCoolNode.cs should contain a class named MyCoolNode." -msgstr "Por exemplo, MyCoolNode.cs deve conter uma classe chamada MyCoolNode." - -msgid "" -"You also need to check your ``.cs`` file is referenced in the project's ``." -"csproj`` file. Otherwise, the same error will occur." -msgstr "" -"Você também precisa verificar se seu arquivo ``.cs`` é referenciado no " -"arquivo ``.csproj`` do projeto. Caso contrário, o mesmo erro ocorrerá." - -msgid "Instantiating GDScript nodes from C#" -msgstr "Instanciando nós GDScript a partir do C#" - -msgid "" -"From the C# side, everything work the same way. Once loaded, the GDScript " -"can be instantiated with :ref:`GDScript.New() `." -msgstr "" -"Do lado C#, tudo funciona da mesma maneira. Uma vez carregado, um GDScript " -"pode ser instanciado com :ref:`GDScript.New() `." - -msgid "" -"Here we are using an :ref:`class_Object`, but you can use type conversion " -"like explained in :ref:`doc_c_sharp_features_type_conversion_and_casting`." -msgstr "" -"Aqui estamos usando um :ref:`class_Object` mas você pode usar conversão de " -"tipo como explicado em :ref:" -"`doc_c_sharp_features_type_conversion_and_casting`." - -msgid "Accessing fields" -msgstr "Acessando campos" - -msgid "Accessing C# fields from GDScript" -msgstr "Acessando campos C# a partir do GDScript" - -msgid "" -"Accessing C# fields from GDScript is straightforward, you shouldn't have " -"anything to worry about." -msgstr "" -"Acessar os campos do C# no GDScript é simples, você não deve ter nada com " -"que se preocupar." - -msgid "Accessing GDScript fields from C#" -msgstr "Acessando campos do GDScript no C#" - -msgid "" -"Keep in mind that when setting a field value you should only use types the " -"GDScript side knows about. Essentially, you want to work with built-in types " -"as described in :ref:`doc_gdscript` or classes extending :ref:`class_Object`." -msgstr "" -"Tenha em mente que ao definir um valor de campo você só deve usar tipos " -"conhecidos pelo GDScript. Essencialmente, você precisa trabalhar com tipos " -"embutidos descritos em :ref:`doc_gdscript` ou classes que estendam :ref:" -"`class_Object`." - -msgid "Calling methods" -msgstr "Chamando métodos" - -msgid "Calling C# methods from GDScript" -msgstr "Chamando métodos C# a partir do GDScript" - -msgid "" -"Again, calling C# methods from GDScript should be straightforward. The " -"marshalling process will do its best to cast the arguments to match function " -"signatures. If that's impossible, you'll see the following error: ``Invalid " -"call. Nonexistent function `FunctionName```." -msgstr "" -"Novamente, chamar métodos de C# no GDScript deve ser simples. O processo de " -"marshalling fará o seu melhor para converter seu argumento para bater com as " -"assinaturas de funções. Se isso for impossível, você verá o seguinte erro: " -"``Chamada inválida. Função inexistente `FunctionName```." - -msgid "Calling GDScript methods from C#" -msgstr "Chamando métodos de GDScript no C#" - -msgid "Inheritance" -msgstr "Herança" - -msgid "" -"A GDScript file may not inherit from a C# script. Likewise, a C# script may " -"not inherit from a GDScript file. Due to how complex this would be to " -"implement, this limitation is unlikely to be lifted in the future. See `this " -"GitHub issue `__ for more " -"information." -msgstr "" -"Um arquivo GDscript não pode herdar de um script em C#. De forma semelhante, " -"um script C# também não pode herdar de um arquivo GDscript. Devido a " -"complexidade de sua implementação, essa limitação tem poucas chances de " -"permanecer no futuro. Veja `esse problema na plataforma GitHub `__ para mais informações." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po deleted file mode 100644 index d1c4be1e46..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po deleted file mode 100644 index c033d43158..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Debugger panel" -msgstr "Painel do depurador" - -msgid "Debugger" -msgstr "Depurador" - -msgid "Errors" -msgstr "Erros" - -msgid "" -"You can disable specific warnings in **Project Settings > Debug > GDScript**." -msgstr "" -"Você pode desativar alertas específicos em **Configurações do Projeto > " -"Debug > GDScript**." - -msgid "Profiler" -msgstr "Analisador" - -msgid "Network Profiler" -msgstr "Analisador de Rede" - -msgid "Monitors" -msgstr "Monitores" - -msgid "Video RAM" -msgstr "Memória de Vídeo" - -msgid "Misc" -msgstr "Diversos" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/debug/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/debug/index.po deleted file mode 100644 index 6ee5219e35..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/debug/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Debug" -msgstr "Depuração" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po deleted file mode 100644 index b94e3323bd..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po +++ /dev/null @@ -1,39 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Debugger Panel" -msgstr "Painel do Depurador" - -msgid "Debug menu options" -msgstr "Opções do menu de depuração" - -msgid "Deploy with Remote Debug" -msgstr "Distribuir com Depuragem Remota" - -msgid "Visible Collision Shapes" -msgstr "Formas de Colisão Visíveis" - -msgid "Visible Navigation" -msgstr "Navegação Visível" - -msgid "Debug project settings" -msgstr "Configurações de depuração do projeto" - -msgid "Settings" -msgstr "Configurações" - -msgid "GDScript" -msgstr "GDScript" - -msgid "Shapes" -msgstr "Formas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po deleted file mode 100644 index 585570b386..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po +++ /dev/null @@ -1,51 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Evaluating expressions" -msgstr "Avaliando as expressões" - -msgid "An expression can be:" -msgstr "Uma expressão pode ser:" - -msgid "Basic usage" -msgstr "Uso básico" - -msgid "Operator" -msgstr "Operador" - -msgid "Notes" -msgstr "Notas" - -msgid "Addition ``+``" -msgstr "Adição ``+``" - -msgid "Subtraction (``-``)" -msgstr "Subtração (``-``)" - -msgid "Multiplication (``*``)" -msgstr "Multiplicação (``*``)" - -msgid "Division (``/``)" -msgstr "Divisão (``/``)" - -msgid "Setting a base instance for the expression" -msgstr "Definindo uma instância base para a expressão" - -msgid "Example script" -msgstr "Exemplo de script" - -msgid "The output from the script will be::" -msgstr "A saída do script será::" - -msgid "Built-in functions" -msgstr "Funções embutidas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/filesystem.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/filesystem.po deleted file mode 100644 index 6ba9b3ee32..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/filesystem.po +++ /dev/null @@ -1,182 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "File system" -msgstr "Sistema de arquivos" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"A file system manages how assets are stored and how they are accessed. A " -"well-designed file system also allows multiple developers to edit the same " -"source files and assets while collaborating. Godot stores all assets as " -"files in its file system." -msgstr "" -"O sistema de arquivos gerencia como os assets são armazenados e como são " -"acessados. Um sistema de arquivos bem projetado também permite que vários " -"desenvolvedores editem os mesmos arquivos fonte e assets enquanto colaboram. " -"O Godot guarda todos os assets como arquivos em seu sistema de arquivos." - -msgid "Implementation" -msgstr "Implementação" - -msgid "" -"The file system stores resources on disk. Anything, from a script, to a " -"scene or a PNG image is a resource to the engine. If a resource contains " -"properties that reference other resources on disk, the paths to those " -"resources are also included. If a resource has sub-resources that are built-" -"in, the resource is saved in a single file together with all the bundled sub-" -"resources. For example, a font resource is often bundled together with the " -"font textures." -msgstr "" -"O sistema de arquivos armazena recursos no disco. Qualquer coisa, desde um " -"roteiro até uma cena ou uma imagem PNG, é um recurso para o motor. Se um " -"recurso contiver propriedades que fazem referência a outros recursos no " -"disco, os caminhos para esses recursos também serão incluídos. Se um recurso " -"tiver sub-recursos embutidos, ele será salvo em um único arquivo junto com " -"todos os sub-recursos inclusos. Por exemplo, um recurso de fonte geralmente " -"é empacotado junto com as texturas de fonte." - -msgid "Example of file system contents:" -msgstr "Exemplo de conteúdo do sistema de arquivos:" - -msgid "project.godot" -msgstr "project.godot" - -msgid "" -"The ``project.godot`` file is the project description file, and it is always " -"found at the root of the project. In fact, its location defines where the " -"root is. This is the first file that Godot looks for when opening a project." -msgstr "" -"O arquivo project.godot é o arquivo de descrição do projeto, e é sempre " -"encontrado na raiz do projeto. Na verdade, sua localização define onde está " -"a raiz. Este é o primeiro arquivo que o Godot procura ao abrir um projeto." - -msgid "" -"This file contains the project configuration in plain text, using the win." -"ini format. Even an empty ``project.godot`` can function as a basic " -"definition of a blank project." -msgstr "" -"Este arquivo contém a configuração do projeto em texto simples, usando o " -"formato win.ini. Até mesmo um ``project.godot`` vazio pode funcionar como " -"uma definição básica de um projeto em branco." - -msgid "Path delimiter" -msgstr "Delimitador de caminho" - -msgid "" -"Godot only supports ``/`` as a path delimiter. This is done for portability " -"reasons. All operating systems support this, even Windows, so a path such as " -"``C:\\project\\project.godot`` needs to be typed as ``C:/project/project." -"godot``." -msgstr "" -"Godot suporta apenas ``/`` como um delimitador de caminho. Isso é feito por " -"razões de portabilidade. Todos os sistemas operacionais suportam isto, mesmo " -"o Windows, então um caminho como ``c:\\project\\project.godot`` precisa ser " -"digitado como ``c:/project/project.godot``." - -msgid "Resource path" -msgstr "Caminho de recursos" - -msgid "" -"When accessing resources, using the host OS file system layout can be " -"cumbersome and non-portable. To solve this problem, the special path ``res://" -"`` was created." -msgstr "" -"Ao acessar recursos, usar o layout do sistema de arquivos do sistema " -"operacional da máquina pode ser incômodo e não portátil. Para resolver este " -"problema, o caminho especial ``res://`` foi criado." - -msgid "" -"The path ``res://`` will always point at the project root (where ``project." -"godot`` is located, so ``res://project.godot`` is always valid)." -msgstr "" -"O caminho ``res://`` sempre apontará para a raiz do projeto (onde ``project." -"godot`` está localizado, então ``res://project.godot`` é sempre válido)." - -msgid "" -"This file system is read-write only when running the project locally from " -"the editor. When exported or when running on different devices (such as " -"phones or consoles, or running from DVD), the file system will become read-" -"only and writing will no longer be permitted." -msgstr "" -"Este sistema de arquivos é para leitura e escrita somente quando se executa " -"o projeto localmente a partir do editor. Quando exportado ou quando " -"executado em dispositivos diferentes (como em telefones ou consoles ou " -"executando a partir de DVD), o sistema de arquivos se tornará somente " -"leitura e a gravação não será mais permitida." - -msgid "User path" -msgstr "Caminho do usuário" - -msgid "" -"Writing to disk is still needed for tasks such as saving game state or " -"downloading content packs. To this end, the engine ensures that there is a " -"special path ``user://`` that is always writable. This path resolves " -"differently depending on the OS the project is running on. Local path " -"resolution is further explained in :ref:`doc_data_paths`." -msgstr "" -"Gravar em disco ainda é necessário para tarefas como salvar o estado do jogo " -"ou baixar pacotes de conteúdo adicional. Para isso, o motor garante um " -"caminho especial ``user://`` que é sempre gravável. A resolução desse " -"caminho é diferente dependendo do SO no qual ele está sendo executado. " -"Resolução de caminhos locais é explicada com mais detalhes em :ref:" -"`doc_data_paths`." - -msgid "Host file system" -msgstr "Sistema de arquivos da máquina" - -msgid "" -"Alternatively host file system paths can also be used, but this is not " -"recommended for a released product as these paths are not guaranteed to work " -"on all platforms. However, using host file system paths can be useful when " -"writing development tools in Godot." -msgstr "" -"Alternativamente, os caminhos do sistema de arquivos da máquina também podem " -"ser usados, mas isso não é recomendado para um produto a ser lançado, já que " -"esses caminhos não têm garantia de funcionar em todas as plataformas. No " -"entanto, o uso de caminhos do sistema de arquivos da máquina pode ser útil " -"ao escrever ferramentas de desenvolvimento no Godot." - -msgid "Drawbacks" -msgstr "Desvantagens" - -msgid "" -"To avoid this, do all your move, delete and rename operations from within " -"Godot, on the FileSystem dock. Never move assets from outside Godot, or " -"dependencies will have to be fixed manually (Godot detects this and helps " -"you fix them anyway, but why go the hard route?)." -msgstr "" -"Para evitar isso, faça todas as suas movimentações, exclusões e renomeações " -"de dentro do Godot, no painel Arquivos. Nunca mova ativos de fora do Godot, " -"ou as dependências terão que ser consertadas manualmente (Godot detecta isso " -"e lhe ajuda a consertá-las de qualquer maneira, mas por que seguir o caminho " -"mais difícil?)." - -msgid "" -"The second is that, under Windows and macOS, file and path names are case " -"insensitive. If a developer working in a case insensitive host file system " -"saves an asset as ``myfile.PNG``, but then references it as ``myfile.png``, " -"it will work fine on their platform, but not on other platforms, such as " -"Linux, Android, etc. This may also apply to exported binaries, which use a " -"compressed package to store all files." -msgstr "" -"A segunda é que, no Windows e no macOS, os nomes dos arquivos e dos caminhos " -"não diferenciam letras maiúsculas de minúsculas. Se um desenvolvedor que " -"trabalha em uma máquina com sistema de arquivos insensível a maiúsculas e " -"minúsculas salvar um asset como ``meuarquivo.PNG``, mas o referencia como " -"``meuarquivo.png``, ele funcionará bem em sua plataforma, mas não em outras " -"plataformas, como Linux, Android, etc. Isso também pode se aplicar aos " -"binários exportados, que usam um pacote compactado para armazenar todos os " -"arquivos." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po deleted file mode 100644 index 865b05d901..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po +++ /dev/null @@ -1,50 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Setting up the project" -msgstr "Configurando o projeto" - -msgid "There are a few prerequisites you'll need:" -msgstr "Existem alguns pré-requisitos que você precisará:" - -msgid "" -"a copy of the `godot-cpp repository `__." -msgstr "" -"uma cópia do `repositório godot-cpp `__." - -msgid "Creating a simple plugin" -msgstr "Criando um plugin simples" - -msgid "After that, we declare a single member variable called ``time_passed``." -msgstr "" -"Depois disso, declaramos uma única variável membro chamada `` time_passed``." - -msgid "Compiling the plugin" -msgstr "Compilando o plugin" - -msgid "Adding properties" -msgstr "Adicionando propriedades" - -msgid "Signals" -msgstr "Sinais" - -msgid "This is the required syntax:" -msgstr "Esta é a sintaxe necessária:" - -msgid "Next steps" -msgstr "Próximos passos" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po deleted file mode 100644 index 03777decf7..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po +++ /dev/null @@ -1,51 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Tag" -msgstr "Etiqueta" - -msgid "Example" -msgstr "Exemplo" - -msgid "``[b]{text}[/b]``" -msgstr "``[b]{text}[/b]``" - -msgid "``[i]{text}[/i]``" -msgstr "``[i]{text}[/i]``" - -msgid "``[u]{text}[/u]``" -msgstr "``[u]{text}[/u]``" - -msgid "``[s]{text}[/s]``" -msgstr "``[s]{text}[/s]``" - -msgid "**code**" -msgstr "**código**" - -msgid "``[code]{text}[/code]``" -msgstr "``[code]{text}[/code]``" - -msgid "**center**" -msgstr "**centralizado**" - -msgid "``[center]{text}[/center]``" -msgstr "``[center]{text}[/center]``" - -msgid "**url**" -msgstr "**url**" - -msgid "``[img]{path}[/img]``" -msgstr "``[img]{caminho}[/img]``" - -msgid "**color**" -msgstr "**cor**" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po deleted file mode 100644 index 7cc125b477..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po +++ /dev/null @@ -1,66 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Type" -msgstr "Tipo" - -msgid "Description" -msgstr "Descrição" - -msgid "String" -msgstr "String" - -msgid "**linux**" -msgstr "**linux**" - -msgid "**bsd**" -msgstr "**bsd**" - -msgid "**android**" -msgstr "**android**" - -msgid "**ios**" -msgstr "**ios**" - -msgid "**web**" -msgstr "**web**" - -msgid "**debug**" -msgstr "**debug**" - -msgid "**release**" -msgstr "**release**" - -msgid "**editor**" -msgstr "**editor**" - -msgid "**x86_64**" -msgstr "**x86_64**" - -msgid "**arm64**" -msgstr "**arm64**" - -msgid "**rv64**" -msgstr "**rv64**" - -msgid "**riscv**" -msgstr "**riscv**" - -msgid "**wasm32**" -msgstr "**wasm32**" - -msgid "For example:" -msgstr "Por exemplo:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdextension/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdextension/index.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdextension/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po deleted file mode 100644 index 88584648f3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Also:" -msgstr "Também:" - -msgid "Supported languages" -msgstr "Linguagens suportadas" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po deleted file mode 100644 index c3545361ac..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po +++ /dev/null @@ -1,366 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript: An introduction to dynamic languages" -msgstr "GDScript: Uma introdução às linguagens dinâmicas" - -msgid "About" -msgstr "Sobre" - -msgid "" -"This tutorial aims to be a quick reference for how to use GDScript more " -"efficiently. It focuses on common cases specific to the language, but also " -"covers a lot of information on dynamically typed languages." -msgstr "" -"Este tutorial pretende ser uma referência rápida de como usar GDScript de " -"forma mais eficiente. Focando, assim, em casos mais comuns específicos da " -"linguagem, mas também contém informações sobre linguagens dinâmicamente " -"tipadas." - -msgid "" -"It's meant to be especially useful for programmers with little or no " -"previous experience with dynamically typed languages." -msgstr "" -"É destinado a ser especialmente útil para programadores com pouca ou nenhuma " -"experiência com linguagens dinâmicamente tipadas." - -msgid "Dynamic nature" -msgstr "Natureza dinâmica" - -msgid "Pros & cons of dynamic typing" -msgstr "Prós e contras da tipagem dinâmica" - -msgid "" -"GDScript is a Dynamically Typed language. As such, its main advantages are " -"that:" -msgstr "" -"GDScript é uma linguagem Dinamicamente Tipada. Como tal, suas maiores " -"vantagens são:" - -msgid "Most code can be written and changed quickly and without hassle." -msgstr "" -"A maioria do código pode ser escrito e modificado rapidamente sem " -"complicações." - -msgid "Less code written means less errors & mistakes to fix." -msgstr "" -"Menos código escrito significa menos erros e enganos a serem corrigidos." - -msgid "No compilation is required to test." -msgstr "Nenhuma compilação é necessária para testar." - -msgid "Runtime is tiny." -msgstr "Tempo de execução é bem pequeno." - -msgid "While the main disadvantages are:" -msgstr "Enquanto as maiores desvantagens são:" - -msgid "Less performance than statically typed languages." -msgstr "Menor performance que linguagens com tipagem estática." - -msgid "" -"Some errors that would typically be detected at compile time in statically " -"typed languages only appear while running the code (because expression " -"parsing is more strict)." -msgstr "" -"Alguns erros que, tipicamente, seriam detectados em tempo de compilação em " -"linguagens tipadas estaticamente aparecem apenas rodando o código (porque a " -"análise de expressões é mais estrita)." - -msgid "" -"Less flexibility for code-completion (some variable types are only known at " -"run-time)." -msgstr "" -"Menos flexibilidade para preenchimento de código (alguns tipos de variáveis " -"só são reconhecidos na execução)." - -msgid "Variables & assignment" -msgstr "Variáveis & atribuição" - -msgid "" -"All variables in a dynamically typed language are \"variant\"-like. This " -"means that their type is not fixed, and is only modified through assignment. " -"Example:" -msgstr "" -"Todas as variáveis em uma linguagem dinamicamente tipada são tipo-" -"\"variante\". Isto significa que seus tipos não são fixos, e é modificado " -"apenas na atribuição. Exemplos:" - -msgid "Static:" -msgstr "Estático:" - -msgid "Dynamic:" -msgstr "Dinâmico:" - -msgid "As function arguments:" -msgstr "Como argumentos da função:" - -msgid "" -"Functions are of dynamic nature too, which means they can be called with " -"different arguments, for example:" -msgstr "" -"Funções também têm natureza dinâmica, o que significa que elas podem ser " -"invocadas com argumentos diferentes, por exemplo:" - -msgid "Pointers & referencing:" -msgstr "Ponteiros & referência:" - -msgid "" -"In static languages, such as C or C++ (and to some extent Java and C#), " -"there is a distinction between a variable and a pointer/reference to a " -"variable. The latter allows the object to be modified by other functions by " -"passing a reference to the original one." -msgstr "" -"Em linguagens estáticas como C ou C++ (e de certa medida Java e C#), existe " -"uma distinção entre uma variável e um ponteiro/referência a uma variável. " -"Esse último deixa o objeto ser modificado por outras funções através da " -"passagem de uma referência ao original." - -msgid "" -"In C# or Java, everything not a built-in type (int, float, sometimes String) " -"is always a pointer or a reference. References are also garbage-collected " -"automatically, which means they are erased when no longer used. Dynamically " -"typed languages tend to use this memory model, too. Some Examples:" -msgstr "" -"Em C# ou Java, tudo que não é um tipo embutido (int, float ou, às vezes " -"string) é sempre um ponteiro ou uma referência. Referências são coletadas " -"pelo coletor de lixo automaticamente, o que significa que são apagadas " -"quando não mais usadas. Linguagens tipadas dinamicamente tendem a usar esse " -"modelo de memória também. Alguns exemplos:" - -msgid "C++:" -msgstr "C++:" - -msgid "Java:" -msgstr "Java:" - -msgid "GDScript:" -msgstr "GDScript:" - -msgid "Arrays" -msgstr "Arrays" - -msgid "" -"Arrays in dynamically typed languages can contain many different mixed " -"datatypes inside and are always dynamic (can be resized at any time). " -"Compare for example arrays in statically typed languages:" -msgstr "" -"Arrays em linguagens dinamicamente tipadas podem conter muitos tipos de " -"dados mistos diferentes e são sempre dinâmicos (podem ser redimensionados a " -"qualquer momento). Compare, por exemplo, arrays em linguagens estaticamente " -"tipadas:" - -msgid "And in GDScript:" -msgstr "E no GDScript:" - -msgid "" -"In dynamically typed languages, arrays can also double as other datatypes, " -"such as lists:" -msgstr "" -"Em linguagens dinamicamente tipadas, os arrays também podem ser usados como " -"outros tipos de dados, como listas:" - -msgid "Or unordered sets:" -msgstr "Ou conjuntos não ordenados:" - -msgid "Dictionaries" -msgstr "Dictionaries" - -msgid "" -"Dictionaries are a powerful tool in dynamically typed languages. Most " -"programmers that come from statically typed languages (such as C++ or C#) " -"ignore their existence and make their life unnecessarily more difficult. " -"This datatype is generally not present in such languages (or only in limited " -"form)." -msgstr "" -"Os dicionários são uma ferramenta poderosa em linguagens dinamicamente " -"tipadas. A maioria dos programadores que vêm de linguagens estaticamente " -"tipadas (como C++ ou C#) ignoram sua existência e tornam sua vida " -"desnecessariamente mais difícil. Esse tipo de dados geralmente não está " -"presente nessas linguagens (ou apenas em formato limitado)." - -msgid "" -"Dictionaries can map any value to any other value with complete disregard " -"for the datatype used as either key or value. Contrary to popular belief, " -"they are efficient because they can be implemented with hash tables. They " -"are, in fact, so efficient that some languages will go as far as " -"implementing arrays as dictionaries." -msgstr "" -"Os dicionários podem mapear qualquer valor para qualquer outro valor com " -"total desconsideração do tipo de dados usado como chave ou valor. Ao " -"contrário da crença popular, eles são eficientes porque podem ser " -"implementados com tabelas de hash. Eles são, de fato, tão eficientes que " -"algumas linguagens vão tão longe quanto implementar matrizes como " -"dicionários." - -msgid "Example of Dictionary:" -msgstr "Exemplo de Dictionary:" - -msgid "" -"Dictionaries are also dynamic, keys can be added or removed at any point at " -"little cost:" -msgstr "" -"Dictionaries também são dinâmicos, as chaves podem ser adicionadas ou " -"removidas a qualquer momento a baixo custo:" - -msgid "" -"Dictionaries can also be used as data markup or quick structures. While " -"GDScript's dictionaries resemble python dictionaries, it also supports Lua " -"style syntax and indexing, which makes it useful for writing initial states " -"and quick structs:" -msgstr "" -"Dicionários também podem ser usados como marcação de dados ou estruturas " -"rápidas. Enquanto dicionários em GDScript lembram dicionários do Python, ele " -"também suporta sintaxe e indexação no estilo Lua, o que o torna útil para " -"escrever estados iniciais e estruturas rápidas:" - -msgid "For & while" -msgstr "For e while" - -msgid "" -"Container datatypes (arrays and dictionaries) are iterable. Dictionaries " -"allow iterating the keys:" -msgstr "" -"Tipos de dados container (arrays e dictionaries) são iteráveis. Dictionaries " -"permitem a iteração das chaves:" - -msgid "Iterating with indices is also possible:" -msgstr "Também é possível iterar com índices:" - -msgid "The range() function can take 3 arguments:" -msgstr "A função range() pode ter 3 argumentos:" - -msgid "Translate to:" -msgstr "Traduzir para:" - -msgid "Becomes:" -msgstr "Torna-se:" - -msgid "While" -msgstr "Enquanto" - -msgid "while() loops are the same everywhere:" -msgstr "Loops while() são os mesmos em todos os lugares:" - -msgid "Custom iterators" -msgstr "Iteradores personalizados" - -msgid "" -"You can create custom iterators in case the default ones don't quite meet " -"your needs by overriding the Variant class's ``_iter_init``, ``_iter_next``, " -"and ``_iter_get`` functions in your script. An example implementation of a " -"forward iterator follows:" -msgstr "" -"Você pode criar iteradores personalizados caso os existentes não satisfaçam " -"suas necessidades, sobrescrevendo as funções ``_iter_init``, ``_iter_next`` " -"e ``_iter_get`` da classe Variant em seu script. Aqui está um exemplo de " -"implementação de um iterador avançado:" - -msgid "And it can be used like any other iterator:" -msgstr "E pode ser usado como qualquer outro iterador:" - -msgid "" -"Make sure to reset the state of the iterator in ``_iter_init``, otherwise " -"nested for-loops that use custom iterators will not work as expected." -msgstr "" -"Certifique-se de redefinir o estado do iterador em ``_iter_init``, caso " -"contrário, loops for aninhados que usam iteradores personalizados não " -"funcionarão como esperado." - -msgid "Duck typing" -msgstr "Duck typing" - -msgid "" -"One of the most difficult concepts to grasp when moving from a statically " -"typed language to a dynamic one is duck typing. Duck typing makes overall " -"code design much simpler and straightforward to write, but it's not obvious " -"how it works." -msgstr "" -"Um dos conceitos mais difíceis de entender quando passa de uma linguagem " -"estaticamente tipada para uma dinâmica é duck typing. Duck typing faz com " -"que o design geral do código seja mais simples e direto de escrever, mas não " -"é óbvio como ele funciona." - -msgid "" -"As an example, imagine a situation where a big rock is falling down a " -"tunnel, smashing everything on its way. The code for the rock, in a " -"statically typed language would be something like:" -msgstr "" -"Como exemplo, imagine uma situação onde uma grande rocha está caindo de um " -"túnel, esmagando tudo em seu caminho. O código para a rocha, em uma " -"linguagem estaticamente tipada seria algo como:" - -msgid "" -"This way, everything that can be smashed by a rock would have to inherit " -"Smashable. If a character, enemy, piece of furniture, small rock were all " -"smashable, they would need to inherit from the class Smashable, possibly " -"requiring multiple inheritance. If multiple inheritance was undesired, then " -"they would have to inherit a common class like Entity. Yet, it would not be " -"very elegant to add a virtual method ``smash()`` to Entity only if a few of " -"them can be smashed." -msgstr "" -"Desta forma, tudo o que pode ser esmagado por uma rocha teria que herdar " -"Smashable. Se um personagem, um inimigo, uma peça de mobília, uma pequena " -"pedra fossem todos quebráveis, eles precisariam herdar da classe Smashable, " -"possivelmente exigindo herança múltipla. Se herança múltipla fosse " -"indesejada, eles teriam que herdar uma classe comum como Entity. No entanto, " -"não seria muito elegante adicionar um método virtual ``smash()`` à Entity " -"apenas se alguns deles puderem ser destruídos." - -msgid "" -"With dynamically typed languages, this is not a problem. Duck typing makes " -"sure you only have to define a ``smash()`` function where required and " -"that's it. No need to consider inheritance, base classes, etc." -msgstr "" -"Com linguagens dinamicamente tipadas, isso não é um problema. Duck typing " -"garante que você só precisa definir uma função ``smash()`` onde for " -"necessário e pronto. Não há necessidade de considerar herança, classes base, " -"etc." - -msgid "" -"And that's it. If the object that hit the big rock has a smash() method, it " -"will be called. No need for inheritance or polymorphism. Dynamically typed " -"languages only care about the instance having the desired method or member, " -"not what it inherits or the class type. The definition of Duck Typing should " -"make this clearer:" -msgstr "" -"E é isso. Se o objeto que atingiu a pedra grande tiver um método smash (), " -"ele será chamado. Não há necessidade de herança ou polimorfismo. Linguagens " -"dinamicamente tipadas só se preocupam com a instância que possui o método ou " -"membro desejado, não o que ele herda ou o tipo de classe. A definição de " -"Duck Typing deve tornar isso mais claro:" - -msgid "" -"*\"When I see a bird that walks like a duck and swims like a duck and quacks " -"like a duck, I call that bird a duck\"*" -msgstr "" -"*\"Quando eu vejo um pássaro que anda como um pato e nada como um pato e " -"grasna como um pato, eu chamo esse pássaro de pato\"*" - -msgid "In this case, it translates to:" -msgstr "Neste caso, traduz para:" - -msgid "" -"*\"If the object can be smashed, don't care what it is, just smash it.\"*" -msgstr "" -"*\"Se o objeto pode ser esmagado, não importa o que seja, apenas esmague-o." -"\"*" - -msgid "Yes, we should call it Hulk typing instead." -msgstr "Sim, nós deveríamos chamar isso de tipo Hulk ao invés disso." - -msgid "" -"Then, simply define that method and anything the rock touches can be smashed." -msgstr "" -"Então, simplesmente defina esse método e qualquer coisa que a rocha tocar " -"pode ser destruída." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po deleted file mode 100644 index e54b853e0c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po +++ /dev/null @@ -1,1293 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "History" -msgstr "Histórico" - -msgid "" -"Documentation about GDScript's history has been moved to the :ref:" -"`Frequently Asked Questions `." -msgstr "" -"A documentação sobre a história do GDScript foi movida para o :ref:" -"`Frequently Asked Questions `." - -msgid "Example of GDScript" -msgstr "Exemplo de GDScript" - -msgid "" -"If you have previous experience with statically typed languages such as C, C+" -"+, or C# but never used a dynamically typed one before, it is advised you " -"read this tutorial: :ref:`doc_gdscript_more_efficiently`." -msgstr "" -"Se você possui experiência prévia com linguagens estaticamente tipadas, como " -"C, C++, ou C#, mas nunca utilizou uma linguagem dinamicamente tipada antes, " -"é aconselhado que leia este tutorial: :ref:`doc_gdscript_more_efficiently`." - -msgid "Identifiers" -msgstr "Identificadores" - -msgid "" -"Any string that restricts itself to alphabetic characters (``a`` to ``z`` " -"and ``A`` to ``Z``), digits (``0`` to ``9``) and ``_`` qualifies as an " -"identifier. Additionally, identifiers must not begin with a digit. " -"Identifiers are case-sensitive (``foo`` is different from ``FOO``)." -msgstr "" -"Qualquer String que se restringe a caracteres alfabéticos (``a`` a ``z`` e " -"``A`` a ``Z``), dígitos (``0`` a ``9``) e ``_`` se qualifica como um " -"identificador. Além disso, identificadores não devem começar com um dígito. " -"Identificadores são [i]case-sensitive[/i] (``foo`` é diferente de ``FOO``)." - -msgid "Keywords" -msgstr "Palavras-chave" - -msgid "" -"The following is the list of keywords supported by the language. Since " -"keywords are reserved words (tokens), they can't be used as identifiers. " -"Operators (like ``in``, ``not``, ``and`` or ``or``) and names of built-in " -"types as listed in the following sections are also reserved." -msgstr "" -"A seguir está a lista de palavras-chaves suportadas pela linguagem. Já que " -"as palavras-chaves são palavras reservadas (código), elas não podem ser " -"usadas como identificadores. Operadores (como ``in``, ``not``, ``and`` ou " -"``or``) e nomes de tipos embutidos como os listados nas seções seguintes são " -"também palavras reservadas." - -msgid "" -"Keywords are defined in the `GDScript tokenizer `_ in " -"case you want to take a look under the hood." -msgstr "" -"Palavras chaves são definidas no `tokenizador da GDScript `_ " -"no caso de você querer dar uma olhada nos bastidores." - -msgid "Keyword" -msgstr "Palavra-chave" - -msgid "Description" -msgstr "Descrição" - -msgid "if" -msgstr "if" - -msgid "See `if/else/elif`_." -msgstr "Veja `if/else/elif`_." - -msgid "elif" -msgstr "elif" - -msgid "else" -msgstr "else" - -msgid "for" -msgstr "for" - -msgid "See for_." -msgstr "Veja for_." - -msgid "while" -msgstr "while" - -msgid "See while_." -msgstr "Veja while_." - -msgid "match" -msgstr "match" - -msgid "See match_." -msgstr "Veja match_." - -msgid "break" -msgstr "break" - -msgid "Exits the execution of the current ``for`` or ``while`` loop." -msgstr "Sai da execução do atual laço ``for`` ou ``while``." - -msgid "continue" -msgstr "continue" - -msgid "" -"Immediately skips to the next iteration of the ``for`` or ``while`` loop." -msgstr "Pula imediatamente a próxima iteração do laço ``for`` ou ``while``." - -msgid "pass" -msgstr "pass" - -msgid "" -"Used where a statement is required syntactically but execution of code is " -"undesired, e.g. in empty functions." -msgstr "" -"Usado onde uma declaração é requerida sintaticamente, mas a execução do " -"código é indesejada ,por exemplo em funções vazias." - -msgid "return" -msgstr "return" - -msgid "Returns a value from a function." -msgstr "Retorna um valor de uma função." - -msgid "class" -msgstr "class" - -msgid "class_name" -msgstr "class_name" - -msgid "extends" -msgstr "extends" - -msgid "Defines what class to extend with the current class." -msgstr "Define qual classe estender com a classe atual." - -msgid "is" -msgstr "is" - -msgid "" -"Tests whether a variable extends a given class, or is of a given built-in " -"type." -msgstr "" -"Testa se uma variável extende de uma classe dada, ou é de um certo tipo " -"embutido." - -msgid "as" -msgstr "as" - -msgid "Cast the value to a given type if possible." -msgstr "Transmita o valor para um determinado tipo, se possível." - -msgid "self" -msgstr "self" - -msgid "Refers to current class instance." -msgstr "Refere-se a instância atual da classe." - -msgid "signal" -msgstr "signal" - -msgid "Defines a signal." -msgstr "Define um sinal." - -msgid "func" -msgstr "func" - -msgid "Defines a function." -msgstr "Define uma função." - -msgid "static" -msgstr "static" - -msgid "const" -msgstr "const" - -msgid "Defines a constant." -msgstr "Define uma constante." - -msgid "enum" -msgstr "enum" - -msgid "Defines an enum." -msgstr "Define um enumerador." - -msgid "var" -msgstr "var" - -msgid "Defines a variable." -msgstr "Define uma variável." - -msgid "breakpoint" -msgstr "breakpoint" - -msgid "preload" -msgstr "preload" - -msgid "Preloads a class or variable. See `Classes as resources`_." -msgstr "" -"Pré-carrega uma classe ou uma variável. Consulte `Classes como recursos` _." - -msgid "yield" -msgstr "yield" - -msgid "assert" -msgstr "assert" - -msgid "" -"Asserts a condition, logs error on failure. Ignored in non-debug builds. See " -"`Assert keyword`_." -msgstr "" -"Declara uma condição, erro de logs em caso de falha. Ignorado em compilações " -"de não-depuração. Consulte `Palavra-chave Assert` _." - -msgid "void" -msgstr "void" - -msgid "PI" -msgstr "PI" - -msgid "PI constant." -msgstr "A constante PI." - -msgid "TAU" -msgstr "TAU" - -msgid "TAU constant." -msgstr "A constante TAU." - -msgid "INF" -msgstr "INF" - -msgid "NAN" -msgstr "NAN" - -msgid "Operators" -msgstr "Operadores" - -msgid "**Operator**" -msgstr "**Operador**" - -msgid "**Description**" -msgstr "**Descrição**" - -msgid "``x[index]``" -msgstr "``x[index]``" - -msgid "``x.attribute``" -msgstr "``x.attribute``" - -msgid "Attribute reference" -msgstr "Referência de atributo" - -msgid "``foo()``" -msgstr "``foo()``" - -msgid "Function call" -msgstr "Chamada de função" - -msgid "Bitwise NOT" -msgstr "NÃO Binário" - -msgid "``-x``" -msgstr "``-x``" - -msgid "Multiplication / Division / Remainder" -msgstr "Multiplicação / Divisão / Resto" - -msgid "Bit shifting" -msgstr "Deslocamento de bits" - -msgid "Bitwise AND" -msgstr "E Binário" - -msgid "Bitwise XOR" -msgstr "OU EXCLUSIVO Binário" - -msgid "Bitwise OR" -msgstr "OU Binário" - -msgid "Ternary if/else" -msgstr "if/else Ternário" - -msgid "Assignment (lowest priority)" -msgstr "Atribuição (menor prioridade)" - -msgid "Literals" -msgstr "Literais" - -msgid "``null``" -msgstr "``null``" - -msgid "``45``" -msgstr "``45``" - -msgid "Base 10 integer" -msgstr "Inteiro Base 10" - -msgid "``0x8f51``" -msgstr "``0x8f51``" - -msgid "Base 16 (hexadecimal) integer" -msgstr "Inteiro de base 16 (hexadecimal)" - -msgid "``0b101010``" -msgstr "``0b101010``" - -msgid "Base 2 (binary) integer" -msgstr "Inteiro de base 2 (binário)" - -msgid "``3.14``, ``58.1e-10``" -msgstr "``3.14``, ``58.1e-10``" - -msgid "Floating-point number (real)" -msgstr "Número de ponto flutuante (real)" - -msgid ":ref:`NodePath `" -msgstr ":ref:`NodePath `" - -msgid "**Example**" -msgstr "**Exemplo**" - -msgid "``$NodePath``" -msgstr "``$NodePath``" - -msgid "Shorthand for ``get_node(\"NodePath\")``" -msgstr "Forma abreviada para ``get_node(\"NodePath\")``" - -msgid "" -"Integers and floats can have their numbers separated with ``_`` to make them " -"more readable. The following ways to write numbers are all valid::" -msgstr "" -"Inteiros e flutuantes podem ter seus números separados por ``_`` para torná-" -"los mais legíveis. As seguintes formas de escrever números são todas válidas:" - -msgid "**Escape sequence**" -msgstr "**Sequência de escape**" - -msgid "**Expands to**" -msgstr "**Se expande para**" - -msgid "``\\n``" -msgstr "``\\n``" - -msgid "Newline (line feed)" -msgstr "Nova linha (feed de linha)" - -msgid "``\\t``" -msgstr "``\\t``" - -msgid "Horizontal tab character" -msgstr "Caractere tab horizontal" - -msgid "``\\r``" -msgstr "``\\r``" - -msgid "Carriage return" -msgstr "Retorno de transporte" - -msgid "``\\a``" -msgstr "``\\a``" - -msgid "Alert (beep/bell)" -msgstr "Alerta (bipe/campainha)" - -msgid "``\\b``" -msgstr "``\\b``" - -msgid "Backspace" -msgstr "Retroceder" - -msgid "``\\f``" -msgstr "``\\f``" - -msgid "Formfeed page break" -msgstr "Quebra de página do feed de formulário" - -msgid "``\\v``" -msgstr "``\\v``" - -msgid "Vertical tab character" -msgstr "Caractere tab vertical" - -msgid "``\\\"``" -msgstr "``\\\"``" - -msgid "Double quote" -msgstr "Citação dupla" - -msgid "``\\'``" -msgstr "``\\'``" - -msgid "Single quote" -msgstr "Citação única" - -msgid "``\\\\``" -msgstr "``\\\\``" - -msgid "Backslash" -msgstr "Barra invertida" - -msgid "``\\uXXXX``" -msgstr "``\\uXXXX``" - -msgid "" -"When using nodes, it's common to desire to keep references to parts of the " -"scene in a variable. As scenes are only warranted to be configured when " -"entering the active scene tree, the sub-nodes can only be obtained when a " -"call to ``Node._ready()`` is made." -msgstr "" -"Ao usar nós, é comum desejar manter referências a partes da cena em uma " -"variável. Como as cenas só podem ser configuradas ao entrar na árvore da " -"cena ativa, os subnós só podem ser obtidos quando uma chamada para ``Node." -"_ready()`` é feita." - -msgid "Comments" -msgstr "Comentários" - -msgid "" -"Anything from a ``#`` to the end of the line is ignored and is considered a " -"comment." -msgstr "" -"Qualquer coisa desde um ``#`` até o fim da linha é ignorada e é considerada " -"como um comentário." - -msgid "" -"In the Godot script editor, special keywords are highlighted within comments " -"to bring the user's attention to specific comments:" -msgstr "" -"No editor de script do Godot, palavras-chave especiais são destacadas dentro " -"de comentários para chamar a atenção do usuário para comentários específicos:" - -msgid "" -"**Critical** *(appears in red)*: ``ALERT``, ``ATTENTION``, ``CAUTION``, " -"``CRITICAL``, ``DANGER``, ``SECURITY``" -msgstr "" -"**Crítico** *(aparece em vermelho): ``ALERT``, ``ATTENTION``, ``CAUTION``, " -"``CRITICAL``, ``DANGER``, ``SECURITY``" - -msgid "Built-in types" -msgstr "Tipos definidos por padrão" - -msgid "Basic built-in types" -msgstr "Tipos básicos definidos por padrão" - -msgid "A variable in GDScript can be assigned to several built-in types." -msgstr "" -"Uma variável no GDScript pode ser atribuída a vários tipos definidos por " -"padrão." - -msgid "null" -msgstr "null" - -msgid "" -"``null`` is an empty data type that contains no information and can not be " -"assigned any other value." -msgstr "" -"``null`` é um tipo de dados vazio que não contém informação nenhuma e que " -"não pode ser atribuído nenhum outro valor." - -msgid ":ref:`bool `" -msgstr ":ref:`bool `" - -msgid "Short for \"boolean\", it can only contain ``true`` or ``false``." -msgstr "Abreviação de \"booleano\", pode conter apenas ``true`` ou ``false``." - -msgid ":ref:`int `" -msgstr ":ref:`int `" - -msgid ":ref:`float `" -msgstr ":ref:`float `" - -msgid ":ref:`String `" -msgstr ":ref:`String `" - -msgid "Vector built-in types" -msgstr "Tipos básicos de vetor" - -msgid ":ref:`Vector2 `" -msgstr ":ref:`Vector2 `" - -msgid "" -"2D vector type containing ``x`` and ``y`` fields. Can also be accessed as an " -"array." -msgstr "" -"O tipo vetor 2D contém os campos ``x`` e ``y``. Também pode ser acessado " -"como uma matriz." - -msgid ":ref:`Rect2 `" -msgstr ":ref:`Rect2 `" - -msgid "" -"2D Rectangle type containing two vectors fields: ``position`` and ``size``. " -"Also contains an ``end`` field which is ``position + size``." -msgstr "" -"O tipo 2D Rectangle contém dois campos vetoriais: ``position`` e ``size``. " -"Contém também um campo ``end`` que é ``position + size``." - -msgid ":ref:`Vector3 `" -msgstr ":ref:`Vector3 `" - -msgid "" -"3D vector type containing ``x``, ``y`` and ``z`` fields. This can also be " -"accessed as an array." -msgstr "" -"O tipo de vetor 3D contém os campos ``x``, ``y`` e ``z``. Isso também pode " -"ser acessado como um array." - -msgid ":ref:`Transform2D `" -msgstr ":ref:`Transform2D `" - -msgid "3×2 matrix used for 2D transforms." -msgstr "Matrix de 3x2 usada para transformações em 2D." - -msgid ":ref:`Plane `" -msgstr ":ref:`Plane `" - -msgid "" -"3D Plane type in normalized form that contains a ``normal`` vector field and " -"a ``d`` scalar distance." -msgstr "" -"Tipo Plano 3D em formato normalizado que contém um campo vetorial \"normal\" " -"e uma distância escalar \"d\"." - -msgid "" -"Quaternion is a datatype used for representing a 3D rotation. It's useful " -"for interpolating rotations." -msgstr "" -"Quaternion é um tipo de dado utilizado para representar uma rotação 3D. Isto " -"é útil para interporlar rotações." - -msgid ":ref:`AABB `" -msgstr ":ref:`AABB `" - -msgid "" -"Axis-aligned bounding box (or 3D box) contains 2 vectors fields: " -"``position`` and ``size``. Also contains an ``end`` field which is " -"``position + size``." -msgstr "" -"Caixa delimitadora alinhada por eixo (ou caixa 3D) contém 2 campos " -"vetoriais: ``position`` e ``size``. Contém também um campo ``end`` que é " -"``position + size``." - -msgid ":ref:`Basis `" -msgstr ":ref:`Basis `" - -msgid "" -"3x3 matrix used for 3D rotation and scale. It contains 3 vector fields " -"(``x``, ``y`` and ``z``) and can also be accessed as an array of 3D vectors." -msgstr "" -"Matrix 3x3 usada para rotação 3D e escala. Ela contem 3 campos vetoriais " -"(\"x\", \"y\" e \"z\") e também pode ser acessada como um array de vetores " -"3D." - -msgid "" -"3D Transform contains a Basis field ``basis`` and a Vector3 field ``origin``." -msgstr "" -"Transformadas 3D contem um campo Basis ``basis`` e um campo Vector3 " -"``origin``." - -msgid "Engine built-in types" -msgstr "Tipos definidos por padrão da Engine" - -msgid ":ref:`Color `" -msgstr ":ref:`Color `" - -msgid "" -"Color data type contains ``r``, ``g``, ``b``, and ``a`` fields. It can also " -"be accessed as ``h``, ``s``, and ``v`` for hue/saturation/value." -msgstr "" -"O tipo de dados Color contem campos ``r``, ``g``, ``b`` e ``a`` para " -"vermelho, verde, azul e transparência respectivamente. E podem também ser " -"acessados como ``h``, ``s``, e ``v`` para matiz, saturação e valor " -"respectivamente." - -msgid ":ref:`RID `" -msgstr ":ref:`RID `" - -msgid "Resource ID (RID). Servers use generic RIDs to reference opaque data." -msgstr "" -"ID de Recurso (RID). Servidores usam RIDs genéricos para referenciar dados " -"opacos." - -msgid ":ref:`Object `" -msgstr ":ref:`Object `" - -msgid "Base class for anything that is not a built-in type." -msgstr "Classe base para qualquer coisa que não seja um tipo básico." - -msgid "Container built-in types" -msgstr "Tipos contêiner definidos por padrão" - -msgid ":ref:`Array `" -msgstr ":ref:`Array `" - -msgid "" -"Generic sequence of arbitrary object types, including other arrays or " -"dictionaries (see below). The array can resize dynamically. Arrays are " -"indexed starting from index ``0``. Negative indices count from the end." -msgstr "" -"Sequência genérica de tipos de objeto arbitrária, incluindo outras matrizes " -"ou dicionários (veja abaixo). A matriz pode redimensionar dinamicamente. " -"Matrizes são indexados iniciando do índice ``0``. Índices negativos contam " -"do final." - -msgid ":ref:`Dictionary `" -msgstr ":ref:`Dictionary `" - -msgid "Associative container which contains values referenced by unique keys." -msgstr "" -"Contêiner associativo que armazena valores referenciados por chaves únicas." - -msgid "" -"To add a key to an existing dictionary, access it like an existing key and " -"assign to it::" -msgstr "" -"Para adicionar uma chave a um dicionário existente, acesse isso como uma " -"chave existente e atribua a isso::" - -msgid "" -"The bracket syntax can be used to access properties of any :ref:" -"`class_Object`, not just Dictionaries. Keep in mind it will cause a script " -"error when attempting to index a non-existing property. To avoid this, use " -"the :ref:`Object.get() ` and :ref:`Object.set() " -"` methods instead." -msgstr "" -"A sintaxe de brackets pode ser usada para acessar propriedades de qualquer :" -"ref:`class_Object`, não apenas Dicionários. Tenha em mente que isso causará " -"um erro de script ao tentar indexar uma propriedade inexistente Para evitar " -"isto, use os métodos :ref:`Object.get() ` e :ref:" -"`Object.set() `em vez disso." - -msgid "Variables" -msgstr "Variáveis" - -msgid "" -"Variables can exist as class members or local to functions. They are created " -"with the ``var`` keyword and may, optionally, be assigned a value upon " -"initialization." -msgstr "" -"Variáveis podem existir como membros de classe ou locais em funções. Elas " -"são criadas com a palavra-chave ``var`` e podem, opcionalmente, ser " -"atribuídas com um valor durante a inicialização." - -msgid "" -"Variables can optionally have a type specification. When a type is " -"specified, the variable will be forced to have always that same type, and " -"trying to assign an incompatible value will raise an error." -msgstr "" -"As variáveis podem, opcionalmente, ter uma especificação de tipo. Quando um " -"tipo é especificado, a variável será forçada a ter sempre esse mesmo tipo, e " -"tentar atribuir um valor incompatível gerará um erro." - -msgid "" -"Types are specified in the variable declaration using a ``:`` (colon) symbol " -"after the variable name, followed by the type." -msgstr "" -"Os tipos são especificados na declaração da variável usando um símbolo ``:`` " -"(dois-pontos) após o nome da variável, seguido pelo tipo." - -msgid "" -"If the variable is initialized within the declaration, the type can be " -"inferred, so it's possible to omit the type name::" -msgstr "" -"Se a variável for inicializada dentro da declaração, o tipo pode ser " -"inferido, então é possível omitir o nome do tipo::" - -msgid "" -"Type inference is only possible if the assigned value has a defined type, " -"otherwise it will raise an error." -msgstr "" -"A inferência de tipos só é possível se o valor atribuído tiver um tipo " -"definido, caso contrário, irá gerar um erro." - -msgid "Valid types are:" -msgstr "Tipos válidos são:" - -msgid "Built-in types (Array, Vector2, int, String, etc.)." -msgstr "Tipos embutidos (Array, Vector2, int, String, etc.)." - -msgid "" -"Constant names if they contain a script resource (``MyScript`` if you " -"declared ``const MyScript = preload(\"res://my_script.gd\")``)." -msgstr "" -"Nomes constantes se eles contiverem um recurso de script (``MyScript`` se " -"você declarar ``const MyScript = preload(\"res://my_script.gd\")``)." - -msgid "" -"Other classes in the same script, respecting scope (``InnerClass." -"NestedClass`` if you declared ``class NestedClass`` inside the ``class " -"InnerClass`` in the same scope)." -msgstr "" -"Outras classes no mesmo script, respeitando o escopo (``InnerClass." -"NestedClass`` se você declarou ``classNestedClass`` dentro da " -"``classInnerClass`` no mesmo escopo)." - -msgid "Script classes declared with the ``class_name`` keyword." -msgstr "Classes de script declaradas com a palavra-chave ``class_name``." - -msgid "Casting" -msgstr "Conversão" - -msgid "" -"Values assigned to typed variables must have a compatible type. If it's " -"needed to coerce a value to be of a certain type, in particular for object " -"types, you can use the casting operator ``as``." -msgstr "" -"Valores atribuídos a variáveis digitadas devem ter um tipo compatível. Se " -"for necessário forçar um valor a ser de um determinado tipo, em particular " -"para tipos de objetos, você pode usar o operador de conversão ``as``." - -msgid "" -"Casting between object types results in the same object if the value is of " -"the same type or a subtype of the cast type." -msgstr "" -"A conversão entre tipos de objetos resulta no mesmo objeto se o valor for do " -"mesmo tipo ou um subtipo do tipo de conversão." - -msgid "" -"If the value is not a subtype, the casting operation will result in a " -"``null`` value." -msgstr "" -"Se o valor não for um subtipo, a operação de conversão resultará em um valor " -"`` null``." - -msgid "" -"For built-in types, they will be forcibly converted if possible, otherwise " -"the engine will raise an error." -msgstr "" -"Para tipos internos, eles serão convertidos à força, se possível, caso " -"contrário, o mecanismo gerará um erro." - -msgid "" -"Casting is also useful to have better type-safe variables when interacting " -"with the scene tree::" -msgstr "" -"Conversão também é útil para ter melhores variáveis de tipo seguro ao " -"interagir com a árvore da cena::" - -msgid "Constants" -msgstr "Constantes" - -msgid "" -"Constants are values you cannot change when the game is running. Their value " -"must be known at compile-time. Using the ``const`` keyword allows you to " -"give a constant value a name. Trying to assign a value to a constant after " -"it's declared will give you an error." -msgstr "" -"Constantes são valores que você não pode alterar quando o jogo está em " -"execução. Seu valor deve ser conhecido na hora da compilação. Usar a palavra-" -"chave ``const`` lhe permite dar um nome a um valor constante. Tentar " -"atribuir uma valor a uma constante depois de declarada resultará em um erro." - -msgid "We recommend using constants whenever a value is not meant to change." -msgstr "" -"Recomendamos usar constantes sempre que um valor não deve ser alterado." - -msgid "" -"Although the type of constants is inferred from the assigned value, it's " -"also possible to add explicit type specification::" -msgstr "" -"Embora o tipo de constantes seja inferido a partir do valor atribuído, " -"também é possível adicionar especificação de tipo explícito:" - -msgid "Assigning a value of an incompatible type will raise an error." -msgstr "Atribuir um valor de um tipo incompatível gerará um erro." - -msgid "Enums" -msgstr "Enumeradores" - -msgid "" -"Enums are basically a shorthand for constants, and are pretty useful if you " -"want to assign consecutive integers to some constant." -msgstr "" -"Enumeradores são basicamente alternativas para constantes, e são muito úteis " -"se você quer atribuir inteiros consecutivos para alguma constante." - -msgid "Functions" -msgstr "Funções" - -msgid "" -"Functions always belong to a `class `_. The scope priority for " -"variable look-up is: local → class member → global. The ``self`` variable is " -"always available and is provided as an option for accessing class members, " -"but is not always required (and should *not* be sent as the function's first " -"argument, unlike Python)." -msgstr "" -"Funções sempre pertencem a `class `_. A prioridade de escopo para " -"a procura de variáveis é: local → membro da classe → global. A variável " -"``self`` é sempre disponível e é fornecida como uma opção para acessar " -"membros da classe, mas não é sempre necessária (e , diferente do Python, " -"*não* deve ser enviada como o primeiro argumento de uma função)." - -msgid "" -"A function can ``return`` at any point. The default return value is ``null``." -msgstr "" -"Uma função pode ``retornar`` em qualquer ponto. O valor padrão de retorno é " -"``null``." - -msgid "" -"Functions can also have type specification for the arguments and for the " -"return value. Types for arguments can be added in a similar way to " -"variables::" -msgstr "" -"Funções também podem ter especificação de tipo para os argumentos e para o " -"valor de retorno. Tipos de argumentos podem ser adicionados de forma " -"semelhante às variáveis:" - -msgid "" -"If a function argument has a default value, it's possible to infer the type::" -msgstr "" -"Se um argumento de função tiver um valor padrão, é possível inferir o tipo::" - -msgid "" -"The return type of the function can be specified after the arguments list " -"using the arrow token (``->``)::" -msgstr "" -"O tipo de retorno da função pode ser especificado após a lista de argumentos " -"usando o token de seta (``->``)::" - -msgid "" -"Functions that have a return type **must** return a proper value. Setting " -"the type as ``void`` means the function doesn't return anything. Void " -"functions can return early with the ``return`` keyword, but they can't " -"return any value." -msgstr "" -"Funções que possuem um tipo de retorno **devem** retornar um valor adequado. " -"Definir o tipo como ``void`` significa que a função não retorna nada. As " -"funções void podem retornar cedo com a palavra-chave ``return``, mas não " -"podem retornar nenhum valor." - -msgid "" -"Non-void functions must **always** return a value, so if your code has " -"branching statements (such as an ``if``/``else`` construct), all the " -"possible paths must have a return. E.g., if you have a ``return`` inside an " -"``if`` block but not after it, the editor will raise an error because if the " -"block is not executed, the function won't have a valid value to return." -msgstr "" -"Funções não void devem **sempre** retornar um valor, então se seu código " -"possui instruções de ramificação (como um construtor ``if`` / ``else``), " -"todos os caminhos possíveis devem ter um retorno. Por exemplo, se você tiver " -"um ``return`` dentro de um bloco ``if``, mas não depois, o editor irá gerar " -"um erro, porque se o bloco não for executado, a função não terá um valor " -"válido para retornar." - -msgid "Referencing functions" -msgstr "Referenciando funções" - -msgid "Static functions" -msgstr "Funções estáticas" - -msgid "Statements and control flow" -msgstr "Expressões e fluxo de controle" - -msgid "" -"Statements are standard and can be assignments, function calls, control flow " -"structures, etc (see below). ``;`` as a statement separator is entirely " -"optional." -msgstr "" -"Expressões são padrão e podem ser atribuições, chamadas de função, " -"estruturas de controle, etc (veja abaixo). ``;`` como um separador de " -"expressões é inteiramente opcional." - -msgid "if/else/elif" -msgstr "if/else/elif" - -msgid "" -"Simple conditions are created by using the ``if``/``else``/``elif`` syntax. " -"Parenthesis around conditions are allowed, but not required. Given the " -"nature of the tab-based indentation, ``elif`` can be used instead of " -"``else``/``if`` to maintain a level of indentation." -msgstr "" -"Condições simples são criadas usando a sintaxe ``if``/``else``/``elif``. " -"Parênteses ao redor de condições são permitidos, mas não obrigatórios. Dada " -"a natureza dos recuos baseados em tabs, ``elif`` pode ser usado ao invés de " -"``else``/``if`` para manter o nível de recuo." - -msgid "Short statements can be written on the same line as the condition::" -msgstr "Expressões curtas podem ser escritas na mesma linha da condição::" - -msgid "" -"Sometimes, you might want to assign a different initial value based on a " -"boolean expression. In this case, ternary-if expressions come in handy::" -msgstr "" -"Às vezes, você pode querer atribuir um valor inicial diferente baseado em " -"uma expressão booleana. Nesse caso, expressões do tipo if-ternário são " -"úteis::" - -msgid "" -"Ternary-if expressions can be nested to handle more than 2 cases. When " -"nesting ternary-if expressions, it is recommended to wrap the complete " -"expression over multiple lines to preserve readability::" -msgstr "" -"Expressões ternárias de if podem ser aninhadas para lidar com mais de 2 " -"casos. Ao aninhar expressões ternárias de if é recomendado envolver a " -"expressão completa em várias linhas para preservar a legibilidade:" - -msgid "" -"You may also wish to check if a value is contained within something. You can " -"use an ``if`` statement combined with the ``in`` operator to accomplish " -"this::" -msgstr "" -"Você também pode querer verificar se um valor está contido em algo. Você " -"pode usar uma instrução ``if`` combinada com o operador ``in`` para fazer " -"isso:" - -msgid "" -"To iterate through a range, such as an array or table, a *for* loop is used. " -"When iterating over an array, the current array element is stored in the " -"loop variable. When iterating over a dictionary, the *key* is stored in the " -"loop variable." -msgstr "" -"Para iterar através de uma faixa de valores, como em arrays ou tabelas, um " -"loop *for* é usado. Quando iterando por um array, o elemento atual é " -"armazenado na variável do loop. Ao iterar por um dicionário, a *chave* é " -"armazenada na variável do loop." - -msgid "" -"A ``match`` statement is used to branch execution of a program. It's the " -"equivalent of the ``switch`` statement found in many other languages, but " -"offers some additional features." -msgstr "" -"Uma expressão ``match`` é usada para ramificar a execução de um programa. É " -"equivalente à expressão ``switch`` encontrada em muitas outras linguagens de " -"programação, mas oferece algumas funcionalidades adicionais." - -msgid "Replace ``switch`` with ``match``." -msgstr "Substitua ``switch`` por ``match``." - -msgid "Remove ``case``." -msgstr "Remova ``case``." - -msgid "Change ``default`` to a single underscore." -msgstr "Troque ``default`` por um único sublinhado." - -msgid "Wildcard pattern" -msgstr "Padrão coringa" - -msgid "This pattern matches everything. It's written as a single underscore." -msgstr "" -"Este padrão compara/coincide com tudo. É escrito com uma única sublinha _ ." - -msgid "" -"It can be used as the equivalent of the ``default`` in a ``switch`` " -"statement in other languages::" -msgstr "" -"Pode ser usado como equivalente ao ``default`` de uma expressão ``switch`` " -"em outras linguagens::" - -msgid "Binding pattern" -msgstr "Padrão de ligação" - -msgid "" -"A binding pattern introduces a new variable. Like the wildcard pattern, it " -"matches everything - and also gives that value a name. It's especially " -"useful in array and dictionary patterns::" -msgstr "" -"Um padrão de ligação introduz uma nova variável. Como o padrão coringa, ele " -"coincide com tudo – e ainda dá a esse valor um nome. É útil especialmente " -"para padrões de matriz e de dicionário. ::" - -msgid "Array pattern" -msgstr "Padrão de matriz" - -msgid "" -"Matches an array. Every single element of the array pattern is a pattern " -"itself, so you can nest them." -msgstr "" -"Compara com um matriz. Cada elemento do padrão é um padrão por si só, para " -"que você possa aninhá-los." - -msgid "" -"The length of the array is tested first, it has to be the same size as the " -"pattern, otherwise the pattern doesn't match." -msgstr "" -"O comprimento da matriz é testado primeiro, ele tem que ter o mesmo tamanho " -"do padrão, senão o padrão não coincide." - -msgid "" -"**Open-ended array**: An array can be bigger than the pattern by making the " -"last subpattern ``..``." -msgstr "" -"**Matriz sem término**: Uma matriz pode ser maior que o padrão deixando como " -"último subpadrão ``..``." - -msgid "Every subpattern has to be comma-separated." -msgstr "Todo subpadrão precisa ser separado por vírgulas." - -msgid "Dictionary pattern" -msgstr "Padrão de dicionário" - -msgid "" -"Works in the same way as the array pattern. Every key has to be a constant " -"pattern." -msgstr "" -"Funciona da mesma forma que o padrão de array. Toda chave precisa ser um " -"padrão constante." - -msgid "" -"The size of the dictionary is tested first, it has to be the same size as " -"the pattern, otherwise the pattern doesn't match." -msgstr "" -"O tamanho do dicionário é testado primeiro, ele tem que ser o mesmo tamanho " -"do padrão, senão o padrão não coincide." - -msgid "" -"**Open-ended dictionary**: A dictionary can be bigger than the pattern by " -"making the last subpattern ``..``." -msgstr "" -"**Dicionário sem término**: Um dicionário pode ser maior que o padrão " -"deixando como último subpadrão ``..``." - -msgid "Every subpattern has to be comma separated." -msgstr "Qualquer subpadrão precisa ser separado por vírgulas." - -msgid "" -"If you don't specify a value, then only the existence of the key is checked." -msgstr "" -"Se você não especificar um valor, só a existência da chave é conferida." - -msgid "A value pattern is separated from the key pattern with a ``:``." -msgstr "Um padrão de valor é separado do padrão de chave com ``:`` ." - -msgid "Multiple patterns" -msgstr "Multipadrões" - -msgid "" -"You can also specify multiple patterns separated by a comma. These patterns " -"aren't allowed to have any bindings in them." -msgstr "" -"Você pode especificar múltiplos padrões separando-os por uma vírgula. Esses " -"padrões não são permitidos de ter quaisquer ligações." - -msgid "Classes" -msgstr "Classes" - -msgid "" -"By default, all script files are unnamed classes. In this case, you can only " -"reference them using the file's path, using either a relative or an absolute " -"path. For example, if you name a script file ``character.gd``::" -msgstr "" -"Por padrão, todos os arquivos de scripts são classes sem nome. Neste caso, " -"você só irá poder os referenciar usando o caminho do arquivo, usando tanto " -"um caminho relativo como um absoluto. Por exemplo, se você nomear um arquivo " -"de script ``character.gd``::" - -msgid "Registering named classes" -msgstr "Registrando classes nomeadas" - -msgid "Here's a class file example:" -msgstr "Aqui está um exemplo de um arquivo de classe:" - -msgid "Inheritance" -msgstr "Herança" - -msgid "A class (stored as a file) can inherit from:" -msgstr "Uma classe (salva como um arquivo) pode herdar de:" - -msgid "A global class." -msgstr "Uma classe global." - -msgid "Another class file." -msgstr "Um outro arquivo de classe." - -msgid "An inner class inside another class file." -msgstr "Uma classe interna dentro de outro arquivo de classe." - -msgid "Multiple inheritance is not allowed." -msgstr "Herança múltipla não é permitida." - -msgid "Inheritance uses the ``extends`` keyword::" -msgstr "Herança usa a palavra-chave ``extends``::" - -msgid "" -"To check if a given instance inherits from a given class, the ``is`` keyword " -"can be used::" -msgstr "" -"Para verificar se uma certa instância herda de uma certa classe, a palavra-" -"chave ``is`` (é) pode ser usada::" - -msgid "Class constructor" -msgstr "Construtor de classe" - -msgid "This is better explained through examples. Consider this scenario::" -msgstr "" -"Isso é melhor explicado através de exemplos. Suponha que tenhamos tal " -"cenário::" - -msgid "There are a few things to keep in mind here:" -msgstr "Têm algumas coisas para manter em mente aqui:" - -msgid "Inner classes" -msgstr "Classes internas" - -msgid "" -"A class file can contain inner classes. Inner classes are defined using the " -"``class`` keyword. They are instanced using the ``ClassName.new()`` function." -msgstr "" -"Um arquivo de classe pode conter classes internas. Elas são definidas usando " -"a palavra-chave ``class``. Instâncias podem ser criadas usando a função " -"``NomeDaClasse.new()``." - -msgid "Classes as resources" -msgstr "Classes como recursos" - -msgid "Exports" -msgstr "Exportações" - -msgid "" -"Documentation about exports has been moved to :ref:`doc_gdscript_exports`." -msgstr "" -"A documentação sobre a exportação foi movida para :ref:" -"`doc_gdscript_exports`." - -msgid "Tool mode" -msgstr "Modo de Ferramenta" - -msgid "See :ref:`doc_running_code_in_the_editor` for more information." -msgstr "" -"Veja :ref:`Executando código no editor ` " -"para mais informações." - -msgid "" -"Be cautious when freeing nodes with ``queue_free()`` or ``free()`` in a tool " -"script (especially the script's owner itself). As tool scripts run their " -"code in the editor, misusing them may lead to crashing the editor." -msgstr "" -"Seja cauteloso ao liberar nós com ``queue_free()`` ou ``free()`` em um " -"script de ferramenta (especialmente o próprio dono do script). Como os " -"scripts de ferramentas executam o seu código no editor, o seu uso indevido " -"pode causar falhas no editor." - -msgid "Memory management" -msgstr "Gerenciamento de memória" - -msgid "" -"Alternatively, when not using references, the " -"``is_instance_valid(instance)`` can be used to check if an object has been " -"freed." -msgstr "" -"Alternativamente, quando não estiver usando referências, o " -"``is_instance_valid (instance)`` pode ser usado para verificar se um objeto " -"foi liberado." - -msgid "Signals" -msgstr "Sinais" - -msgid "" -"Signals are a tool to emit messages from an object that other objects can " -"react to. To create custom signals for a class, use the ``signal`` keyword." -msgstr "" -"Sinais são um modo de enviar mensagens de um objeto para que outros objetos " -"possam reagir. Crie sinais personalizados para uma classe usando a palavra-" -"chave ``signal``." - -msgid "" -"Signals are a `Callback `_ mechanism. They also fill the role of " -"Observers, a common programming pattern. For more information, read the " -"`Observer tutorial `_ in " -"the Game Programming Patterns ebook." -msgstr "" -"Sinais são um mecanismo de `Callback `_. Eles também preenchem o papel de observadores, um padrão de " -"programação comum. Para mais informações, leia o tutorial `Observer tutorial " -"`_ no ebook Game " -"Programming Patterns." - -msgid "You can emit as many arguments as you want along with a signal." -msgstr "Você pode emitir quantos argumentos desejar com um sinal." - -msgid "" -"Here is an example where this is useful. Let's say we want a life bar on " -"screen to react to health changes with an animation, but we want to keep the " -"user interface separate from the player in our scene tree." -msgstr "" -"Aqui está um exemplo em que isso é útil. Digamos que queremos que uma barra " -"de vida na tela reaja às mudanças de saúde com uma animação, mas queremos " -"manter a interface do usuário separada do player em nossa árvore de cenas." - -msgid "" -"In the ``Game`` node, we get both the ``Character`` and ``Lifebar`` nodes, " -"then connect the character, that emits the signal, to the receiver, the " -"``Lifebar`` node in this case." -msgstr "" -"No nó ``Game``, obtemos ambos os nós ``Character`` e ``Lifebar``, em " -"seguida, conectamos o personagem, que emite o sinal ao receptor, o nó " -"``Lifebar`` nesse caso." - -msgid "" -"This allows the ``Lifebar`` to react to health changes without coupling it " -"to the ``Character`` node." -msgstr "" -"Isso permite que a ``Lifebar`` reaja às alterações de saúde sem acoplá-la ao " -"nó ``Character``." - -msgid "" -"You can write optional argument names in parentheses after the signal's " -"definition::" -msgstr "" -"Você pode escrever nomes de argumento opcionais entre parênteses após a " -"definição do sinal::" - -msgid "" -"These arguments show up in the editor's node dock, and Godot can use them to " -"generate callback functions for you. However, you can still emit any number " -"of arguments when you emit signals; it's up to you to emit the correct " -"values." -msgstr "" -"Estes argumentos aparecem na aba Nó do editor, e o Godot pode usá-los para " -"criar funções para você. Entretanto, você ainda pode emitir qualquer número " -"de argumento quando você emite sinais; é você quem tem que emitir os valores " -"corretos." - -msgid "" -"GDScript can bind an array of values to connections between a signal and a " -"method. When the signal is emitted, the callback method receives the bound " -"values. These bound arguments are unique to each connection, and the values " -"will stay the same." -msgstr "" -"GDScript pode passar uma matriz de argumentos a conexões entre um sinal e um " -"método. Quando o sinal é emitido, chamando o método conectado, os argumentos " -"são dados ao método. Esses argumentos são específicos a cada conexão, e os " -"valores ficarão iguais." - -msgid "" -"You can use this array of values to add extra constant information to the " -"connection if the emitted signal itself doesn't give you access to all the " -"data that you need." -msgstr "" -"Você pode usar essa matriz de valores para adicionar informações extras " -"constantes à conexão, se o próprio sinal emitido não der acesso a todos os " -"dados necessários." - -msgid "" -"Building on the example above, let's say we want to display a log of the " -"damage taken by each character on the screen, like ``Player1 took 22 damage." -"``. The ``health_changed`` signal doesn't give us the name of the character " -"that took damage. So when we connect the signal to the in-game console, we " -"can add the character's name in the binds array argument::" -msgstr "" -"Com base no exemplo acima, vamos dizer que queremos exibir um log dos danos " -"recebidos por cada personagem na tela, como ``Player1 levou 22 de dano.``. O " -"sinal ``health_changed`` não fornece o nome do personagem que levou dano. " -"Então quando conectamos o sinal ao console in-game, podemos adicionar o nome " -"do personagem no argumento da matriz de ligações::" - -msgid "" -"Our ``BattleLog`` node receives each element in the binds array as an extra " -"argument::" -msgstr "" -"Nosso nó ``BattleLog`` recebe cada elemento na matriz de vínculos como um " -"argumento extra::" - -msgid "Assert keyword" -msgstr "Palavra-chave assert" - -msgid "" -"The ``assert`` keyword can be used to check conditions in debug builds. " -"These assertions are ignored in non-debug builds. This means that the " -"expression passed as argument won't be evaluated in a project exported in " -"release mode. Due to this, assertions must **not** contain expressions that " -"have side effects. Otherwise, the behavior of the script would vary " -"depending on whether the project is run in a debug build." -msgstr "" -"A palavra-chave ``assert`` pode ser usada para checar detalhes em " -"compilações de depuração. Essas asserções são ignoradas em compilações sem " -"depuração. Isso significa que a expressão passada como argumento não será " -"avaliada num projeto exportado em modo de lançamento. Por esse motivo, elas " -"**não** devem conter expressões que sejam importantes para o código " -"funcionar. Caso contrário, o comportamento do script variará dependendo se " -"está compilando em modo depuração ou não." - -msgid "" -"When running a project from the editor, the project will be paused if an " -"assertion error occurs." -msgstr "" -"Se ocorrer um erro de asserção enquanto estiver no modo de edição, o projeto " -"sera pausado." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po deleted file mode 100644 index c477e717e2..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po +++ /dev/null @@ -1,47 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Description" -msgstr "Descrição" - -msgid "No tag. Use one blank line to separate the description from the brief." -msgstr "" -"Sem decorator(especificador). Use uma linha em branco para separar entre a " -"descrição e o resumo." - -msgid "Signal" -msgstr "Sinal" - -msgid "Enum value" -msgstr "Valor de enumeração" - -msgid "Variable" -msgstr "Variável" - -msgid "Function" -msgstr "Função" - -msgid "Example" -msgstr "Exemplo" - -msgid "Result" -msgstr "Resultado" - -msgid "Bold" -msgstr "Negrito" - -msgid "Italic" -msgstr "Itálico" - -msgid "Color" -msgstr "Cor" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po deleted file mode 100644 index 0dacfab867..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po +++ /dev/null @@ -1,101 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"One of the fundamental benefits of exporting member variables is to have " -"them visible and editable in the editor. This way, artists and game " -"designers can modify values that later influence how the program runs. For " -"this, a special export syntax is provided." -msgstr "" -"Um dos benefícios fundamentais de exportar variáveis membros é tê-las " -"visíveis e editáveis no editor. Dessa forma, artistas e projetistas de jogos " -"podem modificar valores que influenciam como o programa funciona. Para isso, " -"há uma sintaxe especial para exportação." - -msgid "Nodes" -msgstr "Nós" - -msgid "Resources" -msgstr "Recursos" - -msgid "" -"It must be noted that even if the script is not being run while in the " -"editor, the exported properties are still editable. This can be used in " -"conjunction with a :ref:`script in \"tool\" mode `." -msgstr "" -"Perceba que mesmo se o script não estiver em execução enquanto estiver no " -"editor, as propriedades exportadas ainda são editáveis. Isso pode ser usado " -"em conjunto com um :ref:`script em modo \"tool\" `." - -msgid "Exporting bit flags" -msgstr "Exportando sinalizadores de bits" - -msgid "" -"You must provide a string description for each flag. In this example, " -"``Fire`` has value 1, ``Water`` has value 2, ``Earth`` has value 4 and " -"``Wind`` corresponds to value 8. Usually, constants should be defined " -"accordingly (e.g. ``const ELEMENT_WIND = 8`` and so on)." -msgstr "" -"Você deve fornecer uma descrição em string para cada sinalizador. Neste " -"exemplo, ``Fire`` tem valor 1, ``Water`` tem valor 2, ``Earth`` tem valor 4 " -"e ``Wind`` corresponde ao valor 8. Normalmente, constantes deveriam ser " -"definidas em conformidade (por exemplo, ``const ELEMENT_WIND = 8`` e assim " -"por diante)." - -msgid "" -"Using bit flags requires some understanding of bitwise operations. If in " -"doubt, use boolean variables instead." -msgstr "" -"O uso de sinalizadores de bit exige certo conhecimento de operações bit a " -"bit. Na dúvida, exporte variáveis booleanas." - -msgid "Exporting arrays" -msgstr "Exportando arrays" - -msgid "" -"Exported arrays can have initializers, but they must be constant expressions." -msgstr "" -"Arrays exportados podem ter inicializadores, mas devem ser expressões " -"constantes." - -msgid "" -"If the exported array specifies a type which inherits from Resource, the " -"array values can be set in the inspector by dragging and dropping multiple " -"files from the FileSystem dock at once." -msgstr "" -"Se o array exportado especificar um tipo que herda de Resource, os valores " -"do array podem ser definidos no inspetor arrastando e soltando vários " -"arquivos da dock Arquivos de uma vez." - -msgid "Setting exported variables from a tool script" -msgstr "Definindo variáveis exportadas a partir de um script de ferramenta" - -msgid "Advanced exports" -msgstr "Exports avançados" - -msgid "" -"Not every type of export can be provided on the level of the language itself " -"to avoid unnecessary design complexity. The following describes some more or " -"less common exporting features which can be implemented with a low-level API." -msgstr "" -"Nem todo tipo de export pode ser fornecido no nível da própria linguagem " -"para evitar complexidade de design desnecessária. O seguinte descreve mais " -"ou menos alguns recursos de exportação comuns que podem ser implementados " -"com uma API de baixo nível." - -msgid "" -"For binding properties using the above methods in C++, see :ref:" -"`doc_binding_properties_using_set_get_property_list`." -msgstr "" -"Para propriedades de ligação usando os métodos acima em C++, veja :ref:" -"`doc_binding_properties_using_set_get_property_list`." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po deleted file mode 100644 index 94257c8793..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po +++ /dev/null @@ -1,327 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript format strings" -msgstr "Formatação de Strings em GDScript" - -msgid "Examine this concrete GDScript example:" -msgstr "Examine este exemplo concreto de GDScript::" - -msgid "" -"Placeholders always start with a ``%``, but the next character or " -"characters, the *format specifier*, determines how the given value is " -"converted to a string." -msgstr "" -"Placeholders sempre começam com um ``%``, mas o(s) próximo(s) caractere(s) o " -"*especificador de formato*, determina como o valor dado é convertido em uma " -"string." - -msgid "Multiple placeholders" -msgstr "Múltiplos espaços reservados" - -msgid "" -"Format strings may contain multiple placeholders. In such a case, the values " -"are handed in the form of an array, one value per placeholder (unless using " -"a format specifier with ``*``, see `dynamic padding`_):" -msgstr "" -"Strings de formatação podem conter múltiplos espaços reservados. Nesse caso, " -"os valores são tratados na forma de um array, um valor para cada espaço " -"reservado (a não ser que se use um especificador de formato com ``*``, veja " -"`dynamic padding`_ – \"espaço de preenchimento dinâmico\"):" - -msgid "" -"Note the values are inserted in order. Remember all placeholders must be " -"replaced at once, so there must be an appropriate number of values." -msgstr "" -"Note que os valores são inseridos em ordem. Lembre-se que todos os espaços " -"reservados devem ser substituídos de uma vez, para isso o numero de valores " -"deve ser apropriado." - -msgid "Format specifiers" -msgstr "Especificadores de formato" - -msgid "" -"There are format specifiers other than ``s`` that can be used in " -"placeholders. They consist of one or more characters. Some of them work by " -"themselves like ``s``, some appear before other characters, some only work " -"with certain values or characters." -msgstr "" -"Existem outros especificadores de formato além de ``s`` que podem ser usados " -"nos espaços reservados. Eles consistem de um ou mais caracteres. Alguns dos " -"quais funcionam por conta própria como ser ``s``, alguns aparecem antes de " -"outros caracteres, e alguns apenas funcionam com certos tipos de valores ou " -"caracteres." - -msgid "Placeholder types" -msgstr "Tipos de espaços reservados" - -msgid "" -"One and only one of these must always appear as the last character in a " -"format specifier. Apart from ``s``, these require certain types of " -"parameters." -msgstr "" -"Apenas um destes deve sempre aparecer como o ultimo caractere em um " -"especificador de formato. Diferentemente do ``s``, estes requerem certos " -"tipos de parâmetros." - -msgid "``s``" -msgstr "``s``" - -msgid "" -"**Simple** conversion to String by the same method as implicit String " -"conversion." -msgstr "" -"Conversão **simples** para uma String pelo mesmo método que uma conversão " -"implícita para String." - -msgid "``c``" -msgstr "``c``" - -msgid "" -"A single **Unicode character**. Expects an unsigned 8-bit integer (0-255) " -"for a code point or a single-character string." -msgstr "" -"Um único **Caractere unicode**. Espera um numero inteiro de 8-bits (0-255) " -"representando o código do caractere ou uma string de um único caractere." - -msgid "``d``" -msgstr "``d``" - -msgid "``o``" -msgstr "``o``" - -msgid "``x``" -msgstr "``x``" - -msgid "``X``" -msgstr "``X``" - -msgid "``f``" -msgstr "``f``" - -msgid "Placeholder modifiers" -msgstr "Modificadores temporários" - -msgid "" -"These characters appear before the above. Some of them work only under " -"certain conditions." -msgstr "" -"Estes caracteres aparecem antes dos acima. Alguns deles só funcionam em " -"certas condições." - -msgid "``+``" -msgstr "``+``" - -msgid "In number specifiers, **show + sign** if positive." -msgstr "Nos especificadores numéricos, **mostra o simbolo +** se positivo." - -msgid "Integer" -msgstr "Inteiro" - -msgid "" -"Set **padding**. Padded with spaces or with zeroes if integer starts with " -"``0`` in an integer or real number placeholder. The leading ``0`` is ignored " -"if ``-`` is present. When used after ``.``, see ``.``." -msgstr "" -"Defina o **espaçamento**. Espaçado com espaços ou com zeros se o número " -"inteiro começa com ``0`` num número inteiro ou num número real com " -"substituto. O principal ``0`` é ignorado se ``-`` estiver presente. Quando " -"utilizado depois de ``.``, veja ``.``." - -msgid "``.``" -msgstr "``.``" - -msgid "``-``" -msgstr "``-``" - -msgid "**Pad to the right** rather than the left." -msgstr "**Preencha para a direita** ao invés da esquerda." - -msgid "``*``" -msgstr "``*``" - -msgid "Padding" -msgstr "Preenchimento" - -msgid "" -"The ``.`` (*dot*), ``*`` (*asterisk*), ``-`` (*minus sign*) and digit (``0``-" -"``9``) characters are used for padding. This allows printing several values " -"aligned vertically as if in a column, provided a fixed-width font is used." -msgstr "" -"Os caracteres ``.`` (*ponto*), ``*`` (*asterisco*), ``-`` (*sinal negativo*) " -"e dígitos (``0``-``9``) são usados para preenchimento. Isso permite mostrar " -"vários valores alinhados verticalmente, como se fosse uma coluna, desde que " -"uma fonte de largura fixa seja usada." - -msgid "To pad a string to a minimum length, add an integer to the specifier:" -msgstr "" -"Para preencher um texto com comprimento mínimo, acrescente um inteiro ao " -"especificador:" - -msgid "" -"The ``-`` character will cause padding to the right rather than the left, " -"useful for right text alignment:" -msgstr "" -"O caractere ``-`` fará um preenchimento para a direita, em vez de à " -"esquerda, sendo útil para o alinhamento do texto à direita:" - -msgid "Dynamic padding" -msgstr "Preenchimento dinâmico" - -msgid "" -"By using the ``*`` (*asterisk*) character, the padding or precision can be " -"set without modifying the format string. It is used in place of an integer " -"in the format specifier. The values for padding and precision are then " -"passed when formatting:" -msgstr "" -"Ao usar o caractere ``*`` (*asterisco*), o preenchimento ou a precisão podem " -"ser definidos sem modificar o texto de formatação. Isso é usado no lugar de " -"um inteiro no especificador de formato. Os valores para preenchimento e " -"precisão serão então passados ao formatar:" - -msgid "" -"It is still possible to pad with zeroes in integer placeholders by adding " -"``0`` before ``*``:" -msgstr "" -"É possível preencher com zeros nos locais reservados para inteiros ao " -"adicionar ``0`` antes de ``*``:" - -msgid "Escape sequence" -msgstr "Sequência de escape" - -msgid "" -"To insert a literal ``%`` character into a format string, it must be escaped " -"to avoid reading it as a placeholder. This is done by doubling the character:" -msgstr "" -"Para inserir um caractere ``%`` literal em um texto de formatação, ele deve " -"ser escapado para evitar que seja lido como um espaço reservado. Isso é " -"feito duplicando o caractere:" - -msgid "" -"Arrays can be used as key, index, or mixed style (see below examples). Order " -"only matters when the index or mixed style of Array is used." -msgstr "" -"Listas podem ser utilizadas como chave, index ou uma mistura de tipos (veja " -"exemplos abaixo). A ordem importante apenas quando o Index ou a mistura de " -"tipos da lista é utilizada." - -msgid "A quick example in GDScript:" -msgstr "Um exemplo rápido em GDScript:" - -msgid "Format method examples" -msgstr "Exemplos de métodos de formatação" - -msgid "**Type**" -msgstr "**Tipo**" - -msgid "**Style**" -msgstr "**Estilo**" - -msgid "**Example**" -msgstr "**Exemplo**" - -msgid "**Result**" -msgstr "**Resultado**" - -msgid "Dictionary" -msgstr "Dicionário" - -msgid "key" -msgstr "chave" - -msgid "" -"``\"Hi, {name} v{version}!\".format({\"name\":\"Godette\", \"version\":" -"\"3.0\"})``" -msgstr "" -"``\"Olá, {nome} v{versao}!\".format({\"nome\":\"Godette\", \"versao\":" -"\"3.0\"})``" - -msgid "Hi, Godette v3.0!" -msgstr "Olá, Godette v3.0!" - -msgid "index" -msgstr "índice" - -msgid "``\"Hi, {0} v{1}!\".format({\"0\":\"Godette\", \"1\":\"3.0\"})``" -msgstr "``\"Oi, {0} v{1}!\".format({\"0\":\"Godette\", \"1\":\"3.0\"})``" - -msgid "mix" -msgstr "mistura" - -msgid "" -"``\"Hi, {0} v{version}!\".format({\"0\":\"Godette\", \"version\":\"3.0\"})``" -msgstr "" -"``\"Oi, {0} v{versao}!\".format({\"0\":\"Godette\", \"versao\":\"3.0\"})``" - -msgid "Array" -msgstr "Vetor" - -msgid "" -"``\"Hi, {name} v{version}!\".format([[\"version\",\"3.0\"], [\"name\"," -"\"Godette\"]])``" -msgstr "" -"``\"Oi, {nome} v{versao}!\".format([[\"versao\":\"3.0\"], [\"nome\":" -"\"Godette\"]])``" - -msgid "``\"Hi, {0} v{1}!\".format([\"Godette\",\"3.0\"])``" -msgstr "``\"Oi, {0} v{1}!\".format([\"Godette\",\"3.0\"])``" - -msgid "no index" -msgstr "sem índice" - -msgid "" -"Placeholders can also be customized when using ``String.format``, here's " -"some examples of that functionality." -msgstr "" -"Espaços reservados também podem ser personalizados utilizando ``String." -"format``, aqui estão alguns exemplos dessa funcionalidade." - -msgid "Infix (default)" -msgstr "Infixo (padrão)" - -msgid "``\"Hi, {0} v{1}\".format([\"Godette\", \"3.0\"], \"{_}\")``" -msgstr "``\"Oi, {0} v{1}\".format([\"Godette\", \"3.0\"], \"{_}\")``" - -msgid "Hi, Godette v3.0" -msgstr "Oi, Godette v3.0" - -msgid "Postfix" -msgstr "Pós-fixo" - -msgid "``\"Hi, 0% v1%\".format([\"Godette\", \"3.0\"], \"_%\")``" -msgstr "``\"Oi, 0% v1%\".format([\"Godette\", \"3.0\"], \"_%\")``" - -msgid "Prefix" -msgstr "Prefixo" - -msgid "``\"Hi, %0 v%1\".format([\"Godette\", \"3.0\"], \"%_\")``" -msgstr "``\"Oi, %0 v%1\".format([\"Godette\", \"3.0\"], \"%_\")``" - -msgid "" -"Combining both the ``String.format`` method and the ``%`` operator could be " -"useful, as ``String.format`` does not have a way to manipulate the " -"representation of numbers." -msgstr "" -"Combinar o método ``String.format`` e o operador ``%`` pode ser útil, já que " -"``String.format`` não possui uma maneira de manipular a representação de " -"números." - -msgid "" -"``\"Hi, {0} v{version}\".format({0:\"Godette\", \"version\":\"%0.2f\" % " -"3.114})``" -msgstr "" -"``\"Oi, {0} v{versao}\".format({0:\"Godette\", \"versao\":\"%0.2f\" % " -"3.114})``" - -msgid "Hi, Godette v3.11" -msgstr "Oi, Godette v3.11" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po deleted file mode 100644 index 81b77b3ba8..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po +++ /dev/null @@ -1,522 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript style guide" -msgstr "Guia de Estilo GDScript" - -msgid "" -"This style guide lists conventions to write elegant GDScript. The goal is to " -"encourage writing clean, readable code and promote consistency across " -"projects, discussions, and tutorials. Hopefully, this will also support the " -"development of auto-formatting tools." -msgstr "" -"Este guia de estilo lista as convenções utilizadas para escrever código " -"GDScript elegante. O objetivo é encorajar a escrita de código limpo e " -"legível, além de promover a consistência entre projetos, discussões e " -"tutoriais. Esperamos que isto também encoraje a criação de ferramentas de " -"auto-formatação." - -msgid "" -"Since GDScript is close to Python, this guide is inspired by Python's `PEP 8 " -"`__ programming style guide." -msgstr "" -"Já que o GDScript é próximo da linguagem Python, este guia é inspirado no " -"guia de estilos `PEP 8 `__ do " -"Python." - -msgid "" -"Style guides aren't meant as hard rulebooks. At times, you may not be able " -"to apply some of the guidelines below. When that happens, use your best " -"judgment, and ask fellow developers for insights." -msgstr "" -"Guias de estilo não são regras. Às vezes, você talvez não poderá aplicar " -"algumas das diretrizes abaixo. Quando isso acontecer, use seu melhor " -"julgamento, e peça opiniões de outros desenvolvedores." - -msgid "" -"In general, keeping your code consistent in your projects and within your " -"team is more important than following this guide to a tee." -msgstr "" -"Em geral, manter seu código consistente em seus projetos e em seu time é " -"mais importante que seguir este guia à risca." - -msgid "" -"Godot's built-in script editor uses a lot of these conventions by default. " -"Let it help you." -msgstr "" -"O editor de scripts padrão do Godot usa várias dessas convenções por padrão. " -"Deixe que isso te ajude." - -msgid "Here is a complete class example based on these guidelines:" -msgstr "Aqui está um exemplo completo baseado nessas regras:" - -msgid "Formatting" -msgstr "Formatação" - -msgid "Encoding and special characters" -msgstr "Codificação e caracteres especiais" - -msgid "" -"Use line feed (**LF**) characters to break lines, not CRLF or CR. *(editor " -"default)*" -msgstr "" -"Use caracteres line feed (**LF**) para quebrar linhas, não CRLF ou CR. " -"*(padrão do editor)*" - -msgid "Use one line feed character at the end of each file. *(editor default)*" -msgstr "" -"Use um caractere line feed no final de cada arquivo. *(padrão do editor)*" - -msgid "" -"Use **UTF-8** encoding without a `byte order mark `_. *(editor default)*" -msgstr "" -"Use a codificação **UTF-8** sem uma `marca de ordem de byte `_. *(padrão do editor)*" - -msgid "Use **Tabs** instead of spaces for indentation. *(editor default)*" -msgstr "Use **Tabs** ao invés de espaços para indentação. *(padrão do editor)*" - -msgid "Indentation" -msgstr "Recuo" - -msgid "Each indent level should be one greater than the block containing it." -msgstr "" -"Cada nível de indentação deve ser uma unidade maior que a do bloco que o " -"contém." - -msgid "**Good**:" -msgstr "**Bom**:" - -msgid "**Bad**:" -msgstr "**Ruim**:" - -msgid "" -"Use 2 indent levels to distinguish continuation lines from regular code " -"blocks." -msgstr "" -"Use 2 níveis de indentação para distinguir linhas contínuas de blocos de " -"código regulares." - -msgid "" -"Exceptions to this rule are arrays, dictionaries, and enums. Use a single " -"indentation level to distinguish continuation lines:" -msgstr "" -"Exceções a essa regra são matrizes, dicionários e enums. Use apenas um nível " -"de indentação para distinguir linhas contínuas:" - -msgid "Trailing comma" -msgstr "Vírgula extra" - -msgid "" -"Use a trailing comma on the last line in arrays, dictionaries, and enums. " -"This results in easier refactoring and better diffs in version control as " -"the last line doesn't need to be modified when adding new elements." -msgstr "" -"Use uma vírgula extra na última linha em matrizes, dicionários, e enums. " -"Isso resulta em refatoração mais fácil e melhores amostras de diferenças em " -"controle de versão, já que a última linha não precisa ser modificada ao " -"adicionar novos elementos." - -msgid "" -"Trailing commas are unnecessary in single-line lists, so don't add them in " -"this case." -msgstr "" -"Vírgulas extras não desnecessárias em listas de uma linha só, então não " -"adicione nesse caso." - -msgid "Blank lines" -msgstr "Linhas em branco" - -msgid "Surround functions and class definitions with two blank lines:" -msgstr "" -"Cerque funções e definições de classes com duas linhas em branco(uma em cima " -"e uma embaixo):" - -msgid "Use one blank line inside functions to separate logical sections." -msgstr "Use uma linha em branco dentro de funções para separar seções lógicas." - -msgid "Line length" -msgstr "Tamanho de linha" - -msgid "Keep individual lines of code under 100 characters." -msgstr "Mantenha linhas individuais de código abaixo de 100 caracteres." - -msgid "" -"If you can, try to keep lines under 80 characters. This helps to read the " -"code on small displays and with two scripts opened side-by-side in an " -"external text editor. For example, when looking at a differential revision." -msgstr "" -"Se puder, tente manter linhas com menos de 80 caracteres. Isso ajuda a ler o " -"código em telas pequenas e com dois scripts abertos lado-a-lado em um editor " -"de texto externo. Por exemplo, quando estiver olhando uma revisão diferente." - -msgid "One statement per line" -msgstr "Uma declaração por linha" - -msgid "The only exception to that rule is the ternary operator:" -msgstr "A única exceção a essa regra é o operador ternário:" - -msgid "Format multiline statements for readability" -msgstr "Formatar instruções de várias linhas para facilitar a leitura" - -msgid "" -"When you have particularly long ``if`` statements or nested ternary " -"expressions, wrapping them over multiple lines improves readability. Since " -"continuation lines are still part of the same expression, 2 indent levels " -"should be used instead of one." -msgstr "" -"Quando você tem instruções ``if`` particularmente longas ou expressões " -"ternárias aninhadas, envolvê-las em várias linhas melhora a legibilidade. " -"Visto que as linhas de continuação ainda fazem parte da mesma expressão, 2 " -"níveis de indentação devem ser usados em vez de um." - -msgid "" -"GDScript allows wrapping statements using multiple lines using parentheses " -"or backslashes. Parentheses are favored in this style guide since they make " -"for easier refactoring. With backslashes, you have to ensure that the last " -"line never contains a backslash at the end. With parentheses, you don't have " -"to worry about the last line having a backslash at the end." -msgstr "" -"GDScript permite agrupar instruções usando várias linhas usando parênteses " -"ou barras invertidas. Os parênteses são preferidos neste guia de estilo, uma " -"vez que facilitam a refatoração. Com barras invertidas, você deve garantir " -"que a última linha nunca contenha uma barra invertida no final. Com " -"parênteses, você não precisa se preocupar com a barra invertida no final da " -"última linha." - -msgid "" -"When wrapping a conditional expression over multiple lines, the ``and``/" -"``or`` keywords should be placed at the beginning of the line continuation, " -"not at the end of the previous line." -msgstr "" -"Ao envolver uma expressão condicional em várias linhas, as palavras-chave " -"``and`` / ``or`` devem ser colocadas no início da continuação da linha, não " -"no final da linha anterior." - -msgid "Avoid unnecessary parentheses" -msgstr "Evite parênteses desnecessários" - -msgid "" -"Avoid parentheses in expressions and conditional statements. Unless " -"necessary for order of operations or wrapping over multiple lines, they only " -"reduce readability." -msgstr "" -"Evite parênteses em expressões e instruções condicionais. A menos que seja " -"necessário para a ordem das operações ou quebra de várias linhas, eles " -"apenas reduzem a legibilidade." - -msgid "Boolean operators" -msgstr "Operadores booleanos" - -msgid "" -"Prefer the plain English versions of boolean operators, as they are the most " -"accessible:" -msgstr "" -"Prefira a versão por extenso dos operadores booleanos, já que elas são mais " -"acessíveis:" - -msgid "Use ``and`` instead of ``&&``." -msgstr "Use ``and`` ao invés de ``&&``." - -msgid "Use ``or`` instead of ``||``." -msgstr "Use ``or`` ao invés de ``||``." - -msgid "" -"You may also use parentheses around boolean operators to clear any " -"ambiguity. This can make long expressions easier to read." -msgstr "" -"Você pode usar parênteses ao redor de operadores booleanos para tirar " -"ambiguidade. Isso pode facilitar e leitura de expressões longas." - -msgid "Comment spacing" -msgstr "Espaçamento de comentários" - -msgid "Whitespace" -msgstr "Espaço em branco" - -msgid "Don't use spaces to align expressions vertically:" -msgstr "Não use espaços para alinhas expressões verticalmente:" - -msgid "Quotes" -msgstr "Aspas" - -msgid "" -"Use double quotes unless single quotes make it possible to escape fewer " -"characters in a given string. See the examples below:" -msgstr "" -"Use duas aspas a não ser que uma aspa só te deixe escapar menos caracteres " -"em uma string. Veja os exemplos abaixo:" - -msgid "Numbers" -msgstr "Números" - -msgid "" -"Don't omit the leading or trailing zero in floating-point numbers. " -"Otherwise, this makes them less readable and harder to distinguish from " -"integers at a glance." -msgstr "" -"Não omita o zero à esquerda ou à direita em números de ponto flutuante. Caso " -"contrário, isto os torna menos legíveis e mais difíceis de distinguir de " -"inteiros à primeira vista." - -msgid "" -"Use lowercase for letters in hexadecimal numbers, as their lower height " -"makes the number easier to read." -msgstr "" -"Use letras minúsculas em números hexadecimais, pois sua altura mais baixa " -"torna o número mais fácil de ler." - -msgid "" -"Take advantage of GDScript's underscores in literals to make large numbers " -"more readable." -msgstr "" -"Aproveite os sublinhados do GDScript em literais para tornar números grandes " -"mais legíveis." - -msgid "Naming conventions" -msgstr "Convenções de nomes" - -msgid "Type" -msgstr "Tipo" - -msgid "Example" -msgstr "Exemplo" - -msgid "File names" -msgstr "Nomes de arquivo" - -msgid "Functions" -msgstr "Funções" - -msgid "Variables" -msgstr "Variáveis" - -msgid "Signals" -msgstr "Sinais" - -msgid "Constants" -msgstr "Constantes" - -msgid "" -"Use snake_case for file names. For named classes, convert the PascalCase " -"class name to snake_case::" -msgstr "" -"Use snake_case para nomes de arquivo. Para classes nomeadas, converta o nome " -"da classe PascalCase em snake_case::" - -msgid "" -"This is consistent with how C++ files are named in Godot's source code. This " -"also avoids case sensitivity issues that can crop up when exporting a " -"project from Windows to other platforms." -msgstr "" -"Isto é consistente com a forma como os arquivos C++ são nomeados no código-" -"fonte do Godot. Isto também evita problemas de sensibilidade de caixa que " -"podem surgir ao exportar um projeto do Windows para outras plataformas." - -msgid "Classes and nodes" -msgstr "Classes e nós" - -msgid "Use PascalCase for class and node names:" -msgstr "Use PascalCase para nomes de classes e nós:" - -msgid "Also use PascalCase when loading a class into a constant or a variable:" -msgstr "" -"Use PascalCase também quando estiver carregando uma classe em uma constante " -"ou variável:" - -msgid "Functions and variables" -msgstr "Funções e variáveis" - -msgid "Use snake\\_case to name functions and variables:" -msgstr "Use snake\\_case para nomear funções e variáveis:" - -msgid "" -"Prepend a single underscore (\\_) to virtual methods functions the user must " -"override, private functions, and private variables:" -msgstr "" -"Prefixe métodos virtuais (funções que o usuário deve sobrescrever), funções " -"privadas e variáveis privadas com um único sublinhado (\\_):" - -msgid "Use the past tense to name signals:" -msgstr "Utilize o tempo pretérito para nomear sinais:" - -msgid "Constants and enums" -msgstr "Constantes e enums" - -msgid "" -"Write constants with CONSTANT\\_CASE, that is to say in all caps with an " -"underscore (\\_) to separate words:" -msgstr "" -"Utilize CONSTANT\\_CASE, com todas as letras maiúsculas e um sublinhado para " -"separas as palavras:" - -msgid "" -"Use PascalCase for enum *names* and CONSTANT\\_CASE for their members, as " -"they are constants:" -msgstr "" -"Use PascalCase para *nomes* de enums e CONSTANT\\_CASE para seus membros, já " -"que são constantes:" - -msgid "Code order" -msgstr "Ordem do código" - -msgid "We suggest to organize GDScript code this way:" -msgstr "Sugerimos que você organize seu código GDScript assim:" - -msgid "" -"We optimized the order to make it easy to read the code from top to bottom, " -"to help developers reading the code for the first time understand how it " -"works, and to avoid errors linked to the order of variable declarations." -msgstr "" -"Otimizamos essa ordem pra deixar o código mais fácil de ler de cima pra " -"baixo, para ajudar desenvolvedores lendo o código pela primeira vez a " -"entender como ele funciona, e para evitar erros referentes à ordem da " -"declaração de variáveis." - -msgid "This code order follows four rules of thumb:" -msgstr "Essa ordem de código segue quatro regras gerais:" - -msgid "Properties and signals come first, followed by methods." -msgstr "Propriedades e sinais vêm primeiro, seguidos por métodos." - -msgid "Public comes before private." -msgstr "Público vem antes de privado." - -msgid "Virtual callbacks come before the class's interface." -msgstr "Callbacks virtuais vêm antes da interface da classe." - -msgid "" -"The object's construction and initialization functions, ``_init`` and " -"``_ready``, come before functions that modify the object at runtime." -msgstr "" -"As funções de construção e inicialização do objeto, ``_init`` e ``_ready``, " -"vêm antes de funções que o modificam durante a execução." - -msgid "Class declaration" -msgstr "Declaração de classe" - -msgid "Signals and properties" -msgstr "Sinais e propriedades" - -msgid "" -"Write signal declarations, followed by properties, that is to say, member " -"variables, after the docstring." -msgstr "" -"Escreva declarações de sinal, seguida de propriedades, ou seja, variáveis do " -"membro, depois da docstring." - -msgid "" -"Enums should come after signals, as you can use them as export hints for " -"other properties." -msgstr "" -"Enums vêm depois de sinais, já que você pode usá-los como inferências de " -"exportação para outras propriedades." - -msgid "" -"Then, write constants, exported variables, public, private, and onready " -"variables, in that order." -msgstr "" -"Então, escreva constantes, variáveis exportados, públicos, privados, e " -"onready, nessa ordem." - -msgid "Member variables" -msgstr "Variáveis de membro" - -msgid "" -"Don't declare member variables if they are only used locally in a method, as " -"it makes the code more difficult to follow. Instead, declare them as local " -"variables in the method's body." -msgstr "" -"Não declare variáveis de membro se elas forem usadas apenas localmente em um " -"método, pois torna o código mais difícil de seguir. Em vez disso, declare-as " -"como variáveis locais no corpo do método." - -msgid "Local variables" -msgstr "Variáveis locais" - -msgid "" -"Declare local variables as close as possible to their first use. This makes " -"it easier to follow the code, without having to scroll too much to find " -"where the variable was declared." -msgstr "" -"Declare variáveis locais o mais pŕoximo possível de seu primeiro uso. Isto " -"torna mais fácil seguir o código, sem ter que rolar muito para encontrar " -"onde a variável foi declarada." - -msgid "Methods and static functions" -msgstr "Métodos e funções estáticas" - -msgid "After the class's properties come the methods." -msgstr "Depois das propriedades da classe vêm os métodos." - -msgid "" -"Start with the ``_init()`` callback method, that the engine will call upon " -"creating the object in memory. Follow with the ``_ready()`` callback, that " -"Godot calls when it adds a node to the scene tree." -msgstr "" -"Comece com o método ``_init()``, que a engine chamará assim que o objeto for " -"criado na memória. Siga com o método ``_ready()``, que o Godot chama quando " -"ela adiciona um nó à árvore da cena." - -msgid "" -"These functions should come first because they show how the object is " -"initialized." -msgstr "" -"Estas funções devem vir primeiro pois elas mostram como o objeto é " -"inicializado." - -msgid "" -"Other built-in virtual callbacks, like ``_unhandled_input()`` and " -"``_physics_process``, should come next. These control the object's main loop " -"and interactions with the game engine." -msgstr "" -"Outros callbacks virtuais, como ``_unhandled_input()`` e " -"``_physics_process``, devem vir depois. Estes controlam os loops principais " -"do objeto e suas interações com a engine." - -msgid "" -"The rest of the class's interface, public and private methods, come after " -"that, in that order." -msgstr "" -"O resto da interface da classe, métodos públicos e privados, vêm depois, " -"nessa ordem." - -msgid "Static typing" -msgstr "Tipagem estática" - -msgid "Declared types" -msgstr "Tipos declarados" - -msgid "To declare a variable's type, use ``: ``:" -msgstr "Para declarar o tipo de uma variável, use ``: ``:" - -msgid "To declare the return type of a function, use ``-> ``:" -msgstr "Para declarar o tipo de retorno de uma função, use ``-> ``:" - -msgid "Inferred types" -msgstr "Tipos inferidos" - -msgid "" -"Alternatively, you can use the ``as`` keyword to cast the return type, and " -"that type will be used to infer the type of the var." -msgstr "" -"Alternativamente, você pode usar a palavra-chave ``as`` para inferir o tipo " -"de retorno, e esse tipo será usado para inferir o tipo da variável." - -msgid "" -"This option is also considered more :ref:`type-" -"safe` than the first." -msgstr "" -"Esta opção também é considerada mais :ref: `type-safe " -"` do que a primeira." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/index.po deleted file mode 100644 index 6b197f3557..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/index.po +++ /dev/null @@ -1,23 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript" -msgstr "GDScript" - -msgid "" -"See :ref:`doc_gdscript_grammar` if you are interested in writing a third-" -"party tool that interacts with GDScript, such as a linter or formatter." -msgstr "" -"Veja :ref:`doc_gdscript_grammar` se estiver interessado em desenvolver uma " -"ferramenta de terceiros que interage com GDScript, como um *linter* ou um " -"formatador." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po deleted file mode 100644 index eccdf57be4..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po +++ /dev/null @@ -1,106 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Static typing in GDScript" -msgstr "Tipagem estática em GDScript" - -msgid "In this guide, you will learn:" -msgstr "Neste guia, você aprenderá:" - -msgid "" -"Static types can be used on variables, constants, functions, parameters, and " -"return types." -msgstr "" -"Tipos estáticos podem ser usados em variáveis, constantes, funções, " -"parâmetros e tipos de retorno." - -msgid "A brief look at static typing" -msgstr "Uma breve olhada na tipagem estática" - -msgid "" -"Overall, typed programming gives you a more structured experience. It helps " -"prevent errors and improves the self-documenting aspect of your scripts. " -"This is especially helpful when you're working in a team or on a long-term " -"project: studies have shown that developers spend most of their time reading " -"other people's code, or scripts they wrote in the past and forgot about. The " -"clearer and the more structured the code, the faster it is to understand, " -"the faster you can move forward." -msgstr "" -"No geral, a programação tipada proporciona uma experiência mais estruturada. " -"Ajuda a evitar erros e melhora o aspecto de autodocumentação dos seus " -"scripts. Isso é especialmente útil quando você trabalha em equipe ou em um " -"projeto de longo prazo: estudos mostram que os desenvolvedores passam a " -"maior parte do tempo lendo o código de outras pessoas ou scripts que " -"escreveram no passado e esqueceram. Quanto mais claro e mais estruturado o " -"código, mais rápido será entender, mais rápido você poderá avançar." - -msgid "How to use static typing" -msgstr "Como usar a tipagem estática" - -msgid "" -"If you try to cast with a built-in type and it fails, Godot will throw an " -"error." -msgstr "" -"Se você tentar moldar com um tipo embutido e falhar, Godot lançará um erro." - -msgid "Safe lines" -msgstr "Linhas seguras" - -msgid "" -"This happens when you get a child node. Let's take a timer for example: with " -"dynamic code, you can get the node with ``$Timer``. GDScript supports `duck-" -"typing `__, so even if your " -"timer is of type ``Timer``, it is also a ``Node`` and an ``Object``, two " -"classes it extends. With dynamic GDScript, you also don't care about the " -"node's type as long as it has the methods you need to call." -msgstr "" -"Isso acontece quando você pega um nó filho. Vamos tomar um timer como " -"exemplo: com código dinâmico, você pode pegar o nó usando ``$Timer``. " -"GDScript suporta `duck-typing `__, então mesmo que o seu timer seja do tipo ``Timer``, " -"ele também é um ``Node`` e um ``Object``, extendendo duas classes. Com " -"GDScript dinâmico, você não se importa com o tipo do nó desde que ele tenha " -"os métodos que você quer chamar." - -msgid "Unsafe vs Safe Line" -msgstr "Linha insegura vs. segura" - -msgid "Unsafe line (line 7) vs Safe Lines (line 6 and 8)" -msgstr "Linha não segura (linha 7) vs Linhas Seguras (linha 6 e 8)" - -msgid "" -"You can turn off safe lines or change their color in the editor settings." -msgstr "" -"Você pode desativar linhas seguras ou alterar suas cores nas configurações " -"do editor." - -msgid "Typed or dynamic: stick to one style" -msgstr "Tipada ou dinâmica: Adote um estilo" - -msgid "" -"Typed GDScript and dynamic GDScript can coexist in the same project. But " -"it's recommended to stick to either style for consistency in your codebase, " -"and for your peers. It's easier for everyone to work together if you follow " -"the same guidelines, and faster to read and understand other people's code." -msgstr "" -"GDScript tipado e GDScript dinâmico podem coexistir em um mesmo projeto. Mas " -"é recomendado adotar um dos dois estilos para manter a consistência do seu " -"código base. Facilita para todos trabalharem juntos se vocês seguirem as " -"mesmas diretrizes, e acelera a leitura e o entendimento do código de outras " -"pessoas." - -msgid "Warning system" -msgstr "Sistema de alertas" - -msgid "Summary" -msgstr "Resumo" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po deleted file mode 100644 index ee97444e78..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript warning system" -msgstr "Sistema de alertas do GDScript" - -msgid "" -"The GDScript warning system complements :ref:`static typing " -"` (but it can work without static typing too). " -"It's here to help you avoid mistakes that are hard to spot during " -"development, and that may lead to runtime errors." -msgstr "" -"O sistema de alertas do GDScript complementa o :ref:`static typing " -"` (mas você pode trabalhar sem tipagem estática " -"também). Ele está aqui para te ajudar a evitar erros que são difíceis de " -"perceber durante o desenvolvimento, e que podem levar a erros em tempo de " -"execução." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/groups.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/groups.po deleted file mode 100644 index c51a95d011..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/groups.po +++ /dev/null @@ -1,63 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Groups" -msgstr "Grupos" - -msgid "Managing groups" -msgstr "Gerenciando grupos" - -msgid "There are two ways to add/remove nodes to groups:" -msgstr "Há duas maneiras de acrescentar/remover nós aos grupos:" - -msgid "Using the Node dock" -msgstr "Usando o painel do nó" - -msgid "Using code" -msgstr "Usando código" - -msgid "" -"You can also manage groups from scripts. The following code adds the node to " -"which you attach the script to the ``guards`` group as soon as it enters the " -"scene tree." -msgstr "" -"Você também pode administrar grupos a partir de scripts. O seguinte código " -"adiciona o nó ao qual você anexa o script ao grupo ``guards`` assim que ele " -"entra na árvore de cena." - -msgid "" -"The above code calls the function ``enter_alert_mode`` on every member of " -"the group ``guards``." -msgstr "" -"O código acima chama a função ``enter_alert_mode`` em cada membro do grupo " -"``guards``." - -msgid "" -"To get the full list of nodes in the ``guards`` group as an array, you can " -"call :ref:`SceneTree.get_nodes_in_group() " -"`:" -msgstr "" -"Para obter a lista completa de nós no grupo ``guards`` como uma matriz, você " -"pode chamar :ref:`SceneTree.get_nodes_in_group() " -"`:" - -msgid "" -"The :ref:`SceneTree ` class provides many more useful " -"methods to interact with scenes, their node hierarchy, and groups. It allows " -"you to switch scenes easily or reload them, quit the game or pause and " -"unpause it. It also provides useful signals." -msgstr "" -"A classe :ref:`SceneTree ` fornece muitos métodos úteis " -"para interagir com cenas, suas hierarquias e grupos de nós. Ela lhe permite " -"facilmente trocar ou recarregar cenas, sair do jogo ou pausa-lo ou retomá-" -"lo. Ela também fornece sinais úteis." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po deleted file mode 100644 index 6c2d407f87..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Inheritance" -msgstr "Herança" - -msgid "Description" -msgstr "Descrição" - -msgid "Properties" -msgstr "Propriedades" - -msgid "Signals" -msgstr "Sinais" - -msgid "Constants" -msgstr "Constantes" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po deleted file mode 100644 index 28af97d164..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po +++ /dev/null @@ -1,106 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Idle and Physics Processing" -msgstr "Processamento Ocioso e Físico" - -msgid "There are two types of processing available to you:" -msgstr "Há dois tipos de processamento disponíveis para você:" - -msgid "" -"**Idle processing** allows you to run code that updates a node every frame, " -"as often as possible." -msgstr "" -"O **processamento ocioso** permite que você execute o código que atualiza um " -"nó a cada quadro, com a maior frequência possível." - -msgid "" -"**Physics processing** happens at a fixed rate, 60 times per second by " -"default. This is independent of your game's actual framerate, and keeps " -"physics running smoothly. You should use it for anything that involves the " -"physics engine, like moving a body that collides with the environment." -msgstr "" -"O **processamento físico** ocorre a uma taxa fixa, 60 vezes por segundo por " -"padrão. Isso é independente da taxa de quadros real do seu jogo e mantém a " -"física funcionando sem problemas. Você deve usá-lo para qualquer coisa que " -"envolva o motor de física, como mover um corpo que colide com o ambiente." - -msgid "" -"You can activate idle processing by defining the ``_process()`` method in a " -"script. You can turn it off and back on by calling :ref:`Node.set_process() " -"`." -msgstr "" -"Você pode ativar o processamento ocioso definindo o método ``_process()`` em " -"um script. Você pode desativá-lo e ativá-lo novamente chamando :ref:`Node." -"set_process() `." - -msgid "The engine calls this method every time it draws a frame:" -msgstr "O motor chama este método toda vez que ele desenha um quadro:" - -msgid "" -"Keep in mind that the frequency at which the engine calls ``_process()`` " -"depends on your application's framerate, which varies over time and across " -"devices." -msgstr "" -"Tenha em mente que a frequência com que o motor chama ``_process()`` depende " -"da taxa de quadros do seu aplicativo, que varia com o tempo e entre os " -"dispositivos." - -msgid "" -"The function's ``delta`` parameter is the time elapsed in seconds since the " -"previous call to ``_process()``. Use this parameter to make calculations " -"independent of the framerate. For example, you should always multiply a " -"speed value by ``delta`` to animate a moving object." -msgstr "" -"O parâmetro ``delta`` da função é o tempo decorrido em segundos desde a " -"chamada anterior para ``_process()``. Use este parâmetro para fazer cálculos " -"independentes da taxa de quadros. Por exemplo, você deve sempre multiplicar " -"um valor de velocidade por ``delta`` para animar um objeto em movimento." - -msgid "" -"Physics processing works with a similar virtual function: " -"``_physics_process()``. Use it for calculations that must happen before each " -"physics step, like moving a character that collides with the game world. As " -"mentioned above, ``_physics_process()`` runs at fixed time intervals as much " -"as possible to keep the physics interactions stable. You can change the " -"interval between physics steps in the Project Settings, under Physics -> " -"Common -> Physics Fps. By default, it's set to run 60 times per second." -msgstr "" -"O processamento de física funciona com uma função virtual semelhante: " -"``_physics_process()``. Use-o para cálculos que devem acontecer antes de " -"cada etapa da física, como mover um personagem que colide com o mundo do " -"jogo. Como mencionado acima, ``_physics_process()`` executa em intervalos de " -"tempo fixos tanto quanto possível para manter as interações físicas " -"estáveis. Você pode alterar o intervalo entre as etapas de física nas " -"configurações do projeto, em Physics -> Common -> Physics Fps. Por padrão, " -"ele está configurado para ser executado 60 vezes por segundo." - -msgid "" -"The function ``_process()`` is not synchronized with physics. Its rate " -"depends on hardware and game optimization. It also runs after the physics " -"step in single-threaded games." -msgstr "" -"A função ``_process()`` não é sincronizada com a física. Sua taxa de quadros " -"não é constante e depende do hardware e da otimização do jogo. Sua execução " -"é feita depois do passo da física em jogos de single-thread." - -msgid "" -"You can see the ``_process()`` function at work by creating a scene with a " -"single Label node, with the following script attached to it:" -msgstr "" -"Você pode ver a função ``_process()`` em ação criando uma cena com um único " -"nó Label, com o seguinte script anexado a ele:" - -msgid "When you run the scene, you should see a counter increasing each frame." -msgstr "" -"Ao executar a cena, você deverá ver um contador aumentando cada quadro." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/index.po deleted file mode 100644 index f10b2f98e1..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/index.po +++ /dev/null @@ -1,46 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Scripting" -msgstr "Scripting" - -msgid "" -"This section covers programming languages and core features to code your " -"games in Godot." -msgstr "" -"Esta seção abrange linguagens de programação e funcionalidades principais " -"para programar seus jogos em Godot." - -msgid "" -"Here, you will find information that is not already covered in more specific " -"sections. For instance, to learn about inputs, we recommend you to read :ref:" -"`Inputs `." -msgstr "" -"Aqui, você encontrará informações que ainda não foram abordadas em seções " -"mais específicas. Por exemplo, para aprender sobre entradas, recomendamos " -"que você leia :ref:`Inputs `." - -msgid "Programming languages" -msgstr "Linguagens de programação" - -msgid "Core features" -msgstr "Funcionalidades principais" - -msgid "" -"Some features are specific to the engine and are available in all supported " -"languages. Whether you code in GDScript, C#, or another language, the pages " -"below will help you make the most of Godot." -msgstr "" -"Alguns recursos são específicos da engine e estão disponíveis em todos os " -"idiomas suportados. Quer você codifique em GDScript, C# ou outra linguagem, " -"as páginas abaixo o ajudarão a aproveitar ao máximo o Godot." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po deleted file mode 100644 index 7a969dd537..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po +++ /dev/null @@ -1,92 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Signal" -msgstr "Sinal" - -msgid "Instancing with signals" -msgstr "Instanciando com sinais" - -msgid "Shooting example" -msgstr "Exemplo de Disparo" - -msgid "" -"Consider a player character that can rotate and shoot towards the mouse. " -"Every time the mouse button is clicked, we create an instance of the bullet " -"at the player's location. See :ref:`doc_instancing` for details." -msgstr "" -"Considere um personagem de jogador que possa girar e atirar em direção ao " -"mouse. Toda vez que o botão do mouse é clicado, criamos uma instância do " -"projétil no local do jogador. Veja :ref:`doc_instancing` para detalhes." - -msgid "" -"However, if the bullets are added as children of the player, then they will " -"remain \"attached\" to the player as it rotates:" -msgstr "" -"Entretanto, se as balas forem anexadas ao jogador, então elas continuarão " -"\"anexadas\" ao jogador enquanto ele gira:" - -msgid "" -"Instead, we need the bullets to be independent of the player's movement - " -"once fired, they should continue traveling in a straight line and the player " -"can no longer affect them. Instead of being added to the scene tree as a " -"child of the player, it makes more sense to add the bullet as a child of the " -"\"main\" game scene, which may be the player's parent or even further up the " -"tree." -msgstr "" -"Ao contrário disso, nós precisamos que as balas sejam independentes do " -"movimento do jogador - uma vez disparadas, elas devem continuar se movendo " -"em linha reta e o jogador não pode mais afetá-las. Invés de serem " -"adicionadas a árvore da cena como filha do jogador, faz mais sentido " -"adicionar as balas como filha da cena \"principal\" do jogo, a qual deve ser " -"o nó pai do jogador ou em uma hierarquia mais alta." - -msgid "You could do this by adding the bullet to the main scene directly:" -msgstr "" -"Você poderia fazer isso adicionando a bala diretamente à cena principal:" - -msgid "" -"However, this will lead to a different problem. Now if you try to test your " -"\"Player\" scene independently, it will crash on shooting, because there is " -"no parent node to access. This makes it a lot harder to test your player " -"code independently and also means that if you decide to change your main " -"scene's node structure, the player's parent may no longer be the appropriate " -"node to receive the bullets." -msgstr "" -"No entanto, isto levará a um problema diferente. Agora, se você tentar " -"testar sua cena \"Player\" de forma independente, ela cairá ao disparar, " -"porque não há um nó pai para acessar. Isto torna muito mais difícil testar " -"seu código de jogador independentemente e também significa que se você " -"decidir mudar a estrutura do nó principal de sua cena, o nó pai do jogador " -"pode não ser mais o nó apropriado para receber as balas." - -msgid "" -"The solution to this is to use a signal to \"emit\" the bullets from the " -"player. The player then has no need to \"know\" what happens to the bullets " -"after that - whatever node is connected to the signal can \"receive\" the " -"bullets and take the appropriate action to spawn them." -msgstr "" -"A solução para isso é usar um sinal para \"emitir\" as balas do jogador. Com " -"isso não há mais necessidade do jogador \"saber\" o que acontece com as " -"balas depois de disparadas - qualquer nó que estiver conectado ao sinal pode " -"\"receber\" as balas e tomar a ação apropriada para gerar elas." - -msgid "Here is the code for the player using signals to emit the bullet:" -msgstr "Aqui está o código para o jogador usar sinais para emitir a bala:" - -msgid "" -"Now the bullets will maintain their own movement independent of the player's " -"rotation:" -msgstr "" -"Agora as balas terão seu movimento conservado independente da rotação do " -"jogador:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po deleted file mode 100644 index 676dade700..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po +++ /dev/null @@ -1,53 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Nodes and scene instances" -msgstr "Instâncias de nós e cenas" - -msgid "Getting nodes" -msgstr "Obtendo nós" - -msgid "To do so, you can use the following code." -msgstr "Para isso, você pode usar o seguinte código." - -msgid "Node paths" -msgstr "Caminhos dos nós" - -msgid "Creating nodes" -msgstr "Criando nós" - -msgid "" -"To create a node from code, call its ``new()`` method like for any other " -"class-based datatype." -msgstr "" -"Para criar um nó a partir do código, chame seu método ``new()`` como para " -"qualquer outro tipo de dados baseado em classe." - -msgid "Instancing scenes" -msgstr "Criando instâncias de cenas" - -msgid "" -"Creating an instance of the loaded :ref:`PackedScene ` " -"resource." -msgstr "" -"Criando uma instância do recurso carregado :ref:`PackedScene " -"`." - -msgid "" -"The advantage of this two-step process is you can keep a packed scene loaded " -"and create new instances on the fly. For example, to quickly instance " -"several enemies or bullets." -msgstr "" -"A vantagem deste processo de duas etapas é que você pode manter uma cena " -"compactada carregada e criar novas instâncias em tempo real. Por exemplo, " -"para rapidamente instanciar vários inimigos ou balas." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/overridable_functions.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/overridable_functions.po deleted file mode 100644 index 5fb5d88bb1..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/overridable_functions.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Overridable functions" -msgstr "Funções sobrescrevíveis" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/pausing_games.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/pausing_games.po deleted file mode 100644 index 5bfae510da..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/pausing_games.po +++ /dev/null @@ -1,69 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Pausing games and process mode" -msgstr "Pausando jogos e modo de processo" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"In most games it is desirable to, at some point, interrupt the game to do " -"something else, such as taking a break or changing options. Implementing a " -"fine-grained control for what can be paused (and what cannot) is a lot of " -"work, so a simple framework for pausing is provided in Godot." -msgstr "" -"Na maioria dos jogos é desejável, em algum momento, interromper o jogo para " -"fazer algo mais, como fazer uma pausa ou mudar as opções. Implementar um " -"controle refinado para o que pode ser pausado (e o que não pode) é muito " -"trabalhoso, portanto, uma estrutura simples para pausar é fornecida no Godot." - -msgid "How pausing works" -msgstr "Como a pausa funciona" - -msgid "" -"To pause the game the pause state must be set. This is done by assigning " -"``true`` to the :ref:`SceneTree.paused ` " -"property:" -msgstr "" -"Para pausar o jogo, o estado de pausa deve ser definido. Isto é feito " -"atribuindo ``true`` à propriedade :ref:`SceneTree.paused " -"`:" - -msgid "Process Modes" -msgstr "Modos de processo" - -msgid "You can also alter the property with code:" -msgstr "Você também pode alterar a propriedade com o código:" - -msgid "" -"**Always**: Process the node (and its children in Inherit mode) no matter " -"what. Paused or not, this node will process." -msgstr "" -"**De Todo Modo**: Processa o nó independentemente do que aconteça (e os " -"filhos no modo Inherit). Pausado ou não, este nó será processado." - -msgid "" -"By default, all nodes have this property in the \"Inherit\" state. If the " -"parent is set to \"Inherit\", then the grandparent will be checked and so " -"on. If a state can't be found in any of the grandparents, the pause state in " -"SceneTree is used. This means that, by default, when the game is paused " -"every node will be paused. Several things happen when a node stops " -"processing." -msgstr "" -"Por padrão, todos os nós têm esta propriedade no estado \"Herdar\". Se o pai " -"estiver configurado para \"Herdar\", então o avô será verificado e assim por " -"diante. Se um estado não puder ser encontrado em nenhum dos avós, o estado " -"de pausa no SceneTree é usado. Isto significa que, por padrão, quando o jogo " -"for pausado, todos os nós serão pausados. Várias coisas acontecem quando um " -"nó pára de processar." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/resources.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/resources.po deleted file mode 100644 index a8e2a9850b..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/resources.po +++ /dev/null @@ -1,290 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Resources" -msgstr "Recursos" - -msgid "Nodes and resources" -msgstr "Nós e recursos" - -msgid "" -"Up to this tutorial, we focused on the :ref:`Node ` class in " -"Godot as that's the one you use to code behavior and most of the engine's " -"features rely on it. There is another datatype that is just as important: :" -"ref:`Resource `." -msgstr "" -"Até agora, focamos muito na classe de :ref:`Nós ` no Godot, já " -"que a maioria dos comportamentos e funcionalidades do motor são " -"implementados através deles. Existe outro tipo de dados que é igualmente " -"importante: :ref:`Recurso `." - -msgid "" -"*Nodes* give you functionality: they draw sprites, 3D models, simulate " -"physics, arrange user interfaces, etc. **Resources** are **data " -"containers**. They don't do anything on their own: instead, nodes use the " -"data contained in resources." -msgstr "" -"*Nós* dão funcionalidade: eles desenham sprites, modelos 3D, simulam física, " -"organizam a interface do usuário, etc. **Recursos** são **containers de " -"dados**. Eles não fazem nada sozinhos: ao invés disso, os nós usam os dados " -"contidos em recursos." - -msgid "" -"When the engine loads a resource from disk, **it only loads it once**. If a " -"copy of that resource is already in memory, trying to load the resource " -"again will return the same copy every time. As resources only contain data, " -"there is no need to duplicate them." -msgstr "" -"Quando um recurso é carregado do disco, **é carregado só uma vez**. Se " -"houver uma cópia desse recurso já carregado na memória, tentar carregar o " -"recurso novamente retornará a mesma cópia várias vezes. Como recursos são " -"apenas contêineres de dados, não é necessário duplicá-los." - -msgid "" -"Every object, be it a Node or a Resource, can export properties. There are " -"many types of Properties, like String, integer, Vector2, etc., and any of " -"these types can become a resource. This means that both nodes and resources " -"can contain resources as properties:" -msgstr "" -"Todos os objetos em Godot (Nós, Recursos ou qualquer outra coisa) podem " -"exportar propriedades. Há muitos tipos de Propriedades, como String, " -"inteiro, Vector2, etc., e qualquer desses tipos pode virar um recurso. Isso " -"significa que os nós e os recursos podem conter recursos como propriedades:" - -msgid "External vs built-in" -msgstr "Externo vs embutido" - -msgid "There are two ways to save resources. They can be:" -msgstr "Existem duas maneiras de salvar recursos. Pode ser:" - -msgid "**External** to a scene, saved on the disk as individual files." -msgstr "**Externo** a uma cena, salvo no disco como arquivos individuais." - -msgid "" -"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " -"attached to." -msgstr "" -"**Embutido**, salvo dentro do arquivo ``.tscn`` ou ``.scn`` ao qual estão " -"anexados." - -msgid "" -"The path property tells us where the resource comes from. In this case, it " -"comes from a PNG image called ``robi.png``. When the resource comes from a " -"file like this, it is an external resource. If you erase the path or this " -"path is empty, it becomes a built-in resource." -msgstr "" -"A propriedade caminho nos diz de onde o recurso vem. Nesse caso ele vem de " -"uma imagem PNG chamada ``robi.png``. Quando o recurso vem de um arquivo como " -"esse, ele é um recurso externo. Se você apagar o caminho ou esse caminho " -"estiver vazio, ele se transforma em um recurso embutido." - -msgid "" -"The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " -"and save, Godot will save the image inside the ``.tscn`` scene file." -msgstr "" -"A mudança entre recursos embutidos e externos acontece quando você salva a " -"cena. No exemplo acima, se você apaga o caminho ``\"res://robi.png\"`` e " -"salva, o Godot vai salvar a imagem dentro do arquivo de cena ``.tscn``." - -msgid "" -"Even if you save a built-in resource, when you instance a scene multiple " -"times, the engine will only load one copy of it." -msgstr "" -"Mesmo se você salvar um recurso interno, quando você instancia uma cena " -"várias vezes, o motor carregará apenas uma cópia dela." - -msgid "Loading resources from code" -msgstr "Carregando recursos a partir do código" - -msgid "" -"There are two ways to load resources from code. First, you can use the " -"``load()`` function anytime:" -msgstr "" -"Existem duas maneiras de carregar recursos por código. Primeiro, você pode " -"usar a função ``load()`` a qualquer momento:" - -msgid "Loading scenes" -msgstr "Carregando cenas" - -msgid "" -"This method creates the nodes in the scene's hierarchy, configures them, and " -"returns the root node of the scene. You can then add it as a child of any " -"other node." -msgstr "" -"Esse método cria os nós na hierarquia da cena, configura-os, e retorna o nó " -"raiz da cena, que pode ser adicionado como filho de qualquer outro nó." - -msgid "Freeing resources" -msgstr "Liberando recursos" - -msgid "Creating your own resources" -msgstr "Criando seus próprios recursos" - -msgid "" -"They can define constants, so constants from other data fields or objects " -"are not needed." -msgstr "" -"Eles podem definir constantes, portanto, constantes de outros campos ou " -"objetos de dados não são necessárias." - -msgid "" -"They can define methods, including setter/getter methods for properties. " -"This allows for abstraction and encapsulation of the underlying data. If the " -"Resource script's structure needs to change, the game using the Resource " -"need not also change." -msgstr "" -"Eles podem definir métodos, incluindo métodos setter / getter para " -"propriedades. Isso permite abstração e encapsulamento dos dados subjacentes. " -"Se a estrutura do script Resource precisar ser alterada, o jogo usando o " -"recurso também não precisará ser alterado." - -msgid "" -"They can define signals, so Resources can trigger responses to changes in " -"the data they manage." -msgstr "" -"Eles podem definir sinais, para que os Recursos possam acionar respostas a " -"alterações nos dados que eles gerenciam." - -msgid "" -"They have defined properties, so users know 100% that their data will exist." -msgstr "" -"Eles definiram propriedades, portanto, os usuários sabem 100% que seus dados " -"existirão." - -msgid "" -"Resource auto-serialization and deserialization is a built-in Godot Engine " -"feature. Users do not need to implement custom logic to import/export a " -"resource file's data." -msgstr "" -"A serialização automática e desserialização do recurso é um recurso interno " -"do Godot Engine. Os usuários não precisam implementar a lógica personalizada " -"para importar/exportar os dados de um arquivo de recurso." - -msgid "" -"Resources can even serialize sub-Resources recursively, meaning users can " -"design even more sophisticated data structures." -msgstr "" -"Os recursos podem até serializar os sub-recursos recursivamente, o que " -"significa que os usuários podem criar estruturas de dados ainda mais " -"sofisticadas." - -msgid "" -"Users can save Resources as version-control-friendly text files (\\*.tres). " -"Upon exporting a game, Godot serializes resource files as binary files (\\*." -"res) for increased speed and compression." -msgstr "" -"Os usuários podem salvar recursos como arquivos de texto amigáveis ao " -"controle de versões (\\ *. Tres). Ao exportar um jogo, Godot serializa os " -"arquivos de recursos como arquivos binários (\\ *. Res) para maior " -"velocidade e compactação." - -msgid "" -"Godot Engine's Inspector renders and edits Resource files out-of-the-box. As " -"such, users often do not need to implement custom logic to visualize or edit " -"their data. To do so, double-click the resource file in the FileSystem dock " -"or click the folder icon in the Inspector and open the file in the dialog." -msgstr "" -"O Inspetor do Godot Engine processa e edita arquivos de recursos prontos " -"para uso. Dessa forma, os usuários geralmente não precisam implementar " -"lógica personalizada para visualizar ou editar seus dados. Para fazer isso, " -"clique duas vezes no arquivo de recursos na estação FileSystem ou clique no " -"ícone da pasta no Inspetor e abra o arquivo na caixa de diálogo." - -msgid "" -"They can extend **other** resource types besides just the base Resource." -msgstr "" -"Eles podem estender ** outros ** tipos de recursos além do recurso base." - -msgid "Godot makes it easy to create custom Resources in the Inspector." -msgstr "Godot facilita a criação de recursos personalizados no Inspetor." - -msgid "" -"Create a plain Resource object in the Inspector. This can even be a type " -"that derives Resource, so long as your script is extending that type." -msgstr "" -"Crie um objeto de recurso simples no Inspetor. Isso pode até ser um tipo que " -"deriva Resource, desde que seu script esteja estendendo esse tipo." - -msgid "Set the ``script`` property in the Inspector to be your script." -msgstr "Defina a propriedade `` script`` no Inspector como seu script." - -msgid "" -"The Inspector will now display your Resource script's custom properties. If " -"one edits those values and saves the resource, the Inspector serializes the " -"custom properties too! To save a resource from the Inspector, click the " -"Inspector's tools menu (top right), and select \"Save\" or \"Save As...\"." -msgstr "" -"O inspetor agora exibirá as propriedades personalizadas do script de " -"recursos. Se você editar esses valores e salvar o recurso, o inspetor " -"serializará as propriedades personalizadas também! Para salvar um recurso do " -"Inspetor, clique no menu de ferramentas do Inspetor (canto superior direito) " -"e selecione \"Salvar\" ou \"Salvar como ...\"." - -msgid "" -"If the script's language supports :ref:`script classes " -"`, then it streamlines the process. Defining " -"a name for your script alone will add it to the Inspector's creation dialog. " -"This will auto-add your script to the Resource object you create." -msgstr "" -"Se a linguagem do script oferecer suporte a :ref:`classes de script " -"`, então o processo fica mais simples. " -"Definir um nome para o seu script já irá adicioná-lo ao diálogo de criação " -"do Inspetor. Isso adicionará automaticamente seu script ao objeto Resource " -"criado por você." - -msgid "" -"Resource scripts are similar to Unity's ScriptableObjects. The Inspector " -"provides built-in support for custom resources. If desired though, users can " -"even design their own Control-based tool scripts and combine them with an :" -"ref:`EditorPlugin ` to create custom visualizations and " -"editors for their data." -msgstr "" -"Scripts de recursos são semelhantes aos ScriptableObjects da Unity. O " -"Inspector fornece suporte interno para recursos personalizados. Se desejado, " -"os usuários podem até criar seus próprios scripts de ferramentas baseados em " -"Control e combiná-los com um: ref: `EditorPlugin ` para " -"criar visualizações e editores personalizados para seus dados." - -msgid "" -"CurveTables are the same thing, except mapped to an Array of float values or " -"a :ref:`Curve `/:ref:`Curve2D ` resource object." -msgstr "" -"CurveTables são a mesma coisa, mas mapeadas em uma matriz de valores float " -"ou um objeto de recurso :ref: `Curve ` /: ref: `Curve2D " -"`." - -msgid "" -"Beware that resource files (\\*.tres/\\*.res) will store the path of the " -"script they use in the file. When loaded, they will fetch and load this " -"script as an extension of their type. This means that trying to assign a " -"subclass, i.e. an inner class of a script (such as using the ``class`` " -"keyword in GDScript) won't work. Godot will not serialize the custom " -"properties on the script subclass properly." -msgstr "" -"Esteja ciente de que os arquivos de recursos (\\ *.tres / \\ *.res) " -"armazenarão o caminho do script que eles usam no arquivo. Quando carregados, " -"eles buscarão e carregarão esse script como uma extensão do tipo. Isso " -"significa que tentar atribuir uma subclasse, ou seja, uma classe interna de " -"um script (como usar a palavra-chave `` class`` no GDScript) não funcionará. " -"Godot não serializará as propriedades personalizadas na subclasse do script " -"adequadamente." - -msgid "" -"In the example below, Godot would load the ``Node`` script, see that it " -"doesn't extend ``Resource``, and then determine that the script failed to " -"load for the Resource object since the types are incompatible." -msgstr "" -"No exemplo abaixo, Godot carregaria o script `` Node``, veria que ele não " -"estende `` Resource`` e determinará que o script falhou ao carregar o objeto " -"Resource, pois os tipos são incompatíveis." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/scene_tree.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/scene_tree.po deleted file mode 100644 index 4d236e3546..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/scene_tree.po +++ /dev/null @@ -1,199 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using SceneTree" -msgstr "Usando Árvore de cena" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"In previous tutorials, everything revolved around the concept of nodes. " -"Scenes are collections of nodes. They become active once they enter the " -"*scene tree*." -msgstr "" -"Nos tutoriais anteriores, tudo girava em torno do conceito de nós. Cenas são " -"simplesmente uma coleção de nós. Elas se tornam ativos quando entram na " -"*árvore de cena*." - -msgid "MainLoop" -msgstr "Loop principal" - -msgid "" -"The way Godot works internally is as follows. There is the :ref:`OS " -"` class, which is the only instance that runs at the beginning. " -"Afterwards, all drivers, servers, scripting languages, scene system, etc are " -"loaded." -msgstr "" -"A maneira como o Godot trabalha internamente é a seguinte. Há a classe :ref:" -"`OS `, que é a única instância que é executada no início. Depois, " -"todos os drivers, servidores, linguagens de script, sistema de cena, etc. " -"são carregados." - -msgid "" -"When initialization is complete, :ref:`OS ` needs to be supplied " -"a :ref:`MainLoop ` to run. Up to this point, all this is " -"internals working (you can check main/main.cpp file in the source code if " -"you are ever interested to see how this works internally)." -msgstr "" -"Quando a inicialização estiver completa, :ref:`OS ` precisa de um :" -"ref:`MainLoop ` para ser executado. Até este ponto, tudo " -"isso é funcionamento interno (você pode verificar o arquivo main/main.cpp no " -"código-fonte, se você estiver interessado em ver como isso funciona " -"internamente)." - -msgid "" -"The user program, or game, starts in the MainLoop. This class has a few " -"methods, for initialization, idle (frame-synchronized callback), fixed " -"(physics-synchronized callback), and input. Again, this is low level and " -"when making games in Godot, writing your own MainLoop seldom makes sense." -msgstr "" -"O programa do usuário, ou jogo, inicia no MainLoop. Essa classe tem alguns " -"métodos, para inicialização, ocioso (retorno de chamada com sincronia de " -"quadros), fixo (retorno de chamada com sincronização física) e entrada. " -"Novamente, isso é de baixo nível e ao fazer jogos no Godot, escrever seu " -"próprio MainLoop raramente faz sentido." - -msgid "SceneTree" -msgstr "SceneTree" - -msgid "" -"One of the ways to explain how Godot works is that it's a high level game " -"engine over a low level middleware." -msgstr "" -"Uma das maneiras de explicar como Godot funciona é que é um mecanismo de " -"jogo de alto nível sobre um middleware de baixo nível." - -msgid "" -"The scene system is the game engine, while the :ref:`OS ` and " -"servers are the low level API." -msgstr "" -"O sistema de cena é o mecanismo do jogo, enquanto o :ref:`OS ` e " -"os servidores são a API de baixo nível." - -msgid "" -"The scene system provides its own main loop to OS, :ref:`SceneTree " -"`. This is automatically instanced and set when running a " -"scene, no need to do any extra work." -msgstr "" -"O sistema de cena fornece seu próprio loop principal para o SO, :ref:" -"`SceneTree `. Isso é automaticamente instanciado e definido " -"ao executar uma cena, sem necessidade de qualquer trabalho extra." - -msgid "" -"It's important to know that this class exists because it has a few important " -"uses:" -msgstr "" -"É importante saber que essa classe existe porque tem alguns usos importantes:" - -msgid "" -"It contains the root :ref:`Viewport `, to which a scene is " -"added as a child when it's first opened to become part of the *Scene Tree* " -"(more on that next)." -msgstr "" -"Ele contém o :ref:`Viewport ` raiz, para o qual uma cena é " -"adicionada como filha quando é aberta pela primeira vez, para se tornar " -"parte da *Árvore da Cena* (mais sobre isso a seguir)." - -msgid "" -"It contains information about the groups and has the means to call all nodes " -"in a group or get a list of them." -msgstr "" -"Ele contém informações sobre os grupos e tem meios para chamar todos os nós " -"de um grupo ou obter uma lista deles." - -msgid "" -"It contains some global state functionality, such as setting pause mode or " -"quitting the process." -msgstr "" -"Ela contém alguma funcionalidade de estado global, como configurar o modo de " -"pausa ou encerrar o processo." - -msgid "" -"When a node is part of the Scene Tree, the :ref:`SceneTree " -"` singleton can be obtained by calling :ref:`Node." -"get_tree() `." -msgstr "" -"Quando um nó é parte da Scene Tree, o singleton :ref:`SceneTree " -"` pode ser obtido chamando :ref:`Node.get_tree() " -"`." - -msgid "Root viewport" -msgstr "Viewport raiz" - -msgid "" -"The root :ref:`Viewport ` is always at the top of the scene. " -"From a node, it can be obtained in two different ways:" -msgstr "" -"A raiz :ref:`Viewport ` está sempre no topo da cena. De um " -"nó, ela pode ser obtida de duas maneiras diferentes:" - -msgid "" -"This node contains the main viewport. Anything that is a child of a :ref:" -"`Viewport ` is drawn inside of it by default, so it makes " -"sense that the top of all nodes is always a node of this type otherwise " -"nothing would be seen." -msgstr "" -"Este nó contém a janela de exibição principal. Qualquer coisa que é filho de " -"uma :ref:`Viewport ` é desenhada dentro dele por padrão, " -"então faz sentido que o topo de todos os nós seja sempre um nó deste tipo, " -"caso contrário nada seria visto." - -msgid "" -"While other viewports can be created in the scene (for split-screen effects " -"and such), this one is the only one that is never created by the user. It's " -"created automatically inside SceneTree." -msgstr "" -"Enquanto outras viewports podem ser criadas na cena (para efeitos de tela " -"dividida e tal), esta é a única que nunca é criada pelo usuário. É criado " -"automaticamente dentro do SceneTree." - -msgid "Scene tree" -msgstr "Árvore de cena" - -msgid "" -"When a node is connected, directly or indirectly, to the root viewport, it " -"becomes part of the *scene tree*." -msgstr "" -"Quando um nó é conectado, direta ou indiretamente, à viewport raiz, ele se " -"torna parte da *árvore de cena*." - -msgid "" -"This means that as explained in previous tutorials, it will get the " -"``_enter_tree()`` and ``_ready()`` callbacks (as well as ``_exit_tree()``)." -msgstr "" -"Isto significa que, como explicado em tutoriais anteriores, receberá as " -"ligações ``_enter_tree()`` e ``_ready()`` (assim como ``_exit_tree()``)." - -msgid "" -"When nodes enter the *Scene Tree*, they become active. They get access to " -"everything they need to process, get input, display 2D and 3D visuals, " -"receive and send notifications, play sounds, etc. When they are removed from " -"the *scene tree*, they lose these abilities." -msgstr "" -"Quando os nós entram na *Scene Tree*, eles se tornam ativos. Eles têm acesso " -"a tudo o que precisam para processar, obter entrada, exibir visuais em 2D e " -"3D, enviar e receber notificações, reproduzir sons, etc. Quando são " -"removidos da *árvore de cena*, eles perdem essas habilidades." - -msgid "Tree order" -msgstr "Ordem da árvore" - -msgid "\"Becoming active\" by entering the *Scene Tree*" -msgstr "\"Tornando-se ativo\" entrando na * Scene Tree *" - -msgid "A scene is loaded from disk or created by scripting." -msgstr "Uma cena é carregada do disco ou criada pelo script." - -msgid "Changing current scene" -msgstr "Alterando a cena atual" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po deleted file mode 100644 index 27b36538c1..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Scene Unique Nodes" -msgstr "Nós únicos da cena" - -msgid "Introduction" -msgstr "Introdução" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/singletons_autoload.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/singletons_autoload.po deleted file mode 100644 index 8c4f071bd7..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/singletons_autoload.po +++ /dev/null @@ -1,182 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"Godot's scene system, while powerful and flexible, has a drawback: there is " -"no method for storing information (e.g. a player's score or inventory) that " -"is needed by more than one scene." -msgstr "" -"O sistema de cenas de Godot, embora poderoso e flexível, tem uma " -"desvantagem: não existe um método para armazenar informações (por exemplo, " -"pontuação ou inventário de um jogador) que seja necessário em mais de uma " -"cena." - -msgid "" -"It's possible to address this with some workarounds, but they come with " -"their own limitations:" -msgstr "" -"É possível resolver isso com algumas soluções alternativas, mas elas vêm com " -"suas próprias limitações:" - -msgid "" -"You can use a \"master\" scene that loads and unloads other scenes as its " -"children. However, this means you can no longer run those scenes " -"individually and expect them to work correctly." -msgstr "" -"Embora seja possível que uma cena carregue e descarregue outras cenas como " -"seus filhos para armazenar informações comuns a essas cenas filhas, não será " -"mais possível executar essas cenas sozinhas e esperar que elas funcionem " -"corretamente." - -msgid "" -"Information can be stored to disk in ``user://`` and then loaded by scenes " -"that require it, but frequently saving and loading data is cumbersome and " -"may be slow." -msgstr "" -"Embora a informação possa ser armazenada no disco em ``user: // `` e esta " -"informação possa ser carregada por cenas que a exijam, salvar e carregar " -"continuamente esses dados ao alterar cenas é trabalhoso e pode ser lento." - -msgid "" -"The `Singleton pattern `_ " -"is a useful tool for solving the common use case where you need to store " -"persistent information between scenes. In our case, it's possible to reuse " -"the same scene or class for multiple singletons as long as they have " -"different names." -msgstr "" -"O `padrão Singleton `_ é uma " -"ferramenta útil para se usar quando é necessário armazenar informações entre " -"cenas. No nosso caso é possível reusar a mesma cena ou classe para múltiplos " -"singletons, contanto que eles tenham diferentes nomes." - -msgid "Using this concept, you can create objects that:" -msgstr "Usando esse conceito, você pode criar objetos que:" - -msgid "Are always loaded, no matter which scene is currently running." -msgstr "São sempre carregados, independentemente da cena em execução." - -msgid "Can store global variables such as player information." -msgstr "Pode armazenar variáveis globais, como informações do jogador." - -msgid "Can handle switching scenes and between-scene transitions." -msgstr "Pode lidar com troca de cenas e transições entre cenas." - -msgid "" -"*Act* like a singleton, since GDScript does not support global variables by " -"design." -msgstr "" -"*Atua* como um singleton, já que o GDScript não suporta variáveis globais " -"por projeto." - -msgid "Autoloading nodes and scripts can give us these characteristics." -msgstr "Carregamento automático de nós e scripts atendem a essa necessidade." - -msgid "" -"When autoloading a script, a :ref:`class_Node` will be created and the " -"script will be attached to it. This node will be added to the root viewport " -"before any other scenes are loaded." -msgstr "" -"Ao carregar automaticamente um script, um: ref: `class_Node` será criado e o " -"script será anexado a ele. Este nó será adicionado à viewport raiz antes que " -"qualquer outra cena seja carregada." - -msgid "" -"Here you can add any number of scenes or scripts. Each entry in the list " -"requires a name, which is assigned as the node's ``name`` property. The " -"order of the entries as they are added to the global scene tree can be " -"manipulated using the up/down arrow keys. Like regular scenes, the engine " -"will read these nodes in top-to-bottom order." -msgstr "" -"Aqui você pode adicionar qualquer número de cenas ou roteiros. Cada entrada " -"na lista requer um nome, que é atribuído como propriedade do nó ``name``. A " -"ordem das entradas à medida que são adicionadas à árvore de cena global pode " -"ser manipulada utilizando as teclas de seta para cima/baixo. Como nas cenas " -"normais, o engine lerá estes nós em ordem de cima para baixo." - -msgid "" -"Note that autoload objects (scripts and/or scenes) are accessed just like " -"any other node in the scene tree. In fact, if you look at the running scene " -"tree, you'll see the autoloaded nodes appear:" -msgstr "" -"Note que objetos carregados automaticamente (scripts e/ou cenas) são " -"acessadas como qualquer outro nó na árvore de cenas. Se você olhar numa cena " -"executando, você verá os nós carregados automaticamente aparecerem:" - -msgid "Custom scene switcher" -msgstr "Comutador de cena personalizado" - -msgid "" -"Now whenever we run any scene in the project, this script will always be " -"loaded." -msgstr "" -"Agora, todas as vezes que você executar qualquer uma das suas cenas, o " -"script sempre será carregado." - -msgid "" -"Now we need a function for changing the scene. This function needs to free " -"the current scene and replace it with the requested one." -msgstr "" -"Em seguida vem a função para trocar de cena. Esta função libera a cena atual " -"e a substitui pela cena requisitada." - -msgid "" -"Using :ref:`Object.call_deferred() `, the " -"second function will only run once all code from the current scene has " -"completed. Thus, the current scene will not be removed while it is still " -"being used (i.e. its code is still running)." -msgstr "" -"Usando :ref:`Object.call_deferred() `, a " -"segunda função irá somente rodar uma vez que todo o código dessa cena has " -"completed. Thus, the current scene will not be removed while it is still " -"being used (i.e. its code is still running)." - -msgid "" -"Finally, we need to fill the empty callback functions in the two scenes:" -msgstr "" -"Finalmente, tudo que resta é completar as funções vazias nas duas cenas:" - -msgid "and" -msgstr "e" - -msgid "" -"Run the project and test that you can switch between scenes by pressing the " -"button." -msgstr "" -"Rode o projeto e veja se você consegue trocar de cena apertando o botão." - -msgid "" -"When scenes are small, the transition is instantaneous. However, if your " -"scenes are more complex, they may take a noticeable amount of time to " -"appear. To learn how to handle this, see the next tutorial: :ref:" -"`doc_background_loading`." -msgstr "" -"Quando as cenas são pequenas, a transição é instantânea. No entanto, se suas " -"cenas forem mais complexas, elas podem demorar um pouco para aparecer. Para " -"aprender como lidar com isso, veja o próximo tutorial: :ref:" -"`doc_background_loading`." - -msgid "" -"Alternatively, if the loading time is relatively short (less than 3 seconds " -"or so), you can display a \"loading plaque\" by showing some kind of 2D " -"element just before changing the scene. You can then hide it just after the " -"scene is changed. This can be used to indicate to the player that a scene is " -"being loaded." -msgstr "" -"Alternativamente, se o tempo de carregamento é relativamente curto (menos " -"que 3 segundos ou por aí), você pode exibir uma \"placa de carregamento\" " -"mostrando algum tipo de elemento 2D logo antes de trocar a cena. Você pode, " -"então, escondê-lo logo após a cena ser trocada. Isto pode ser usado para " -"indicar ao jogador que uma cena está sendo carregada." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po deleted file mode 100644 index 7f5b290757..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Advanced post-processing" -msgstr "Pós-processamento avançado" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Depth texture" -msgstr "Textura de profundidade" - -msgid "An optimization" -msgstr "Uma otimização" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/compute_shaders.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/compute_shaders.po deleted file mode 100644 index 5c45f5fe16..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/compute_shaders.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using compute shaders" -msgstr "Usando sombreadores(shaders) de computação" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po deleted file mode 100644 index 3ad12e27c8..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po +++ /dev/null @@ -1,195 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Converting GLSL to Godot shaders" -msgstr "Conversão de shaders GLSL para Godot" - -msgid "GLSL" -msgstr "GLSL" - -msgid "Vertex attributes" -msgstr "Atributos Vertex" - -msgid "gl_Position" -msgstr "gl_Position" - -msgid "Varyings" -msgstr "Variações" - -msgid "Main" -msgstr "Principal" - -msgid "Macros" -msgstr "Macros" - -msgid "Variables" -msgstr "Variáveis" - -msgid "Variable" -msgstr "Variável" - -msgid "Type" -msgstr "Tipo" - -msgid "Equivalent" -msgstr "Equivalente" - -msgid "Description" -msgstr "Descrição" - -msgid "gl_FragColor" -msgstr "gl_FragColor" - -msgid "out vec4" -msgstr "out vec4" - -msgid "COLOR" -msgstr "COLOR" - -msgid "gl_FragCoord" -msgstr "gL_FragCoord" - -msgid "vec4" -msgstr "vec4" - -msgid "FRAGCOORD" -msgstr "FRAGCOORD" - -msgid "VERTEX" -msgstr "VERTEX" - -msgid "gl_PointSize" -msgstr "gl_PointSize" - -msgid "float" -msgstr "float" - -msgid "POINT_SIZE" -msgstr "POINT_SIZE" - -msgid "gl_PointCoord" -msgstr "gl_PointCoord" - -msgid "vec2" -msgstr "vec2" - -msgid "POINT_COORD" -msgstr "POINT_COORD" - -msgid "gl_FrontFacing" -msgstr "gl_FrontFacing" - -msgid "bool" -msgstr "bool" - -msgid "FRONT_FACING" -msgstr "FRONT_FACING" - -msgid "Coordinates" -msgstr "Coordenadas" - -msgid "Precision" -msgstr "Precisão" - -msgid "Shadertoy" -msgstr "Shadertoy" - -msgid "Types" -msgstr "Tipos" - -msgid "mainImage" -msgstr "mainImage" - -msgid "fragColor" -msgstr "fragColor" - -msgid "fragCoord" -msgstr "fragCoord" - -msgid "FRAGCOORD.xy" -msgstr "FRAGCOORD.xy" - -msgid "iResolution" -msgstr "iResolution" - -msgid "vec3" -msgstr "vec3" - -msgid "1.0 / SCREEN_PIXEL_SIZE" -msgstr "1.0 / SCREEN_PIXEL_SIZE" - -msgid "Can also pass in manually." -msgstr "Também pode passar manualmente." - -msgid "iTime" -msgstr "iTime" - -msgid "TIME" -msgstr "TEMPO" - -msgid "Time since shader started." -msgstr "Tempo desde que o shader iniciou." - -msgid "iTimeDelta" -msgstr "iTimeDelta" - -msgid "Provide with Uniform" -msgstr "Fornecer uniforme" - -msgid "Time to render previous frame." -msgstr "Momento de renderizar quadro anterior." - -msgid "iFrame" -msgstr "iFrame" - -msgid "Frame number." -msgstr "Numero do quadro." - -msgid "iChannelTime[4]" -msgstr "iChannelTime[4]" - -msgid "Time since that particular texture started." -msgstr "Momento desde que textura especifica iniciou." - -msgid "iMouse" -msgstr "iMouse" - -msgid "Mouse position in pixel coordinates." -msgstr "Posição do mouse nas coordenadas do pixel." - -msgid "iDate" -msgstr "iDate" - -msgid "Current date, expressed in seconds." -msgstr "Data atual, expressada em segundos." - -msgid "iChannelResolution[4]" -msgstr "iChannelResolution[4]" - -msgid "iChanneli" -msgstr "iChanneli" - -msgid "Sampler2D" -msgstr "Sampler2D" - -msgid "TEXTURE" -msgstr "TEXTURE" - -msgid "u_resolution" -msgstr "u_resolution" - -msgid "u_time" -msgstr "u_time" - -msgid "u_mouse" -msgstr "u_mouse" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po deleted file mode 100644 index a6df7fcb66..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Custom post-processing" -msgstr "Pós-processamento personalizado" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Single pass post-processing" -msgstr "Pós-processamento de passagem única" - -msgid "Multi-pass post-processing" -msgstr "Pós-processamento multipassagem" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/index.po deleted file mode 100644 index 23e7d0007a..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Shaders" -msgstr "Shaders" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po deleted file mode 100644 index 187ce28819..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po +++ /dev/null @@ -1,183 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to shaders" -msgstr "Introdução aos shaders" - -msgid "" -"This page explains what shaders are and will give you an overview of how " -"they work in Godot. For a detailed reference of the engine's shading " -"language, see :ref:`doc_shading_language`." -msgstr "" -"Esta página explica o que são shaders e lhe dará uma visão geral de como " -"eles funcionam no Godot. Para uma referência detalhada da linguagem de " -"shading do motor, veja :ref:`doc_shading_language`." - -msgid "" -"Shaders are a special kind of program that runs on Graphics Processing Units " -"(GPUs). They were initially used to shade 3D scenes but can nowadays do much " -"more. You can use them to control how the engine draws geometry and pixels " -"on the screen, allowing you to achieve all sorts of effects." -msgstr "" -"Shaders são um tipo especial de programa executado em unidades de " -"processamento gráfico (GPUs). Eles foram inicialmente usados para sombrear " -"cenas 3D, mas hoje em dia podem fazer muito mais. Você pode usá-los para " -"controlar como o motor desenha a geometria e os pixels na tela, permitindo " -"obter todos os tipos de efeitos." - -msgid "" -"Modern rendering engines like Godot draw everything with shaders: graphics " -"cards can run thousands of instructions in parallel, leading to incredible " -"rendering speed." -msgstr "" -"Motores de renderização modernos como o Godot desenham tudo com shaders: " -"placas gráficas podem executar milhares de instruções em paralelo, levando a " -"uma incrível velocidade de renderização." - -msgid "" -"Because of their parallel nature, though, shaders don't process information " -"the way a typical program does. Shader code runs on each vertex or pixel in " -"isolation. You cannot store data between frames either. As a result, when " -"working with shaders, you need to code and think differently from other " -"programming languages." -msgstr "" -"Por causa de sua natureza paralela, porém, os shaders não processam " -"informações da mesma forma que um programa típico faz. O código do shader é " -"executado em cada vértice ou pixel isoladamente. Você também não pode " -"armazenar dados entre quadros. Como resultado, ao trabalhar com shaders, " -"você precisa programar e pensar de forma diferente de outras linguagens de " -"programação." - -msgid "" -"Suppose you want to update all the pixels in a texture to a given color. In " -"GDScript, your code would use ``for`` loops::" -msgstr "" -"Suponha que você queira atualizar todos os pixels em uma textura para uma " -"determinada cor. Em GDScript, seu código utilizaria loops ``for``::" - -msgid "" -"Your code is already part of a loop in a shader, so the corresponding code " -"would look like this." -msgstr "" -"Seu código já é parte de um loop em um shader, então o código correspondente " -"ficaria assim." - -msgid "" -"The graphics card calls the ``fragment()`` function once or more for each " -"pixel it has to draw. More on that below." -msgstr "" -"A placa gráfica chama a função ``fragment()`` uma ou mais vezes para cada " -"pixel a ser desenhado. Mais sobre isso abaixo." - -msgid "Shaders in Godot" -msgstr "Shaders em Godot" - -msgid "Shader types" -msgstr "Tipos de shader" - -msgid "" -"In Godot, all shaders need to specify their type in the first line, like so:" -msgstr "" -"Em Godot, todos os shaders precisam especificar seu tipo na primeira linha, " -"assim:" - -msgid "Here are the available types:" -msgstr "Aqui estão os tipos disponíveis:" - -msgid ":ref:`spatial ` for 3D rendering." -msgstr ":ref:`spatial ` para renderização 3D." - -msgid ":ref:`canvas_item ` for 2D rendering." -msgstr ":ref:`canvas_item ` para renderização 2D." - -msgid ":ref:`particles ` for particle systems." -msgstr ":ref:`particles ` para sistemas de partículas." - -msgid "Render modes" -msgstr "Modos de renderização" - -msgid "" -"Each shader type has different render modes. See the reference for each " -"shader type for a complete list of render modes." -msgstr "" -"Cada tipo de shader tem diferentes modos de renderização. Veja a referência " -"para cada tipo de shader para uma lista completa de modos de renderização." - -msgid "Vertex processor" -msgstr "Processador de vértice" - -msgid "" -"By default, Godot transforms your vertex information for you, which is " -"necessary to project geometry onto the screen. You can use render modes to " -"transform the data yourself; see the :ref:`Spatial shader doc " -"` for an example." -msgstr "" -"Por padrão, Godot transforma suas informações de vértices para você, o que é " -"necessário para projetar a geometria na tela. Você pode utilizar modos de " -"renderização para transformar os dados você mesmo; veja o :ref:`Spatial " -"shader doc ` para um exemplo." - -msgid "Fragment processor" -msgstr "Processador de fragmentos" - -msgid "" -"The standard use of the fragment function is to set up material properties " -"used to calculate lighting. For example, you would set values for " -"``ROUGHNESS``, ``RIM``, or ``TRANSMISSION``, which would tell the light " -"function how the lights respond to that fragment. This makes it possible to " -"control a complex shading pipeline without the user having to write much " -"code. If you don't need this built-in functionality, you can ignore it and " -"write your own light processing function, and Godot will optimize it away. " -"For example, if you do not write a value to ``RIM``, Godot will not " -"calculate rim lighting. During compilation, Godot checks to see if ``RIM`` " -"is used; if not, it cuts all the corresponding code out. Therefore, you will " -"not waste calculations on the effects that you do not use." -msgstr "" -"O uso padrão da função de fragmento é configurar as propriedades do material " -"usadas para calcular a iluminação. Por exemplo, você definiria valores para " -"``ROUGHNESS``, ``RIM`` ou ``TRANSMISSION``, que informariam à função de luz " -"como as luzes respondem a esse fragmento. Isso torna possível controlar um " -"pipeline de sombreamento complexo sem que o usuário precise escrever muito " -"código. Se você não precisa dessa funcionalidade integrada, pode ignorá-la e " -"escrever sua própria função de processamento de luz, e Godot a otimizará. " -"Por exemplo, se você não escrever um valor para ``RIM``, o Godot não " -"calculará a iluminação do aro. Durante a compilação, Godot verifica se " -"``RIM`` é usado; caso contrário, ele corta todo o código correspondente. " -"Portanto, você não desperdiçará cálculos nos efeitos que não usa." - -msgid "Light processor" -msgstr "Processador de luz" - -msgid "" -"The ``light()`` processor runs per pixel too, and it runs once for every " -"light that affects the object. It does not run if no lights affect the " -"object. It exists as a function called inside the ``fragment()`` processor " -"and typically operates on the material properties setup inside the " -"``fragment()`` function." -msgstr "" -"O processador ``light()`` funciona por pixel também, e funciona uma vez para " -"cada luz que afeta o objeto. Ele não funciona se nenhuma luz afetar o " -"objeto. Existe como uma função chamada dentro do processador ``fragment()`` " -"e normalmente opera na configuração das propriedades do material dentro da " -"função ``fragment()``." - -msgid "" -"The ``light()`` processor works differently in 2D than it does in 3D; for a " -"description of how it works in each, see their documentation, :ref:" -"`CanvasItem shaders ` and :ref:`Spatial shaders " -"`, respectively." -msgstr "" -"O processador ``light()`` funciona de forma diferente em 2D do que em 3D; " -"para uma descrição de como funciona em cada um deles, veja sua " -"documentação, :ref:`CanvasItem shaders ` e :ref:" -"`Shaders espaciais `, respectivamente." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/making_trees.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/making_trees.po deleted file mode 100644 index be2b19315d..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/making_trees.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Making trees" -msgstr "Fazendo árvores" - -msgid "https://sketchfab.com/models/ea5e6ed7f9d6445ba69589d503e8cebf" -msgstr "https://sketchfab.com/models/ea5e6ed7f9d6445ba69589d503e8cebf" - -msgid "Finally, all that's left is the fragment shader:" -msgstr "Por fim, tudo o que resta é o fragment shader:" - -msgid "Improving the shader" -msgstr "Melhorando o shader" - -msgid "https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html" -msgstr "https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po deleted file mode 100644 index 6f7d45d7b2..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Depth texture" -msgstr "Textura de profundidade" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_materials.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_materials.po deleted file mode 100644 index 2e4d316a2d..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_materials.po +++ /dev/null @@ -1,31 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Create custom particle code." -msgstr "Criar código de partículas personalizado." - -msgid "And much more!" -msgstr "E muito mais!" - -msgid "" -"If you need to you can convert a visual shader to a text shader. However you " -"can't convert a text shader to a visual shader." -msgstr "" -"Se necessário, você pode converter um shader visual em um shader de texto. " -"Entretanto, não é possível converter um shader de texto em um shader visual." - -msgid "Choose one of them and you can start editing your shader." -msgstr "Escolha um deles e você pode começar a editar seu shader." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po deleted file mode 100644 index 949028dba0..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po +++ /dev/null @@ -1,90 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "CanvasItem shaders" -msgstr "Shaders CanvasItem" - -msgid "Render modes" -msgstr "Modos de renderização" - -msgid "Render mode" -msgstr "Modo de renderização" - -msgid "Description" -msgstr "Descrição" - -msgid "**blend_mix**" -msgstr "**blend_mix**" - -msgid "**blend_add**" -msgstr "**blend_add**" - -msgid "**blend_sub**" -msgstr "**blend_sub**" - -msgid "**blend_mul**" -msgstr "**blend_mul**" - -msgid "**blend_premul_alpha**" -msgstr "**blend_premul_alpha**" - -msgid "Pre-multiplied alpha blend mode." -msgstr "Alfa previamente multiplicado." - -msgid "**blend_disabled**" -msgstr "**blend_disabled**" - -msgid "**unshaded**" -msgstr "**unshaded**" - -msgid "**light_only**" -msgstr "**light_only**" - -msgid "**skip_vertex_transform**" -msgstr "**skip_vertex_transform**" - -msgid "**world_vertex_coords**" -msgstr "**world_vertex_coords**" - -msgid "Built-ins" -msgstr "Embutidos" - -msgid "Global built-ins" -msgstr "Built-ins globais" - -msgid "Built-in" -msgstr "Integrado" - -msgid "Vertex built-ins" -msgstr "Vertex embutidos" - -msgid "Fragment built-ins" -msgstr "Fragmentos embutidos" - -msgid "sampler2D **TEXTURE**" -msgstr "sampler2D **TEXTURE**" - -msgid "sampler2D **SCREEN_TEXTURE**" -msgstr "sampler2D **SCREEN_TEXTURE**" - -msgid "Light built-ins" -msgstr "Built-ins de iluminação" - -msgid "in vec3 **NORMAL**" -msgstr "in vec3 **NORMAL**" - -msgid "inout vec4 **LIGHT**" -msgstr "inout vec4 **LIGHT**" - -msgid "Function" -msgstr "Função" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po deleted file mode 100644 index 253974d171..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Built-ins" -msgstr "Embutidos" - -msgid "Global built-ins" -msgstr "Built-ins globais" - -msgid "Built-in" -msgstr "Integrado" - -msgid "Description" -msgstr "Descrição" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/index.po deleted file mode 100644 index 64ad856c18..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Shading reference" -msgstr "Referência de shading" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po deleted file mode 100644 index f7f6690f6d..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po +++ /dev/null @@ -1,51 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Particle shaders" -msgstr "Shaders de partículas" - -msgid "Render modes" -msgstr "Modos de renderização" - -msgid "Render mode" -msgstr "Modo de renderização" - -msgid "Description" -msgstr "Descrição" - -msgid "**keep_data**" -msgstr "**keep_data**" - -msgid "**disable_force**" -msgstr "**disable_force**" - -msgid "**disable_velocity**" -msgstr "**disable_velocity**" - -msgid "Built-ins" -msgstr "Embutidos" - -msgid "Global built-ins" -msgstr "Built-ins globais" - -msgid "Built-in" -msgstr "Integrado" - -msgid "Function" -msgstr "Função" - -msgid "Particle lifetime." -msgstr "Tempo de vida da partícula." - -msgid "Particle transform." -msgstr "Transformação de partícula." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po deleted file mode 100644 index 45c39bfc58..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po +++ /dev/null @@ -1,462 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Shading language" -msgstr "Linguagem de shading" - -msgid "Introduction" -msgstr "Introdução" - -msgid "" -"Godot uses a shading language similar to GLSL ES 3.0. Most datatypes and " -"functions are supported, and the few remaining ones will likely be added " -"over time." -msgstr "" -"Godot usa uma linguagem de shading semelhante à GLSL ES 3.0. A maioria dos " -"tipos de dados e funções são suportados e os poucos restantes provavelmente " -"serão adicionados com o tempo." - -msgid "" -"If you are already familiar with GLSL, the :ref:`Godot Shader Migration " -"Guide` is a resource that will help " -"you transition from regular GLSL to Godot's shading language." -msgstr "" -"Se você já está familiarizado com GLSL, o :ref:`Godot Shader Migration " -"Guide` é um recurso que o ajudará na " -"transição de GLSL regular para a linguagem de shaders do Godot." - -msgid "Data types" -msgstr "Tipos de dados" - -msgid "Most GLSL ES 3.0 datatypes are supported:" -msgstr "A maioria dos tipos de dados de GLSL ES 3.0 são suportados:" - -msgid "Type" -msgstr "Tipo" - -msgid "Description" -msgstr "Descrição" - -msgid "**void**" -msgstr "**void**" - -msgid "**bool**" -msgstr "**bool**" - -msgid "Boolean datatype, can only contain ``true`` or ``false``." -msgstr "Tipo de dados booleano, só podem conter ``true`` ou ``false``." - -msgid "**bvec2**" -msgstr "**bvec2**" - -msgid "**bvec3**" -msgstr "**bvec3**" - -msgid "**bvec4**" -msgstr "**bvec4**" - -msgid "**int**" -msgstr "**int**" - -msgid "**ivec2**" -msgstr "**ivec2**" - -msgid "**ivec3**" -msgstr "**ivec3**" - -msgid "**ivec4**" -msgstr "**ivec4**" - -msgid "**uint**" -msgstr "**uint**" - -msgid "**uvec2**" -msgstr "**uvec2**" - -msgid "**uvec3**" -msgstr "**uvec3**" - -msgid "**uvec4**" -msgstr "**uvec4**" - -msgid "**float**" -msgstr "**float**" - -msgid "**vec2**" -msgstr "**vec2**" - -msgid "**vec3**" -msgstr "**vec3**" - -msgid "**vec4**" -msgstr "**vec4**" - -msgid "**mat2**" -msgstr "**mat2**" - -msgid "**mat3**" -msgstr "**mat3**" - -msgid "**mat4**" -msgstr "**mat4**" - -msgid "**sampler2D**" -msgstr "**sampler2D**" - -msgid "**isampler2D**" -msgstr "**isampler2D**" - -msgid "**usampler2D**" -msgstr "**usampler2D**" - -msgid "**sampler2DArray**" -msgstr "**sampler2DArray**" - -msgid "**isampler2DArray**" -msgstr "**isampler2DArray**" - -msgid "**usampler2DArray**" -msgstr "**usampler2DArray**" - -msgid "**sampler3D**" -msgstr "**sampler3D**" - -msgid "**isampler3D**" -msgstr "**isampler3D**" - -msgid "**usampler3D**" -msgstr "**usampler3D**" - -msgid "**samplerCube**" -msgstr "**samplerCube**" - -msgid "Comments" -msgstr "Comentários" - -msgid "Casting" -msgstr "Conversão" - -msgid "Example:" -msgstr "Exemplo:" - -msgid "Members" -msgstr "Membros" - -msgid "Constructing" -msgstr "Construindo" - -msgid "Swizzling" -msgstr "Swizzling" - -msgid "Precision" -msgstr "Precisão" - -msgid "Arrays" -msgstr "Arrays" - -msgid "Local arrays" -msgstr "Arrays locais" - -msgid "Constants" -msgstr "Constantes" - -msgid "Operators" -msgstr "Operadores" - -msgid "Precedence" -msgstr "Precedência" - -msgid "Class" -msgstr "Classe" - -msgid "Operator" -msgstr "Operador" - -msgid "1 (highest)" -msgstr "1 (mais alto)" - -msgid "parenthetical grouping" -msgstr "agrupamento entre parênteses" - -msgid "**()**" -msgstr "**()**" - -msgid "2" -msgstr "2" - -msgid "3" -msgstr "3" - -msgid "multiplicative" -msgstr "multiplicativo" - -msgid "4" -msgstr "4" - -msgid "additive" -msgstr "aditivo" - -msgid "**+, -**" -msgstr "**+, -**" - -msgid "5" -msgstr "5" - -msgid "**<<, >>**" -msgstr "**<<, >>**" - -msgid "6" -msgstr "6" - -msgid "relational" -msgstr "relacional" - -msgid "7" -msgstr "7" - -msgid "equality" -msgstr "igualdade" - -msgid "**==, !=**" -msgstr "**==, !=**" - -msgid "8" -msgstr "8" - -msgid "bit-wise AND" -msgstr "Operador bit a bit AND" - -msgid "**&**" -msgstr "**&**" - -msgid "9" -msgstr "9" - -msgid "**^**" -msgstr "**^**" - -msgid "10" -msgstr "10" - -msgid "**|**" -msgstr "**|**" - -msgid "11" -msgstr "11" - -msgid "logical AND" -msgstr "AND lógico" - -msgid "**&&**" -msgstr "**&&**" - -msgid "12 (lowest)" -msgstr "12 (mais baixo)" - -msgid "**||**" -msgstr "**||**" - -msgid "Flow control" -msgstr "Controle de fluxo" - -msgid "Discarding" -msgstr "Descartando" - -msgid "Functions" -msgstr "Funções" - -msgid "Example below:" -msgstr "Exemplo abaixo:" - -msgid "Varyings" -msgstr "Variações" - -msgid "Qualifier" -msgstr "Qualificador" - -msgid "**flat**" -msgstr "**flat**" - -msgid "Uniforms" -msgstr "Uniforms" - -msgid "Hint" -msgstr "Dica" - -msgid "**int, float**" -msgstr "**int, float**" - -msgid "hint_normal" -msgstr "hint_normal" - -msgid "GLSL type" -msgstr "Tipo GLSL" - -msgid "GDScript type" -msgstr "Tipo GDScript" - -msgid "Notes" -msgstr "Notas" - -msgid "**Vector2**" -msgstr "**Vector2**" - -msgid "**Transform2D**" -msgstr "**Transform2D**" - -msgid "Built-in variables" -msgstr "Variáveis embutidas" - -msgid ":ref:`Spatial shaders `" -msgstr ":ref:`Spatial shaders `" - -msgid ":ref:`Canvas item shaders `" -msgstr ":ref:`Canvas item shaders `" - -msgid ":ref:`Particle shaders `" -msgstr ":ref:`Shading de particulas `" - -msgid "Built-in functions" -msgstr "Funções embutidas" - -msgid "Function" -msgstr "Função" - -msgid "vec_type **cos** (vec_type x)" -msgstr "vec_type **cos** (vec_type x)" - -msgid "vec_type **tan** (vec_type x)" -msgstr "vec_type **tan** (vec_type x)" - -msgid "vec_type **asin** (vec_type x)" -msgstr "vec_type **asin** (vec_type x)" - -msgid "vec_type **acos** (vec_type x)" -msgstr "vec_type **acos** (vec_type x)" - -msgid "vec_type **atan** (vec_type y_over_x)" -msgstr "vec_type **atan** (vec_type y_over_x)" - -msgid "vec_type **atan** (vec_type y, vec_type x)" -msgstr "vec_type **atan** (vec_type y, vec_type x)" - -msgid "vec_type **sinh** (vec_type x)" -msgstr "vec_type **sinh** (vec_type x)" - -msgid "vec_type **cosh** (vec_type x)" -msgstr "vec_type **cosh** (vec_type x)" - -msgid "vec_type **tanh** (vec_type x)" -msgstr "vec_type **tanh** (vec_type x)" - -msgid "vec_type **asinh** (vec_type x)" -msgstr "vec_type **asinh** (vec_type x)" - -msgid "vec_type **acosh** (vec_type x)" -msgstr "vec_type **acosh** (vec_type x)" - -msgid "vec_type **atanh** (vec_type x)" -msgstr "vec_type **atanh** (vec_type x)" - -msgid "vec_type **pow** (vec_type x, vec_type y)" -msgstr "vec_type **pow** (vec_type x, vec_type y)" - -msgid "vec_type **exp** (vec_type x)" -msgstr "vec_type **exp** (vec_type x)" - -msgid "vec_type **exp2** (vec_type x)" -msgstr "vec_type **exp2** (vec_type x)" - -msgid "vec_type **log** (vec_type x)" -msgstr "vec_type **log** (vec_type x)" - -msgid "vec_type **log2** (vec_type x)" -msgstr "vec_type **log2** (vec_type x)" - -msgid "vec_type **sqrt** (vec_type x)" -msgstr "vec_type **sqrt** (vec_type x)" - -msgid "vec_type **inversesqrt** (vec_type x)" -msgstr "vec_type **inversesqrt** (vec_type x)" - -msgid "vec_type **abs** (vec_type x)" -msgstr "vec_type **abs** (vec_type x)" - -msgid "ivec_type **abs** (ivec_type x)" -msgstr "ivec_type **abs** (ivec_type x)" - -msgid "vec_type **sign** (vec_type x)" -msgstr "vec_type **sign** (vec_type x)" - -msgid "ivec_type **sign** (ivec_type x)" -msgstr "ivec_type **sign** (ivec_type x)" - -msgid "vec_type **floor** (vec_type x)" -msgstr "vec_type **floor** (vec_type x)" - -msgid "vec_type **round** (vec_type x)" -msgstr "vec_type **round** (vec_type x)" - -msgid "vec_type **roundEven** (vec_type x)" -msgstr "vec_type **roundEven** (vec_type x)" - -msgid "vec_type **trunc** (vec_type x)" -msgstr "vec_type **trunc** (vec_type x)" - -msgid "vec_type **ceil** (vec_type x)" -msgstr "vec_type **ceil** (vec_type x)" - -msgid "vec_type **fract** (vec_type x)" -msgstr "vec_type **fract** (vec_type x)" - -msgid "vec_type **mod** (vec_type x, vec_type y)" -msgstr "vec_type **mod** (vec_type x, vec_type y)" - -msgid "vec_type **modf** (vec_type x, out vec_type i)" -msgstr "vec_type **modf** (vec_type x, out vec_type i)" - -msgid "vec_type **min** (vec_type a, vec_type b)" -msgstr "vec_type **min** (vec_type a, vec_type b)" - -msgid "vec_type **max** (vec_type a, vec_type b)" -msgstr "vec_type **max** (vec_type a, vec_type b)" - -msgid "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" -msgstr "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" - -msgid "float **mix** (float a, float b, float c)" -msgstr "float **mix** (float a, float b, float c)" - -msgid "vec_type **mix** (vec_type a, vec_type b, float c)" -msgstr "vec_type **mix** (vec_type a, vec_type b, float c)" - -msgid "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" -msgstr "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" - -msgid "vec_type **step** (vec_type a, vec_type b)" -msgstr "vec_type **step** (vec_type a, vec_type b)" - -msgid "vec_type **step** (float a, vec_type b)" -msgstr "vec_type **step** (float a, vec_type b)" - -msgid "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" -msgstr "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" - -msgid "vec_type **smoothstep** (float a, float b, vec_type c)" -msgstr "vec_type **smoothstep** (float a, float b, vec_type c)" - -msgid "bvec_type **isnan** (vec_type x)" -msgstr "bvec_type **isnan** (vec_type x)" - -msgid "bvec_type **isinf** (vec_type x)" -msgstr "bvec_type **isinf** (vec_type x)" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po deleted file mode 100644 index 226ac25f0e..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Render modes" -msgstr "Modos de renderização" - -msgid "Render mode" -msgstr "Modo de renderização" - -msgid "Description" -msgstr "Descrição" - -msgid "Built-ins" -msgstr "Embutidos" - -msgid "Global built-ins" -msgstr "Built-ins globais" - -msgid "Built-in" -msgstr "Integrado" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po deleted file mode 100644 index 2f7c4c7612..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po +++ /dev/null @@ -1,162 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Spatial shaders" -msgstr "Shaders espaciais" - -msgid "Render modes" -msgstr "Modos de renderização" - -msgid "Render mode" -msgstr "Modo de renderização" - -msgid "Description" -msgstr "Descrição" - -msgid "**blend_mix**" -msgstr "**blend_mix**" - -msgid "**blend_add**" -msgstr "**blend_add**" - -msgid "**blend_sub**" -msgstr "**blend_sub**" - -msgid "**blend_mul**" -msgstr "**blend_mul**" - -msgid "**depth_draw_opaque**" -msgstr "**depth_draw_opaque**" - -msgid "**depth_draw_always**" -msgstr "**depth_draw_always**" - -msgid "**depth_draw_never**" -msgstr "**depth_draw_never**" - -msgid "**cull_back**" -msgstr "**cull_back**" - -msgid "**cull_front**" -msgstr "**cull_front**" - -msgid "**cull_disabled**" -msgstr "**cull_disabled**" - -msgid "**unshaded**" -msgstr "**unshaded**" - -msgid "**diffuse_burley**" -msgstr "**diffuse_burley**" - -msgid "**diffuse_lambert**" -msgstr "**diffuse_lambert**" - -msgid "**diffuse_lambert_wrap**" -msgstr "**diffuse_lambert_wrap**" - -msgid "**diffuse_toon**" -msgstr "**diffuse_toon**" - -msgid "**specular_schlick_ggx**" -msgstr "**specular_schlick_ggx**" - -msgid "**specular_toon**" -msgstr "**specular_toon**" - -msgid "**specular_disabled**" -msgstr "**specular_disabled**" - -msgid "Disable specular." -msgstr "Desativar especular." - -msgid "**skip_vertex_transform**" -msgstr "**skip_vertex_transform**" - -msgid "**world_vertex_coords**" -msgstr "**world_vertex_coords**" - -msgid "**ensure_correct_normals**" -msgstr "**ensure_correct_normals**" - -msgid "**shadows_disabled**" -msgstr "**shadows_disabled**" - -msgid "**ambient_light_disabled**" -msgstr "**ambient_light_disabled**" - -msgid "**shadow_to_opacity**" -msgstr "**shadow_to_opacity**" - -msgid "" -"Lighting modifies the alpha so shadowed areas are opaque and non-shadowed " -"areas are transparent. Useful for overlaying shadows onto a camera feed in " -"AR." -msgstr "" -"A iluminação modifica o alfa para que as áreas sombreadas sejam opacas e as " -"áreas não sombreadas sejam transparentes. Útil para sobrepor sombras em " -"câmera de RA." - -msgid "**vertex_lighting**" -msgstr "**vertex_lighting**" - -msgid "Built-ins" -msgstr "Embutidos" - -msgid "Global built-ins" -msgstr "Built-ins globais" - -msgid "Built-in" -msgstr "Integrado" - -msgid "Vertex built-ins" -msgstr "Vertex embutidos" - -msgid "Fragment built-ins" -msgstr "Fragmentos embutidos" - -msgid "sampler2D **SCREEN_TEXTURE**" -msgstr "sampler2D **SCREEN_TEXTURE**" - -msgid "sampler2D **DEPTH_TEXTURE**" -msgstr "sampler2D **DEPTH_TEXTURE**" - -msgid "Metallic (0..1)." -msgstr "Metálico (0..1)." - -msgid "Roughness (0..1)." -msgstr "Rugosidade (0..1)." - -msgid "Light built-ins" -msgstr "Built-ins de iluminação" - -msgid "" -"Coordinate of pixel center in screen space. ``xy`` specifies position in " -"window, ``z`` specifies fragment depth if ``DEPTH`` is not used. Origin is " -"lower-left." -msgstr "" -"Coordenada do centro do pixel no espaço da tela. ``xy`` especifica a posição " -"na janela, ``z`` especifica a profundidade do fragmento se ``DEPTH`` não for " -"usado. A origem está no canto inferior esquerdo." - -msgid "in vec3 **NORMAL**" -msgstr "in vec3 **NORMAL**" - -msgid "Normal vector, in view space." -msgstr "Vetor normal, no espaço de exibição." - -msgid "in vec3 **LIGHT**" -msgstr "in vec3 **LIGHT**" - -msgid "Roughness." -msgstr "Rugosidade." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po deleted file mode 100644 index 1de2ddf0e1..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po +++ /dev/null @@ -1,256 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Shaders style guide" -msgstr "Guia de estilo de shaders" - -msgid "" -"This style guide lists conventions to write elegant shaders. The goal is to " -"encourage writing clean, readable code and promote consistency across " -"projects, discussions, and tutorials. Hopefully, this will also support the " -"development of auto-formatting tools." -msgstr "" -"Este guia de estilo lista convenções para escrever de forma elegante os " -"shaders. O objetivo é encorajar a escrita de código limpo e legível e " -"promover a consistência entre projetos, discussões e tutoriais. Esperamos " -"que isto também apoie o desenvolvimento de ferramentas de formatação " -"automática." - -msgid "" -"Style guides aren't meant as hard rulebooks. At times, you may not be able " -"to apply some of the guidelines below. When that happens, use your best " -"judgment, and ask fellow developers for insights." -msgstr "" -"Guias de estilo não são regras. Às vezes, você talvez não poderá aplicar " -"algumas das diretrizes abaixo. Quando isso acontecer, use seu melhor " -"julgamento, e peça opiniões de outros desenvolvedores." - -msgid "" -"In general, keeping your code consistent in your projects and within your " -"team is more important than following this guide to a tee." -msgstr "" -"Em geral, manter seu código consistente em seus projetos e em seu time é " -"mais importante que seguir este guia à risca." - -msgid "" -"Godot's built-in shader editor uses a lot of these conventions by default. " -"Let it help you." -msgstr "" -"O editor de shader integrado de Godot usa muitas dessas convenções por " -"padrão. Deixa que te ajude." - -msgid "Here is a complete shader example based on these guidelines:" -msgstr "Aqui está um exemplo completo de shader baseado nestas diretrizes:" - -msgid "Formatting" -msgstr "Formatação" - -msgid "Encoding and special characters" -msgstr "Codificação e caracteres especiais" - -msgid "" -"Use line feed (**LF**) characters to break lines, not CRLF or CR. *(editor " -"default)*" -msgstr "" -"Use caracteres line feed (**LF**) para quebrar linhas, não CRLF ou CR. " -"*(padrão do editor)*" - -msgid "Use one line feed character at the end of each file. *(editor default)*" -msgstr "" -"Use um caractere line feed no final de cada arquivo. *(padrão do editor)*" - -msgid "" -"Use **UTF-8** encoding without a `byte order mark `_. *(editor default)*" -msgstr "" -"Use a codificação **UTF-8** sem uma `marca de ordem de byte `_. *(padrão do editor)*" - -msgid "Use **Tabs** instead of spaces for indentation. *(editor default)*" -msgstr "Use **Tabs** ao invés de espaços para indentação. *(padrão do editor)*" - -msgid "Indentation" -msgstr "Recuo" - -msgid "" -"Each indent level should be one tab greater than the block containing it." -msgstr "" -"Cada nível de indentação deve ser uma unidade maior que a do bloco que o " -"contém." - -msgid "**Good**:" -msgstr "**Bom**:" - -msgid "**Bad**:" -msgstr "**Ruim**:" - -msgid "" -"Use 2 indent levels to distinguish continuation lines from regular code " -"blocks." -msgstr "" -"Use 2 níveis de indentação para distinguir linhas contínuas de blocos de " -"código regulares." - -msgid "Line breaks and blank lines" -msgstr "Quebras de linha e linhas em branco" - -msgid "" -"For a general indentation rule, follow `the \"1TBS Style\" `_ which " -"recommends placing the brace associated with a control statement on the same " -"line. Always use braces for statements, even if they only span one line. " -"This makes them easier to refactor and avoids mistakes when adding more " -"lines to an ``if`` statement or similar." -msgstr "" -"Para uma regra geral de recuo, siga `the \"1TBS Style\" ` _ que recomenda " -"colocar a chave associada a uma instrução de controle na mesma linha. Sempre " -"use colchetes para as declarações, mesmo se elas ocuparem apenas uma linha. " -"Isso os torna mais fáceis de refatorar e evita erros ao adicionar mais " -"linhas a uma instrução `` if`` ou similar." - -msgid "Blank lines" -msgstr "Linhas em branco" - -msgid "Surround function definitions with one (and only one) blank line:" -msgstr "" -"Envolva as definições de função com uma (e apenas uma) linha em branco:" - -msgid "" -"Use one (and only one) blank line inside functions to separate logical " -"sections." -msgstr "" -"Use uma (e apenas uma) linha em branco dentro das funções para separar " -"seções lógicas." - -msgid "Line length" -msgstr "Tamanho de linha" - -msgid "Keep individual lines of code under 100 characters." -msgstr "Mantenha linhas individuais de código abaixo de 100 caracteres." - -msgid "" -"If you can, try to keep lines under 80 characters. This helps to read the " -"code on small displays and with two shaders opened side-by-side in an " -"external text editor. For example, when looking at a differential revision." -msgstr "" -"Se puder, tente manter as linhas com menos de 80 caracteres. Isso ajuda a " -"ler o código em telas pequenas e com dois shaders abertos lado a lado em um " -"editor de texto externo. Por exemplo, ao olhar para uma revisão diferencial." - -msgid "One statement per line" -msgstr "Uma declaração por linha" - -msgid "The only exception to that rule is the ternary operator:" -msgstr "A única exceção a essa regra é o operador ternário:" - -msgid "Comment spacing" -msgstr "Espaçamento de comentários" - -msgid "" -"Regular comments should start with a space, but not code that you comment " -"out. This helps differentiate text comments from disabled code." -msgstr "" -"Comentários normais devem começar com um espaço, ao contrário de código que " -"você desativa usando um comentário. Isso ajuda a diferenciar comentários em " -"texto de código desativado." - -msgid "" -"In the shader editor, to make the selected code a comment (or uncomment it), " -"press :kbd:`Ctrl + K`. This feature adds or removes ``//`` at the start of " -"the selected lines." -msgstr "" -"No editor de shader, para fazer o código selecionado um comentário (ou " -"descomentar), pressione :kbd:`Ctrl + K`. Este recurso adiciona ou remove ``//" -"`` no início das linhas selecionadas." - -msgid "Whitespace" -msgstr "Espaço em branco" - -msgid "" -"Always use one space around operators and after commas. Also, avoid " -"extraneous spaces in function calls." -msgstr "" -"Use sempre um espaço ao redor dos operadores e depois das vírgulas. Além " -"disso, evite espaços estranhos em chamadas de função." - -msgid "Don't use spaces to align expressions vertically:" -msgstr "Não use espaços para alinhas expressões verticalmente:" - -msgid "Floating-point numbers" -msgstr "Números de ponto flutuante (real)" - -msgid "Accessing vector members" -msgstr "Acessando membros do vetor" - -msgid "Naming conventions" -msgstr "Convenções de nomes" - -msgid "" -"These naming conventions follow the Godot Engine style. Breaking these will " -"make your code clash with the built-in naming conventions, leading to " -"inconsistent code." -msgstr "" -"Estas convenções de nomeação seguem o estilo do Godot Engine. Quebrá-las " -"fará com que o seu código fique diferente das convenções de nomeação " -"embutidas, o que deixa o seu código inconsistente." - -msgid "Functions and variables" -msgstr "Funções e variáveis" - -msgid "Use snake\\_case to name functions and variables:" -msgstr "Use snake\\_case para nomear funções e variáveis:" - -msgid "Constants" -msgstr "Constantes" - -msgid "" -"Write constants with CONSTANT\\_CASE, that is to say in all caps with an " -"underscore (\\_) to separate words:" -msgstr "" -"Utilize CONSTANT\\_CASE, com todas as letras maiúsculas e um sublinhado para " -"separas as palavras:" - -msgid "Code order" -msgstr "Ordem do código" - -msgid "We suggest to organize shader code this way:" -msgstr "Sugerimos organizar o código do shader desta forma:" - -msgid "" -"We optimized the order to make it easy to read the code from top to bottom, " -"to help developers reading the code for the first time understand how it " -"works, and to avoid errors linked to the order of variable declarations." -msgstr "" -"Otimizamos essa ordem pra deixar o código mais fácil de ler de cima pra " -"baixo, para ajudar desenvolvedores lendo o código pela primeira vez a " -"entender como ele funciona, e para evitar erros referentes à ordem da " -"declaração de variáveis." - -msgid "This code order follows two rules of thumb:" -msgstr "Essa ordem de código segue duas regras gerais:" - -msgid "Metadata and properties first, followed by methods." -msgstr "Metadados e propriedades primeiro, seguidos por métodos." - -msgid "Local variables" -msgstr "Variáveis locais" - -msgid "" -"Declare local variables as close as possible to their first use. This makes " -"it easier to follow the code, without having to scroll too much to find " -"where the variable was declared." -msgstr "" -"Declare variáveis locais o mais pŕoximo possível de seu primeiro uso. Isto " -"torna mais fácil seguir o código, sem ter que rolar muito para encontrar " -"onde a variável foi declarada." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po deleted file mode 100644 index dd35ddde57..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" - -msgid "In this tutorial, we'll cover the following topics:" -msgstr "Neste tutorial, abordaremos os seguintes tópicos:" - -msgid "Setting up the scene" -msgstr "Configurando a cena" - -msgid "Making the planet texture" -msgstr "Fazendo a textura do planeta" - -msgid "Coloring the planet" -msgstr "Colorindo o planeta" - -msgid "Making an ocean" -msgstr "Fazendo um oceano" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/visual_shaders.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/visual_shaders.po deleted file mode 100644 index 01966a11de..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/visual_shaders.po +++ /dev/null @@ -1,70 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using VisualShaders" -msgstr ":ref:`Usando VisualShaders `" - -msgid "" -"If you are not familiar with shaders, start by reading :ref:" -"`doc_introduction_to_shaders`." -msgstr "" -"Se você não está familiarizado com os shaders, comece lendo: ref:" -"`doc_introduction_to_shaders`." - -msgid "Creating a VisualShader" -msgstr "Criando um VisualShader" - -msgid "Using the Visual Shader Editor" -msgstr "Usando o Editor Visual de Shader" - -msgid "This popup has the following properties:" -msgstr "Este pop-up tem as seguintes propriedades:" - -msgid "Type" -msgstr "Tipo" - -msgid "Color" -msgstr "Cor" - -msgid "Description" -msgstr "Descrição" - -msgid "Example" -msgstr "Exemplo" - -msgid "Vector" -msgstr "Vetor" - -msgid "boolean" -msgstr "booleano" - -msgid "Transform" -msgstr "Transformar" - -msgid "Visual Shader nodes" -msgstr "Nós do Visual Shader" - -msgid "Expression node" -msgstr "Nó de Expressão" - -msgid "Fresnel node" -msgstr "Nó Fresnel" - -msgid "Boolean node" -msgstr "Nó booleano" - -msgid "If node" -msgstr "Se nó" - -msgid "Switch node" -msgstr "Nó Switch" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po deleted file mode 100644 index b857f92967..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po +++ /dev/null @@ -1,44 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Your first shader" -msgstr "Seu primeiro shader" - -msgid "" -"This tutorial series will walk you through writing your first shader. It is " -"intended for people who have very little prior experience with shaders and " -"want to get started with the basics. This tutorial will not cover advanced " -"topics and it is not comprehensive. For a comprehensive and detailed " -"overview of shaders in Godot see the :ref:`Shading Reference Page `." -msgstr "" -"Esta série de tutoriais irá levá-lo através da escrita do seu primeiro " -"shader. Destina-se a pessoas que têm muito pouca experiência prévia com " -"shaders e querem começar com o básico. Este tutorial não abordará tópicos " -"avançados e não é abrangente. Para obter uma visão geral abrangente e " -"detalhada dos shaders em Godot, consulte a :ref:`Página de Referência de " -"Shading `." - -msgid "" -"The \"your first shader\" tutorials walk you through the process of writing " -"a shader step-by-step." -msgstr "" -"Os tutoriais do \"seu primeiro shader\" orientam você através do processo de " -"escrita de um shader passo a passo." - -msgid "" -"For a more general introduction into shaders and the OpenGL Shading " -"Language, use `The Book of Shaders `_." -msgstr "" -"Para uma introdução mais geral sobre shaders e a Linguagem de Shading do " -"OpenGL, use `The Book of Shaders `_." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po deleted file mode 100644 index 7fcf711edc..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po +++ /dev/null @@ -1,43 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Your first 2D shader" -msgstr "Seu primeiro shader 2D" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Setup" -msgstr "Configurar" - -msgid "Your first CanvasItem shader" -msgstr "Seu primeiro shader CanvasItem" - -msgid "Your first fragment function" -msgstr "Sua primeira função de fragmento" - -msgid "Uniform input" -msgstr "Entrada uniforme" - -msgid "" -"For more information about usage see the :ref:`Shading Language doc " -"`." -msgstr "" -"Para mais informações sobre o uso, veja :ref:`Linguagem de Sombreamento " -"`." - -msgid "Interacting with shaders from code" -msgstr "Interagindo com shaders por código" - -msgid "Conclusion" -msgstr "Conclusão" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po deleted file mode 100644 index 4333a43dcb..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Your first 3D shader" -msgstr "Seu primeiro shader 3D" - -msgid "Setting up" -msgstr "Configurando" - -msgid "Once you set it up and should look like this." -msgstr "Depois de configurá-lo e deve ficar assim." - -msgid "Uniforms" -msgstr "Uniforms" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po deleted file mode 100644 index 0134981fca..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po +++ /dev/null @@ -1,22 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Your second 3D shader" -msgstr "Seu segundo shader 3D" - -msgid "" -"For a full list of render modes see the :ref:`Spatial shader reference " -"`." -msgstr "" -"Para uma lista completa de modos de renderização veja a :ref:`Referência de " -"shader espacial `." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/troubleshooting.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/troubleshooting.po deleted file mode 100644 index 1ce95bac15..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/troubleshooting.po +++ /dev/null @@ -1,549 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Solução de problemas" - -msgid "" -"This page lists common issues encountered when using Godot and possible " -"solutions." -msgstr "" -"Esta página lista problemas comuns ao usar o Godot e possíveis soluções." - -msgid "" -"The editor runs slowly and uses all my CPU and GPU resources, making my " -"computer noisy" -msgstr "" -"O editor roda lento e usa todos os recursos do meu CPU e da GPU, fazendo meu " -"computador barulhento" - -msgid "" -"This is a known issue, especially on macOS since most Macs have Retina " -"displays. Due to Retina displays' higher pixel density, everything has to be " -"rendered at a higher resolution. This increases the load on the GPU and " -"decreases perceived performance." -msgstr "" -"Este é um problema conhecido, especialmente no macOS, já que a maioria dos " -"Macs possui telas Retina. Devido à maior densidade de pixels das telas " -"Retina, tudo precisa ser renderizado em uma resolução mais alta. Isso " -"aumenta a carga na GPU e diminui o desempenho percebido." - -msgid "" -"In 3D, click the **Perspective** button in the top left corner and enable " -"**Half Resolution**. The 3D viewport will now be rendered at half " -"resolution, which can be up to 4 times faster." -msgstr "" -"Em 3D, clique no botão **Perspectiva** no canto superior esquerdo e habilite " -"**Metade da Resolução**. Agora o jogo será renderizado na 3D viewport com " -"metade da resolução, deixando em até 4x mais rapido." - -msgid "" -"Open the Editor Settings and increase the value of **Low Processor Mode " -"Sleep (µsec)** to ``33000`` (30 FPS). This value determines the amount of " -"*microseconds* between frames to render. Higher values will make the editor " -"feel less reactive but will help decrease CPU and GPU usage significantly." -msgstr "" -"Abra as Configurações do Editor e aumento o valor de **Modo de baixo " -"processamento tempo (µsec)** para ``33000`` (30 PFS). Essa valor determina a " -"quantidade de *microssegundos* entre os frames a serem renderizados. Valores " -"altos farão o editor pareça ser menos reativo, mas ajudará reduzindo " -"significativamente o uso da CPU e GPU." - -msgid "" -"If you have a node that causes the editor to redraw continuously (such as " -"particles), hide it and show it using a script in the ``_ready()`` method. " -"This way, it will be hidden in the editor but will still be visible in the " -"running project." -msgstr "" -"Se você tem outro nó que faça o editor redesenhe continuamente (partículas, " -"por exemplo), oculte-o e o mostre pelo script usando o método ``_ready``. " -"Desta maneira ele estará oculto no editor, mas visível no projeto em " -"execução." - -msgid "" -"The editor stutters and flickers on my variable refresh rate monitor (G-Sync/" -"FreeSync)" -msgstr "" -"O editor tem stutters e flickes no meu monitor com refresh rate variável (G-" -"Sync/FreeSync)" - -msgid "" -"This is a `known issue `__. Variable refresh rate monitors need to adjust their gamma " -"curves continuously to emit a consistent amount of light over time. This can " -"cause flicker to appear in dark areas of the image when the refresh rate " -"varies a lot, which occurs as the Godot editor only redraws when necessary." -msgstr "" -"Este é um `problema conhecido `__. Monitores com taxa de atualização variável precisam " -"ajustar suas curvas de gama continuamente para emitir uma quantidade " -"consistente de luz ao longo do tempo. Isso pode causar a aparição de " -"cintilação em áreas escuras da imagem quando a taxa de atualização varia " -"muito, o que ocorre porque o editor do Godot só redesenha quando necessário." - -msgid "" -"Enable **Interface > Editor > Update Continuously** in the Editor Settings. " -"Keep in mind this will increase power usage and heat/noise emissions since " -"the editor will now be rendering constantly, even if nothing has changed on " -"screen. To alleviate this, you can increase **Low Processor Mode Sleep " -"(µsec)** to ``33000`` (30 FPS) in the Editor Settings. This value determines " -"the amount of *microseconds* between frames to render. Higher values will " -"make the editor feel less reactive but will help decrease CPU and GPU usage " -"significantly." -msgstr "" -"Ative a opção **Interface > Editor > Atualização Contínua** nas preferências " -"do editor. Observe que isto irá aumentar o uso de energia e emissão de calor/" -"ruído, pois o editor estará renderizando constantemente, mesmo que nada " -"tenha mudado na tela. Para aliviar este efeito, você pode aumentar a opção " -"**Apagar com Pouco Uso do Processador (µsec)** para ``33000`` (30 FPS) nas " -"preferências do editor. Este valor determina a quantidade de *microsegundos* " -"entre quados para renderizar. Valores maiores irão fazer o editar parecer " -"menos responsivo, porém irão reduzir o uso de CPU e GPU significativamente." - -msgid "" -"Alternatively, disable variable refresh rate on your monitor or in the " -"graphics driver." -msgstr "" -"Alternativamente, desabilite a taxa de atualização variável no seu monitor " -"ou no driver de gráficos." - -msgid "" -"VRR flicker can be reduced on some displays using the **VRR Control** or " -"**Fine Tune Dark Areas** options in your monitor's OSD. These options may " -"increase input lag or result in crushed blacks." -msgstr "" -"Flicker VRR pode ser reduzido em alguns displays usando as opções **Controle " -"de VRR** ou **Ajustar Áreas Pretas** no OSD do seu monitor. Essas opções " -"podem aumentar o lag de entrada ou resultar em pretos esmagados." - -msgid "" -"If using an OLED display, use the **Black (OLED)** editor theme preset in " -"the Editor Settings. This hides VRR flicker thanks to OLED's perfect black " -"levels." -msgstr "" -"Se você esta usando uma tela OLED, use o tema do editor **Black (OLED) " -"presente nas configurações do editor. Isto oculta os Flickers do VRR graças " -"aos níveis perfeitos de preto do OLED." - -msgid "The editor or project takes a very long time to start" -msgstr "O editor ou projeto leva muito tempo para iniciar" - -msgid "" -"When using one of the Vulkan-based renderers (Forward+ or Forward Mobile), " -"the first startup is expected to be relatively long. This is because shaders " -"need to be compiled before they can be cached. Shaders also need to be " -"cached again after updating Godot, after updating graphics drivers or after " -"switching graphics cards." -msgstr "" -"Quando você usar um dos renderizadores de base Vulkan (Avançado+ ou Mobile), " -"a primeira inicialização é esperado que seja relativamente longa. Isto " -"ocorre porque os shaders precisam ser compilados antes de serem armazenados " -"em cache. Os shaders também precisam ser armazenados em cache novamente após " -"uma atualização da Godot, depois de atualizar os drivers de vídeo ou após " -"trocar de placa de vídeo." - -msgid "" -"If the issue persists after the first startup, this is a `known bug `__ on Windows when you have " -"specific USB peripherals connected. In particular, Corsair's iCUE software " -"seems to cause this bug. Try updating your USB peripherals' drivers to their " -"latest version. If the bug persists, you need to disconnect the specific " -"peripheral before opening the editor. You can then connect the peripheral " -"again." -msgstr "" -"Esse é um `bug conhecido `__ no Windows quando você tem periféricos USB específicos " -"conectados. Em particular, o software iCUE da Corsair parece causar o bug. " -"Tente atualizar os drivers dos seus periféricos USB para a última versão. Se " -"o bug persistir, você precisa desconectar os periféricos com defeito antes " -"de abrir o editor. Após isso, você pode conectá-lo novamente." - -msgid "" -"Firewall software such as Portmaster may also cause the debug port to be " -"blocked. This causes the project to take a long time to start, while being " -"unable to use debugging features in the editor (such as viewing ``print()`` " -"output). You can work this around by changing the debug port used by the " -"project in the Editor Settings (**Network > Debug > Remote Port**). The " -"default is ``6007``; try another value that is greater than ``1024``, such " -"as ``7007``." -msgstr "" -"Softwares de Firewall, como o Portmaster, podem também bloquear a porta de " -"debug, oque pode levar a tempos de inicialização longos para o projeto, " -"enquanto ainda não podendo utilizar funcionalidades de depuração no editor " -"(como visualizar a saída da função ``print()``). Você pode contornar este " -"problema mudando a porta de depuração nas preferências do editor (**Rede > " -"Debug > Porta Remota**). A porta padrão é a ``6007``; tente outro valor " -"maior do que ``1024``, como por exemplo``7007``." - -msgid "The Godot editor appears frozen after clicking the system console" -msgstr "O editor do Godot parece congelar após clicar no console do sistema" - -msgid "" -"When running Godot on Windows with the system console enabled, you can " -"accidentally enable *selection mode* by clicking inside the command window. " -"This Windows-specific behavior pauses the application to let you select text " -"inside the system console. Godot cannot override this system-specific " -"behavior." -msgstr "" -"Ao executar o Godot no Windows com o console do sistema aberto, você pode " -"acidentalmente habilitar o *modo de seleção* clicando dentro da janela de " -"comando. Esse comportamento específico do Windows pausa o aplicativo para " -"que você selecione o texto dentro do console do sistema. O Godot não pode " -"ignorar esse comportamento específico do sistema." - -msgid "" -"To solve this, select the system console window and press Enter to leave " -"selection mode." -msgstr "" -"Para resolver isto, selecione a janela do console do sistema e pressione " -"Enter para sair do modo de seleção." - -msgid "" -"The Godot editor's macOS dock icon gets duplicated every time it is manually " -"moved" -msgstr "" -"O icon do painel do editor da Godot no mac'os é duplicado toda vez que é " -"movido manualmente" - -msgid "" -"If you open the Godot editor and manually change the position of the dock " -"icon, then restart the editor, you will get a duplicate dock icon all the " -"way to the right of the dock." -msgstr "" -"Se você abrir o editor da Godot e mudar a posição manualmente do ícone do " -"painel, quando você reiniciar o editor, você terá um ícone do painel " -"duplicado á direita do painel." - -msgid "" -"This is due to a design limitation of the macOS dock. The only known way to " -"resolve this would be to merge the project manager and editor into a single " -"process, which means the project manager would no longer spawn a separate " -"process when starting the editor. While using a single process instance " -"would bring several benefits, it isn't planned to be done in the near future " -"due to the complexity of the task." -msgstr "" -"Isto ocorre devido a limitação de designer do painel do macOS. A unica " -"maneira conhecida de resolver isto é alterando colocando o gerenciador de " -"projetos em uma único processo, fazendo que o o gerenciador de projetos não " -"abrisse um processo separado quando inicia-se o editor. Embora o uso de um " -"única instancia processo possa trazer vários benefícios, não há um " -"planejamento para realizar essa tarefa devido a sua complexidade." - -msgid "" -"To avoid this issue, keep the Godot editor's dock icon at its default " -"location as created by macOS." -msgstr "" -"Para evitar este problema, mantenha o ícone de dock do editor do Godot na " -"localização padrão criada pelo macOS." - -msgid "" -"Some text such as \"NO DC\" appears in the top-left corner of the Project " -"Manager and editor window" -msgstr "" -"Alguns textos como \"NO DC\" aparecem no canto superior esquerdo do " -"Gerenciador de Projetos e na janela do editor" - -msgid "" -"This is caused by the NVIDIA graphics driver injecting an overlay to display " -"information." -msgstr "" -"Isso é devido ao driver gráfico da NVIDIA injetando um overlay para mostrar " -"informações." - -msgid "" -"To disable this overlay on Windows, restore your graphics driver settings to " -"the default values in the NVIDIA Control Panel." -msgstr "" -"Para desabilitar esse overlay no Windows, restaure suas configurações do " -"driver gráfico para os valores padrões no Painel de Controle NVIDIA." - -msgid "" -"To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen " -"0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**." -msgstr "" -"Para desabilitar esse overlay no Linux, abra ``nvidia-settings``, vá até **X " -"Screen 0 > OpenGL Settings** e desmarque **Enable Graphics API Visual " -"Indicator**." - -msgid "" -"A microphone or \"refresh\" icon appears in the bottom-right corner of the " -"Project Manager and editor window" -msgstr "" -"Um ícone de microfone ou \"recarregar\" aparece no canto superior esquerdo " -"do Gerenciador de Projetos e na janela do editor" - -msgid "" -"This is caused by the NVIDIA graphics driver injecting an overlay to display " -"instant replay information on ShadowPlay recording. This overlay can only be " -"seen on Windows, as Linux does not have support for ShadowPlay." -msgstr "" -"Isso é causado pelo driver gráfico da NVIDIA, que injeta uma sobreposição " -"para exibir informações de replay instantâneo na gravação do ShadowPlay. " -"Essa sobreposição só pode ser vista no Windows, já que o Linux não tem " -"suporte para o ShadowPlay." - -msgid "" -"To disable this overlay, press :kbd:`Alt + Z` (default shortcut for the " -"NVIDIA overlay) and disable **Settings > HUD Layout > Status Indicator** in " -"the NVIDIA overlay." -msgstr "" -"Para desativar essa sobreposição, pressione :kbd:`Alt + Z` (atalho padrão " -"para a sobreposição da NVIDIA) e desative em **Settings > HUD Layout > " -"Status Indicator** na sobreposição da NVIDIA." - -msgid "" -"Alternatively, you can install the `new NVIDIA app ` which replaces GeForce Experience and does not " -"suffer from this issue. Unlike GeForce Experience, the NVIDIA app draws the " -"replay indicator in the corner of the screen as opposed to the corner of " -"each window." -msgstr "" -"Alternativamente, você pode instalar `o novo aplicativo da NVIDIA `, que substitui o GeForce " -"Experience e não sofre com esse problema. Diferente do GeForce Experience, o " -"aplicativo da NVIDIA desenha o indicador de replay no canto da tela, em vez " -"de no canto de cada janela." - -msgid "The editor or project appears overly sharp or blurry" -msgstr "O editor ou projeto aparece muito pixelado ou embaçado" - -msgid "" -"Correct appearance (left), oversharpened appearance due to graphics driver " -"sharpening (right)" -msgstr "" -"Aparência correta (esquerda), Aparência sobre-afiada devido ao afiamento dos " -"drivers de gráficos (direita)" - -msgid "" -"If the editor or project appears overly sharp, this is likely due to image " -"sharpening being forced on all Vulkan or OpenGL applications by your " -"graphics driver. You can disable this behavior in the graphics driver's " -"control panel:" -msgstr "" -"Se o editor ou projeto parecer demasiadamente afiado, provavelmente se deve " -"ao afiamento da imagem ser forçado em todas as aplicações Vulkan ou OpenGL " -"pelo driver da sua placa gráfica. Você pode desabilitar esta função no " -"painel de controle do driver:" - -msgid "" -"**NVIDIA (Windows):** Open the start menu and choose **NVIDIA Control " -"Panel**. Open the **Manage 3D settings** tab on the left. In the list in the " -"middle, scroll to **Image Sharpening** and set it to **Sharpening Off**." -msgstr "" -"**NVIDIA (Windows):** Abra o Menu Iniciar e selecione **Painel de Controle " -"NVIDIA**. Abra a aba **Administrar configuração 3D** a esquerda. Na lista do " -"meio, role até **Afiamento de Imagem** e marque-o para **Afiamento " -"Delisgado**." - -msgid "" -"**AMD (Windows):** Open the start menu and choose **AMD Software**. Click " -"the settings \"cog\" icon in the top-right corner. Go to the **Graphics** " -"tab then disable **Radeon Image Sharpening**." -msgstr "" -"**AMD (Windows):** Abra o Menu Iniciar e selecione **AMD Software**. Clique " -"no ícone de engrenagem no canto superior direito. Vá ate a aba **Gráficos** " -"e desabilite **Afiamento de Imagem Radeon**." - -msgid "" -"If the editor or project appears overly blurry, this is likely due to :abbr:" -"`FXAA (Fast Approximate AntiAliasing)` being forced on all Vulkan or OpenGL " -"applications by your graphics driver." -msgstr "" -"Se o editor ou projeto parecer demasiadamente desfocado, provavelmente se " -"deve ao :abbr: `FXAA (Anti-Serrilhamento Aproximado Rápido)` sendo forçado " -"em todas as aplicações Vulkan ou OpenGL pelo driver de vídeo." - -msgid "" -"**NVIDIA (Windows):** Open the start menu and choose **NVIDIA Control " -"Panel**. Open the **Manage 3D settings** tab on the left. In the list in the " -"middle, scroll to **Fast Approximate Antialiasing** and set it to " -"**Application Controlled**." -msgstr "" -"**NVIDIA (Windows): ** Abra o menu iniciar e selecione **Painel de Controle " -"NVIDIA**. Abra a aba **Administrar preferências 3D** a esquerda. Na lista do " -"meio, role até **Fast Approximate Antialiasing** e coloque-o para " -"**Application Controlled**." - -msgid "" -"**NVIDIA (Linux):** Open the applications menu and choose **NVIDIA X Server " -"Settings**. Select to **Antialiasing Settings** on the left, then uncheck " -"**Enable FXAA**." -msgstr "" -"**NVIDIA (Linux)**: Abra o menu de aplicativos e escolha **NVIDIA X Server " -"Settings**. Selecione **Antialiasing Settings** à esquerda e, em seguida, " -"desmarque **Enable FXAA**." - -msgid "" -"Third-party vendor-independent utilities such as vkBasalt may also force " -"sharpening or FXAA on all Vulkan applications. You may want to check their " -"configuration as well." -msgstr "" -"Utilitários de terceiros independentes de fornecedores, como o vkBasalt, " -"também podem forçar o uso de nitidez ou FXAA em todas as aplicações Vulkan. " -"Você pode querer verificar as configurações deles também." - -msgid "" -"After changing options in the graphics driver or third-party utilities, " -"restart Godot to make the changes effective." -msgstr "" -"Após alterar as opções no driver gráfico ou em utilitários de terceiros, " -"reinicie o Godot para que as mudanças entrem em vigor." - -msgid "" -"If you still wish to force sharpening or FXAA on other applications, it's " -"recommended to do so on a per-application basis using the application " -"profiles system provided by graphics drivers' control panels." -msgstr "" -"Se você ainda desejar forçar a nitidez ou o FXAA em outras aplicações, é " -"recomendado fazê-lo individualmente usando o sistema de perfis de " -"aplicativos fornecido pelos painéis de controle dos drivers gráficos." - -msgid "The editor or project appears to have washed out colors" -msgstr "O editor ou projeto parece ter as cores apagadas" - -msgid "" -"On Windows, this is usually caused by incorrect OS or monitor settings, as " -"Godot currently does not support :abbr:`HDR (High Dynamic Range)` *output* " -"(even though it may internally render in HDR)." -msgstr "" -"No Windows, isso geralmente é causado por configurações incorretas do " -"sistema operacional ou do monitor, pois o Godot atualmente não suporta " -"*saída* em :abbr:`HDR (High Dynamic Range)` (mesmo que possa renderizar " -"internamente em HDR)." - -msgid "" -"As `most displays are not designed to display SDR content in HDR mode " -"`__, it is recommended to " -"disable HDR in the Windows settings when not running applications that use " -"HDR output. On Windows 11, this can be done by pressing :kbd:`Windows + Alt " -"+ B` (this shortcut is part of the Xbox Game Bar app). To toggle HDR " -"automatically based on applications currently running, you can use " -"`AutoActions `__." -msgstr "" -"Como `a maioria dos monitores não foram projetados para exibir conteúdo SDR " -"no modo HDR `__, é " -"recomendável desativar o HDR nas configurações do Windows quando não estiver " -"executando aplicativos que utilizam saída em HDR. No Windows 11, isso pode " -"ser feito pressionando :kbd:`Windows + Alt + B` (este atalho faz parte do " -"aplicativo Xbox Game Bar). Para alternar o HDR automaticamente com base nos " -"aplicativos que estão sendo executados, você pode usar o `AutoActions " -"`__." - -msgid "" -"If you insist on leaving HDR enabled, it is possible to somewhat improve the " -"result by ensuring the display is configured to use :abbr:`HGIG (HDR Gaming " -"Interest Group)` tonemapping (as opposed to :abbr:`DTM (Dynamic Tone " -"Mapping)`), then `using the Windows HDR calibration app `__. It is also " -"strongly recommended to use Windows 11 instead of Windows 10 when using HDR. " -"The end result will still likely be inferior to disabling HDR on the " -"display, though." -msgstr "" -"Se você preferir deixar o HDR ativado, é possível melhorar um pouco o " -"resultado garantindo que o monitor esteja configurado para usar a " -"tonemapping :abbr:`HGIG (HDR Gaming Interest Group)` em vez de :abbr:`DTM " -"(Dynamic Tone Mapping)`). Em seguida, utilize o aplicativo de calibração HDR " -"do Windows __. Também é fortemente recomendável " -"usar o Windows 11 em vez do Windows 10 ao utilizar o HDR. No entanto, o " -"resultado final ainda será provavelmente inferior a desativar o HDR no " -"monitor." - -msgid "Support for HDR *output* is planned in a future release." -msgstr "O suporte para **saída** HDR está previsto para uma versão futura." - -msgid "" -"The editor/project freezes or displays glitched visuals after resuming the " -"PC from suspend" -msgstr "" -"O editor/projeto trava ou exibe visuais corrompidos após a retomada do PC do " -"modo de suspensão" - -msgid "" -"This is a known issue on Linux with NVIDIA graphics when using the " -"proprietary driver. There is no definitive fix yet, as suspend on Linux + " -"NVIDIA is often buggy when OpenGL or Vulkan is involved. The Compatibility " -"rendering method (which uses OpenGL) is generally less prone to suspend-" -"related issues compared to the Forward+ and Forward Mobile rendering methods " -"(which use Vulkan)." -msgstr "" -"Este é um problema conhecido no Linux com placas gráficas NVIDIA ao usar o " -"driver proprietário. Ainda não há uma solução definitiva, pois o modo de " -"suspensão no Linux combinado com NVIDIA frequentemente apresenta bugs quando " -"OpenGL ou Vulkan estão envolvidos. O método de renderização de " -"Compatibilidade (que usa OpenGL) geralmente é menos suscetível a problemas " -"relacionados à suspensão em comparação com os métodos de renderização " -"Forward+ e Forward Mobile (que usam Vulkan)." - -msgid "" -"The NVIDIA driver offers an *experimental* `option to preserve video memory " -"after suspend `__ which may resolve " -"this issue. This option has been reported to work better with more recent " -"NVIDIA driver versions." -msgstr "" -"O driver NVIDIA oferece uma opção **experimental** para preservar a memória " -"de vídeo após a suspensão __, o que pode resolver " -"este problema. Relatos indicam que essa opção funciona melhor com versões " -"mais recentes do driver NVIDIA." - -msgid "" -"To avoid losing work, save scenes in the editor before putting the PC to " -"sleep." -msgstr "" -"Para evitar a perda de trabalho, salve as cenas no editor antes de colocar o " -"PC em suspensão." - -msgid "" -"The project works when run from the editor, but fails to load some files " -"when running from an exported copy" -msgstr "" -"O projeto funciona quando executado a partir do editor, mas falha ao " -"carregar alguns arquivos ao executar a partir de uma cópia exportada" - -msgid "" -"This is usually caused by forgetting to specify a filter for non-resource " -"files in the Export dialog. By default, Godot will only include actual " -"*resources* into the PCK file. Some files commonly used, such as JSON files, " -"are not considered resources. For example, if you load ``test.json`` in the " -"exported project, you need to specify ``*.json`` in the non-resource export " -"filter. See :ref:`doc_exporting_projects_export_mode` for more information." -msgstr "" -"Isso é geralmente causado ao esquecer de especificar um filtro para arquivos " -"sem recursos no diálogo Exportar. Por padrão, Godot somente incluirá " -"*recursos* presentes no arquivo PCK. Alguns arquivos comumente usados, como " -"arquivos JSON, não são considerados recursos. Por exemplo, se você carregar " -"``test.json`` no projeto exportado, você precisa especificar ``*.json`` no " -"filtro de exportação sem recursos. Veja :ref:" -"`doc_exporting_projects_export_mode` para mais informação." - -msgid "" -"On Windows, this can also be due to :ref:`case sensitivity " -"` issues. If you reference a " -"resource in your script with a different case than on the filesystem, " -"loading will fail once you export the project. This is because the virtual " -"PCK filesystem is case-sensitive, while Windows's filesystem is case-" -"insensitive by default." -msgstr "" -"No Windows, isso também pode ser devido a problemas de :ref:`sensibilidade " -"de maiúsculas e minúsculas `. Se " -"você fizer referência a um recurso em seu script com maiúsculas e minúsculas " -"diferentes das do sistema de arquivos, o carregamento falhará quando você " -"exportar o projeto. Isso ocorre porque o sistema de arquivos PCK virtual " -"diferencia maiúsculas de minúsculas, enquanto o sistema de arquivos do " -"Windows não diferencia maiúsculas de minúsculas por padrão." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po deleted file mode 100644 index b240ad7380..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po +++ /dev/null @@ -1,175 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "BBCode in RichTextLabel" -msgstr "BBCode em RichTextLabel" - -msgid "Introduction" -msgstr "Introdução" - -msgid "Using BBCode" -msgstr "Usando BBCode" - -msgid "Performance" -msgstr "Desempenho" - -msgid "Reference" -msgstr "Referência" - -msgid "Tag" -msgstr "Etiqueta" - -msgid "Example" -msgstr "Exemplo" - -msgid "``[b]{text}[/b]``" -msgstr "``[b]{text}[/b]``" - -msgid "``[i]{text}[/i]``" -msgstr "``[i]{text}[/i]``" - -msgid "``[u]{text}[/u]``" -msgstr "``[u]{text}[/u]``" - -msgid "``[s]{text}[/s]``" -msgstr "``[s]{text}[/s]``" - -msgid "**code**" -msgstr "**código**" - -msgid "``[code]{text}[/code]``" -msgstr "``[code]{text}[/code]``" - -msgid "**center**" -msgstr "**centralizado**" - -msgid "``[center]{text}[/center]``" -msgstr "``[center]{text}[/center]``" - -msgid "**right**" -msgstr "**direita**" - -msgid "``[right]{text}[/right]``" -msgstr "``[right]{text}[/right]``" - -msgid "**fill**" -msgstr "**preencher**" - -msgid "``[fill]{text}[/fill]``" -msgstr "``[fill]{text}[/fill]``" - -msgid "**indent**" -msgstr "**recuo**" - -msgid "``[indent]{text}[/indent]``" -msgstr "``[indent]{text}[/indent]``" - -msgid "**url**" -msgstr "**url**" - -msgid "``[img]{path}[/img]``" -msgstr "``[img]{caminho}[/img]``" - -msgid "**font**" -msgstr "**fonte**" - -msgid "**color**" -msgstr "**cor**" - -msgid "**table**" -msgstr "**tabela**" - -msgid "**cell**" -msgstr "**célula**" - -msgid "``[cell]{text}[/cell]``" -msgstr "``[cell]{texto}[/cell]``" - -msgid "There are no BBCode tags to control vertical centering of text yet." -msgstr "" -"Ainda não há tags BBCode para controlar a centralização vertical do texto." - -msgid "Handling ``[url]`` tag clicks" -msgstr "Lidando com cliques de tags ``[url]``" - -msgid "" -"By default, ``[url]`` tags do nothing when clicked. This is to allow " -"flexible use of ``[url]`` tags rather than limiting them to opening URLs in " -"a web browser." -msgstr "" -"Por padrão, as tags ``[url]`` não fazem nada quando clicadas. Isso é para " -"permitir o uso flexível de tags ``[url]`` em vez de limitá-los a abrir URLs " -"em um navegador da web." - -msgid "" -"For example, the following method can be connected to ``meta_clicked`` to " -"open clicked URLs using the user's default web browser::" -msgstr "" -"Por exemplo, o seguinte método pode ser conectado a ``meta_clicked`` para " -"abrir URLs clicados usando o navegador padrão do usuário::" - -msgid "String" -msgstr "String" - -msgid "Hexadecimal color codes" -msgstr "Códigos de cores hexadecimais" - -msgid "1" -msgstr "1" - -msgid "Pulse" -msgstr "Pulso" - -msgid "" -"Pulse creates an animated pulsing effect that multiplies each character's " -"opacity and color. It can be used to bring attention to specific text. Its " -"tag format is ``[pulse freq=1.0 color=#ffffff40 ease=-2.0]{text}[/pulse]``." -msgstr "" -"Pulse cria um efeito de pulsação animada que multiplica a opacidade e a cor " -"de cada caractere. Pode ser usado para chamar a atenção para um texto " -"específico. Seu formato de tag é ``[pulse freq=1.0 color=#ffffff40 ease=-2.0]" -"{text}[/pulse]``." - -msgid "Wave" -msgstr "Onda" - -msgid "Tornado" -msgstr "Tornado" - -msgid "Shake" -msgstr "Tremendo" - -msgid "Fade" -msgstr "Desaparecer" - -msgid "Rainbow" -msgstr "Arco-íris" - -msgid "Custom BBCode tags and text effects" -msgstr "Tags BBCode personalizadas e efeitos de texto" - -msgid "``_process_custom_fx``" -msgstr "``_process_custom_fx``" - -msgid "Here are some examples of custom effects:" -msgstr "Aqui estão alguns exemplos de efeitos personalizados:" - -msgid "Ghost" -msgstr "Fantasma" - -msgid "Matrix" -msgstr "Matriz" - -msgid "This will add a few new BBCode commands, which can be used like so:" -msgstr "" -"Isso adicionará alguns novos comandos BBCode, que podem ser usados assim:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/control_node_gallery.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/control_node_gallery.po deleted file mode 100644 index 627954ec30..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/control_node_gallery.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"The Control Gallery demo pictured above can be found `on GitHub `__." -msgstr "" -"A demonstração da Galeria de Controle, na foto acima, pode ser encontrada " -"`no GitHub `__." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/custom_gui_controls.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/custom_gui_controls.po deleted file mode 100644 index ce2c580a71..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/custom_gui_controls.po +++ /dev/null @@ -1,45 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Custom GUI controls" -msgstr "Controles de GUI personalizados" - -msgid "So many controls..." -msgstr "Muitos controles..." - -msgid "Drawing" -msgstr "Desenhando" - -msgid "Checking control size" -msgstr "Verificando o tamanho do controle" - -msgid "Checking focus" -msgstr "Verificando o foco" - -msgid "Sizing" -msgstr "Dimensionando" - -msgid "Alternatively, set it using a function:" -msgstr "Como alternativa, defina-o usando uma função:" - -msgid "Input" -msgstr "Entrada" - -msgid "Input events" -msgstr "Eventos de entrada" - -msgid "The mouse pointer is over the control." -msgstr "O ponteiro do mouse está sobre o controle." - -msgid "Notifications" -msgstr "Notificações" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/gui_containers.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/gui_containers.po deleted file mode 100644 index 9a283dc970..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/gui_containers.po +++ /dev/null @@ -1,36 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using Containers" -msgstr "Usando Contêineres" - -msgid "Container layout" -msgstr "Layout do contêiner" - -msgid "Container types" -msgstr "Tipos de contêiner" - -msgid "Box Containers" -msgstr "Box Containers" - -msgid "Margin Container" -msgstr "MarginContainer (Contêiner de margem)" - -msgid "PanelContainer" -msgstr "PanelContainer" - -msgid "ScrollContainer" -msgstr "ScrollContainer" - -msgid "Creating custom Containers" -msgstr "Criando Contêineres personalizados" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/gui_navigation.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/gui_navigation.po deleted file mode 100644 index 671d56411c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/gui_navigation.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Node settings" -msgstr "Configurações do nó" - -msgid "Necessary code" -msgstr "Código necessário" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/gui_skinning.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/gui_skinning.po deleted file mode 100644 index 1173e8bbf1..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/gui_skinning.po +++ /dev/null @@ -1,85 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to GUI skinning" -msgstr "Introdução ao skinning GUI" - -msgid "Theme items" -msgstr "Itens do tema" - -msgid "**Color**" -msgstr "**Color**" - -msgid "**Constant**" -msgstr "**Constante**" - -msgid "**Font**" -msgstr "**Fonte**" - -msgid "**Icon**" -msgstr "**Icon**" - -msgid "**StyleBox**" -msgstr "**StyleBox**" - -msgid "Theme types" -msgstr "Tipos de temas" - -msgid "Customizing a control" -msgstr "Personalizando um controle" - -msgid "Customizing a project" -msgstr "Personalizando um projeto" - -msgid "" -"To sum it up, for an arbitrary control its theme item lookup would look " -"something like this:" -msgstr "" -"Para resumir, para um controle arbitrário, sua pesquisa de item de tema " -"seria algo assim:" - -msgid "" -"Even if the item doesn't exist in any theme, a corresponding default value " -"for that data type will be returned." -msgstr "" -"Mesmo que o item não exista em nenhum tema, um valor padrão correspondente " -"para esse tipo de dados será retornado." - -msgid "Beyond controls" -msgstr "Além dos controles" - -msgid "" -"Naturally, themes are an ideal type of resource for storing configuration " -"for something visual. While the support for theming is built into control " -"nodes, other nodes can use them as well, just like any other resource." -msgstr "" -"Naturalmente, os temas são um tipo ideal de recurso para armazenar a " -"configuração de algo visual. Embora o suporte para temas seja incorporado " -"aos nós de controle, outros nós também podem usá-los, como qualquer outro " -"recurso." - -msgid "" -"An example of using themes for something beyond controls can be a modulation " -"of sprites for the same units on different teams in a strategy game. A theme " -"resource can define a collection of colors, and sprites (with a help from " -"scripts) can use those colors to draw the texture. The main benefit being " -"that you could make different themes using the same theme items for red, " -"blue, and green teams, and swap them with a single resource change." -msgstr "" -"Um exemplo de uso de temas para algo além do controle pode ser uma modulação " -"de sprites para as mesmas unidades em times diferentes em um jogo de " -"estratégia. Um recurso de tema pode definir uma coleção de cores e sprites " -"(com a ajuda de scripts) podem usar essas cores para desenhar a textura. O " -"principal benefício é que você pode criar temas diferentes usando os mesmos " -"itens de tema para as equipes vermelha, azul e verde e trocá-los com uma " -"única alteração de recurso." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po deleted file mode 100644 index ac28127307..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po +++ /dev/null @@ -1,148 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Theme type variations" -msgstr "Variações de tipo de tema" - -msgid "" -"When designing a user interface there may be times when a :ref:`Control " -"` node needs to have a different look than what is normally " -"defined by a :ref:`Theme `. Every control node has theme " -"property overrides, which allow you to redefine the styling for each " -"individual UI element." -msgstr "" -"Ao projetar uma interface de usuário, pode haver momentos em que um nó :ref:" -"`Control ` precisa ter uma aparência diferente do que " -"normalmente é definido por um :ref:`Theme `. Cada nó de " -"controle tem substituições de propriedade de tema, que permitem redefinir o " -"estilo de cada elemento de interface do usuário individual." - -msgid "" -"This approach quickly becomes hard to manage, if you need to share the same " -"custom look between several controls. Imagine that you use gray, blue, and " -"red variants of :ref:`Button ` throughout your project. " -"Setting it up every time you add a new button element to your interface is a " -"tedious task." -msgstr "" -"Essa abordagem rapidamente se torna difícil de gerenciar, se você precisar " -"compartilhar a mesma aparência personalizada entre vários controles. Imagine " -"que você usa variantes cinza, azul e vermelho de :ref:`Button " -"` em todo o seu projeto. Configurá-lo toda vez que você " -"adiciona um novo elemento de botão à sua interface é uma tarefa tediosa." - -msgid "" -"To help with the organization and to better utilize the :ref:`power of " -"themes ` you can use theme type variations. These work " -"like normal theme types, but instead of being self-sufficient and standalone " -"they extend another, base type." -msgstr "" -"Para ajudar na organização e aproveitar melhor o :ref:`poder dos temas " -"` você pode usar variações de tipo de tema. Eles funcionam " -"como tipos de tema normais, mas em vez de serem autossuficientes e " -"autônomos, eles estendem outro tipo básico." - -msgid "" -"Following the previous example, your theme can have some styles, colors, and " -"fonts defined for the ``Button`` type, customizing the looks of every button " -"element in your UI. To then have a gray, red, or blue button you would " -"create a new type, e.g. ``GrayButton``, and mark it as a variation of the " -"base ``Button`` type." -msgstr "" -"Seguindo o exemplo anterior, seu tema pode ter alguns estilos, cores e " -"fontes definidas para o tipo ``Button``, personalizando a aparência de cada " -"elemento de botão em sua interface do usuário. Para ter um botão cinza, " -"vermelho ou azul, você criaria um novo tipo, por exemplo, ``GrayButton``, e " -"marque-o como uma variação do tipo base ``Button``." - -msgid "" -"Type variations can replace some aspects of the base type, but keep others. " -"They can also define properties that the base style hasn't defined. For " -"example, your ``GrayButton`` can override the ``normal`` style from the base " -"``Button`` and add ``font_color`` that ``Button`` has never defined. The " -"control will use a combination of both types giving priority to the type " -"variation." -msgstr "" -"As variações de tipo podem substituir alguns aspectos do tipo base, mas " -"mantêm outros. Eles também podem definir propriedades que o estilo base não " -"definiu. Por exemplo, seu ``GrayButton`` pode substituir o estilo ``normal`` " -"da base ``Button`` e adicionar ``font_color`` que o ``Button`` nunca " -"definiu. O controle usará uma combinação de ambos os tipos dando prioridade " -"à variação do tipo." - -msgid "" -"The way controls resolve what theme items they use from each type and each " -"theme is better described in the :ref:`Customizing a project " -"` section of the \"Introduction to GUI skinning\" " -"article." -msgstr "" -"A maneira como os controles resolvem quais itens de tema eles usam de cada " -"tipo e cada tema é melhor descrita na seção :ref:`Personalizando um projeto " -"` do artigo \"Introduction to GUI skinning\"." - -msgid "Creating a type variation" -msgstr "Criando uma variação de tipo" - -msgid "" -"To create a type variation open the theme editor, then click the plus icon " -"next to the **Type** dropdown on the right side of the editor. Type in what " -"you want to name your theme type variation in the text box, then click **Add " -"Type**." -msgstr "" -"Para criar uma variação de tipo, abra o editor de temas e clique no ícone de " -"adição próximo ao menu suspenso **Tipo** no lado direito do editor. Digite o " -"nome que deseja para a variação do tipo de tema na caixa de texto e clique " -"em **Adicionar tipo**." - -msgid "" -"Below the **Type** dropdown are the property tabs. Switch to the tab with a " -"wrench and screwdriver icon." -msgstr "" -"Abaixo do menu suspenso **Tipo** estão as abas de propriedade. Mude para a " -"aba com um ícone de chave inglesa e chave de fenda." - -msgid "" -"Click on the plus icon next to the **Base Type** field. You can select the " -"base type there, which would typically be the name of a control node class " -"(e.g., ``Button``, ``Label``, etc). Type variations can also chain and " -"extend other type variations. This works in the same way control nodes " -"inherit styling of their base class. For example, ``CheckButton`` inherits " -"styles from ``Button`` because corresponding node types extend each other." -msgstr "" -"Clique no ícone de adição ao lado do campo **Tipo de base**. Você pode " -"selecionar o tipo base lá, que normalmente seria o nome de uma classe de nó " -"de controle (por exemplo, ``Button``, ``Label``, etc). As variações de tipo " -"também podem encadear e estender outras variações de tipo. Isso funciona da " -"mesma forma que os nós de controle herdam o estilo de sua classe base. Por " -"exemplo, ``CheckButton`` herda estilos de ``Button`` porque os tipos de nós " -"correspondentes se estendem entre si." - -msgid "" -"After you select the base type, you should now be able to see its properties " -"on the other tabs in the theme editor. You can edit them as usual." -msgstr "" -"Depois de selecionar o tipo base, você poderá ver suas propriedades nas " -"outras abas do editor de temas. Você pode editá-los normalmente." - -msgid "Using a type variation" -msgstr "Usando uma variação de tipo" - -msgid "" -"Now that a type variation has been created you can apply it to your nodes. " -"In the inspector dock, under the **Theme** property of a control node, you " -"can find the **Theme Type Variation** property. It is empty by default, " -"which means that only the base type has an effect on this node." -msgstr "" -"Agora que uma variação de tipo foi criada, você pode aplicá-la aos seus nós. " -"No dock do inspetor, na propriedade **Theme** de um nó de controle, você " -"pode encontrar a propriedade **Theme Type Variation**. Ele está vazio por " -"padrão, o que significa que apenas o tipo base tem um efeito sobre esse nó." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/gui_using_fonts.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/gui_using_fonts.po deleted file mode 100644 index ce1523b304..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/gui_using_fonts.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Web Open Font Format 1 (``.woff``)" -msgstr "Web Open Font Format 1 (``.woff``)" - -msgid "Web Open Font Format 2 (``.woff2``, since Godot 3.5)" -msgstr "Web Open Font Format 2 (``.woff2``, desde o Godot 3.5)" - -msgid "Mipmaps" -msgstr "Mipmaps" - -msgid "Windows" -msgstr "Windows" - -msgid "Linux" -msgstr "Linux" - -msgid "Android" -msgstr "Android" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po deleted file mode 100644 index 1698f8d6f8..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po +++ /dev/null @@ -1,207 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the theme editor" -msgstr "Usando o editor de tema" - -msgid "" -"The theme editor is a bottom panel tool that activates automatically, when " -"a :ref:`Theme ` resource is selected for editing. It contains " -"the necessary UI for adding, removing, and adjusting theme types and theme " -"items. It features a preview section for testing your changes live, as well " -"as a window dialog for doing bulk operations of the theme items." -msgstr "" -"O editor de temas é uma ferramenta do painel inferior que é ativada " -"automaticamente, quando um recurso :ref:`Theme ` é selecionado " -"para edição. Ele contém a interface do usuário necessária para adicionar, " -"remover e ajustar tipos de tema e itens de tema. Ele apresenta uma seção de " -"visualização para testar suas alterações ao vivo, bem como uma janela de " -"diálogo para fazer operações em massa dos itens do tema." - -msgid "Creating a theme" -msgstr "Criando um tema" - -msgid "" -"Like any other resources, themes can be created directly in the file system " -"dock by right-clicking and selecting **New Resource...**, then selecting " -"**Theme** and clicking **Create**. This is especially useful for creating " -"project-wide themes." -msgstr "" -"Como qualquer outro recurso, os temas podem ser criados diretamente no dock " -"do sistema de arquivos clicando com o botão direito do mouse e selecionando " -"**Novo recurso...**, selecionando **Tema** e clicando em **Criar**. Isso é " -"especialmente útil para criar temas para todo o projeto." - -msgid "" -"Themes also can be created from any control node. Select a control node in " -"the scene hierarchy, then in the inspector go to the ``theme`` property. " -"From there you can select **New Theme**." -msgstr "" -"Os temas também podem ser criados a partir de qualquer nó Control. Selecione " -"um nó Control na hierarquia da cena, então no inspetor vá para a propriedade " -"``theme``. A partir daí, você pode selecionar **Novo tema**." - -msgid "" -"This will create an empty theme and open up the theme editor. Keep in mind " -"that resources created this way are bundled with the scene by default. Use " -"the context menu to save the new theme to a file instead." -msgstr "" -"Isso criará um tema vazio e abrirá o editor de temas. Lembre-se de que os " -"recursos criados dessa maneira são agrupados com a cena por padrão. Use o " -"menu de contexto para salvar o novo tema em um arquivo." - -msgid "Theme editor overview" -msgstr "Visão geral do editor de temas" - -msgid "" -"The theme editor has two main parts. The main theme editor, located at the " -"bottom of the Godot editor, aims to provide users with tools to quickly " -"create, edit, and delete theme items and types. It gives visual tools for " -"picking and changing controls, abstracting the underlying theme concepts. " -"The **Manage Theme Items** dialog, on the other hand, tries to address the " -"needs of those who want to change themes manually. It's also useful for " -"creating a new editor theme." -msgstr "" -"O editor de temas tem duas partes principais. O editor de temas principal, " -"localizado na parte inferior do editor Godot, visa fornecer aos usuários " -"ferramentas para criar, editar e excluir rapidamente itens e tipos de temas. " -"Ele fornece ferramentas visuais para escolher e alterar controles, " -"abstraindo os conceitos subjacentes do tema. A caixa de diálogo **Gerenciar " -"itens de tema**, por outro lado, tenta atender às necessidades daqueles que " -"desejam alterar os temas manualmente. Também é útil para criar um novo tema " -"de editor." - -msgid "Theme previews" -msgstr "Pré-visualizações de tema" - -msgid "" -"The left-hand side of the main editor has a set of preview tabs. The " -"**Default Preview** tab is visible out of the box and contains most of the " -"frequently used controls in various states. Previews are interactive, so " -"intermediate states (e.g. hover) can be previewed as well." -msgstr "" -"O lado esquerdo do editor principal possui um conjunto de guias de " -"visualização. A guia **Visualização padrão** fica visível imediatamente e " -"contém a maioria dos controles usados com frequência em vários estados. As " -"visualizações são interativas, portanto, os estados intermediários (por " -"exemplo, passar o mouse) também podem ser visualizados." - -msgid "" -"Additional tabs can be created from arbitrary scenes in your project. The " -"scene must have a control node as its root to function as a preview. To add " -"a new tab click the **Add Preview** button and select the saved scene from " -"your file system." -msgstr "" -"Abas adicionais podem ser criadas a partir de cenas arbitrárias em seu " -"projeto. A cena deve ter um nó de controle como raiz para funcionar como uma " -"visualização. Para adicionar uma nova guia, clique no botão **Adicionar " -"visualização** e selecione a cena salva em seu sistema de arquivos." - -msgid "" -"If you make changes to the scene, they will not be reflected in the preview " -"automatically. To update the preview click the reload button on the toolbar." -msgstr "" -"Se você fizer alterações na cena, elas não serão refletidas na visualização " -"automaticamente. Para atualizar a visualização, clique no botão recarregar " -"na barra de ferramentas." - -msgid "Theme types and items" -msgstr "Tipos de tema e itens" - -msgid "" -"The right-hand side of the theme editor provides a list of theme types " -"available in the edited theme resource, and the contents of the selected " -"type. The list of type's items is divided into several tabs, corresponding " -"to each data type available in the theme (colors, constants, styles, etc.). " -"If the **Show Default** option is enabled, then for each built-in type its " -"default theme values are displayed, greyed out. If the option is disabled, " -"only the items available in the edited theme itself are displayed." -msgstr "" -"O lado direito do editor de tema fornece uma lista de tipos de tema " -"disponíveis no recurso de tema editado e o conteúdo do tipo selecionado. A " -"lista de itens do tipo está dividida em várias abas, correspondentes a cada " -"tipo de dado disponível no tema (cores, constantes, estilos, etc.). Se a " -"opção **Mostrar padrão** estiver habilitada, então, para cada tipo embutido, " -"seus valores de tema padrão serão exibidos, esmaecidos. Se a opção estiver " -"desativada, serão exibidos apenas os itens disponíveis no próprio tema " -"editado." - -msgid "" -"Individual items from the default theme can be added to the current theme by " -"clicking on the **Override** button next to the item. You can also override " -"all the default items of the selected theme type by clicking on the " -"**Override All** button. Overridden properties can then be removed with the " -"**Remove Item** button. Properties can also be renamed using the **Rename " -"Item** button, and completely custom properties can be added to the list " -"using the text field below it." -msgstr "" -"Itens individuais do tema padrão podem ser adicionados ao tema atual " -"clicando no botão **Substituir** ao lado do item. Você também pode " -"substituir todos os itens padrão do tipo de tema selecionado clicando no " -"botão **Substituir tudo**. As propriedades substituídas podem ser removidas " -"com o botão **Remover Item**. As propriedades também podem ser renomeadas " -"usando o botão **Renomear Item** e propriedades completamente personalizadas " -"podem ser adicionadas à lista usando o campo de texto abaixo dele." - -msgid "" -"Overridden theme items can be edited directly in the right-hand panel, " -"unless they are resources. Resources have rudimentary controls available for " -"them, but must be edited in the Inspector dock instead." -msgstr "" -"Os itens de tema substituídos podem ser editados diretamente no painel " -"direito, a menos que sejam recursos. Os recursos têm controles rudimentares " -"disponíveis para eles, mas devem ser editados no painel do Inspetor." - -msgid "" -"While theme types can be picked from a preview, they can also be added " -"manually. Clicking the plus button next to the type list opens the **Add " -"item Type** menu. In that menu you can either select a type from the list, " -"or you can enter an arbitrary name to create a custom type. Text field also " -"filters the list of control nodes." -msgstr "" -"Embora os tipos de tema possam ser escolhidos em uma visualização, eles " -"também podem ser adicionados manualmente. Clicar no botão de adição ao lado " -"da lista de tipos abre o menu **Adicionar tipo de item**. Nesse menu, você " -"pode selecionar um tipo da lista ou inserir um nome arbitrário para criar um " -"tipo personalizado. O campo de texto também filtra a lista de nós de " -"controle." - -msgid "Manage and import items" -msgstr "Gerenciar e importar itens" - -msgid "" -"Clicking the **Manage Items** button brings up the **Manage Theme Items** " -"dialog. In the **Edit Items** tab you can view and add theme types, as well " -"as view and edit the theme items of the selected type." -msgstr "" -"Clicar no botão **Gerenciar Itens** abre a caixa de diálogo **Gerenciar " -"Itens de Tema**. Na guia **Editar itens** você pode exibir e adicionar tipos " -"de tema, bem como exibir e editar os itens de tema do tipo selecionado." - -msgid "" -"You can create, rename and remove individual theme items here by clicking " -"the corresponding **Add X Item** and specifying their name. You can also " -"mass delete theme items either by their data type (using the brush icon in " -"the list) or by their quality. **Remove Class Items** will remove all built-" -"in theme items you have customized for a control node type. **Remove Custom " -"Items** will remove all the custom theme items for the selected type. " -"Finally, **Remove All Items** will remove everything from the type." -msgstr "" -"Você pode criar, renomear e remover itens de tema individuais aqui clicando " -"no correspondente **Adicionar X Item** e especificando seu nome. Você também " -"pode excluir itens de tema em massa por tipo de dados (usando o ícone de " -"pincel na lista) ou por qualidade. **Remover itens de classe** removerá " -"todos os itens de tema embutidos que você personalizou para um tipo de nó de " -"controle. **Remover itens personalizados** removerá todos os itens de tema " -"personalizados para o tipo selecionado. Por fim, **Remover todos Items** " -"removerá tudo do tipo." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/index.po deleted file mode 100644 index 31c4012140..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Control node tutorials" -msgstr "Tutoriais de nó de controle" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/size_and_anchors.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/size_and_anchors.po deleted file mode 100644 index fa86bffb6a..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/ui/size_and_anchors.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Centering a control" -msgstr "Centralizando um controle" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/ar_passthrough.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/ar_passthrough.po deleted file mode 100644 index 2200f581b5..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/ar_passthrough.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Description" -msgstr "Descrição" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/deploying_to_android.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/deploying_to_android.po deleted file mode 100644 index 3cb3ab1fd0..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/deploying_to_android.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Setup" -msgstr "Configurar" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/index.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po deleted file mode 100644 index a04a434c43..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "More information" -msgstr "Mais informações" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po deleted file mode 100644 index d1c4be1e46..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po deleted file mode 100644 index d1c4be1e46..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Introdução" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/openxr_settings.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/openxr_settings.po deleted file mode 100644 index 103b452457..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/openxr_settings.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Enabled" -msgstr "Habilitado" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/setting_up_xr.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/setting_up_xr.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/setting_up_xr.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/xr_action_map.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/xr_action_map.po deleted file mode 100644 index 7739ae794c..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/xr_action_map.po +++ /dev/null @@ -1,45 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"For this walkthrough we're going to start with a blank action map. You can " -"simply delete the \"Godot action set\" entry at the top by pressing the " -"trash can icon. This will clear out all actions. You might also want to " -"remove the controllers that you do not wish to setup, more on this later." -msgstr "" -"Para este passo-a-passo, nós vamos começar com um mapa de ações em branco. " -"Você pode simplesmente deletar a entrada \"Godot action set\" no topo ao " -"pressionar o ícone da lixeira. Isso vai limpar todas as ações. Você também " -"pode querer remover os controladores que não deseja configurar, falaremos " -"mais sobre isso depois." - -msgid "Value" -msgstr "Valor" - -msgid "Description" -msgstr "Descrição" - -msgid "1" -msgstr "1" - -msgid "2" -msgstr "2" - -msgid "3" -msgstr "3" - -msgid "0" -msgstr "0" - -msgid "Actions" -msgstr "Ações" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/xr_next_steps.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/xr_next_steps.po deleted file mode 100644 index 1dd979c6e3..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/xr_next_steps.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/xr_room_scale.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/xr_room_scale.po deleted file mode 100644 index 4f92c86322..0000000000 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/xr/xr_room_scale.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: pt_BR\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Step 1" -msgstr "Passo 1" - -msgid "Step 2" -msgstr "Passo 2" - -msgid "Step 3" -msgstr "Passo 3" diff --git a/sphinx/po/ru/LC_MESSAGES/about/complying_with_licenses.po b/sphinx/po/ru/LC_MESSAGES/about/complying_with_licenses.po deleted file mode 100644 index 5d78c47371..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/about/complying_with_licenses.po +++ /dev/null @@ -1,255 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Complying with licenses" -msgstr "Соблюдение лицензионных требований" - -msgid "" -"The recommendations in this page **are not legal advice.** They are provided " -"in good faith to help users navigate license attribution requirements." -msgstr "" -"Рекомендации на этой странице **не являются юридическим советом**. Они даны " -"из лучших побуждений, чтобы помочь пользователям сориентироваться в " -"требованиях к указанию авторства." - -msgid "What are licenses?" -msgstr "Что такое лицензии?" - -msgid "" -"Godot is created and distributed under the `MIT License `_. It doesn't have a sole owner, as every contributor that " -"submits code to the project does it under this same license and keeps " -"ownership of their contribution." -msgstr "" -"Godot создан и распространяется под `MIT License `_. У него нет единственного владельца, так как каждый автор, " -"присылающий код в проект, делает это под той же лицензией и сохраняет право " -"собственности на свой вклад." - -msgid "" -"The license is the legal requirement for you (or your company) to use and " -"distribute the software (and derivative projects, including games made with " -"it). Your game or project can have a different license, but it still needs " -"to comply with the original one." -msgstr "" -"Лицензия — это юридические требования к вам (или вашей компании) по " -"использованию и распространению программного обеспечения (и производных " -"проектов, в том числе игр, разработанных при помощи ПО). Ваша игра или " -"проект могут иметь иную лицензию, но она должна быть совместима с " -"изначальной." - -msgid "" -"This section covers compliance with licenses from a user perspective. If you " -"are interested in licence compliance as a contributor, you can find " -"guidelines :ref:`here " -"`." -msgstr "" -"В этом разделе рассматривается соблюдение лицензий с точки зрения " -"пользователя. Если вы заинтересованы в соблюдении лицензий как участник " -"проекта, вы можете найти рекомендации :ref:`здесь " -"`." - -msgid "" -"Alongside the Godot license text, remember to also list third-party notices " -"for assets you're using, such as textures, models, sounds, music and fonts. " -"This includes free assets, which often come with licenses that require " -"attribution." -msgstr "" -"Наряду с текстом лицензии Godot не забудьте перечислить используемые вами " -"ассеты, такие, как текстуры, модели, звуки, музыка и шрифты. Это касается и " -"бесплатных активов, которые часто поставляются с лицензиями, требующими " -"указания авторства." - -msgid "Requirements" -msgstr "Требования" - -msgid "" -"In the case of the MIT license, the only requirement is to include the " -"license text somewhere in your game or derivative project." -msgstr "" -"В случае лицензии MIT, единственным требованием является включение текста " -"лицензии где-то в вашей игре или производном проекте." - -msgid "This text reads as follows::" -msgstr "Этот текст гласит::" - -msgid "" -"Beside its own MIT license, Godot includes code from a number of third-party " -"libraries. See :ref:`doc_complying_with_licenses_thirdparty` for details." -msgstr "" -"Помимо собственной лицензии MIT, Godot включает в себя код из ряда сторонних " -"библиотек. Подробности см. в :ref:`doc_complying_with_licenses_thirdparty`." - -msgid "" -"Your games do not need to be under the same license. You are free to release " -"your Godot projects under any license and to create commercial games with " -"the engine." -msgstr "" -"Ваша игра не должна распространяться под той же лицензией. Вы вольны " -"выпускать ваши проекты на Godot под любой лицензией и создавать коммерческие " -"игры на движке." - -msgid "Inclusion" -msgstr "Включение" - -msgid "" -"The license text must be made available to the user. The license doesn't " -"specify how the text has to be included, but here are the most common " -"approaches (you only need to implement one of them, not all)." -msgstr "" -"Текст лицензии должен быть доступен пользователю. В лицензии не указано, как " -"именно должен быть размещён текст, но вот наиболее распространённые подходы " -"(вам нужно реализовать только один из них, а не все)." - -msgid "Credits screen" -msgstr "Титры" - -msgid "" -"Include the above license text somewhere in the credits screen. It can be at " -"the bottom after showing the rest of the credits. Most large studios use " -"this approach with open source licenses." -msgstr "" -"Добавьте вышесказанный текст лицензии в титры. Этот текст может находиться " -"внизу, после остальных титров. Большинство больших студий используют такой " -"подход с open-source лицензиями." - -msgid "Licenses screen" -msgstr "Экран лицензий" - -msgid "" -"Some games have a special menu (often in the settings) to display licenses. " -"This menu is typically accessed with a button called **Third-party " -"Licenses** or **Open Source Licenses**." -msgstr "" -"Некоторые игры имеют специальное меню (часто в настройках) для отображения " -"лицензий. Доступ к этому меню обычно осуществляется с помощью кнопки **Third-" -"party Licenses** или **Open Source Licenses**." - -msgid "Output log" -msgstr "Вывод логов" - -msgid "" -"Printing the license text using the :ref:`print() " -"` function may be enough on platforms where " -"a global output log is readable. This is the case on desktop platforms, " -"Android and HTML5 (but not iOS)." -msgstr "" -"Печать текста лицензии с помощью функции :ref:`print() " -"` может быть достаточной на платформах, где " -"глобальный журнал вывода доступен для чтения. Так обстоит дело на настольных " -"платформах, Android и HTML5 (но не iOS)." - -msgid "Accompanying file" -msgstr "Сопутствующий файл" - -msgid "" -"If the game is distributed on desktop platforms, a file containing the " -"license text can be added to the software that is installed to the user PC." -msgstr "" -"Если игра распространяется на настольных платформах, файл с текстом лицензии " -"может быть добавлен в программное обеспечение, устанавливаемое на " -"пользовательский компьютер." - -msgid "Printed manual" -msgstr "Печатное руководство" - -msgid "" -"If the game includes a printed manual, the license text can be included " -"there." -msgstr "" -"Если к игре прилагается печатное руководство, текст лицензии может быть " -"включен в него." - -msgid "Link to the license" -msgstr "Ссылка на лицензию" - -msgid "" -"The Godot Engine developers consider that a link to ``godotengine.org/" -"license`` in your game documentation or credits would be an acceptable way " -"to satisfy the license terms." -msgstr "" -"Разработчики Godot Engine считают, что включение ссылки на ``godotengine.org/" -"license ``в документации к вашей игре или титрах — допустимый путь для " -"удовлетворения условий лицензии." - -msgid "" -"Godot provides several methods to get license information in the :ref:" -"`Engine ` singleton. This allows you to source the license " -"information directly from the engine binary, which prevents the information " -"from becoming outdated if you update engine versions." -msgstr "" -"Godot предоставляет несколько методов для получения информации о лицензии в " -"синглтоне :ref:`Engine `. Это позволяет вам получать " -"информацию о лицензии непосредственно из бинарных файлов движка, что " -"предотвращает устаревание информации при обновлении версий движка." - -msgid "For the engine itself:" -msgstr "Для самого движка:" - -msgid ":ref:`Engine.get_license_text`" -msgstr ":ref:`Engine.get_license_text`" - -msgid "For third-party components used by the engine:" -msgstr "Для сторонних компонентов, используемых движком:" - -msgid ":ref:`Engine.get_license_info`" -msgstr ":ref:`Engine.get_license_info`" - -msgid "" -":ref:`Engine.get_copyright_info`" -msgstr "" -":ref:`Engine.get_copyright_info`" - -msgid "Third-party licenses" -msgstr "Сторонние лицензии" - -msgid "" -"Godot itself contains software written by `third parties `_, which is compatible " -"with, but not covered by Godot's MIT license." -msgstr "" -"Сам Godot содержит программное обеспечение, написанное `третьими лицами " -"`_, " -"которое совместимо с MIT-лицензией Godot, но не распространяется на нее." - -msgid "" -"Many of these dependencies are distributed under permissive open source " -"licenses which require attribution by explicitly citing their copyright " -"statement and license text in the final product's documentation." -msgstr "" -"Многие из этих зависимостей распространяются под лицензиями с открытым " -"исходным кодом, которые требуют указания авторства путем явного цитирования " -"заявления об авторских правах и текста лицензии в документации конечного " -"продукта." - -msgid "" -"Given the scope of the Godot project, this is fairly difficult to do " -"thoroughly. For the Godot editor, the full documentation of third-party " -"copyrights and licenses is provided in the `COPYRIGHT.txt `_ file." -msgstr "" -"Учитывая масштабы проекта Godot, это довольно сложно сделать досконально. " -"Для редактора Godot полная документация по авторским правам и лицензиям " -"третьих лиц представлена в файле `COPYRIGHT.txt `_." - -msgid "" -"A good option for end users to document third-party licenses is to include " -"this file in your project's distribution, which you can e.g. rename to " -"``GODOT_COPYRIGHT.txt`` to prevent any confusion with your own code and " -"assets." -msgstr "" -"Хорошим вариантом для конечных пользователей документировать лицензии " -"сторонних разработчиков является включение файла лицензии в ваш проект, " -"который вы можете, например, переименовать в ``GODOT_COPYRIGHT.txt``, чтобы " -"избежать путаницы с вашим собственным кодом и ассетами." diff --git a/sphinx/po/ru/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/ru/LC_MESSAGES/about/docs_changelog.po deleted file mode 100644 index 17efe73e15..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/about/docs_changelog.po +++ /dev/null @@ -1,626 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Documentation changelog" -msgstr "История изменения документации" - -msgid "" -"The documentation is continually being improved. New releases include new " -"pages, fixes and updates to existing pages, and many updates to the :ref:" -"`class reference `. Below is a list of new pages added " -"since version 3.0." -msgstr "" -"Документация постоянно совершенствуется. Новые выпуски включают новые " -"страницы, исправления и обновления существующих страниц, а также множество " -"обновлений в :ref:`справочнике классов `. Ниже приведён " -"список новых страниц, добавленных с версии 3.0." - -msgid "" -"This document only contains new pages so not all changes are reflected, many " -"pages have been substantially updated but are not reflected in this document." -msgstr "" -"Этот документ содержит только новые страницы, поэтому в нём отражены не все " -"изменения. Многие страницы были существенно обновлены, но не отражены в этом " -"документе." - -msgid "About" -msgstr "О Godot Engine" - -msgid "2D" -msgstr "2D" - -msgid "Contributing" -msgstr "Вклад в развитие" - -msgid "Migrating" -msgstr "Переход" - -msgid "Rendering" -msgstr "Отрисовка" - -msgid "XR" -msgstr "XR" - -msgid "New pages since version 4.1" -msgstr "Новые страницы с версии 4.1" - -msgid "C#" -msgstr "C#" - -msgid ":ref:`doc_c_sharp_diagnostics`" -msgstr ":ref:`doc_c_sharp_diagnostics`" - -msgid "Development" -msgstr "Разработка" - -msgid ":ref:`doc_2d_coordinate_systems`" -msgstr ":ref:`doc_2d_coordinate_systems`" - -msgid ":ref:`doc_upgrading_to_godot_4.2`" -msgstr ":ref:`doc_upgrading_to_godot_4.2`" - -msgid "I/O" -msgstr "I/O" - -msgid ":ref:`doc_runtime_loading_and_saving`" -msgstr ":ref:`doc_runtime_loading_and_saving`" - -msgid "Platform-specific" -msgstr "Особенности разных платформ" - -msgid ":ref:`doc_android_library`" -msgstr ":ref:`doc_android_library`" - -msgid "New pages since version 4.0" -msgstr "Новые страницы с версии 4.0" - -msgid ":ref:`doc_internal_rendering_architecture`" -msgstr ":ref:`doc_internal_rendering_architecture`" - -msgid ":ref:`doc_using_sanitizers`" -msgstr ":ref:`doc_using_sanitizers`" - -msgid ":ref:`doc_upgrading_to_godot_4.1`" -msgstr ":ref:`doc_upgrading_to_godot_4.1`" - -msgid "Physics" -msgstr "Физика" - -msgid ":ref:`doc_troubleshooting_physics_issues`" -msgstr ":ref:`doc_troubleshooting_physics_issues`" - -msgid "New pages since version 3.6" -msgstr "Новые страницы с версии 3.6" - -msgid ":ref:`doc_2d_antialiasing`" -msgstr ":ref:`doc_2d_antialiasing`" - -msgid "3D" -msgstr "3D" - -msgid ":ref:`doc_3d_antialiasing`" -msgstr ":ref:`doc_3d_antialiasing`" - -msgid ":ref:`doc_faking_global_illumination`" -msgstr ":ref:`doc_faking_global_illumination`" - -msgid ":ref:`doc_introduction_to_global_illumination`" -msgstr ":ref:`doc_introduction_to_global_illumination`" - -msgid ":ref:`doc_mesh_lod`" -msgstr ":ref:`doc_mesh_lod`" - -msgid ":ref:`doc_occlusion_culling`" -msgstr ":ref:`doc_occlusion_culling`" - -msgid ":ref:`doc_using_sdfgi`" -msgstr ":ref:`doc_using_sdfgi`" - -msgid ":ref:`doc_using_decals`" -msgstr ":ref:`doc_using_decals`" - -msgid ":ref:`doc_visibility_ranges`" -msgstr ":ref:`doc_visibility_ranges`" - -msgid ":ref:`doc_volumetric_fog`" -msgstr ":ref:`doc_volumetric_fog`" - -msgid ":ref:`doc_variable_rate_shading`" -msgstr ":ref:`doc_variable_rate_shading`" - -msgid ":ref:`doc_physical_light_and_camera_units`" -msgstr ":ref:`doc_physical_light_and_camera_units`" - -msgid "Animation" -msgstr "Анимация" - -msgid ":ref:`doc_creating_movies`" -msgstr ":ref:`doc_creating_movies`" - -msgid "Assets pipeline" -msgstr "Последованность ассетов" - -msgid ":ref:`doc_retargeting_3d_skeletons`" -msgstr ":ref:`doc_retargeting_3d_skeletons`" - -msgid ":ref:`doc_custom_platform_ports`" -msgstr ":ref:`doc_custom_platform_ports`" - -msgid ":ref:`doc_upgrading_to_godot_4`" -msgstr ":ref:`doc_upgrading_to_godot_4`" - -msgid ":ref:`doc_large_world_coordinates`" -msgstr ":ref:`doc_large_world_coordinates`" - -msgid "Scripting" -msgstr "Написание скриптов" - -msgid ":ref:`doc_custom_performance_monitors`" -msgstr ":ref:`doc_custom_performance_monitors`" - -msgid ":ref:`doc_c_sharp_collections`" -msgstr ":ref:`doc_c_sharp_collections`" - -msgid ":ref:`doc_c_sharp_global_classes`" -msgstr ":ref:`doc_c_sharp_global_classes`" - -msgid ":ref:`doc_c_sharp_variant`" -msgstr ":ref:`doc_c_sharp_variant`" - -msgid "Shaders" -msgstr "Шейдеры" - -msgid ":ref:`doc_compute_shaders`" -msgstr ":ref:`doc_compute_shaders`" - -msgid "Workflow" -msgstr "Рабочий процесс" - -msgid ":ref:`doc_pr_review_guidelines`" -msgstr ":ref:`doc_pr_review_guidelines`" - -msgid ":ref:`doc_introducing_xr_tools`" -msgstr ":ref:`doc_introducing_xr_tools`" - -msgid ":ref:`doc_xr_action_map`" -msgstr ":ref:`doc_xr_action_map`" - -msgid ":ref:`doc_deploying_to_android`" -msgstr ":ref:`doc_deploying_to_android`" - -msgid "New pages since version 3.5" -msgstr "Новые страницы с версии 3.5" - -msgid "None." -msgstr "Ничего." - -msgid "New pages since version 3.4" -msgstr "Новые страницы с версии 3.4" - -msgid ":ref:`doc_3d_text`" -msgstr ":ref:`doc_3d_text`" - -msgid ":ref:`doc_playing_videos`" -msgstr ":ref:`doc_playing_videos`" - -msgid "Editor" -msgstr "Редактор" - -msgid ":ref:`doc_managing_editor_features`" -msgstr ":ref:`doc_managing_editor_features`" - -msgid "New pages since version 3.3" -msgstr "Новые страницы с версии 3.3" - -msgid "C++" -msgstr "C++" - -msgid ":ref:`doc_cpp_usage_guidelines`" -msgstr ":ref:`doc_cpp_usage_guidelines`" - -msgid "GDScript" -msgstr "GDScript" - -msgid ":ref:`doc_gdscript_documentation_comments`" -msgstr ":ref:`doc_gdscript_documentation_comments`" - -msgid "New pages since version 3.2" -msgstr "Новые страницы с версии 3.2" - -msgid ":ref:`doc_3d_rendering_limitations`" -msgstr ":ref:`doc_3d_rendering_limitations`" - -msgid ":ref:`doc_troubleshooting`" -msgstr ":ref:`doc_troubleshooting`" - -msgid ":ref:`doc_list_of_features`" -msgstr ":ref:`doc_list_of_features`" - -msgid ":ref:`doc_release_policy`" -msgstr ":ref:`doc_release_policy`" - -msgid "Best practices" -msgstr "Лучшие практики" - -msgid ":ref:`doc_version_control_systems`" -msgstr ":ref:`doc_version_control_systems`" - -msgid "Community" -msgstr "Сообщество" - -msgid ":ref:`doc_best_practices_for_engine_contributors`" -msgstr ":ref:`doc_best_practices_for_engine_contributors`" - -msgid ":ref:`doc_bisecting_regressions`" -msgstr ":ref:`doc_bisecting_regressions`" - -msgid ":ref:`doc_editor_and_docs_localization`" -msgstr ":ref:`doc_editor_and_docs_localization`" - -msgid ":ref:`doc_introduction_to_editor_development`" -msgstr ":ref:`doc_introduction_to_editor_development`" - -msgid ":ref:`doc_editor_style_guide`" -msgstr ":ref:`doc_editor_style_guide`" - -msgid ":ref:`doc_common_engine_methods_and_macros`" -msgstr ":ref:`doc_common_engine_methods_and_macros`" - -msgid ":ref:`doc_vulkan_validation_layers`" -msgstr ":ref:`doc_vulkan_validation_layers`" - -msgid ":ref:`doc_gdscript_grammar`" -msgstr ":ref:`doc_gdscript_grammar`" - -msgid "Configuring an IDE: :ref:`doc_configuring_an_ide_code_blocks`" -msgstr "Настройка IDE: :ref:`doc_configuring_an_ide_code_blocks`" - -msgid ":ref:`doc_default_key_mapping`" -msgstr ":ref:`doc_default_key_mapping`" - -msgid ":ref:`doc_using_the_web_editor`" -msgstr ":ref:`doc_using_the_web_editor`" - -msgid "Export" -msgstr "Экспорт" - -msgid ":ref:`doc_exporting_for_dedicated_servers`" -msgstr ":ref:`doc_exporting_for_dedicated_servers`" - -msgid "Input" -msgstr "Вход" - -msgid ":ref:`doc_controllers_gamepads_joysticks`" -msgstr ":ref:`doc_controllers_gamepads_joysticks`" - -msgid "Math" -msgstr "Математика" - -msgid ":ref:`doc_random_number_generation`" -msgstr ":ref:`doc_random_number_generation`" - -msgid ":ref:`doc_plugins_for_ios`" -msgstr ":ref:`doc_plugins_for_ios`" - -msgid ":ref:`doc_ios_plugin`" -msgstr ":ref:`doc_ios_plugin`" - -msgid ":ref:`doc_html5_shell_classref`" -msgstr ":ref:`doc_html5_shell_classref`" - -msgid ":ref:`doc_collision_shapes_2d`" -msgstr ":ref:`doc_collision_shapes_2d`" - -msgid ":ref:`doc_collision_shapes_3d`" -msgstr ":ref:`doc_collision_shapes_3d`" - -msgid ":ref:`doc_shaders_style_guide`" -msgstr ":ref:`doc_shaders_style_guide`" - -msgid ":ref:`doc_debugger_panel`" -msgstr ":ref:`doc_debugger_panel`" - -msgid ":ref:`doc_creating_script_templates`" -msgstr ":ref:`doc_creating_script_templates`" - -msgid ":ref:`doc_evaluating_expressions`" -msgstr ":ref:`doc_evaluating_expressions`" - -msgid ":ref:`doc_what_is_gdextension`" -msgstr ":ref:`doc_what_is_gdextension`" - -msgid "" -":ref:`doc_gdscript_warning_system` (split from :ref:" -"`doc_gdscript_static_typing`)" -msgstr "" -":ref:`doc_gdscript_warning_system` (отделить от :ref:" -"`doc_gdscript_static_typing`)" - -msgid "User Interface (UI)" -msgstr "Пользовательский интерфейс (UI)" - -msgid ":ref:`doc_control_node_gallery`" -msgstr ":ref:`doc_control_node_gallery`" - -msgid "New pages since version 3.1" -msgstr "Новые страницы с версии 3.1" - -msgid "Project workflow" -msgstr "Рабочий процесс проекта" - -msgid ":ref:`doc_android_gradle_build`" -msgstr ":ref:`doc_android_gradle_build`" - -msgid ":ref:`doc_2d_sprite_animation`" -msgstr ":ref:`doc_2d_sprite_animation`" - -msgid "Audio" -msgstr "Аудио" - -msgid ":ref:`doc_recording_with_microphone`" -msgstr ":ref:`doc_recording_with_microphone`" - -msgid ":ref:`doc_sync_with_audio`" -msgstr ":ref:`doc_sync_with_audio`" - -msgid ":ref:`doc_beziers_and_curves`" -msgstr ":ref:`doc_beziers_and_curves`" - -msgid ":ref:`doc_interpolation`" -msgstr ":ref:`doc_interpolation`" - -msgid "Inputs" -msgstr "Вводы" - -msgid ":ref:`doc_input_examples`" -msgstr ":ref:`doc_input_examples`" - -msgid "Internationalization" -msgstr "Интернационализация" - -msgid ":ref:`doc_localization_using_gettext`" -msgstr ":ref:`doc_localization_using_gettext`" - -msgid "Shading" -msgstr "Шейдинг (Затенение)" - -msgid "Your First Shader Series:" -msgstr "Ваши первые шейдеры:" - -msgid ":ref:`doc_introduction_to_shaders`" -msgstr ":ref:`doc_introduction_to_shaders`" - -msgid ":ref:`doc_your_first_canvasitem_shader`" -msgstr ":ref:`doc_your_first_canvasitem_shader`" - -msgid ":ref:`doc_your_first_spatial_shader`" -msgstr ":ref:`doc_your_first_spatial_shader`" - -msgid ":ref:`doc_your_second_spatial_shader`" -msgstr ":ref:`doc_your_second_spatial_shader`" - -msgid ":ref:`doc_visual_shaders`" -msgstr ":ref:`doc_visual_shaders`" - -msgid "Networking" -msgstr "Сетевое взаимодействие" - -msgid ":ref:`doc_webrtc`" -msgstr ":ref:`doc_webrtc`" - -msgid "Plugins" -msgstr "Плагины" - -msgid ":ref:`doc_android_plugin`" -msgstr ":ref:`doc_android_plugin`" - -msgid ":ref:`doc_inspector_plugins`" -msgstr ":ref:`doc_inspector_plugins`" - -msgid ":ref:`doc_visual_shader_plugins`" -msgstr ":ref:`doc_visual_shader_plugins`" - -msgid "Multi-threading" -msgstr "Многопоточность" - -msgid ":ref:`doc_using_multiple_threads`" -msgstr ":ref:`doc_using_multiple_threads`" - -msgid "Creating content" -msgstr "Создание контента" - -msgid "Procedural geometry series:" -msgstr "Процедурная геометрия:" - -msgid ":ref:`Procedural geometry `" -msgstr ":ref:`Процедурная геометрия `" - -msgid ":ref:`doc_arraymesh`" -msgstr ":ref:`doc_arraymesh`" - -msgid ":ref:`doc_surfacetool`" -msgstr ":ref:`doc_surfacetool`" - -msgid ":ref:`doc_meshdatatool`" -msgstr ":ref:`doc_meshdatatool`" - -msgid ":ref:`doc_immediatemesh`" -msgstr ":ref:`doc_immediatemesh`" - -msgid "Optimization" -msgstr "Оптимизация" - -msgid ":ref:`doc_using_multimesh`" -msgstr ":ref:`doc_using_multimesh`" - -msgid ":ref:`doc_using_servers`" -msgstr ":ref:`doc_using_servers`" - -msgid "Legal" -msgstr "Правовые вопросы" - -msgid ":ref:`doc_complying_with_licenses`" -msgstr ":ref:`doc_complying_with_licenses`" - -msgid "New pages since version 3.0" -msgstr "Новые страницы с версии 3.0" - -msgid "Step by step" -msgstr "Шаг за шагом" - -msgid ":ref:`doc_signals`" -msgstr ":ref:`doc_signals`" - -msgid "Exporting" -msgstr "Экспорт" - -msgid ":ref:`doc_gdscript_static_typing`" -msgstr ":ref:`doc_gdscript_static_typing`" - -msgid "Best Practices:" -msgstr "Лучшие практики:" - -msgid ":ref:`doc_introduction_best_practices`" -msgstr ":ref:`doc_introduction_best_practices`" - -msgid ":ref:`doc_what_are_godot_classes`" -msgstr ":ref:`doc_what_are_godot_classes`" - -msgid ":ref:`doc_scene_organization`" -msgstr ":ref:`doc_scene_organization`" - -msgid ":ref:`doc_scenes_versus_scripts`" -msgstr ":ref:`doc_scenes_versus_scripts`" - -msgid ":ref:`doc_autoloads_versus_internal_nodes`" -msgstr ":ref:`doc_autoloads_versus_internal_nodes`" - -msgid ":ref:`doc_node_alternatives`" -msgstr ":ref:`doc_node_alternatives`" - -msgid ":ref:`doc_godot_interfaces`" -msgstr ":ref:`doc_godot_interfaces`" - -msgid ":ref:`doc_godot_notifications`" -msgstr ":ref:`doc_godot_notifications`" - -msgid ":ref:`doc_data_preferences`" -msgstr ":ref:`doc_data_preferences`" - -msgid ":ref:`doc_logic_preferences`" -msgstr ":ref:`doc_logic_preferences`" - -msgid ":ref:`doc_2d_lights_and_shadows`" -msgstr ":ref:`doc_2d_lights_and_shadows`" - -msgid ":ref:`doc_2d_meshes`" -msgstr ":ref:`doc_2d_meshes`" - -msgid ":ref:`doc_csg_tools`" -msgstr ":ref:`doc_csg_tools`" - -msgid ":ref:`doc_animating_thousands_of_fish`" -msgstr ":ref:`doc_animating_thousands_of_fish`" - -msgid ":ref:`doc_controlling_thousands_of_fish`" -msgstr ":ref:`doc_controlling_thousands_of_fish`" - -msgid ":ref:`doc_ragdoll_system`" -msgstr ":ref:`doc_ragdoll_system`" - -msgid ":ref:`doc_soft_body`" -msgstr ":ref:`doc_soft_body`" - -msgid ":ref:`doc_2d_skeletons`" -msgstr ":ref:`doc_2d_skeletons`" - -msgid ":ref:`doc_animation_tree`" -msgstr ":ref:`doc_animation_tree`" - -msgid "GUI" -msgstr "GUI (Графический интерфейс пользователя)" - -msgid ":ref:`doc_gui_containers`" -msgstr ":ref:`doc_gui_containers`" - -msgid "Viewports" -msgstr "Окна просмотра" - -msgid ":ref:`doc_viewport_as_texture`" -msgstr ":ref:`doc_viewport_as_texture`" - -msgid ":ref:`doc_custom_postprocessing`" -msgstr ":ref:`doc_custom_postprocessing`" - -msgid ":ref:`doc_converting_glsl_to_godot_shaders`" -msgstr ":ref:`doc_converting_glsl_to_godot_shaders`" - -msgid ":ref:`doc_advanced_postprocessing`" -msgstr ":ref:`doc_advanced_postprocessing`" - -msgid "Shading Reference:" -msgstr "Справка по написанию шейдеров:" - -msgid ":ref:`doc_shading_language`" -msgstr ":ref:`doc_shading_language`" - -msgid ":ref:`doc_spatial_shader`" -msgstr ":ref:`doc_spatial_shader`" - -msgid ":ref:`doc_canvas_item_shader`" -msgstr ":ref:`doc_canvas_item_shader`" - -msgid ":ref:`doc_particle_shader`" -msgstr ":ref:`doc_particle_shader`" - -msgid ":ref:`doc_making_main_screen_plugins`" -msgstr ":ref:`doc_making_main_screen_plugins`" - -msgid ":ref:`doc_3d_gizmo_plugins`" -msgstr ":ref:`doc_3d_gizmo_plugins`" - -msgid ":ref:`doc_customizing_html5_shell`" -msgstr ":ref:`doc_customizing_html5_shell`" - -msgid ":ref:`doc_thread_safe_apis`" -msgstr ":ref:`doc_thread_safe_apis`" - -msgid ":ref:`doc_making_trees`" -msgstr ":ref:`doc_making_trees`" - -msgid "Miscellaneous" -msgstr "Разное" - -msgid ":ref:`doc_jitter_stutter`" -msgstr ":ref:`doc_jitter_stutter`" - -msgid ":ref:`doc_running_code_in_the_editor`" -msgstr ":ref:`doc_running_code_in_the_editor`" - -msgid ":ref:`doc_change_scenes_manually`" -msgstr ":ref:`doc_change_scenes_manually`" - -msgid "Compiling" -msgstr "Компиляция" - -msgid ":ref:`doc_optimizing_for_size`" -msgstr ":ref:`doc_optimizing_for_size`" - -msgid ":ref:`doc_compiling_with_script_encryption_key`" -msgstr ":ref:`doc_compiling_with_script_encryption_key`" - -msgid "Engine development" -msgstr "Разработка движка" - -msgid ":ref:`doc_binding_to_external_libraries`" -msgstr ":ref:`doc_binding_to_external_libraries`" diff --git a/sphinx/po/ru/LC_MESSAGES/about/faq.po b/sphinx/po/ru/LC_MESSAGES/about/faq.po deleted file mode 100644 index bf52d89ada..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/about/faq.po +++ /dev/null @@ -1,1300 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "FAQ" -msgstr "Вопросы и ответы" - -msgid "Frequently asked questions" -msgstr "Часто задаваемые вопросы" - -msgid "" -"What can I do with Godot? How much does it cost? What are the license terms?" -msgstr "" -"На что способен Godot? Сколько он стоит? Каковы условия лицензирования?" - -msgid "" -"Godot is `Free and open source Software `_ available under the `OSI-approved `_ MIT license. This means it is free as in " -"\"free speech\" as well as in \"free beer.\"" -msgstr "" -"Godot — это `свободное программное обеспечение с открытым исходным кодом " -"`_, доступное " -"по `одобренной OSI `_ лицензии MIT." - -msgid "In short:" -msgstr "Вкратце:" - -msgid "" -"You are free to download and use Godot for any purpose: personal, non-" -"profit, commercial, or otherwise." -msgstr "" -"Вы можете бесплатно загрузить и использовать Godot для любых целей: личных, " -"некоммерческих, коммерческих или иных." - -msgid "" -"You are free to modify, distribute, redistribute, and remix Godot to your " -"heart's content, for any reason, both non-commercially and commercially." -msgstr "" -"Вы можете свободно изменять, распространять и пересобирать Godot по любой " -"причине, как не коммерчески, так и коммерчески." - -msgid "" -"All the contents of this accompanying documentation are published under the " -"permissive Creative Commons Attribution 3.0 (`CC BY 3.0 `_) license, with attribution to \"Juan " -"Linietsky, Ariel Manzur and the Godot Engine community.\"" -msgstr "" -"Все содержимое этой сопроводительной документации опубликовано под лицензией " -"Creative Commons Attribution 3.0 (`CC-BY 3.0 `_) с указанием авторства \"Хуана Линецкий, Ариэла Манзура " -"и сообщества Godot Engine.\"" - -msgid "" -"Logos and icons are generally under the same Creative Commons license. Note " -"that some third-party libraries included with Godot's source code may have " -"different licenses." -msgstr "" -"Логотипы и иконки также находятся под лицензией Creative Commons. Заметьте, " -"что сторонние библиотеки, включённые в исходный код Godot, могут иметь " -"другие лицензии." - -msgid "" -"For full details, look at the `COPYRIGHT.txt `_ as well as the `LICENSE.txt `_ and `LOGO_LICENSE." -"txt `_ " -"files in the Godot repository." -msgstr "" -"Для полной информации, смотрите `COPYRIGHT.txt `_ ,а также `LICENSE.txt " -"`_ и " -"`LOGO_LICENSE.txt `_ в репозитории Godot." - -msgid "" -"Also, see `the license page on the Godot website `_." -msgstr "" -"Также смотрите `страницу лицензии официального сайта Godot `_." - -msgid "Which platforms are supported by Godot?" -msgstr "Какие платформы поддерживаются Godot?" - -msgid "**For the editor:**" -msgstr "**Для редактора:**" - -msgid "Windows" -msgstr "Windows" - -msgid "macOS" -msgstr "macOS" - -msgid "Linux, \\*BSD" -msgstr "Linux, \\*BSD" - -msgid "Android (experimental)" -msgstr "Android (в экспериментальном режиме)" - -msgid "`Web `__ (experimental)" -msgstr "`Web `__ (в экспериментальном режиме)" - -msgid "**For exporting your games:**" -msgstr "**Для экспорта ваших игр:**" - -msgid "Android" -msgstr "Android" - -msgid "iOS" -msgstr "iOS" - -msgid "Web" -msgstr "Web" - -msgid "" -"Both 32- and 64-bit binaries are supported where it makes sense, with 64 " -"being the default. Official macOS builds support Apple Silicon natively as " -"well as x86_64." -msgstr "" -"Поддерживается создание 32-х и 64-х битных исполняемых файлов (для платформ, " -"где это возможно); по умолчанию создаются 64-х битные файлы. Официальные " -"сборки macOS поддерживают Apple Silicon так же, как и x86_64." - -msgid "" -"Some users also report building and using Godot successfully on ARM-based " -"systems with Linux, like the Raspberry Pi." -msgstr "" -"Некоторые пользователи также сообщают о сборке и использовании Godot для " -"систем на базе ARM с Linux, таких, как Raspberry Pi." - -msgid "" -"The Godot team can't provide an open source console export due to the " -"licensing terms imposed by console manufacturers. Regardless of the engine " -"you use, though, releasing games on consoles is always a lot of work. You " -"can read more about :ref:`doc_consoles`." -msgstr "" -"Команда Godot не может обеспечить реализацию экспорта с открытым исходным " -"кодом на консоли из-за условий лицензирования, установленных производителями " -"консолей. Независимо от используемого движка, выпуск игр на консоли — это " -"всегда большой объём работы. Вы можете узнать больше здесь: :ref:" -"`doc_consoles`." - -msgid "" -"For more on this, see the sections on :ref:`exporting ` and :ref:`compiling Godot yourself `." -msgstr "" -"Более подробная информация есть в разделах :ref:`экспорт ` и :ref:`как собрать Godot `." - -msgid "" -"Godot 3 also had support for Universal Windows Platform (UWP). This platform " -"port was removed in Godot 4 due to lack of maintenance, and it being " -"deprecated by Microsoft. It is still available in the current stable release " -"of Godot 3 for interested users." -msgstr "" -"Godot 3 также имел поддержку Uniwersal Windows Platform (UWP). Эта платформа " -"была удалена в Godot 4 из-за слабой поддержки, а также того факта, что " -"Microsoft перевёл UWP в категорию устаревшего ПО. Тем не менее в Godot 3 " -"версии current stable, она всё ещё доступна для интересующихся пользователей." - -msgid "Which programming languages are supported in Godot?" -msgstr "Какие языки программирования поддерживаются в Godot?" - -msgid "" -"The officially supported languages for Godot are GDScript, C#, and C++. See " -"the subcategories for each language in the :ref:`scripting ` section." -msgstr "" -"Официально поддерживаемые языки для Godot это GDScript, C# и C++. Смотрите " -"подкатегории для каждого языка в секции :ref:`написание скриптов `." - -msgid "" -"If you are just starting out with either Godot or game development in " -"general, GDScript is the recommended language to learn and use since it is " -"native to Godot. While scripting languages tend to be less performant than " -"lower-level languages in the long run, for prototyping, developing Minimum " -"Viable Products (MVPs), and focusing on Time-To-Market (TTM), GDScript will " -"provide a fast, friendly, and capable way of developing your games." -msgstr "" -"Если вы только начинаете разбираться с Godot или с разработкой игр в целом, " -"то рекомендуем изучить язык GDScript, поскольку он является родным языком " -"для Godot. Как правило, в долгосрочной перспективе скриптовые языки " -"программирования менее эффективны, чем языки низкого уровня, но для " -"прототипирования, создания минимально жизнеспособных продуктов (minimum " -"viable product, MVP) и уменьшения времени выхода на рынок (Time-To-Market, " -"TTM) GDScript предоставляет достаточно быстрый, дружественный и действенный " -"путь разработки." - -msgid "" -"Note that C# support is still relatively new, and as such, you may encounter " -"some issues along the way. C# support is also currently missing on the web " -"platform. Our friendly and hard-working development community is always " -"ready to tackle new problems as they arise, but since this is an open source " -"project, we recommend that you first do some due diligence yourself. " -"Searching through discussions on `open issues `__ " -"is a great way to start your troubleshooting." -msgstr "" -"Обратите внимание, что поддержка C# это довольно новая функция и по пути вы " -"можете столкнуться с некоторыми проблемами. Поддержка C# также в настоящее " -"время отсутствует на веб-платформе. Наше дружелюбное и трудолюбивое " -"сообщество всегда готово решать новые проблемы по мере их возникновения, но " -"поскольку это проект с открытым исходным кодом, то мы рекомендуем сначала " -"поискать решение проблемы самостоятельно. Поиск в обсуждениях на `open " -"issues (Открытые вопросы) `_ - это отличный способ " -"приступить к решению возникших проблем." - -msgid "" -"As for new languages, support is possible via third parties with " -"GDExtensions. (See the question about plugins below). Work is currently " -"underway, for example, on unofficial bindings for Godot to `Python `_ and `Nim `_." -msgstr "" -"Что касается новых языков, поддержка возможна с использованием возможностей " -"сторонних решений через GDExtension. (См. вопрос о плагинах ниже.) В " -"настоящее время работа ведётся полным ходом, например, есть неофициальные " -"привязки Godot к `Python `_ и " -"`Nim `_." - -msgid "What is GDScript and why should I use it?" -msgstr "Что такое GDScript и зачем мне его использовать?" - -msgid "" -"GDScript is Godot's integrated scripting language. It was built from the " -"ground up to maximize Godot's potential in the least amount of code, " -"affording both novice and expert developers alike to capitalize on Godot's " -"strengths as fast as possible. If you've ever written anything in a language " -"like Python before, then you'll feel right at home. For examples and a " -"complete overview of the power GDScript offers you, check out the :ref:" -"`GDScript scripting guide `." -msgstr "" -"GDScript — это встроенный скриптовый язык программирования Godot. Он был " -"создан с нуля для того, чтобы максимизировать потенциал Godot, сократив " -"количество кода, тем самым предоставляя как начинающим, так и опытным " -"разработчикам возможность максимально быстро извлечь выгоду из всех " -"преимуществ Godot. Если вы когда-нибудь писали что-то на языке, подобном " -"Python, то в GDScript вы почувствуете себя как дома. Для того чтобы " -"посмотреть примеры и ознакомиться с полным набором возможностей, которые " -"предлагает GDScript, советуем ознакомиться с :ref:`Руководством по созданию " -"скриптов GDScript `." - -msgid "" -"The original intent of creating a tightly integrated, custom scripting " -"language for Godot was two-fold: first, it reduces the amount of time " -"necessary to get up and running with Godot, giving developers a rapid way of " -"exposing themselves to the engine with a focus on productivity; second, it " -"reduces the overall burden of maintenance, attenuates the dimensionality of " -"issues, and allows the developers of the engine to focus on squashing bugs " -"and improving features related to the engine core, rather than spending a " -"lot of time trying to get a small set of incremental features working across " -"a large set of languages." -msgstr "" -"Изначальное намерение создать тесно интегрированный, собственный скриптовый " -"язык для Godot преследовало две цели: во-первых, он сокращает время, " -"необходимое для начала работы с Godot, предоставляя разработчикам быстрый " -"способ ознакомления с движком с упором на производительность; во-вторых - " -"снижает общую сложность обслуживания, уменьшает объем проблем и позволяет " -"разработчикам движка сосредоточиться на устранении ошибок и улучшении " -"функций, связанных с ядром движка, вместо того, чтобы тратить много времени " -"на попытки заставить небольшой набор дополнительных функций работать на " -"большом количестве языков." - -msgid "" -"More information about getting comfortable with GDScript or dynamically " -"typed languages can be found in the :ref:`doc_gdscript_more_efficiently` " -"tutorial." -msgstr "" -"Более подробная информация, о том, как комфортабельно использовать GDScript " -"или динамически типизированные языки может быть найдена в руководстве :ref:" -"`doc_gdscript_more_efficiently`." - -msgid "What were the motivations behind creating GDScript?" -msgstr "Каковы были мотивы создания GDScript?" - -msgid "" -"In the early days, the engine used the `Lua `__ " -"scripting language. Lua can be fast thanks to LuaJIT, but creating bindings " -"to an object-oriented system (by using fallbacks) was complex and slow and " -"took an enormous amount of code. After some experiments with `Python " -"`__, that also proved difficult to embed." -msgstr "" -"В ранние годы движок использовал скриптовый язык `Lua `__. Lua может быть быстрым благодаря LuaJIT, но создание привязки к " -"объектно-ориентированной системе (с помощью fallbacks) было сложным и " -"медленным и требовало огромного количества кода. После некоторых " -"экспериментов с `Python `__, мы поняли, что он также " -"является сложным для встраивания." - -msgid "" -"The main reasons for creating a custom scripting language for Godot were:" -msgstr "" -"Основными причинами создания своего собственного скриптового языка для Godot " -"были:" - -msgid "" -"Poor threading support in most script VMs, and Godot uses threads (Lua, " -"Python, Squirrel, JavaScript, ActionScript, etc.)." -msgstr "" -"Слабая поддержка потоков, которые использует Godot, в виртуальных машинах " -"скриптовых языков (Lua, Python, Squirrel, JS, AS, и пр.)." - -msgid "" -"Poor class-extending support in most script VMs, and adapting to the way " -"Godot works is highly inefficient (Lua, Python, JavaScript)." -msgstr "" -"В большинстве виртуальных машин нет хорошей поддержки расширения классов, и " -"процесс адаптации в Godot крайне неэффективен (Lua, Python, JS)." - -msgid "" -"Many existing languages have horrible interfaces for binding to C++, " -"resulting in a large amount of code, bugs, bottlenecks, and general " -"inefficiency (Lua, Python, Squirrel, JavaScript, etc.). We wanted to focus " -"on a great engine, not a great number of integrations." -msgstr "" -"Многие существующие языки имеют ужасные интерфейсы для привязки к C++, что " -"приводит к большому количеству кода, ошибкам, \"бутылочным горлышкам\" и " -"общей неэффективности (Lua, Python, Squirrel, JS и т.д.). Мы хотели " -"сосредоточиться на качественном движке, а не на большом количестве " -"интеграций." - -msgid "" -"No native vector types (Vector3, Transform3D, etc.), resulting in highly " -"reduced performance when using custom types (Lua, Python, Squirrel, " -"JavaScript, ActionScript, etc.)." -msgstr "" -"Отсутствие родных векторных типов (Vector3, Transform3D и др.) приводило к " -"серьёзному уменьшению производительности, когда использовались собственные " -"типы (Lua, Python, Squirrel, JavaScript, ActionScript и т.д.)." - -msgid "" -"Garbage collector results in stalls or unnecessarily large memory usage " -"(Lua, Python, JavaScript, ActionScript, etc.)." -msgstr "" -"Сборщик мусора приводит к остановке или излишне большому использованию " -"памяти (Lua, Python, JS, AS и т.д.)." - -msgid "" -"Difficulty integrating with the code editor for providing code completion, " -"live editing, etc. (all of them)." -msgstr "" -"Сложная интеграция с редактором кода для обеспечения автодополнения, " -"редактирования в реальном времени и т.д. (это относиться ко всем языкам)." - -msgid "GDScript was designed to curtail the issues above, and more." -msgstr "" -"GDScript был разработан, чтобы решить проблемы, описанные выше, и не только." - -msgid "What 3D model formats does Godot support?" -msgstr "Какие форматы 3D моделей поддерживает Godot?" - -msgid "" -"You can find detailed information on supported formats, how to export them " -"from your 3D modeling software, and how to import them for Godot in the :ref:" -"`doc_importing_3d_scenes` documentation." -msgstr "" -"Более детальную информацию о поддерживаемых форматах, как их экспортировать " -"из вашего 3D-редактора, а также импортировать в Godot можете найти здесь: :" -"ref:`doc_importing_3d_scenes`." - -msgid "" -"Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?" -msgstr "" -"Будут ли [закрытые SDK такие, как FMOD, GameWorks, и т.д.] поддерживаться в " -"Godot?" - -msgid "" -"The aim of Godot is to create a free and open source MIT-licensed engine " -"that is modular and extendable. There are no plans for the core engine " -"development community to support any third-party, closed-source/proprietary " -"SDKs, as integrating with these would go against Godot's ethos." -msgstr "" -"Цель Godot - создать свободный и открытый, модульный и расширяемый движок с " -"лицензией MIT. Сообщество разработчиков движка не планирует поддерживать " -"сторонние, закрытые/проприетарные SDK, так как интеграция с ними " -"противоречит этике Godot." - -msgid "" -"That said, because Godot is open source and modular, nothing prevents you or " -"anyone else interested in adding those libraries as a module and shipping " -"your game with them, as either open- or closed-source." -msgstr "" -"Тем не менее поскольку Godot является открытым и модульным, ничто не мешает " -"вам или кому-либо еще заинтересоваться добавлением этих библиотек в качестве " -"модуля и распространять вашу игру с ним в качестве открытого или закрытого " -"источника." - -msgid "" -"To see how support for your SDK of choice could still be provided, look at " -"the Plugins question below." -msgstr "" -"Чтобы узнать, как еще можно обеспечить поддержку вашего SDK, прочтите в " -"вопросах о плагинах выше." - -msgid "" -"If you know of a third-party SDK that is not supported by Godot but that " -"offers free and open source integration, consider starting the integration " -"work yourself. Godot is not owned by one person; it belongs to the " -"community, and it grows along with ambitious community contributors like you." -msgstr "" -"Если вы знаете о стороннем SDK, который не поддерживается Godot, но " -"предлагает бесплатную интеграцию с открытым исходным кодом, подумайте о том, " -"чтобы начать работу по интеграции самостоятельно. Godot не принадлежит " -"одному человеку; он принадлежит сообществу, и он растёт вместе с такими " -"амбициозными участниками сообщества, как вы." - -msgid "How can I extend Godot?" -msgstr "Как я могу расширить Godot?" - -msgid "" -"For extending Godot, like creating Godot Editor plugins or adding support " -"for additional languages, take a look at :ref:`EditorPlugins " -"` and tool scripts." -msgstr "" -"Для расширения Godot, например, для создания плагинов редактора Godot или " -"добавления поддержки дополнительных языков, взгляните на :ref:`Редактор " -"плагинов ` и инструментальные скрипты (tool скрипты)." - -msgid "" -"Also, see the official blog post on GDExtension, a way to develop native " -"extensions for Godot:" -msgstr "" -"Кроме того, см. официальный пост в блоге про GDExtension, о том как " -"разрабатывать нативные расширения для Godot:" - -msgid "" -"`Introducing GDNative's successor, GDExtension `_" -msgstr "" -"`Представляем преемника GDNative, GDExtension `_" - -msgid "" -"You can also take a look at the GDScript implementation, the Godot modules, " -"as well as the `Jolt physics engine integration `__ for Godot. This would be a good starting point to see " -"how another third-party library integrates with Godot." -msgstr "" -"Вы также можете взглянуть на реализацию GDScript, модулей Godot, а также на " -"`интеграцию физического движка Jolt `__. Это было бы хорошей отправной точкой для того, чтобы увидеть, как " -"другая сторонняя библиотека интегрируется с Godot." - -msgid "" -"How do I install the Godot editor on my system (for desktop integration)?" -msgstr "" -"Как мне установить редактор Godot на свою систему (для установки на рабочий " -"стол)?" - -msgid "" -"Since you don't need to actually install Godot on your system to run it, " -"this means desktop integration is not performed automatically. There are two " -"ways to overcome this. You can install Godot from `Steam `__ (all platforms), `Scoop " -"`__ (Windows), `Homebrew `__ (macOS) or " -"`Flathub `__ " -"(Linux). This will automatically perform the required steps for desktop " -"integration." -msgstr "" -"Поскольку для запуска Godot не нужно устанавливать его в систему, это " -"означает, что интеграция с рабочим столом не происходит автоматически. Есть " -"два способа решить эту проблему. Вы можете установить Godot из `Steam " -"`__ (все " -"платформы), `Scoop `__ (Windows), `Homebrew `__ (macOS) или `Flathub `__ (Linux). Это автоматически выполнит необходимые шаги " -"для интеграции с рабочим столом." - -msgid "" -"Alternatively, you can manually perform the steps that an installer would do " -"for you:" -msgstr "" -"Либо же вы можете вручную выполнить шаги, которые программа установки " -"сделала бы за вас:" - -msgid "" -"Move the Godot executable to a stable location (i.e. outside of your " -"Downloads folder), so you don't accidentally move it and break the shortcut " -"in the future." -msgstr "" -"Переместите исполняемый файл Godot в стабильное место (т.е. за пределы папки " -"\"Загрузки\"), чтобы в будущем Вы случайно не переместили его или не " -"повредили ярлык." - -msgid "Right-click the Godot executable and choose **Create Shortcut**." -msgstr "" -"Щелкните правой кнопкой мыши на исполняемый файл Godot и выберите **Создать " -"ярлык**." - -msgid "" -"Move the created shortcut to ``%APPDATA%\\Microsoft\\Windows\\Start " -"Menu\\Programs``. This is the user-wide location for shortcuts that will " -"appear in the Start menu. You can also pin Godot in the task bar by right-" -"clicking the executable and choosing **Pin to Task Bar**." -msgstr "" -"Переместите созданный ярлык в ``%APPDATA%\\Microsoft\\Windows\\Start " -"Menu\\Programs``. Это общепользовательское расположение для ярлыков, которые " -"будут отображаться в меню \"Пуск\". Вы также можете прикрепить Godot на " -"панель задач, нажав на правую кнопку мыши по исполняемому файлу и выбрав " -"**Прикрепить на Панель Задач**." - -msgid "" -"Drag the extracted Godot application to ``/Applications/Godot.app``, then " -"drag it to the Dock if desired. Spotlight will be able to find Godot as long " -"as it's in ``/Applications`` or ``~/Applications``." -msgstr "" -"Переместите извлечённое приложение Godot в ``/Applications/Godot.app``, " -"затем, если Вы хотите, можете переместить его на панель задач. Spotlight " -"сможет найти Godot, пока он будет находиться в ``/Applications`` or ``~/" -"Applications``." - -msgid "Linux" -msgstr "Linux" - -msgid "" -"Move the Godot binary to a stable location (i.e. outside of your Downloads " -"folder), so you don't accidentally move it and break the shortcut in the " -"future." -msgstr "" -"Переместите бинарный файл Godot в стабильное место (т.е. за пределы папки " -"\"Загрузки\"), чтобы в будущем Вы случайно не переместили его и не повредили " -"ярлык." - -msgid "" -"Rename and move the Godot binary to a location present in your ``PATH`` " -"environment variable. This is typically ``/usr/local/bin/godot`` or ``/usr/" -"bin/godot``. Doing this requires administrator privileges, but this also " -"allows you to :ref:`run the Godot editor from a terminal " -"` by entering ``godot``." -msgstr "" -"Переименуйте и переместите бинарный файл Godot в место вашей переменной " -"среды ``PATH``. Обычно это ``/usr/local/bin/godot`` или ``/usr/bin/godot``. " -"Для этого требуются права администратора, но это также позволит вам :ref:" -"`запустить редактор Godot из терминала `, " -"введя``godot``." - -msgid "" -"If you cannot move the Godot editor binary to a protected location, you can " -"keep the binary somewhere in your home directory, and modify the ``Path=`` " -"line in the ``.desktop`` file linked below to contain the full *absolute* " -"path to the Godot binary." -msgstr "" -"Если вы не можете переместить редактор Godot в защищённое место, вы можете " -"оставить бинарный файл где-нибудь в домашнем каталоге, и отредактировать " -"строку ``Path=`` в файле ``.desktop``, приведённой ниже, чтобы включить его " -"в полную *абсолютную* переменную path в бинарном файле Godot." - -msgid "" -"Save `this .desktop file `__ to ``$HOME/." -"local/share/applications/``. If you have administrator privileges, you can " -"also save the ``.desktop`` file to ``/usr/local/share/applications`` to make " -"the shortcut available for all users." -msgstr "" -"Сохраните `этот .desktop файл `__ в ``$HOME/." -"local/share/applications/``. Если у вас есть права администратора, то вы " -"также можете сохранить ``.desktop`` файл в ``/usr/local/share/" -"applications``, чтобы предоставить доступ к ярлыку всем пользователям." - -msgid "Is the Godot editor a portable application?" -msgstr "Является ли Godot портативным?" - -msgid "" -"In its default configuration, Godot is *semi-portable*. Its executable can " -"run from any location (including non-writable locations) and never requires " -"administrator privileges." -msgstr "" -"При своих настройках по умолчанию Godot является *полу-портативным*. Его " -"исполняемый файл может быть запущен из любого места (включая места, " -"недоступные для записи) и никогда не требует права администратора." - -msgid "" -"However, configuration files will be written to the user-wide configuration " -"or data directory. This is usually a good approach, but this means " -"configuration files will not carry across machines if you copy the folder " -"containing the Godot executable. See :ref:`doc_data_paths` for more " -"information." -msgstr "" -"Однако, конфигурационные файлы будут написаны для общепользовательских " -"настроек или каталога данных. Обычно это хороший метод, но он означает, что " -"конфигурационные файлы не перенесут оборудование, если вы скопируете папку, " -"содержащую исполняемый файл Godot. См. :ref:`doc_data_paths`для " -"дополнительной информации." - -msgid "" -"If *true* portable operation is desired (e.g. for use on a USB stick), " -"follow the steps in :ref:`doc_data_paths_self_contained_mode`." -msgstr "" -"Если требуется *настоящая* переносимость (например, для использования на USB-" -"накопителе), выполните действия, описанные в :ref:" -"`doc_data_paths_self_contained_mode`." - -msgid "Why does Godot prioritize Vulkan and OpenGL over Direct3D?" -msgstr "Почему Godot использует Vulkan или OpenGL вместо Direct3D?" - -msgid "" -"Godot aims for cross-platform compatibility and open standards first and " -"foremost. OpenGL and Vulkan are the technologies that are both open and " -"available on (nearly) all platforms. Thanks to this design decision, a " -"project developed with Godot on Windows will run out of the box on Linux, " -"macOS, and more." -msgstr "" -"Прежде всего, Godot стремится к кроссплатформенности и открытым стандартам. " -"OpenGL и Vulkan - технологии, открытые и доступные на (почти) всех " -"платформах. Благодаря этому, проект, созданный с Godot на Windows, будет " -"готов к работе на Linux, macOS и др." - -msgid "" -"While Vulkan and OpenGL remain our primary focus for their open standard and " -"cross-platform benefits, Godot 4.3 introduced experimental support for " -"Direct3D 12. This addition aims to enhance performance and compatibility on " -"platforms where Direct3D 12 is prevalent, such as Windows and Xbox. However, " -"Vulkan and OpenGL will continue as the default rendering backends on all " -"platforms, including Windows." -msgstr "" -"В то время как Vulkan и OpenGL остаются нашими главными приоритетами " -"благодаря их открытому стандарту и кроссплатформенным преимуществам, в Godot " -"4.3 появилась экспериментальная поддержка Direct3D 12. Это дополнение " -"призвано повысить производительность и совместимость на платформах, где " -"распространён Direct3D 12, таких, как Windows и Xbox. Однако Vulkan и OpenGL " -"по-прежнему будут использоваться по умолчанию для отрисовки на всех " -"платформах, включая Windows." - -msgid "Why does Godot aim to keep its core feature set small?" -msgstr "" -"Почему Godot стремится сохранить свой набор основных функций маленьким?" - -msgid "" -"Godot intentionally does not include features that can be implemented by add-" -"ons unless they are used very often. One example of something not used often " -"is advanced artificial intelligence functionality." -msgstr "" -"Godot намеренно не включает функции, которые могут быть реализованы " -"дополнениями, если только они не используются очень часто. Одним из примеров " -"этого может быть расширенная функциональность искусственного интеллекта." - -msgid "There are several reasons for this:" -msgstr "На это есть несколько причин:" - -msgid "" -"**Code maintenance and surface for bugs.** Every time we accept new code in " -"the Godot repository, existing contributors often take the responsibility of " -"maintaining it. Some contributors don't always stick around after getting " -"their code merged, which can make it difficult for us to maintain the code " -"in question. This can lead to poorly maintained features with bugs that are " -"never fixed. On top of that, the \"API surface\" that needs to be tested and " -"checked for regressions keeps increasing over time." -msgstr "" -"**Сопровождение кода и поиск ошибок**. Каждый раз, когда мы принимаем новый " -"код в репозиторий Godot, существующие соавторы часто берут на себя " -"ответственность за его поддержку. Некоторые соавторы не всегда остаются с " -"нами после слияния их кода, что может затруднить нам поддержку данного кода. " -"Это может привести к появлению плохо поддерживаемых функций с ошибками, " -"которые никогда не будут исправлены. Кроме того API которые необходимо " -"тестировать и проверять на наличие регрессий, со временем увеличиваются." - -msgid "" -"**Ease of contribution.** By keeping the codebase small and tidy, it can " -"remain fast and easy to compile from source. This makes it easier for new " -"contributors to get started with Godot, without requiring them to purchase " -"high-end hardware." -msgstr "" -"**Легкость вклада.** Сохраняя небольшую и аккуратную кодовую базу, ее можно " -"быстро и легко компилировать из исходного кода. Это облегчает новым " -"участникам начало работы с Godot, не требуя от них покупки " -"высокопроизводительного оборудования." - -msgid "" -"**Keeping the binary size small for the editor.** Not everyone has a fast " -"Internet connection. Ensuring that everyone can download the Godot editor, " -"extract it and run it in less than 5 minutes makes Godot more accessible to " -"developers in all countries." -msgstr "" -"**Сохранение небольшого размера двоичного файла для редактора.** Не у всех " -"есть быстрое подключение к Интернету. Обеспечение того, чтобы каждый мог " -"загрузить редактор Godot, извлечь его и запустить менее чем за 5 минут, " -"делает Godot более доступным для разработчиков во всех странах." - -msgid "" -"**Keeping the binary size small for export templates.** This directly " -"impacts the size of projects exported with Godot. On mobile and web " -"platforms, keeping file sizes low is important to ensure fast installation " -"and loading on underpowered devices. Again, there are many countries where " -"high-speed Internet is not readily available. To add to this, strict data " -"usage caps are often in effect in those countries." -msgstr "" -"**Обеспечение небольшого размера двоичных файлов для шаблонов экспорта**. " -"Это напрямую влияет на размер проектов, экспортируемых с помощью Godot. На " -"мобильных и веб-платформах сохранение небольшого размера файлов важно для " -"обеспечения быстрой установки и загрузки на маломощных устройствах. Опять " -"же, во многих странах высокоскоростной Интернет не всегда доступен. Кроме " -"того, в таких странах часто действуют строгие ограничения на использование " -"данных." - -msgid "" -"For all the reasons above, we have to be selective of what we can accept as " -"core functionality in Godot. This is why we are aiming to move some core " -"functionality to officially supported add-ons in future versions of Godot. " -"In terms of binary size, this also has the advantage of making you pay only " -"for what you actually use in your project. (In the meantime, you can :ref:" -"`compile custom export templates with unused features disabled " -"` to optimize the distribution size of your " -"project.)" -msgstr "" -"Согласно всему вышеперечисленному, мы должны подходить избирательно к тому, " -"что принимать в качестве основных функций в Godot. Вот почему мы стремимся " -"перенести некоторые основные функции в официально поддерживаемые аддоны в " -"будущих версиях Godot. В контексте объема занимаемой памяти это также имеет " -"преимущество, ведь вы платите только за то, что вы действительно используете " -"в своем проекте. (А пока вы можете :ref:`компилировать пользовательские " -"шаблоны экспорта с отключенными неиспользуемыми функциями " -"`, чтобы оптимизировать размер исходника вашего " -"проекта.)" - -msgid "" -"How should assets be created to handle multiple resolutions and aspect " -"ratios?" -msgstr "" -"Как создавать ассеты под множество разрешений и соотношений сторон дисплея?" - -msgid "" -"This question pops up often and it's probably thanks to the misunderstanding " -"created by Apple when they originally doubled the resolution of their " -"devices. It made people think that having the same assets in different " -"resolutions was a good idea, so many continued towards that path. That " -"originally worked to a point and only for Apple devices, but then several " -"Android and Apple devices with different resolutions and aspect ratios were " -"created, with a very wide range of sizes and DPIs." -msgstr "" -"Этот вопрос возникает часто, и это, вероятно, благодаря недопониманию, " -"созданному Apple, когда они изначально удвоили разрешение своих устройств. " -"Это заставляло людей думать, что иметь одинаковые ассеты в разных " -"разрешениях было хорошей идеей, поэтому многие продолжали идти по этому " -"пути. Это работало до определенного момента и только для устройств Apple, но " -"затем было создано несколько устройств Android и Apple с различными " -"разрешениями и соотношениями сторон с очень широким диапазоном размеров и " -"DPI." - -msgid "" -"The most common and proper way to achieve this is to, instead, use a single " -"base resolution for the game and only handle different screen aspect ratios. " -"This is mostly needed for 2D, as in 3D, it's just a matter of camera " -"vertical or horizontal FOV." -msgstr "" -"Самый распространенный и правильный способ достичь этого - использовать одно " -"базовое разрешение для игры и управлять только различными пропорциями " -"экрана. В основном, это нужно для 2D, так как в 3D это просто вопрос " -"горизонтального или вертикального угла обзора камеры." - -msgid "" -"Choose a single base resolution for your game. Even if there are devices " -"that go up to 1440p and devices that go down to 400p, regular hardware " -"scaling in your device will take care of this at little or no performance " -"cost. The most common choices are either near 1080p (1920x1080) or 720p " -"(1280x720). Keep in mind the higher the resolution, the larger your assets, " -"the more memory they will take and the longer the time it will take for " -"loading." -msgstr "" -"Выберите одно базовое разрешение для своей игры. Даже если есть устройства, " -"которые имеют разрешение выше 1440p и устройства, которые имеют разрешение " -"ниже 400p, обычное аппаратное масштабирование на вашем устройстве " -"позаботится об этом практически без затрат. Наиболее распространенные " -"варианты - либо около 1080p (1920x1080), либо 720p (1280x720). Имейте в " -"виду, что чем выше разрешение, тем больше ваши ассеты, будут занимать памяти " -"и тем больше времени им потребуется для загрузки." - -msgid "" -"Use the stretch options in Godot; canvas items stretching while keeping " -"aspect ratios works best. Check the :ref:`doc_multiple_resolutions` tutorial " -"on how to achieve this." -msgstr "" -"Используйте параметры растяжения в Godot; растяжение холста при сохранении " -"пропорций работает лучше всего. Посмотрите учебник: :ref:" -"`doc_multiple_resolutions` о том, как этого добиться." - -msgid "" -"Determine a minimum resolution and then decide if you want your game to " -"stretch vertically or horizontally for different aspect ratios, or if there " -"is one aspect ratio and you want black bars to appear instead. This is also " -"explained in :ref:`doc_multiple_resolutions`." -msgstr "" -"Определите минимальное разрешение, а затем примите решение, хотите ли вы, " -"чтобы ваша игра растягивалась вертикально или горизонтально для разных " -"соотношений сторон или была в одном минимальном разрешении и отображала " -"черные прямоугольники по краям. Это также объясняется в :ref:" -"`doc_multiple_resolutions`." - -msgid "" -"For user interfaces, use the :ref:`anchoring ` to " -"determine where controls should stay and move. If UIs are more complex, " -"consider learning about Containers." -msgstr "" -"Для пользовательских интерфейсов используйте :ref:`закрепление " -"`, чтобы определить, где элементы управления должны " -"оставаться и перемещаться. Если пользовательские интерфейсы являются очень " -"сложными, подумайте о том, чтобы изучить контейнеры." - -msgid "And that's it! Your game should work in multiple resolutions." -msgstr "И всё! Ваша игра будет работать в нескольких разрешениях." - -msgid "When is the next release of Godot out?" -msgstr "Когда выйдет следующий релиз Godot?" - -msgid "" -"When it's ready! See :ref:`doc_release_policy_when_is_next_release_out` for " -"more information." -msgstr "" -"Когда он будет готов! Смотрите :ref:" -"`doc_release_policy_when_is_next_release_out` для дополнительного " -"ознакомления." - -msgid "Which Godot version should I use for a new project?" -msgstr "Какую версию Godot я должен использовать для нового проекта?" - -msgid "" -"We recommend using Godot 4.x for new projects, but depending on the feature " -"set you need, it may be better to use 3.x instead. See :ref:" -"`doc_release_policy_which_version_should_i_use` for more information." -msgstr "" -"Мы рекомендуем использовать Godot 4.x для новых проектов, но в зависимости " -"от набора функций, который вам нужен, возможно вам лучше использовать Godot " -"3.x. Смотрите :ref:`doc_release_policy_which_version_should_i_use` для " -"дополнительного ознакомления." - -msgid "Should I upgrade my project to use new Godot versions?" -msgstr "Следует ли мне обновить свой проект до новых версий Godot?" - -msgid "" -"Some new versions are safer to upgrade to than others. In general, whether " -"you should upgrade depends on your project's circumstances. See :ref:" -"`doc_release_policy_should_i_upgrade_my_project` for more information." -msgstr "" -"Некоторые новые версии более безопасны для обновления, чем другие. В целом, " -"решение о том, стоит ли вам обновляться, зависит от обстоятельств вашего " -"проекта. См. раздел :ref:`doc_release_policy_should_i_upgrade_my_project` " -"для дополнительного ознакомления." - -msgid "I would like to contribute! How can I get started?" -msgstr "Я хочу внести свой вклад! С чего мне начать?" - -msgid "" -"Awesome! As an open source project, Godot thrives off of the innovation and " -"the ambition of developers like you." -msgstr "" -"Потрясающе! Как проект с открытым исходным кодом, Godot процветает благодаря " -"инновациям и амбициям таких разработчиков, как вы." - -msgid "" -"The best way to start contributing to Godot is by using it and reporting any " -"`issues `_ that you might " -"experience. A good bug report with clear reproduction steps helps your " -"fellow contributors fix bugs quickly and efficiently. You can also report " -"issues you find in the `online documentation `_." -msgstr "" -"Лучший способ начать вносить свой вклад в развитие Godot - это использовать " -"его и сообщать о любых `проблемах `_, с которыми вы можете столкнуться. Хороший отчёт об ошибке с " -"чёткими шагами по её воспроизведению поможет вашим соавторам быстро и " -"эффективно исправить ошибки. Вы также можете сообщать о проблемах, которые " -"вы обнаружили в `онлайн документации `_." - -msgid "" -"If you feel ready to submit your first PR, pick any issue that resonates " -"with you from one of the links above and try your hand at fixing it. You " -"will need to learn how to compile the engine from sources, or how to build " -"the documentation. You also need to get familiar with Git, a version control " -"system that Godot developers use." -msgstr "" -"Если вы готовы представить свой первый запрос на включение (PR), выберите " -"любую проблему, которая вас заинтересовала, из одной из приведенных выше " -"ссылок и попробуйте решить ее. Вам потребуется научиться компилировать " -"движок из исходных кодов или создавать документацию. Также вам нужно " -"ознакомиться с Git, системой управления версиями, которую используют " -"разработчики Godot." - -msgid "" -"We explain how to work with the engine source, how to edit the " -"documentation, and what other ways to contribute are there in our :ref:" -"`documentation for contributors `." -msgstr "" -"Мы объясняем, как работать с исходным кодом движка, как редактировать " -"документацию и какие ещё есть способы внести свой вклад, в нашей :ref:" -"`документации для участников `." - -msgid "I have a great idea for Godot. How can I share it?" -msgstr "У меня есть отличная идея для Godot. Как я могу поделиться ей?" - -msgid "" -"We are always looking for suggestions about how to improve the engine. User " -"feedback is the main driving force behind our decision-making process, and " -"limitations that you might face while working on your project are a great " -"data point for us when considering engine enhancements." -msgstr "" -"Мы всегда открыты к предложениям о том, как улучшить движок. Обратная связь " -"пользователей является основной движущей силой нашего процесса принятия " -"решений, и ограничения, с которыми вы можете столкнуться при работе над " -"своим проектом, являются важным источником данных для нас при рассмотрении " -"улучшений движка." - -msgid "" -"If you experience a usability problem or are missing a feature in the " -"current version of Godot, start by discussing it with our `community " -"`_. There may be other, perhaps better, " -"ways to achieve the desired result that community members could suggest. And " -"you can learn if other users experience the same issue, and figure out a " -"good solution together." -msgstr "" -"Если вы столкнулись с проблемой связанной с удобством использования или вам " -"не хватает какой-то функции в текущей версии Godot, начните с обсуждения " -"этого с нашим `сообществом `_. Возможно, " -"участники сообщества предложат другие, возможно, лучшие способы достижения " -"желаемого результата. Кроме того, вы можете узнать, сталкиваются ли другие " -"пользователи с такой же проблемой, и вместе найти хорошее решение." - -msgid "" -"If you come up with a well-defined idea for the engine, feel free to open a " -"`proposal issue `_. " -"Try to be specific and concrete while describing your problem and your " -"proposed solution — only actionable proposals can be considered. It is not " -"required, but if you want to implement it yourself, that's always " -"appreciated!" -msgstr "" -"Если у вас есть четкая идея для улучшения движка, не стесняйтесь создать " -"`запрос на предложение `_. Постарайтесь быть конкретными и четкими, описывая свою проблему и " -"предлагаемое решение — рассматриваются только конкретные предложения. Это не " -"является обязательным, но если у вас есть желание реализовать это " -"самостоятельно, это всегда приветствуется!" - -msgid "" -"If you only have a general idea without specific details, you can open a " -"`proposal discussion `_. These can be anything you want, and allow for a free-form " -"discussion in search of a solution. Once you find one, a proposal issue can " -"be opened." -msgstr "" -"Если у вас есть только общая идея без конкретных деталей, вы можете открыть " -"`обсуждение предложения `_. В них можно обсудить что угодно и провести свободное " -"обсуждение в поисках решения. Как только вы найдете решение, можете создать " -"запрос на предложение." - -msgid "" -"Please, read the `readme `_ document before creating a proposal to learn more " -"about the process." -msgstr "" -"Пожалуйста, прочтите документ `readme `_ перед созданием предложения, чтобы узнать " -"больше о процессе." - -msgid "Is it possible to use Godot to create non-game applications?" -msgstr "Можно ли использовать Godot для создания не игровых приложений?" - -msgid "" -"Yes! Godot features an extensive built-in UI system, and its small " -"distribution size can make it a suitable alternative to frameworks like " -"Electron or Qt." -msgstr "" -"Да! Godot обладает обширной встроенной системой пользовательского " -"интерфейса, а небольшой размер дистрибутива может сделать его подходящей " -"альтернативой таким фреймворкам, как Electron или Qt." - -msgid "" -"When creating a non-game application, make sure to enable :ref:`low-" -"processor mode ` in the Project Settings to decrease CPU and GPU usage." -msgstr "" -"При создании неигрового приложения не забудьте включить :ref:`low-processor " -"mode ` в " -"настройках проекта, чтобы уменьшить использование процессора и видеокарты." - -msgid "" -"Check out `Material Maker `__ " -"and `Pixelorama `__ for " -"examples of open source applications made with Godot." -msgstr "" -"Загляните в `Material Maker `__ " -"и `Pixelorama `__ для " -"примеров приложений с открытым исходным кодом, созданных с помощью Godot." - -msgid "Is it possible to use Godot as a library?" -msgstr "Можно ли использовать Godot как библиотеку?" - -msgid "" -"Godot is meant to be used with its editor. We recommend you give it a try, " -"as it will most likely save you time in the long term. There are no plans to " -"make Godot usable as a library, as it would make the rest of the engine more " -"convoluted and difficult to use for casual users." -msgstr "" -"Godot предназначен для использования с его редактором. Мы рекомендуем вам " -"попробовать редактор, так как это, скорее всего, сэкономит вам время в " -"долгосрочной перспективе. Нет никаких планов использовать Godot в качестве " -"библиотеки, поскольку это сделало бы остальную часть движка более запутанной " -"и трудной для использования обычными пользователями." - -msgid "" -"If you want to use a rendering library, look into using an established " -"rendering engine instead. Keep in mind rendering engines usually have " -"smaller communities compared to Godot. This will make it more difficult to " -"find answers to your questions." -msgstr "" -"Если вы хотите использовать библиотеку отрисовки, рассмотрите возможность " -"использования установленного движка рендеринга. Имейте в виду, что движки " -"рендеринга обычно имеют меньшие сообщества по сравнению с Godot. Это " -"затруднит поиск ответов на ваши вопросы." - -msgid "What user interface toolkit does Godot use?" -msgstr "Какой инструментарий пользовательского интерфейса использует Godot?" - -msgid "" -"Godot does not use a standard :abbr:`GUI (Graphical User Interface)` toolkit " -"like GTK, Qt or wxWidgets. Instead, Godot uses its own user interface " -"toolkit, rendered using OpenGL ES or Vulkan. This toolkit is exposed in the " -"form of Control nodes, which are used to render the editor (which is written " -"in C++). These Control nodes can also be used in projects from any scripting " -"language supported by Godot." -msgstr "" -"Godot не использует стандартный набор инструментов :abbr:`ГИП (графический " -"интерфейс пользователя)`, наподобие GTK, Qt или wxWidgets. Вместо этого " -"Godot использует собственный набор инструментов пользовательского " -"интерфейса, отрисовывающий с помощью OpenGL ES или Vulkan. Этот " -"инструментарий представлен в виде узлов Control, которые используются для " -"визуализации редактора (написанного на C++). Эти узлы управления также можно " -"использовать в проектах на любом языке сценариев, поддерживаемом Godot." - -msgid "" -"This custom toolkit makes it possible to benefit from hardware acceleration " -"and have a consistent appearance across all platforms. On top of that, it " -"doesn't have to deal with the LGPL licensing caveats that come with GTK or " -"Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor " -"itself is one of the most complex users of Godot's UI system." -msgstr "" -"Этот собственный набор инструментов позволяет использовать преимущества " -"аппаратного ускорения и иметь единообразный внешний вид на всех платформах. " -"Вдобавок ко всему, ему не нужно иметь дело с оговорками лицензирования LGPL, " -"которые идут с GTK или Qt." - -msgid "" -"This custom UI toolkit :ref:`can't be used as a library " -"`, but you can still :ref:`use Godot to create " -"non-game applications by using the editor `." -msgstr "" -"Этот собственный набор инструментов пользовательского интерфейса :ref:" -"`нельзя использовать в качестве библиотеки `, " -"но вы все равно можете :ref:`использовать Godot для создания неигровых " -"приложений с помощью редактора `." - -msgid "Why does Godot use the SCons build system?" -msgstr "Почему Godot использует систему сборки SCons?" - -msgid "" -"Godot uses the `SCons `__ build system. There are no " -"plans to switch to a different build system in the near future. There are " -"many reasons why we have chosen SCons over other alternatives. For example:" -msgstr "" -"Godot использует систему сборки `SCons `__. Переход " -"на другую систему сборки в ближайшее время не планируется. Есть много " -"причин, по которым мы выбрали SCons вместо других альтернатив. Например:" - -msgid "" -"Godot can be compiled for a dozen different platforms: all PC platforms, all " -"mobile platforms, many consoles, and WebAssembly." -msgstr "" -"Godot может быть скомпилирован для множества различных платформ: все ПК " -"платформы, все мобильные платформы, множество консолей, и WebAssembly." - -msgid "" -"Developers often need to compile for several of the platforms **at the same " -"time**, or even different targets of the same platform. They can't afford " -"reconfiguring and rebuilding the project each time. SCons can do this with " -"no sweat, without breaking the builds." -msgstr "" -"Разработчикам часто нужно компилировать для множества платформ **в одно и то " -"же время**, или даже разных целей на одной платформе. Они не хотят " -"перенастраивать и перестраивать проект каждый раз. SCons позволяет сделать " -"это без лишней головной боли, без ломания сборок." - -msgid "" -"SCons will *never* break a build no matter how many changes, configurations, " -"additions, removals etc." -msgstr "" -"SCons совершенно *никогда* не сломает сборку независимо от количества " -"изменений, конфигураций, дополнений, удалений и тд." - -msgid "" -"Godot's build process is not simple. Several files are generated by code " -"(binders), others are parsed (shaders), and others need to offer " -"customization (:ref:`modules `). This requires " -"complex logic which is easier to write in an actual programming language " -"(like Python) rather than using a mostly macro-based language only meant for " -"building." -msgstr "" -"Процесс сборки Godot не прост. Множество файлов созданы в " -"коде(связующие(binders)), другие прошли через парсинг (шейдеры), а другие " -"нуждаются в тонкой настройке (:ref:`плагины `). " -"Всё это требует сложной логики которая может бы легко написана на подходящем " -"языке программирования (например Python) и это лучше, чем использовать язык " -"с макросами нужным только для сборки." - -msgid "" -"Godot's build process makes heavy use of cross-compiling tools. Each " -"platform has a specific detection process, and all these must be handled as " -"specific cases with special code written for each." -msgstr "" -"В процессе сборки Godot активно используются инструменты кросс-компиляции. " -"Каждая платформа имеет свой специфический процесс обнаружения, и все они " -"должны обрабатываться как особые случаи со специальным кодом, написанным для " -"каждого из них." - -msgid "" -"Please try to keep an open mind and get at least a little familiar with " -"SCons if you are planning to build Godot yourself." -msgstr "" -"Пожалуйста, постарайтесь отнестись к этому непредвзято и хотя бы немного " -"ознакомиться с SCons, если вы планируете собрать Godot самостоятельно." - -msgid "Why does Godot not use STL (Standard Template Library)?" -msgstr "Почему Godot не использует STL (стандартную библиотеку шаблонов)?" - -msgid "" -"Like many other libraries (Qt as an example), Godot does not make use of STL " -"(with a few exceptions such as threading primitives). We believe STL is a " -"great general-purpose library, but we had special requirements for Godot." -msgstr "" -"Как и многие другие библиотеки (например, Qt), Godot не использует STL (за " -"некоторыми исключениями, такими как потоковые примитивы). Мы считаем, что " -"STL - это отличная библиотека общего назначения, но у нас есть особые " -"требования к Godot." - -msgid "" -"STL templates create very large symbols, which results in huge debug " -"binaries. We use few templates with very short names instead." -msgstr "" -"Шаблоны STL создают очень большие символы, что приводит к огромным " -"отладочным двоичным файлам. Вместо этого мы используем несколько шаблонов с " -"очень короткими именами." - -msgid "" -"Most of our containers cater to special needs, like Vector, which uses copy " -"on write and we use to pass data around, or the RID system, which requires " -"O(1) access time for performance. Likewise, our hash map implementations are " -"designed to integrate seamlessly with internal engine types." -msgstr "" -"Большинство наших контейнеров удовлетворяют особые потребности, например " -"Vector, который использует копирование при записи, которое мы используем для " -"передачи данных, или система RID, которая требует O(1) времени доступа. " -"Аналогично, наши реализации хеш-карт предназначены для бесшовной интеграции " -"с внутренними типами движков." - -msgid "" -"Our containers have memory tracking built-in, which helps better track " -"memory usage." -msgstr "" -"В наши контейнеры встроена функция отслеживания использования памяти, " -"которая помогает лучше отслеживать использование памяти." - -msgid "" -"For large arrays, we use pooled memory, which can be mapped to either a " -"preallocated buffer or virtual memory." -msgstr "" -"Для больших массивов мы используем память в виде пулов, отображаемых либо на " -"предварительно выделенный буфер, либо на виртуальную память." - -msgid "" -"We use our custom String type, as the one provided by STL is too basic and " -"lacks proper internationalization support." -msgstr "" -"Мы используем наш собственный тип String, так как предоставляемый STL " -"является слишком простым и не имеет надлежащей поддержки интернационализации." - -msgid "Why does Godot not use exceptions?" -msgstr "Почему Godot не использует исключения?" - -msgid "" -"We believe games should not crash, no matter what. If an unexpected " -"situation happens, Godot will print an error (which can be traced even to " -"script), but then it will try to recover as gracefully as possible and keep " -"going." -msgstr "" -"Мы считаем, что игры не должны крашиться, несмотря ни на что. Если случится " -"неожиданная ситуация, Godot выдаст ошибку (которую можно отследить вплоть до " -"скрипта), но затем попытается исправить ее как можно более изящно и " -"продолжить работу." - -msgid "" -"Additionally, exceptions significantly increase the binary size for the " -"executable and result in increased compile times." -msgstr "" -"Кроме того, исключения значительно увеличивают размер двоичного исполняемого " -"файла и приводят к увеличению времени компиляции." - -msgid "Does Godot use an ECS (Entity Component System)?" -msgstr "Использует ли Godot ECS (Entity Component System)?" - -msgid "" -"Godot does **not** use an ECS and relies on inheritance instead. While there " -"is no universally better approach, we found that using an inheritance-based " -"approach resulted in better usability while still being fast enough for most " -"use cases." -msgstr "" -"Godot **не** использует ECS и полагается на наследование. Хотя " -"универсального лучшего подхода не существует, мы обнаружили, что " -"использование наследования обеспечивает лучшее удобство использования и при " -"этом достаточно быстрое для большинства случаев применения." - -msgid "" -"That said, nothing prevents you from making use of composition in your " -"project by creating child Nodes with individual scripts. These nodes can " -"then be added and removed at run-time to dynamically add and remove " -"behaviors." -msgstr "" -"Тем не менее ничто не мешает вам использовать композицию в вашем проекте, " -"создавая дочерние узлы с индивидуальными скриптами. Эти узлы могут быть " -"добавлены и удалены во время выполнения, что позволяет динамически добавлять " -"и удалять функциональность." - -msgid "" -"More information about Godot's design choices can be found in `this article " -"`__." -msgstr "" -"Более подробную информацию о выборах в архитектуре Godot можно найти в `этой " -"статье `__." - -msgid "Why does Godot not force users to implement DOD (Data-Oriented Design)?" -msgstr "" -"Почему Godot не принуждает пользователей к внедрению DOD (дизайн, " -"ориентированный на данные(Data-Oriented Design))?" - -msgid "" -"While Godot internally attempts to use cache coherency as much as possible, " -"we believe users don't need to be forced to use DOD practices." -msgstr "" -"В то время как Godot пытается как можно лучше использовать согласованность " -"кэша, мы считаем, что пользователей не нужно заставлять использовать " -"практики DOD." - -msgid "" -"DOD is mostly a cache coherency optimization that can only provide " -"significant performance improvements when dealing with dozens of thousands " -"of objects which are processed every frame with little modification. That " -"is, if you are moving a few hundred sprites or enemies per frame, DOD won't " -"result in a meaningful improvement in performance. In such a case, you " -"should consider a different approach to optimization." -msgstr "" -"DOD - это в основном оптимизация когерентности кэша, которая может дать " -"значительный прирост производительности только при работе с десятками тысяч " -"объектов, которые обрабатываются каждый кадр с небольшими изменениями. То " -"есть, если вы перемещаете несколько сотен спрайтов или врагов за кадр, DOD " -"не даст значимого прироста производительности. В этом случае вам следует " -"рассмотреть другой подход к оптимизации." - -msgid "" -"The vast majority of games do not need this and Godot provides handy helpers " -"to do the job for most cases when you do." -msgstr "" -"В подавляющем большинстве игр это не нужно, и Godot предоставляет удобных " -"помощников для выполнения работы в большинстве случаев, когда вы делаете это " -"в ручную." - -msgid "" -"If a game needs to process such a large amount of objects, our " -"recommendation is to use C++ and GDExtensions for performance-heavy tasks " -"and GDScript (or C#) for the rest of the game." -msgstr "" -"Если игра должна обрабатывать большое количество объектов, то мы рекомендуем " -"использовать C++ и GDExtension для высокозатратных задач и GDScript (или C#) " -"для остальной части игры." - -msgid "How can I support Godot development or contribute?" -msgstr "Как я могу поддержать разработку Godot или внести свой вклад?" - -msgid "See :ref:`doc_ways_to_contribute`." -msgstr "Смотрите :ref:`doc_ways_to_contribute`." - -msgid "Who is working on Godot? How can I contact you?" -msgstr "Кто работает над Godot? Как я могу связаться с вами?" - -msgid "" -"See the corresponding page on the `Godot website `_." -msgstr "" -"Смотрите соответствующую страницу на `официальном сайте Godot `_." diff --git a/sphinx/po/ru/LC_MESSAGES/about/introduction.po b/sphinx/po/ru/LC_MESSAGES/about/introduction.po deleted file mode 100644 index ceb1a60c98..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/about/introduction.po +++ /dev/null @@ -1,200 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"Welcome to the official documentation of **Godot Engine**, the free and open " -"source community-driven 2D and 3D game engine! Behind this mouthful, you " -"will find a powerful yet user-friendly tool that you can use to develop any " -"kind of game, for any platform and with no usage restriction whatsoever." -msgstr "" -"Добро пожаловать в официальную документацию **Godot Engine**, свободного и " -"игрового движка с открытым исходным кодом для 2D и 3D игр! За этими словами " -"скрывается мощный, но удобный инструмент, который можно использовать для " -"разработки любых игр, для любых платформ и без каких-либо ограничений на " -"использование." - -msgid "" -"This page gives a broad overview of the engine and of this documentation, so " -"that you know where to start if you are a beginner or where to look if you " -"need information on a specific feature." -msgstr "" -"На этой странице даётся общий обзор движка и этой документации, чтобы вы " -"знали, с чего начать, если вы новичок, или где искать информацию по " -"конкретной функции." - -msgid "Before you start" -msgstr "Прежде чем начать" - -msgid "" -"The :ref:`Tutorials and resources ` page lists " -"video tutorials contributed by the community. If you prefer video to text, " -"consider checking them out. Otherwise, :ref:`Getting Started " -"` is a great starting point." -msgstr "" -"Страница :ref:`Уроки и ресурсы ` содержит список " -"видеоуроков, предоставленных сообществом. Если вы предпочитаете видео " -"тексту, рекомендуем посмотреть страницу. Еще одна прекрасная точка для " -"старта — :ref:`Раздел \"Начало работы\" `." - -msgid "About Godot Engine" -msgstr "О Godot Engine" - -msgid "" -"A game engine is a complex tool and difficult to present in a few words. " -"Here's a quick synopsis, which you are free to reuse if you need a quick " -"write-up about Godot Engine:" -msgstr "" -"Игровой движок — это сложный инструмент, который трудно представить в " -"нескольких словах. Вот краткий обзор, который вы можете использовать, чтобы " -"быстро описать Godot Engine:" - -msgid "" -"Godot Engine is a feature-packed, cross-platform game engine to create 2D " -"and 3D games from a unified interface. It provides a comprehensive set of " -"common tools, so that users can focus on making games without having to " -"reinvent the wheel. Games can be exported with one click to a number of " -"platforms, including the major desktop platforms (Linux, macOS, Windows), " -"mobile platforms (Android, iOS), as well as Web-based platforms and consoles." -msgstr "" -"Godot Engine — это многофункциональный кроссплатформенный игровой движок для " -"создания 2D- и 3D-игр через единый интерфейс. Он предоставляет полный набор " -"универсальных инструментов, поэтому пользователи могут сосредоточиться на " -"создании игр без необходимости изобретать велосипед. Игры можно " -"экспортировать одним кликом на разные платформы, включая основные настольные " -"(Linux, macOS, Windows), мобильные (Android, iOS), а также веб-платформы и " -"консоли." - -msgid "" -"Godot is completely free and open source under the :ref:`permissive MIT " -"license `. No strings attached, no royalties, " -"nothing. Users' games are theirs, down to the last line of engine code. " -"Godot's development is fully independent and community-driven, empowering " -"users to help shape their engine to match their expectations. It is " -"supported by the `Godot Foundation `_ not-for-" -"profit." -msgstr "" -"Godot полностью бесплатен и распространяется на условиях :ref:`лицензии MIT " -"` с открытым исходным кодом. Никаких скрытых " -"условий, роялти, ничего подобного. Игры пользователей принадлежат им " -"полностью, вплоть до последней строки кода движка. Развитие Godot полностью " -"независимо и делается руками сообщества, давая пользователям возможность " -"влиять на развитие движка согласно своим ожиданиям. Оно поддерживается " -"`Фондом Godot `_, который является некоммерческой " -"организацией." - -msgid "Organization of the documentation" -msgstr "Структура документации" - -msgid "This documentation is organized into several sections:" -msgstr "Эта документация поделена на несколько разделов:" - -msgid "" -"**About** contains this introduction as well as information about the " -"engine, its history, its licensing, authors, etc. It also contains the :ref:" -"`doc_faq`." -msgstr "" -"**О Godot Engine** содержит данное введение, а также информацию о движке, " -"его истории, лицензировании, авторах и т. д. В нем также содержится :ref:" -"`doc_faq`." - -msgid "" -"**Getting Started** contains all necessary information on using the engine " -"to make games. It starts with the :ref:`Step by step ` tutorial which should be the entry point for all new users. " -"**This is the best place to start if you're new!**" -msgstr "" -"**Начало работы** содержит всю необходимую информацию по использованию " -"движка для создания игр. Он начинается с руководства под названием :ref:`Шаг " -"за шагом `, который должен стать отправной точкой " -"для всех новых пользователей. **Если вы новичок - это лучшее место, чтобы " -"начать!**" - -msgid "" -"The **Manual** can be read or referenced as needed, in any order. It " -"contains feature-specific tutorials and documentation." -msgstr "" -"**Руководство** можно читать или ссылаться на него по мере необходимости, в " -"любом порядке. В нем содержатся туториалы и документация по конкретным " -"функциям." - -msgid "" -"**Contributing** gives information related to contributing to Godot, whether " -"to the core engine, documentation, demos or other parts. It describes how to " -"report bugs, how contributor workflows are organized, etc. It also contains " -"sections intended for advanced users and contributors, with information on " -"compiling the engine, contributing to the editor, or developing C++ modules." -msgstr "" -"**Вклад в развитие** предоставляет информацию, связанную с внесением вклада " -"в Godot, будь то ядро движка, документация, демонстрационные примеры или " -"другие компоненты. В нем описывается, как сообщать о багах, как организованы " -"рабочие процессы для участников, и так далее. Также здесь содержатся " -"разделы, предназначенные для опытных пользователей и участников, с " -"информацией о компиляции движка, внесении вклада в редактор или разработке " -"модулей на C++." - -msgid "" -"Finally, the **Class reference** documents the full Godot API, also " -"available directly within the engine's script editor. You can find " -"information on all classes, functions, signals and so on here." -msgstr "" -"Наконец, **Справочник классов** полностью описывающий Godot API, также " -"доступен напрямую внутри редактора скриптов. В нем вы можете найти " -"информацию обо всех классах, функциях, сигналах и так далее." - -msgid "" -"In addition to this documentation, you may also want to take a look at the " -"various `Godot demo projects `_." -msgstr "" -"В дополнение к этой документации вы также можете посмотреть на различные " -"`демонстрационные проекты Godot `_." - -msgid "About this documentation" -msgstr "О документации" - -msgid "" -"Members of the Godot Engine community continuously write, correct, edit, and " -"improve this documentation. We are always looking for more help. You can " -"also contribute by opening Github issues or translating the documentation " -"into your language. If you are interested in helping, see :ref:`Ways to " -"contribute ` and :ref:`Writing documentation " -"`, or get in touch with the " -"`Documentation team `_ on " -"`Godot Contributors Chat `_." -msgstr "" -"Члены сообщества Godot Engine постоянно пишут, исправляют, редактируют и " -"улучшают эту документацию. Мы всегда ищем дополнительную помощь. Вы также " -"можете внести свой вклад, открыв проблемы на Github или переведя " -"документацию на свой язык. Если вас интересует помощь, посмотрите разделы :" -"ref:`Способы внести вклад ` и :ref:`Написание " -"документации `, или свяжитесь с " -"`Командой документации `_ в " -"чате `Godot Contributors Chat `_." - -msgid "" -"All documentation content is licensed under the permissive Creative Commons " -"Attribution 3.0 (`CC BY 3.0 `_) license, with attribution to \"*Juan Linietsky, Ariel Manzur, and the " -"Godot Engine community*\" unless otherwise noted." -msgstr "" -"Вся документация распространяется по лицензии Creative Commons Attribution " -"3.0 (`CC BY 3.0 `_) с " -"указанием авторства \"*Хуана Линецки, Ариэля Манзура и сообщества Godot " -"Engine*\", если не указано иное." - -msgid "*Have fun reading and making games with Godot Engine!*" -msgstr "*Весёлого чтения и создания игр на движке Godot Engine!*" diff --git a/sphinx/po/ru/LC_MESSAGES/about/list_of_features.po b/sphinx/po/ru/LC_MESSAGES/about/list_of_features.po deleted file mode 100644 index 2cfc63efb1..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/about/list_of_features.po +++ /dev/null @@ -1,2085 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "List of features" -msgstr "Список функций" - -msgid "This page aims to list **all** features currently supported by Godot." -msgstr "" -"На этой странице перечислены **все** функции, поддерживаемые Godot в " -"настоящий момент." - -msgid "Platforms" -msgstr "Платформы" - -msgid "" -"See :ref:`doc_system_requirements` for hardware and software version " -"requirements." -msgstr "" -"См. :ref:`doc_system_requirements`, чтобы узнать системные требования и " -"версии необходимых для работы программы." - -msgid "**Can run both the editor and exported projects:**" -msgstr "**Редактор и экспортированные проекты можно запустить на:**" - -msgid "macOS (x86 and ARM, 64-bit only)." -msgstr "macOS (x86 и ARM, только 64-bit)." - -msgid "Linux (x86 and ARM, 64-bit and 32-bit)." -msgstr "Linux (x86 и ARM, 64-bit и 32-bit)." - -msgid "" -"Binaries are statically linked and can run on any distribution if compiled " -"on an old enough base distribution." -msgstr "" -"Двоичные файлы статически связаны и могут работать в любом дистрибутиве, " -"если они скомпилированы в достаточно старом базовом дистрибутиве." - -msgid "Android (editor support is experimental)." -msgstr "Android (поддержка редактора является экспериментальной)." - -msgid "" -":ref:`Web browsers `. Experimental in 4.0, using " -"Godot 3.x is recommended instead when targeting HTML5." -msgstr "" -":ref:`Web браузеры `. Экспериментальная поддержка " -"в версии 4.0. Для HTML5 рекомендуется использовать Godot 3.x." - -msgid "**Runs exported projects:**" -msgstr "**Запускает экспортированные проекты:**" - -msgid "iOS." -msgstr "iOS." - -msgid ":ref:`Consoles `." -msgstr ":ref:`Консоли `." - -msgid "" -"Godot aims to be as platform-independent as possible and can be :ref:`ported " -"to new platforms ` with relative ease." -msgstr "" -"Godot стремится быть максимально независимым от платформы и может быть :ref:" -"`портирован на новые платформы ` относительно " -"легко." - -msgid "" -"Projects written in C# using Godot 4 currently cannot be exported to the web " -"platform. To use C# on that platform, consider Godot 3 instead. Android and " -"iOS platform support is available as of Godot 4.2, but is experimental and :" -"ref:`some limitations apply `." -msgstr "" -"На данный момент проекты Godot 4, использующие C# в качестве языка скриптов, " -"не могут быть экспортированы на Web платформу. Для использования C# там, " -"пожалуйста, используйте Godot 3. Платформы Android и iOS доступны, начиная с " -"Godot 4.2, но в экспериментальном формате и :ref:`с ограничениями " -"`." - -msgid "Editor" -msgstr "Редактор" - -msgid "**Features:**" -msgstr "**Возможности:**" - -msgid "Scene tree editor." -msgstr "Редактор дерева сцены." - -msgid "Built-in script editor." -msgstr "Встроенный редактор скриптов." - -msgid "" -"Support for :ref:`external script editors ` such as " -"Visual Studio Code or Vim." -msgstr "" -"Поддержка :ref:`внешних редакторов скриптов `, таких, " -"как Visual Studio Code или Vim." - -msgid "GDScript :ref:`debugger `." -msgstr "GDScript :ref:`отладчик `." - -msgid "Support for debugging in threads is available since 4.2." -msgstr "Поддержка отладки в потоках доступна с версии 4.2." - -msgid "" -"Visual profiler with CPU and GPU time indications for each step of the " -"rendering pipeline." -msgstr "" -"Профайлер с визуализацией времени CPU и GPU для каждого шага в процессе " -"отрисовки." - -msgid "" -"Performance monitoring tools, including :ref:`custom performance monitors " -"`." -msgstr "" -"Инструменты для мониторинга производительности, включая :ref:" -"`кастомизируемые мониторы производительности " -"`." - -msgid "Live script reloading." -msgstr "Перезагрузка скриптов в режиме реального времени." - -msgid "Live scene editing." -msgstr "Редактирование сцен в режиме реального времени." - -msgid "" -"Changes will reflect in the editor and will be kept after closing the " -"running project." -msgstr "" -"Изменения будут отражены в редакторе и будут сохранены после закрытия " -"запущенного проекта." - -msgid "Remote inspector." -msgstr "Удалённый инспектор." - -msgid "" -"Changes won't reflect in the editor and won't be kept after closing the " -"running project." -msgstr "" -"Изменения не будут отражены в редакторе и не будут сохранены после закрытия " -"запущенного проекта." - -msgid "Live camera replication." -msgstr "Репликация камеры в режиме реального времени." - -msgid "Move the in-editor camera and see the result in the running project." -msgstr "" -"Переместите камеру в редакторе и посмотрите результат в запущенном проекте." - -msgid "Built-in offline class reference documentation." -msgstr "Встроенная оффлайн документация класса." - -msgid "Use the editor in dozens of languages contributed by the community." -msgstr "Используйте редактор на десятках языков, предоставленных сообществом." - -msgid "**Plugins:**" -msgstr "**Плагины:**" - -msgid "" -"Editor plugins can be downloaded from the :ref:`asset library " -"` to extend editor functionality." -msgstr "" -"Плагины редактора можно загрузить из :ref:`библиотеки ресурсов " -"` для расширения функциональности редактора." - -msgid "" -":ref:`Create your own plugins ` using GDScript to add " -"new features or speed up your workflow." -msgstr "" -":ref:`Создавайте свои собственные плагины ` с помощью " -"GDScript для добавления новых возможностей или ускорения вашего процесса " -"работы." - -msgid "" -":ref:`Download projects from the asset library ` " -"in the Project Manager and import them directly." -msgstr "" -":ref:`Загрузите проекты из библиотеки ресурсов ` " -"в менеджер проектов и импортируйте их напрямую." - -msgid "Rendering" -msgstr "Отрисовка" - -msgid "" -"3 rendering *methods* (running over 2 rendering *drivers*) are available:" -msgstr "" -"Доступны 3 *метода* отрисовки (работающие с двумя *драйверами* рендеринга):" - -msgid "" -"**Forward+**, running over Vulkan 1.0 (with optional Vulkan 1.1 and 1.2 " -"features). The most advanced graphics backend, suited for desktop platforms " -"only. Used by default on desktop platforms." -msgstr "" -"**Forward+**, работает на базе Vulkan 1.0 (с дополнительными функциями " -"Vulkan 1.1 и 1.2). Самый продвинутый графический отрисовщик, подходящий " -"только для настольных платформ. Используется по умолчанию на настольных " -"платформах." - -msgid "" -"**Forward Mobile**, running over Vulkan 1.0 (with optional Vulkan 1.1 and " -"1.2 features). Less features, but renders simple scenes faster. Suited for " -"mobile and desktop platforms. Used by default on mobile platforms." -msgstr "" -"**Мобильные устройства**, работающий на базе Vulkan 1.0 (с дополнительными " -"функциями Vulkan 1.1 и 1.2). Меньше функций, но быстрее рендерит простые " -"сцены. Подходит для мобильных и настольных платформ. Используется по " -"умолчанию на мобильных платформах." - -msgid "" -"**Compatibility**, running over OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. The " -"least advanced graphics backend, suited for low-end desktop and mobile " -"platforms. Used by default on the web platform." -msgstr "" -"**Совместимость**, работает на OpenGL 3.3/OpenGL ES 3.0/WebGL 2.0. Наименее " -"продвинутый графический отрисовщик, подходящий для бюджетных настольных и " -"мобильных устройств. Используется по умолчанию на веб-платформе." - -msgid "2D graphics" -msgstr "2D графика" - -msgid "Sprite, polygon and line rendering." -msgstr "Рендеринг линий, полигонов и спрайтов." - -msgid "" -"High-level tools to draw lines and polygons such as :ref:`class_Polygon2D` " -"and :ref:`class_Line2D`, with support for texturing." -msgstr "" -"Инструменты высокого уровня для рисования линий и полигонов, такие как :ref:" -"`class_Polygon2D` и :ref:`class_Line2D`, с поддержкой текстурирования." - -msgid "AnimatedSprite2D as a helper for creating animated sprites." -msgstr "" -"AnimatedSprite2D в качестве помощника для создания анимированных спрайтов." - -msgid "Parallax layers." -msgstr "Слои параллакса." - -msgid "Pseudo-3D support including preview in the editor." -msgstr "Поддержка псевдо-3D графики с предпросмотром в редакторе." - -msgid "" -":ref:`2D lighting ` with normal maps and specular " -"maps." -msgstr "" -":ref:`2D освещение ` с картами нормалей и " -"отражений." - -msgid "Point (omni/spot) and directional 2D lights." -msgstr "Точечное (всенаправленное/прожекторное) и направленное 2D освещение." - -msgid "Hard or soft shadows (adjustable on a per-light basis)." -msgstr "Жесткие или мягкие тени (изменяются для каждого источника)." - -msgid "" -"Custom shaders can access a real-time :abbr:`SDF (Signed Distance Field)` " -"representation of the 2D scene based on :ref:`class_LightOccluder2D` nodes, " -"which can be used for improved 2D lighting effects including 2D global " -"illumination." -msgstr "" -"Пользовательские шейдеры могут получить доступ в реальном времени к :abbr: " -"`SDF (Поле Расстояния со Знаком)`представлению 2D-сцены с помощью узлов :ref:" -"`class_LightOccluder2D`, которые могут быть использованы для улучшения 2D-" -"световых эффектов, включая 2D-глобальное освещение." - -msgid "" -":ref:`Font rendering ` using bitmaps, rasterization " -"using FreeType or multi-channel signed distance fields (MSDF)." -msgstr "" -":ref:`Отрисовка шрифтов ` с использованием bitmap, " -"растеризация с помощью FreeType или многоканальных знаковых полей расстояний " -"(MSDF)." - -msgid "" -"Bitmap fonts can be exported using tools like BMFont, or imported from " -"images (for fixed-width fonts only)." -msgstr "" -"Растровые шрифты можно экспортировать с помощью таких инструментов, как " -"BMFont, или импортировать из изображений (только для шрифтов с фиксированной " -"шириной)." - -msgid "" -"Dynamic fonts support monochrome fonts as well as colored fonts (e.g. for " -"emoji). Supported formats are TTF, OTF, WOFF1 and WOFF2." -msgstr "" -"Динамичные шрифты поддерживают монохромные шрифты, а также цветные шрифты " -"(например, для эмодзи). Поддерживаемые форматы: TTF, OTF, WOFF1 и WOFF2." - -msgid "" -"Dynamic fonts support optional font outlines with adjustable width and color." -msgstr "" -"Динамичные шрифты поддерживают дополнительные контуры шрифтов с регулируемой " -"шириной и цветом." - -msgid "" -"Dynamic fonts support variable fonts and OpenType features including " -"ligatures." -msgstr "" -"Динамические шрифты поддерживают изменяемые шрифты и функции OpenType, в том " -"числе, лигатуры." - -msgid "" -"Dynamic fonts support simulated bold and italic when the font file lacks " -"those styles." -msgstr "" -"Динамические шрифты поддерживают жирные шрифты и курсив для случаев, когда в " -"файле шрифтов отсутствуют эти стили." - -msgid "" -"Dynamic fonts support oversampling to keep fonts sharp at higher resolutions." -msgstr "" -"Динамичные шрифты поддерживают передискретизацию шрифтов для сохранения " -"четкости шрифтов при более высоком разрешении." - -msgid "" -"Dynamic fonts support subpixel positioning to make fonts crisper at low " -"sizes." -msgstr "" -"Динамические шрифты поддерживают субпиксельное позиционирование, которое " -"делать шрифт чётче при маленьких размерах." - -msgid "" -"Dynamic fonts support LCD subpixel optimizations to make fonts even crisper " -"at low sizes." -msgstr "" -"Динамические шрифты поддерживают LCD-субпиксельные оптимизации, которое " -"делает шрифт чётче при маленьких размерах." - -msgid "" -"Signed distance field fonts can be scaled at any resolution without " -"requiring re-rasterization. Multi-channel usage makes SDF fonts scale down " -"to lower sizes better compared to monochrome SDF fonts." -msgstr "" -"Шрифты, задающиеся знаковым полем расстояния (SDF-шрифты), могут " -"масштабироваться на любое разрешение без перерастеризации. Использование " -"многоканальности позволяет масштабировать многоканальные SDF-шрифты до " -"мелких размеров лучше, по сравнению с монохромными SDF-шрифтами." - -msgid "" -"GPU-based :ref:`particles ` with support for :ref:" -"`custom particle shaders `." -msgstr "" -":ref:`Частицы ` на базе GPU с поддержкой :ref:" -"`пользовательских шейдеров частиц `." - -msgid "CPU-based particles." -msgstr "Частицы на базе процессора." - -msgid "" -"Optional :ref:`2D HDR rendering " -"` for better glow " -"capabilities." -msgstr "" -"Опциональная :ref:`2D HDR отрисовка " -"` для лучшего " -"использования эффектов свечения." - -msgid "2D tools" -msgstr "2D инструменты" - -msgid ":ref:`TileMaps ` for 2D tile-based level design." -msgstr "" -":ref:`Карты тайлов ` для дизайна 2D уровней, состоящих " -"из тайлов." - -msgid "2D camera with built-in smoothing and drag margins." -msgstr "2D-камера со встроенной функцией сглаживания и перетаскивания полей." - -msgid "Path2D node to represent a path in 2D space." -msgstr "Узел Path2D для представления пути в 2D пространстве." - -msgid "Can be drawn in the editor or generated procedurally." -msgstr "Пути могут быть нарисованы в редакторе или сгенерированы процедурно." - -msgid "PathFollow2D node to make nodes follow a Path2D." -msgstr "Узел PathFollow2D позволяет следовать по Path2D." - -msgid ":ref:`2D geometry helper class `." -msgstr ":ref:`Вспомогательный класс 2D геометрии `." - -msgid "2D physics" -msgstr "2D физика" - -msgid "**Physics bodies:**" -msgstr "**Физические тела:**" - -msgid "Static bodies." -msgstr "Статические тела." - -msgid "" -"Animatable bodies (for objects moving only by script or animation, such as " -"doors and platforms)." -msgstr "" -"Анимируемые тела (для объектов, которые движутся только скриптом или " -"анимацией, например, двери и платформы)." - -msgid "Rigid bodies." -msgstr "Твердые тела (rigid bodies)." - -msgid "Character bodies." -msgstr "Тела персонажей." - -msgid "Joints." -msgstr "Соединения." - -msgid "Areas to detect bodies entering or leaving it." -msgstr "Области для обнаружения входящих или выходящих тел." - -msgid "**Collision detection:**" -msgstr "**Обнаружение столкновений:**" - -msgid "" -"Built-in shapes: line, box, circle, capsule, world boundary (infinite plane)." -msgstr "" -"Встроенные фигуры: линия, коробка, круг, капсула, граница мира (бесконечная " -"плоскость)." - -msgid "" -"Collision polygons (can be drawn manually or generated from a sprite in the " -"editor)." -msgstr "" -"Полигоны столкновения (могут быть нарисованы вручную или сгенерированы из " -"спрайта в редакторе)." - -msgid "3D graphics" -msgstr "3D-графика" - -msgid "HDR rendering with sRGB." -msgstr "HDR Рендеринг с использованием sRGB." - -msgid "Perspective, orthographic and frustum-offset cameras." -msgstr "Перспективные, ортографические и усечённые камеры." - -msgid "" -"When using the Forward+ backend, a depth prepass is used to improve " -"performance in complex scenes by reducing the cost of overdraw." -msgstr "" -"При использовании Forward+ в качестве бэкенда, используется предпроход " -"глубины (depth prepass) для улучшения производительности в сложных сценах, " -"уменьшением количества вычислений, уходящих на отрисовку." - -msgid "" -":ref:`doc_variable_rate_shading` on supported GPUs in Forward+ and Forward " -"Mobile." -msgstr "" -":ref:`doc_variable_rate_shading` на поддерживаемых в Forward+ и Forward " -"Mobile видеокартах." - -msgid "**Physically-based rendering (built-in material features):**" -msgstr "**Физически корректный рендеринг (встроенное свойства материалов):**" - -msgid "Follows the Disney PBR model." -msgstr "Следует модели Disney PBR." - -msgid "" -"Supports Burley, Lambert, Lambert Wrap (half-Lambert) and Toon diffuse " -"shading modes." -msgstr "" -"Поддерживает режимы затенения Burley, Lambert, Lambert Wrap (half-Lambert) и " -"Toon." - -msgid "Supports Schlick-GGX, Toon and Disabled specular shading modes." -msgstr "" -"Поддерживает режимы затенения Schlick-GGX, Toon и отключенного отражения " -"(disabled specular shading)." - -msgid "Uses a roughness-metallic workflow with support for ORM textures." -msgstr "" -"Использует roughness-metallic рабочий процесс с поддержкой ORM текстур." - -msgid "" -"Uses horizon specular occlusion (Filament model) to improve material " -"appearance." -msgstr "" -"Для улучшения внешнего вида материала используется HBSO (horizon-based " -"specular occlusion, модель Filament)." - -msgid "Normal mapping." -msgstr "Карты нормалей." - -msgid "" -"Parallax/relief mapping with automatic level of detail based on distance." -msgstr "" -"Карты параллакса/рельефа с автоматическим определением уровня детализации в " -"зависимости от расстояния (LOD)." - -msgid "Detail mapping for the albedo and normal maps." -msgstr "Детальное отображение для карт альбедо и нормалей." - -msgid "Sub-surface scattering and transmittance." -msgstr "Подповерхностное рассеивание и пропускание." - -msgid "" -"Screen-space refraction with support for material roughness (resulting in " -"blurry refraction)." -msgstr "" -"Преломление пространства экрана с поддержкой шероховатости материала " -"(приводит к размытому преломлению)." - -msgid "Proximity fade (soft particles) and distance fade." -msgstr "Затухание близости (мягкие частицы) и затухание расстояния." - -msgid "" -"Distance fade can use alpha blending or dithering to avoid going through the " -"transparent pipeline." -msgstr "" -"Затухание расстояния может использовать дизеринг или смешивание цветов для " -"избежания прохождения конвейера прозрачности." - -msgid "Dithering can be determined on a per-pixel or per-object basis." -msgstr "Дизеринг может быть определен для каждого пикселя или объекта." - -msgid "**Real-time lighting:**" -msgstr "**Освещение в режиме реальном времени:**" - -msgid "Directional lights (sun/moon). Up to 4 per scene." -msgstr "Направленные источники света (солнце/луна). До 4-х в сцене." - -msgid "Omnidirectional lights." -msgstr "Всенаправленный свет." - -msgid "Spot lights with adjustable cone angle and attenuation." -msgstr "Точечные источники света с регулируемым углом конуса и затуханием." - -msgid "" -"Specular, indirect light, and volumetric fog energy can be adjusted on a per-" -"light basis." -msgstr "" -"Значения отражаемости, непрямого света и мощности освещения объема могут " -"быть изменены для каждого источника света." - -msgid "" -"Adjustable light \"size\" for fake area lights (will also make shadows " -"blurrier)." -msgstr "" -"Настраиваемый \"размер\" источника света для имитации освещения области " -"(также делает тени более размытыми)." - -msgid "" -"Optional distance fade system to fade distant lights and their shadows, " -"improving performance." -msgstr "" -"Система опционального затухания на дистанции обеспечивает затухание далёкого " -"света, а также созданных им теней, улучшает производительность." - -msgid "" -"When using the Forward+ backend (default on desktop), lights are rendered " -"with clustered forward optimizations to decrease their individual cost. " -"Clustered rendering also lifts any limits on the number of lights that can " -"be used on a mesh." -msgstr "" -"При использовании Forward+ в качестве бэкенда (по умолчанию для ПК), свет " -"отрисовывается с предварительными кластерными оптимизациями для уменьшения " -"затрат на их индивидуальную отрисовку. Кластерная отрисовка также поднимает " -"лимиты на количества источников света, которые могут быть использованы на " -"сетке (mesh)." - -msgid "" -"When using the Forward Mobile backend, up to 8 omni lights and 8 spot lights " -"can be displayed per mesh resource. Baked lighting can be used to overcome " -"this limit if needed." -msgstr "" -"При использовании Forward Mobile в качестве бэкенда, на сетке (mesh) могут " -"отображаться до 8 источников всенаправленного и 8 источников точечного " -"света. При необходимости обойти этот лимит, можно использовав запечённое " -"освещение." - -msgid "**Shadow mapping:**" -msgstr "**Карта теней**" - -msgid "" -"*DirectionalLight:* Orthogonal (fastest), PSSM 2-split and 4-split. Supports " -"blending between splits." -msgstr "" -"*DirectionalLight:* Ортогональный (самый быстрый), PSSM 2-сегментный и 4-" -"сегментный. Поддерживает смешивание между разделениями." - -msgid "" -"*OmniLight:* Dual paraboloid (fast) or cubemap (slower but more accurate). " -"Supports colored projector textures in the form of panoramas." -msgstr "" -"*OmniLight:* Двойной параболоид (быстрый) или кубическая карта (медленнее, " -"но точнее). Поддерживает цветные текстуры проектора в виде панорам." - -msgid "*SpotLight:* Single texture. Supports colored projector textures." -msgstr "*SpotLight:* Одна текстура. Поддерживает цветную проекцию текстур." - -msgid "" -"Shadow normal offset bias and shadow pancaking to decrease the amount of " -"visible shadow acne and peter-panning." -msgstr "" -"Нормальное смещение тени и запекание теней используют, чтобы уменьшить " -"количество видимых прыщей в тенях (shadow acne) и питер-пеннинга." - -msgid "" -":abbr:`PCSS (Percentage Closer Soft Shadows)`-like shadow blur based on the " -"light size and distance from the surface the shadow is cast on." -msgstr "" -":abbr:`PCSS (Percentage Closer Soft Shadows)`-подобное размытие теней, " -"основанное на размере света и расстоянии от поверхности, на которую " -"отбрасывается тень." - -msgid "Adjustable shadow blur on a per-light basis." -msgstr "Регулируемое размытие теней для каждого источника света." - -msgid "**Global illumination with indirect lighting:**" -msgstr "**Глобальное освещение с непрямым освещением:**" - -msgid "" -":ref:`Baked lightmaps ` (fast, but can't be updated " -"at run-time)." -msgstr "" -":ref:`Запечённые карты освещения ` (быстры, но не " -"могут быть обновлены во время выполнения)." - -msgid "" -"Supports baking indirect light only or baking both direct and indirect " -"lighting. The bake mode can be adjusted on a per-light basis to allow for " -"hybrid light baking setups." -msgstr "" -"Поддерживает запекание либо непрямого света, либо запекание прямого и " -"непрямого света. Режим запекания можно регулировать для каждого источника " -"света, что позволяет использовать гибридное запекание света." - -msgid "" -"Supports lighting dynamic objects using automatic and manually placed probes." -msgstr "" -"Поддерживает освещение динамических объектов используя автоматические и " -"ручные датчики." - -msgid "" -"Optionally supports directional lighting and rough reflections based on " -"spherical harmonics." -msgstr "" -"Опционально поддерживает направленное освещение и грубые отражения, " -"основанные на сферической гармонии." - -msgid "" -"Lightmaps are baked on the GPU using compute shaders (much faster compared " -"to CPU lightmapping). Baking can only be performed from the editor, not in " -"exported projects." -msgstr "" -"Карты освещенности (lightmap) запекаются на GPU с помощью вычислительных " -"шейдеров (гораздо быстрее по сравнению с лайтмаппингом на CPU). Запекание " -"может быть выполнено только в редакторе, но не в экспортированных проектах." - -msgid "" -"Supports GPU-based :ref:`denoising ` with " -"JNLM, or CPU/GPU-based denoising with OIDN." -msgstr "" -"Поддержка :ref:` удаления шума `с помощью " -"GPU и JNLM, или с помощью CPU/GPU и OIDN." - -msgid "" -":ref:`Voxel-based GI probes `. Supports dynamic lights " -"*and* dynamic occluders, while also supporting reflections. Requires a fast " -"baking step which can be performed in the editor or at run-time (including " -"from an exported project)." -msgstr "" -":ref:`Voxel-based GI probes `. Поддерживает динамическое " -"освещение *и* динамические окклюдеры, а также отражения. Требуется быстрый " -"этап запекания, который может быть выполнен в редакторе или во время " -"выполнения (в том числе из экспортированного проекта)." - -msgid "" -":ref:`Signed-distance field GI ` designed for large open " -"worlds. Supports dynamic lights, but not dynamic occluders. Supports " -"reflections. No baking required." -msgstr "" -":ref:`Signed-distance field GI ` разработан для больших " -"открытых миров. Поддерживает динамическое освещение, но не динамические " -"ограничители. Поддерживает отражения. В запекании не нуждается." - -msgid "" -":ref:`Screen-space indirect lighting (SSIL) " -"` at half or full resolution. " -"Fully real-time and supports any kind of emissive light source (including " -"decals)." -msgstr "" -":ref:`Screen-space indirect lighting (SSIL) " -"` при половинном или полном " -"разрешении. Работает полностью в реальном времени и поддерживает любой тип " -"эмиссивного источника света (включая деколи)." - -msgid "" -"VoxelGI and SDFGI use a deferred pass to allow for rendering GI at half " -"resolution to improve performance (while still having functional MSAA " -"support)." -msgstr "" -"VoxelGI и SDFGI использует отложенный проход, чтобы обеспечить возможность " -"рендеринга GI (глобального освещения) при половинном разрешении для " -"улучшения производительности (при сохранении функциональной поддержки MSAA)." - -msgid "**Reflections:**" -msgstr "**Отражения:**" - -msgid "" -"Voxel-based reflections (when using GI probes) and SDF-based reflections " -"(when using signed distance field GI). Voxel-based reflections are visible " -"on transparent surfaces, while rough SDF-based reflections are visible on " -"transparent surfaces." -msgstr "" -"Отражения на основе вокселей (при использовании GI датчиков) и отражения на " -"основе SDF (при использовании GI-поля со знаковыми расстояниями). Отражения " -"на основе вокселей видны на прозрачных поверхностях, а грубые отражения на " -"основе SDF видны на прозрачных поверхностях." - -msgid "" -"Fast baked reflections or slow real-time reflections using ReflectionProbe. " -"Parallax box correction can optionally be enabled." -msgstr "" -"Быстрые запеченные (baked) отражения или медленные отражение в реальном " -"времени с помощью ReflectionProbe. Параллаксная коррекция может быть " -"включена опционально." - -msgid "Screen-space reflections with support for material roughness." -msgstr "Отражения в пространстве экрана с поддержкой шероховатости материала." - -msgid "" -"Reflection techniques can be mixed together for greater accuracy or " -"scalability." -msgstr "" -"Методы отражения могут быть смешаны вместе для большей точности или " -"масштабируемости." - -msgid "" -"When using the Forward+ backend (default on desktop), reflection probes are " -"rendered with clustered forward optimizations to decrease their individual " -"cost. Clustered rendering also lifts any limits on the number of reflection " -"probes that can be used on a mesh." -msgstr "" -"При использовании отрисовщика Forward+ (по умолчанию на компьютере), пробы " -"отражений отрисовываются с помощью кластерной прямой оптимизации для " -"снижения их индивидуальной стоимости. Кластерная прямая отрисовка так же " -"снимает любые лимиты на количество датчиков отражений которые могут " -"использоваться в сетке." - -msgid "" -"When using the Forward Mobile backend, up to 8 reflection probes can be " -"displayed per mesh resource." -msgstr "" -"При использовании бэкэнда Forward Mobile, на одну сетку (mesh) могут " -"отображаться до восьми Reflection Probe." - -msgid "**Decals:**" -msgstr "**Декали:**" - -msgid "" -":ref:`Supports albedo `, emissive, :abbr:`ORM (Occlusion " -"Roughness Metallic)`, and normal mapping." -msgstr "" -":ref:`Поддерживает альбедо `, светимость, :abbr:`ORM " -"(Occlusion Roughness Metallic)`, и карту нормалей." - -msgid "" -"Texture channels are smoothly overlaid on top of the underlying material, " -"with support for normal/ORM-only decals." -msgstr "" -"Текстурные каналы плавно накладываются поверх основного материала, с " -"поддержкой normal/ORM декалей." - -msgid "" -"Support for normal fade to fade the decal depending on its incidence angle." -msgstr "" -"Поддержка нормального затухания для декалей, зависящего от угла падения." - -msgid "" -"Does not rely on run-time mesh generation. This means decals can be used on " -"complex skinned meshes with no performance penalty, even if the decal moves " -"every frame." -msgstr "" -"Не зависит от генерации сетки во время выполнения. Это означает, что декали " -"можно использовать на сложных сетках со скинами без ущерба для " -"производительности, даже если декаль перемещается каждый кадр." - -msgid "" -"Support for nearest, bilinear, trilinear or anisotropic texture filtering " -"(configured globally)." -msgstr "" -"Поддержка ближайшей, билинейной, трилинейной или анизотропной фильтрации " -"текстур (настраивается глобально)." - -msgid "" -"Optional distance fade system to fade distant decals, improving performance." -msgstr "" -"Опциональная система скрытия декалей на расстоянии, улучшает " -"производительность." - -msgid "" -"When using the Forward+ backend (default on desktop), decals are rendered " -"with clustered forward optimizations to decrease their individual cost. " -"Clustered rendering also lifts any limits on the number of decals that can " -"be used on a mesh." -msgstr "" -"При использовании бэкенда Forward+ (по умолчанию используется) декали " -"отрисовываются с кластерной forward оптимизацией для снижения их " -"индивидуальной стоимости. Кластерная отрисовка также снимает любые " -"ограничения на количество декалей, которые можно использовать на сетке." - -msgid "" -"When using the Forward Mobile backend, up to 8 decals can be displayed per " -"mesh resource." -msgstr "" -"При использовании бэкэнда Forward Mobile, на одну сетку могут отображаться " -"до 8 декалей." - -msgid "**Sky:**" -msgstr "**Небо:**" - -msgid "Panorama sky (using an HDRI)." -msgstr "Панорамное небо (с использованием HDRI)." - -msgid "" -"Procedural sky and Physically-based sky that respond to the " -"DirectionalLights in the scene." -msgstr "" -"Процедурное небо и небо на основе физики, которые реагируют на " -"DirectionalLight в сцене." - -msgid "" -"Support for :ref:`custom sky shaders `, which can be " -"animated." -msgstr "" -"Поддерживает :ref:`пользовательские шейдеры неба `, которые " -"могут быть анимированы." - -msgid "" -"The radiance map used for ambient and specular light can be updated in real-" -"time depending on the quality settings chosen." -msgstr "" -"Карта сияния, используемая для рассеянного и зеркального света, может " -"обновляться в режиме реального времени в зависимости от выбранных настроек " -"качества." - -msgid "**Fog:**" -msgstr "**Туман:**" - -msgid "Exponential depth fog." -msgstr "Туман с экспоненциальной глубиной." - -msgid "Exponential height fog." -msgstr "Туман с экспоненциальной высотой." - -msgid "" -"Support for automatic fog color depending on the sky color (aerial " -"perspective)." -msgstr "" -"Поддержка автоматического изменения цвета тумана в зависимости от цвета неба " -"(воздушная перспектива)." - -msgid "Support for sun scattering in the fog." -msgstr "Поддержка рассеивания солнца в тумане." - -msgid "" -"Support for controlling how much fog rendering should affect the sky, with " -"separate controls for traditional and volumetric fog." -msgstr "" -"Поддержка управления тем, как сильно туман влияет на небо, с отдельными " -"элементами управления для традиционного и объемного тумана." - -msgid "Support for making specific materials ignore fog." -msgstr "Поддержка определенных материалов игнорирующих туман." - -msgid "**Volumetric fog:**" -msgstr "**Объемный туман:**" - -msgid "" -"Global :ref:`volumetric fog ` that reacts to lights and " -"shadows." -msgstr "" -"Глобальный :ref:`объемный туман ` реагирующий на свет и " -"тени." - -msgid "" -"Volumetric fog can take indirect light into account when using VoxelGI or " -"SDFGI." -msgstr "" -"Объемный туман может учитывать косвенный (indirect) свет при использовании " -"воксельного GI или SDFGI." - -msgid "" -"Fog volume nodes that can be placed to add fog to specific areas (or remove " -"fog from specific areas). Supported shapes include box, ellipse, cone, " -"cylinder, and 3D texture-based density maps." -msgstr "" -"Узлы объема тумана, которые можно разместить для добавления тумана в " -"определенные области (или удаления тумана из определенных областей). " -"Поддерживаемые формы включают прямоугольник, эллипс, конус, цилиндр и карты " -"плотности на основе 3D-текстур." - -msgid "Each fog volume can have its own custom shader." -msgstr "Каждый туман может иметь свой собственный пользовательский шейдер." - -msgid "Can be used together with traditional fog." -msgstr "Может использоваться вместе с традиционным туманом." - -msgid "**Particles:**" -msgstr "**Частицы:**" - -msgid "" -"GPU-based particles with support for subemitters (2D + 3D), trails (2D + " -"3D), attractors (3D only) and collision (2D + 3D)." -msgstr "" -"Частицы использующие видеокарту с поддержкой сабэммитеров (2D + 3D), троп " -"(2D + 3D), аттракторов (только 3D) и столкновений (2D + 3D)." - -msgid "" -"3D particle attractor shapes supported: box, sphere and 3D vector fields." -msgstr "" -"Поддерживаются формы 3D-аттракторов частиц: параллелепипед, сфера и 3D-" -"векторные поля." - -msgid "" -"3D particle collision shapes supported: box, sphere, baked signed distance " -"field and real-time heightmap (suited for open world weather effects)." -msgstr "" -"Поддерживаются формы столкновения 3D-частиц: параллелепипед, сфера, " -"запеченное поле расстояния со знаком и карта высот в режиме реальном времени " -"(подходит для погодных эффектов открытого мира)." - -msgid "" -"2D particle collision is handled using a signed distance field generated in " -"real-time based on :ref:`class_LightOccluder2D` nodes in the scene." -msgstr "" -"Столкновение двумерных частиц обрабатывается с использованием signed " -"distance field, сгенерированного в режиме реального времени с помощью узлов :" -"ref:`class_LightOccluder2D` в сцене." - -msgid "" -"Trails can use the built-in ribbon trail and tube trail meshes, or custom " -"meshes with skeletons." -msgstr "" -"Следы (trails) могут использовать встроенные модели ленты (ribbon trail) и " -"трубы (tube trail), а так же пользовательские модели со скелетами." - -msgid "Support for custom particle shaders with manual emission." -msgstr "Поддержка пользовательских шейдеров частиц с настраиваемой эмиссией." - -msgid "**Post-processing:**" -msgstr "**Постобработка:**" - -msgid "Tonemapping (Linear, Reinhard, Filmic, ACES)." -msgstr "Закраска (Linear, Reinhard, Filmic, ACES)." - -msgid "" -"Automatic exposure adjustments based on viewport brightness (and manual " -"exposure override)." -msgstr "" -"Автоматическая регулировка экспозиции в зависимости от яркости области " -"просмотра (и ручного переопределения)." - -msgid "" -"Near and far depth of field with adjustable bokeh simulation (box, hexagon, " -"circle)." -msgstr "" -"Глубина резкости вблизи и вдали с настраиваемой имитацией боке " -"(прямоугольник, шестиугольник, круг)." - -msgid "Screen-space ambient occlusion (SSAO) at half or full resolution." -msgstr "" -"Окружающая окклюзия экранного пространства (SSAO) при половинном или полном " -"разрешении." - -msgid "" -"Glow/bloom with optional bicubic upscaling and several blend modes " -"available: Screen, Soft Light, Add, Replace, Mix." -msgstr "" -"Свечение c возможностью бикубического увеличения разрешения и несколькими " -"доступными режимами смешивания: Screen (Экранный), Soft Light (Мягкий свет), " -"Add (Добавление), Replace (Замена), Mix (Смешивание)." - -msgid "Glow can have a colored dirt map texture, acting as a lens dirt effect." -msgstr "" -"Свечение может иметь окрашенную текстуру карты грязи, действующую как эффект " -"загрязнения линзы." - -msgid "" -"Glow can be :ref:`used as a screen-space blur effect " -"`." -msgstr "" -"Свечение можно :ref:`использовать в качестве эффекта размытия " -"`." - -msgid "Color correction using a one-dimensional ramp or a 3D LUT texture." -msgstr "" -"Коррекция цвета с использованием одномерной рамп-функции (линейно-временной " -"функции) или текстуры 3D LUT." - -msgid "Roughness limiter to reduce the impact of specular aliasing." -msgstr "" -"Ограничитель значения шероховатости для уменьшения влияния отраженного " -"алиасинга." - -msgid "Brightness, contrast and saturation adjustments." -msgstr "Регулирование яркости, контрастности и насыщенности." - -msgid "**Texture filtering:**" -msgstr "**Фильтрация текстур:**" - -msgid "Nearest, bilinear, trilinear or anisotropic filtering." -msgstr "Ближайшая, билинейная, трилинейная или анизотропная фильтрация." - -msgid "" -"Filtering options are defined on a per-use basis, not a per-texture basis." -msgstr "Фильтрация может быть определена для каждого пикселя или объекта." - -msgid "**Texture compression:**" -msgstr "**Сжатие текстур:**" - -msgid "Basis Universal (slow, but results in smaller files)." -msgstr "" -"Basis Universal (медленно, но позволяет получить файлы меньшего размера)." - -msgid "BPTC for high-quality compression (not supported on macOS)." -msgstr "BPTC для высококачественного сжатия (не поддерживается на macOS)." - -msgid "ETC2 (not supported on macOS)." -msgstr "ETC2 (не поддерживается на macOS)." - -msgid "S3TC (not supported on mobile/Web platforms)." -msgstr "S3TC (не поддерживается на мобильных/Web платформах)." - -msgid "Temporal :ref:`antialiasing ` (TAA)." -msgstr "Временное :ref:`сглаживание ` (TAA)." - -msgid "" -"AMD FidelityFX Super Resolution 2.2 :ref:`antialiasing " -"` (FSR2), which can be used at native resolution as a " -"form of high-quality temporal antialiasing." -msgstr "" -"AMD FidelityFX Super Resolution 2.2 :ref:`сглаживание ` " -"(FSR2), может быть использован в родном разрешении как форма " -"высококачественного временного сглаживания." - -msgid "" -"Multi-sample antialiasing (MSAA), for both :ref:`doc_2d_antialiasing` and :" -"ref:`doc_3d_antialiasing`." -msgstr "" -"MSAA можно использовать как для :ref:`doc_2d_antialiasing`, так и для :ref:" -"`doc_3d_antialiasing`." - -msgid "Fast approximate antialiasing (FXAA)." -msgstr "Быстрое приблизительное сглаживание (FXAA)." - -msgid "" -"Super-sample antialiasing (SSAA) using bilinear 3D scaling and a 3D " -"resolution scale above 1.0." -msgstr "" -"Сверхвысокочастотное сглаживание (SSAA) с использованием билинейного 3D-" -"масштабирования и увеличения масштаба 3D-разрешения выше 1.0." - -msgid "" -"Alpha antialiasing, MSAA alpha to coverage and alpha hashing on a per-" -"material basis." -msgstr "" -"Альфа-сглаживание, альфа-сглаживание MSAA для покрытия и альфа-хэширование " -"на основе каждого материала." - -msgid "**Resolution scaling:**" -msgstr "**Масштабирование разрешения:**" - -msgid "" -"Support for :ref:`rendering 3D at a lower resolution " -"` while keeping 2D rendering at the original scale. " -"This can be used to improve performance on low-end systems or improve " -"visuals on high-end systems." -msgstr "" -"Поддержка :ref:`отрисовки 3D в более низком разрешении " -"` при сохранении 2D-рендеринга в исходном масштабе. " -"Это может быть использовано для повышения производительности на " -"низкопроизводительных системах или улучшения визуального восприятия на " -"высокопроизводительных системах." - -msgid "" -"Resolution scaling uses bilinear filtering, AMD FidelityFX Super Resolution " -"1.0 (FSR1) or AMD FidelityFX Super Resolution 2.2 (FSR2)." -msgstr "" -"При масштабировании разрешения используется билинейная фильтрация, AMD " -"FidelityFX Super Resolution 1.0 (FSR1) или AMD FidelityFX Super Resolution " -"2.2 (FSR2)." - -msgid "" -"Texture mipmap LOD bias is adjusted automatically to improve quality at " -"lower resolution scales. It can also be modified with a manual offset." -msgstr "" -"Смещение (bias) LOD mip-карты текстуры автоматически настраивается для " -"повышения качества на низких разрешениях. Оно также может быть изменено " -"вручную." - -msgid "" -"Most effects listed above can be adjusted for better performance or to " -"further improve quality. This can be helpful when :ref:`using Godot for " -"offline rendering `." -msgstr "" -"Большинство перечисленных выше эффектов можно отрегулировать для повышения " -"производительности или дальнейшего улучшения качества. Это может быть " -"полезно при :ref:`использовании Godot для оффлайн рендеринга " -"`." - -msgid "3D tools" -msgstr "3D инструменты" - -msgid "" -"Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad, " -"torus, ribbon, tube." -msgstr "" -"Встроенные сетки: куб, цилиндр/конус, (полу)сфера, призма, плоскость, " -"четырёхугольник, тор, лента, труба." - -msgid ":ref:`GridMaps ` for 3D tile-based level design." -msgstr "" -":ref:`GridMaps ` для 3D дизайна уровней на основе плиток." - -msgid "" -":ref:`Constructive solid geometry ` (intended for " -"prototyping)." -msgstr "" -":ref:`Конструктивная твердотельная геометрия ` (предназначена " -"для прототипирования)." - -msgid "" -"Tools for :ref:`procedural geometry generation `." -msgstr "" -"Инструменты для :ref:`генерации процедурной геометрии " -"`." - -msgid "Path3D node to represent a path in 3D space." -msgstr "Узел Path3D для представления пути в 3D пространстве." - -msgid "PathFollow3D node to make nodes follow a Path3D." -msgstr "Узел PathFollow3D, позволяющий узлам следовать по Path3D." - -msgid ":ref:`3D geometry helper class `." -msgstr ":ref:`Вспомогательный класс 3D геометрии `." - -msgid "" -"Support for exporting the current scene as a glTF 2.0 file, both from the " -"editor and at run-time from an exported project." -msgstr "" -"Поддержка экспорта текущей сцены как glTF 2.0 файла, прямо из редактора и во " -"время выполнения из экспортированного проекта." - -msgid "3D physics" -msgstr "3D физика" - -msgid "Vehicle bodies (intended for arcade physics, not simulation)." -msgstr "" -"Тела транспортных средств (предназначается для аркадной физики, не " -"симуляций)." - -msgid "Soft bodies." -msgstr "Мягкие тела." - -msgid "Ragdolls." -msgstr "Система Ragdolls." - -msgid "" -"Built-in shapes: cuboid, sphere, capsule, cylinder, world boundary (infinite " -"plane)." -msgstr "" -"Встроенные формы: кубоид, сфера, капсула, цилиндр, граница мира (бесконечная " -"плоскость)." - -msgid "Generate triangle collision shapes for any mesh from the editor." -msgstr "Создание треугольных форм столкновения для любой сетки из редактора." - -msgid "" -"Generate one or several convex collision shapes for any mesh from the editor." -msgstr "" -"Создание одной или нескольких выпуклых форм столкновения для любой сетки из " -"редактора." - -msgid "Shaders" -msgstr "Шейдеры" - -msgid "*2D:* Custom vertex, fragment, and light shaders." -msgstr "*2D:* Пользовательские вершинные, фрагментные и световые шейдеры." - -msgid "*3D:* Custom vertex, fragment, light, and sky shaders." -msgstr "" -"*3D:* Пользовательские вершинные, фрагментные, световые и шейдеры неба." - -msgid "" -"Text-based shaders using a :ref:`shader language inspired by GLSL " -"`." -msgstr "" -"Текстовые шейдеры, использующие :ref:`язык шейдеров, вдохновлённый GLSL " -"`." - -msgid "Visual shader editor." -msgstr "Визуальный редактор шейдеров." - -msgid "Support for visual shader plugins." -msgstr "Поддержка плагинов визуальных шейдеров." - -msgid "Scripting" -msgstr "Написание скриптов" - -msgid "**General:**" -msgstr "**Общее:**" - -msgid "Object-oriented design pattern with scripts extending nodes." -msgstr "" -"Объектно-ориентированный шаблон проектирования со скриптами, расширяющими " -"узлы." - -msgid "Signals and groups for communicating between scripts." -msgstr "Сигналы и группы для обмена данными между скриптами." - -msgid "" -"Support for :ref:`cross-language scripting `." -msgstr "" -"Поддержка :ref:`межъязыкового написания скриптов " -"`." - -msgid "" -"Many 2D, 3D and 4D linear algebra data types such as vectors and transforms." -msgstr "" -"Многие типы данных 2D, 3D и 4D линейной алгебры, такие как векторы и " -"трансформации." - -msgid ":ref:`GDScript: `" -msgstr ":ref:`GDScript: `" - -msgid "" -":ref:`High-level interpreted language ` with :ref:`optional " -"static typing `." -msgstr "" -":ref:`Высокоуровневый интерпретируемый язык ` с :ref:" -"`опциональной статической типизацией `." - -msgid "" -"Syntax inspired by Python. However, GDScript is **not** based on Python." -msgstr "Синтаксис вдохновлен Python. Однако GDScript **не** основан на Python." - -msgid "Syntax highlighting is provided on GitHub." -msgstr "Подсветка синтаксиса предусмотрена на GitHub." - -msgid "" -":ref:`Use threads ` to perform asynchronous " -"actions or make use of multiple processor cores." -msgstr "" -":ref:`Применение потоков ` для выполнения " -"асинхронных действий или использования нескольких процессорных ядер." - -msgid ":ref:`C#: `" -msgstr ":ref:`C#: `" - -msgid "Packaged in a separate binary to keep file sizes and dependencies down." -msgstr "" -"Упакован в отдельный двоичный файл для уменьшения размеров файлов и " -"зависимостей." - -msgid "Supports .NET 6 and higher." -msgstr "Поддерживает .NET 6 и выше." - -msgid "Full support for the C# 10.0 syntax and features." -msgstr "Полная поддержка синтаксиса C# 10.0 и его возможностей." - -msgid "" -"Supports Windows, Linux, and macOS. As of 4.2 experimental support for " -"Android and iOS is also available (requires a .NET 7.0 project for Android " -"and 8.0 for iOS)." -msgstr "" -"Поддерживает Windows, Linux и macOS. Начиная с версии 4.2 появилась " -"экспериментальная поддержка Android и iOS (требуется .NET 7.0 для Android и " -"8.0 для iOS)." - -msgid "" -"On the Android platform only some architectures are supported: ``arm64`` and " -"``x64``." -msgstr "" -"На платформе Android поддерживаются только некоторые архитектуры: ``arm64`` " -"и ``x64``." - -msgid "On the iOS platform only some architectures are supported: ``arm64``." -msgstr "" -"На платформе iOS поддерживаются только некоторые архитектуры: ``arm64``." - -msgid "" -"The web platform is currently unsupported. To use C# on that platform, " -"consider Godot 3 instead." -msgstr "" -"Веб-платформа в настоящее время не поддерживается. Чтобы использовать C# на " -"этой платформе, используйте Godot 3." - -msgid "" -"Using an external editor is recommended to benefit from IDE functionality." -msgstr "" -"Для использования функциональных возможностей IDE рекомендуется использовать " -"внешний редактор." - -msgid "**GDExtension (C, C++, Rust, D, ...):**" -msgstr "**GDExtension (C, C++, Rust, D, ...):**" - -msgid "" -"When you need it, link to native libraries for higher performance and third-" -"party integrations." -msgstr "" -"Если это необходимо, ссылка на родные библиотеки для более высокой " -"производительности и сторонних интеграций." - -msgid "" -"For scripting game logic, GDScript or C# are recommended if their " -"performance is suitable." -msgstr "" -"Для написания скриптов игровой логики рекомендуется использовать GDScript " -"или C#, если их производительность подходит." - -msgid "" -"Official GDExtension bindings for `C `__ and `C++ `__." -msgstr "" -"Официальные привязки GDExtension для `C `__ и `C++ `__." - -msgid "Use any build system and language features you wish." -msgstr "" -"Используйте любую систему сборки и языковые возможности по вашему желанию." - -msgid "Audio" -msgstr "Аудио" - -msgid "Mono, stereo, 5.1 and 7.1 output." -msgstr "Выход моно, стерео, 5.1 и 7.1." - -msgid "Non-positional and positional playback in 2D and 3D." -msgstr "Непозиционное и позиционное воспроизведение в 2D и 3D." - -msgid "Optional Doppler effect in 2D and 3D." -msgstr "Дополнительный эффект Доплера в 2D и 3D." - -msgid "" -"Support for re-routable :ref:`audio buses ` and effects " -"with dozens of effects included." -msgstr "" -"Поддержка перенаправляемых :ref:`аудио шин ` и эффектов с " -"десятком внесённых изменений." - -msgid "" -"Support for polyphony (playing several sounds from a single " -"AudioStreamPlayer node)." -msgstr "" -"Поддержка полифонии (воспроизведение нескольких звуков с одного узла " -"AudioStreamPlayer)." - -msgid "Support for random volume and pitch." -msgstr "Поддержка случайной громкости и высоты звука." - -msgid "Support for real-time pitch scaling." -msgstr "Поддержка обработки высоты звука в реальном времени." - -msgid "" -"Support for sequential/random sample selection, including repetition " -"prevention when using random sample selection." -msgstr "" -"Поддержка последовательного/случайного отбора сэмплов, включая " -"предотвращение повторов при использовании случайного отбора сэмплов." - -msgid "" -"Listener2D and Listener3D nodes to listen from a position different than the " -"camera." -msgstr "" -"Узлы Listener2D и Listener3D для прослушивания с позиции, отличной от " -"позиции камеры." - -msgid "" -"Support for :ref:`procedural audio generation `." -msgstr "" -"Поддержка :ref:`процедурной генерации звука `." - -msgid "Audio input to record microphones." -msgstr "Аудиовход для записи микрофонов." - -msgid "MIDI input." -msgstr "MIDI вход." - -msgid "No support for MIDI output yet." -msgstr "Поддержки выхода MIDI пока нет." - -msgid "**APIs used:**" -msgstr "**Используемые API:**" - -msgid "*Windows:* WASAPI." -msgstr "*Windows:* WASAPI." - -msgid "*macOS:* CoreAudio." -msgstr "*macOS:* CoreAudio." - -msgid "*Linux:* PulseAudio or ALSA." -msgstr "*Linux:* PulseAudio или ALSA." - -msgid "Import" -msgstr "Импорт" - -msgid "Support for :ref:`custom import plugins `." -msgstr "" -"Поддержка :ref:`пользовательских плагинов импорта `." - -msgid "**Formats:**" -msgstr "**Форматы:**" - -msgid "*Images:* See :ref:`doc_importing_images`." -msgstr "*Изображения:* Cмотреть :ref:`doc_importing_images`." - -msgid "*Audio:*" -msgstr "*Аудио:*" - -msgid "WAV with optional IMA-ADPCM compression." -msgstr "WAV с опциональным сжатием IMA-ADPCM." - -msgid "Ogg Vorbis." -msgstr "Ogg Vorbis." - -msgid "MP3." -msgstr "MP3." - -msgid "*3D scenes:* See :ref:`doc_importing_3d_scenes`." -msgstr "*3D сцены:* Cмотреть :ref:`doc_importing_3d_scenes`." - -msgid "glTF 2.0 *(recommended)*." -msgstr "glTF 2.0 *(рекомендуется)*." - -msgid "" -"``.blend`` (by calling Blender's glTF export functionality transparently)." -msgstr "``.blend`` (при помощи вызова функционала экспорта glTF из Blender)." - -msgid "" -"FBX (by calling `FBX2glTF `__ " -"transparently)." -msgstr "" -"FBX (при помощи вызова `FBX2glTF `__ конвертера)." - -msgid "Collada (.dae)." -msgstr "Collada (.daе)." - -msgid "" -"Wavefront OBJ (static scenes only, can be loaded directly as a mesh or " -"imported as a 3D scene)." -msgstr "" -"Wavefront OBJ (только статические сцены, могут быть загружены " -"непосредственно как 3D-модель или импортированы как 3D-сцена)." - -msgid "" -"Support for loading glTF 2.0 scenes at run-time, including from an exported " -"project." -msgstr "" -"Поддержка загрузки сцен glTF 2.0 во время выполнения, в том числе из " -"экспортированного проекта." - -msgid "" -"3D meshes use `Mikktspace `__ to generate " -"tangents on import, which ensures consistency with other 3D applications " -"such as Blender." -msgstr "" -"3D-модели используют `Mikktspace `__ для " -"создания касательных при импорте, что обеспечивает совместимость с другими " -"3D-приложениями, такими как Blender." - -msgid "Input" -msgstr "Вход" - -msgid "" -":ref:`Input mapping system ` using hardcoded input " -"events or remappable input actions." -msgstr "" -":ref:`Система сопоставления ввода ` с использованием " -"жёстко запрограммированных событий ввода или переназначаемых действий ввода." - -msgid "" -"Axis values can be mapped to two different actions with a configurable " -"deadzone." -msgstr "" -"Значения осей могут быть сопоставлены с двумя различными действиями с " -"настраиваемой мёртвой зоной." - -msgid "Use the same code to support both keyboards and gamepads." -msgstr "Используйте один и тот же код для поддержки клавиатур и геймпадов." - -msgid "Keyboard input." -msgstr "Ввод клавиатуры." - -msgid "" -"Keys can be mapped in \"physical\" mode to be independent of the keyboard " -"layout." -msgstr "" -"Клавиши могут быть назначены в \"физическом\" режиме, для того, чтобы быть " -"независимыми от раскладки клавиатуры." - -msgid "Mouse input." -msgstr "Ввод мышью." - -msgid "" -"The mouse cursor can be visible, hidden, captured or confined within the " -"window." -msgstr "" -"Курсор мыши может быть видимым, скрытым, фиксированным или ограниченным в " -"пределах окна." - -msgid "" -"When captured, raw input will be used on Windows and Linux to sidestep the " -"OS' mouse acceleration settings." -msgstr "" -"После захвата необработанный ввод будет использоваться в Windows и Linux, " -"чтобы обойти настройки ускорения мыши ОС." - -msgid "Gamepad input (up to 8 simultaneous controllers)." -msgstr "Ввод от геймпада (до 8 контроллеров одновременно)." - -msgid "Pen/tablet input with pressure support." -msgstr "Перо и планшет с поддержкой давления." - -msgid "Navigation" -msgstr "Навигация" - -msgid "" -"A* algorithm in :ref:`2D ` and :ref:`3D `." -msgstr "Алгоритм A* в :ref:`2D ` и :ref:`3D `." - -msgid "" -"Navigation meshes with dynamic obstacle avoidance in :ref:`2D " -"` and :ref:`3D `." -msgstr "" -"Навигационные сетки с динамическим обходом препятствий в :ref:`2D " -"` и :ref:`3D `." - -msgid "" -"Generate navigation meshes from the editor or at run-time (including from an " -"exported project)." -msgstr "" -"Генерация навигационных сеток в редакторе или во время выполнения (в том " -"числе в экспортированных проектов)." - -msgid "Networking" -msgstr "Сетевое взаимодействие" - -msgid "" -"Low-level TCP networking using :ref:`class_StreamPeer` and :ref:" -"`class_TCPServer`." -msgstr "" -"Низкоуровневое сетевое взаимодействие с помощью TCP с использованием :ref:" -"`class_StreamPeer`и :ref:`class_TCPServer`." - -msgid "" -"Low-level UDP networking using :ref:`class_PacketPeer` and :ref:" -"`class_UDPServer`." -msgstr "" -"Низкоуровневое сетевое взаимодействие с помощью UDP с использованием :ref:" -"`class_PacketPeer` и :ref:`class_UDPServer`." - -msgid "Low-level HTTP requests using :ref:`class_HTTPClient`." -msgstr "Низкоуровневые HTTP-запросы с использованием :ref:`class_HTTPClient`." - -msgid "High-level HTTP requests using :ref:`class_HTTPRequest`." -msgstr "" -"Высокоуровневые HTTP-запросы с использованием :ref:`class_HTTPRequest`." - -msgid "Supports HTTPS out of the box using bundled certificates." -msgstr "" -"Поддержка HTTPS прямо из коробки с использованием связанных сертификатов." - -msgid "" -":ref:`High-level multiplayer ` API using UDP and " -"ENet." -msgstr "" -":ref:`Высокоуровневый мультиплеерный `API " -"использующий UDP и ENet." - -msgid "Automatic replication using remote procedure calls (RPCs)." -msgstr "" -"Автоматическая репликация с использованием удаленных вызовов процедур (RPC)." - -msgid "Supports unreliable, reliable and ordered transfers." -msgstr "Поддержка ненадёжных, надёжных и сортированных передач." - -msgid "" -":ref:`WebSocket ` client and server, available on all " -"platforms." -msgstr "" -":ref:`WebSocket ` клиент и сервер, доступные на всех " -"платформах." - -msgid "" -":ref:`WebRTC ` client and server, available on all platforms." -msgstr "" -":ref:`WebRTC ` клиент и сервер, доступные на всех платформах." - -msgid "" -"Support for :ref:`UPnP ` to sidestep the requirement to forward " -"ports when hosting a server behind a NAT." -msgstr "" -"Поддержка :ref:`UPnP ` для обхода требования пробрасывания " -"портов при размещении сервера за NAT." - -msgid "Internationalization" -msgstr "Интернационализация" - -msgid "Full support for Unicode including emoji." -msgstr "Полная поддержка Unicode, включая эмодзи." - -msgid "" -"Store localization strings using :ref:`CSV ` " -"or :ref:`gettext `." -msgstr "" -"Сохранение строк локализации, используя :ref:`CSV " -"` или :ref:`gettext " -"`." - -msgid "Support for generating gettext POT and PO files from the editor." -msgstr "Поддержка генерации gettext POT и PO файлов из редактора." - -msgid "" -"Use localized strings in your project automatically in GUI elements or by " -"using the ``tr()`` function." -msgstr "" -"Используйте локализованные строки в своем проекте автоматически в элементах " -"графического интерфейса или с помощью функции ``tr()``." - -msgid "" -"Support for pluralization and translation contexts when using gettext " -"translations." -msgstr "" -"Поддержка множественного числа и контекстов перевода при использовании " -"переводов gettext." - -msgid "" -"Support for :ref:`bidirectional typesetting " -"`, text shaping and OpenType localized " -"forms." -msgstr "" -"Поддержка :ref:`двунаправленной набора текста " -"`, форматирования текста и локализованных " -"форм OpenType." - -msgid "Automatic UI mirroring for right-to-left locales." -msgstr "" -"Автоматическое зеркальное отображение пользовательского интерфейса для право-" -"левых локализаций." - -msgid "" -"Support for pseudolocalization to test your project for i18n-friendliness." -msgstr "" -"Поддержка псевдолокализации для проверки проекта на дружественность к i18n." - -msgid "Windowing and OS integration" -msgstr "Интеграция с окном и OS" - -msgid "Spawn multiple independent windows within a single process." -msgstr "Создание нескольких независимых окон в рамках одного процесса." - -msgid "Move, resize, minimize, and maximize windows spawned by the project." -msgstr "" -"Перемещайте, изменяйте размер, минимизируйте и увеличивайте окно, созданное " -"проектом." - -msgid "Change the window title and icon." -msgstr "Изменение заголовка и иконки окна." - -msgid "" -"Request attention (will cause the title bar to blink on most platforms)." -msgstr "" -"Запрос внимания (на большинстве платформ приведет к миганию шкал с " -"надписями)." - -msgid "Fullscreen mode." -msgstr "Полноэкранный режим." - -msgid "" -"Uses borderless fullscreen by default on Windows for fast alt-tabbing, but " -"can optionally use exclusive fullscreen to reduce input lag." -msgstr "" -"По умолчанию в Windows используется полноэкранный режим без рамки для " -"быстрого переключения по alt-табу, но при желании можно использовать " -"эксклюзивный полноэкранный режим для уменьшения задержки ввода." - -msgid "Borderless windows (fullscreen or non-fullscreen)." -msgstr "Окно без рамки (полноэкранное или не полноэкранное)." - -msgid "Ability to keep a window always on top." -msgstr "Возможность держать окно всегда поверх других окон." - -msgid "Global menu integration on macOS." -msgstr "Интеграция с глобальным меню в macOS." - -msgid "" -"Execute commands in a blocking or non-blocking manner (including running " -"multiple instances of the same project)." -msgstr "" -"Выполнять команды блокирующим или неблокирующим образом (включая запуск " -"нескольких экземпляров одного и того же проекта)." - -msgid "" -"Open file paths and URLs using default or custom protocol handlers (if " -"registered on the system)." -msgstr "" -"Открытие пути к файлам и URL-адресам с использованием обработчиков " -"протоколов по умолчанию или пользовательских протоколов (если они " -"зарегистрированы в системе)." - -msgid "Parse custom command line arguments." -msgstr "Анализ пользовательских аргументов командной строки." - -msgid "" -"Any Godot binary (editor or exported project) can be :ref:`used as a " -"headless server ` by starting it with " -"the ``--headless`` command line argument. This allows running the engine " -"without a GPU or display server." -msgstr "" -"Любой бинарник Godot (редактор или экспортированный проект) может быть :ref:" -"`использован в качестве серверного приложения " -"`, если запустить его с аргументом " -"командной строки ``--headless``. Это позволяет запускать движок без " -"отображения." - -msgid "Mobile" -msgstr "Мобильные устройства" - -msgid "" -"In-app purchases on :ref:`Android ` and :ref:" -"`iOS `." -msgstr "" -"Покупки в приложениях на :ref:`Android ` и :" -"ref:`iOS `." - -msgid "Support for advertisements using third-party modules." -msgstr "Поддержка рекламы с использованием сторонних модулей." - -msgid "XR support (AR and VR)" -msgstr "Поддержка XR (AR и VR)" - -msgid "Out of the box :ref:`support for OpenXR `." -msgstr "Из коробки :ref:`поддержка OpenXR `." - -msgid "" -"Including support for popular desktop headsets like the Valve Index, WMR " -"headsets, and Quest over Link." -msgstr "" -"Включает поддержку популярных настольных гарнитур, таких как Valve Index, " -"WMR гарнитуры и Quest over Link." - -msgid "" -"Support for :ref:`Android based headsets ` using " -"OpenXR through a plugin." -msgstr "" -"Поддержка :ref:`гарнитур на базе Android ` с " -"помощью OpenXR через плагин." - -msgid "" -"Including support for popular stand alone headsets like the Meta Quest 1/2/3 " -"and Pro, Pico 4, Magic Leap 2, and Lynx R1." -msgstr "" -"Включает поддержку популярных автономных гарнитур, таких как Meta Quest " -"1/2/3 и Pro, Pico 4, Magic Leap 2, и Lynx R1." - -msgid "Other devices supported through an XR plugin structure." -msgstr "Другие устройства, поддерживаемые через структуру плагинов XR." - -msgid "" -"Various advanced toolkits are available that implement common features " -"required by XR applications." -msgstr "" -"Доступны различные расширенные наборы инструментов, реализующие общие " -"функции, необходимые для приложений XR." - -msgid "GUI system" -msgstr "Система графического интерфейса" - -msgid "" -"Godot's GUI is built using the same Control nodes used to make games in " -"Godot. The editor UI can easily be extended in many ways using add-ons." -msgstr "" -"Графический интерфейс Godot построен с использованием тех же узлов Control, " -"что используются для создания игр в Godot. Пользовательский интерфейс " -"редактора можно легко расширить многими способами с помощью аддонов." - -msgid "**Nodes:**" -msgstr "**Узлы:**" - -msgid "Buttons." -msgstr "Кнопки." - -msgid "Checkboxes, check buttons, radio buttons." -msgstr "Флажки, кнопки-переключатели, переключатели." - -msgid "" -"Text entry using :ref:`class_LineEdit` (single line) and :ref:" -"`class_TextEdit` (multiple lines). TextEdit also supports code editing " -"features such as displaying line numbers and syntax highlighting." -msgstr "" -"Ввод текста с помощью :ref:`class_LineEdit` (одна строка) и :ref:" -"`class_TextEdit` (несколько строк). TextEdit также поддерживает функции " -"редактирования кода, такие как отображение номеров строк и подсветка " -"синтаксиса." - -msgid "" -"Dropdown menus using :ref:`class_PopupMenu` and :ref:`class_OptionButton`." -msgstr "" -"Выпадающие меню с помощью :ref:`class_PopupMenu` и :ref:`class_OptionButton`." - -msgid "Scrollbars." -msgstr "Полосы прокрутки." - -msgid "Labels." -msgstr "Ярлыки." - -msgid "" -"RichTextLabel for :ref:`text formatted using BBCode " -"`, with support for animated custom effects." -msgstr "" -"RichTextLabel для :ref:`текста, отформатированного с использованием BBCode " -"`, с поддержкой анимированных пользовательских " -"эффектов." - -msgid "Trees (can also be used to represent tables)." -msgstr "Деревья (также могут использоваться для представления таблиц)." - -msgid "Color picker with RGB and HSV modes." -msgstr "Подборщик цвета с RGB и HSV режимами." - -msgid "Controls can be rotated and scaled." -msgstr "Элементы управления можно вращать и масштабировать." - -msgid "**Sizing:**" -msgstr "**Изменение размера:**" - -msgid "Anchors to keep GUI elements in a specific corner, edge or centered." -msgstr "" -"Якоря для удержания элементов графического интерфейса в определённом углу, " -"краю или по центру." - -msgid "Containers to place GUI elements automatically following certain rules." -msgstr "" -"Контейнеры для автоматического размещения элементов графического интерфейса:" - -msgid ":ref:`Stack ` layouts." -msgstr ":ref:`Stack `." - -msgid ":ref:`Grid ` layouts." -msgstr ":ref:`Grid `." - -msgid "" -":ref:`Flow ` layouts (similar to autowrapping text)." -msgstr "" -":ref:`Flow ` (аналогичен автоматическому переносу " -"текста)." - -msgid "" -":ref:`Margin `, :ref:`centered " -"` and :ref:`aspect ratio " -"` layouts." -msgstr "" -":ref:`Margin `, :ref:`centered " -"`и :ref:`aspect ratio `." - -msgid ":ref:`Draggable splitter ` layouts." -msgstr ":ref:`Переносимый разделитель `." - -msgid "" -"Scale to :ref:`multiple resolutions ` using the " -"``canvas_items`` or ``viewport`` stretch modes." -msgstr "" -"Масштабирование до :ref:`нескольких разрешений ` с " -"помощью ``canvas_items`` или ``viewport`` режимов растяжения." - -msgid "" -"Support any aspect ratio using anchors and the ``expand`` stretch aspect." -msgstr "" -"Поддержка любого соотношения сторон с помощью якорей и соотношения " -"растяжения ``expand``." - -msgid "**Theming:**" -msgstr "**Тематизация:**" - -msgid "Built-in theme editor." -msgstr "Встроенный редактор тем." - -msgid "Generate a theme based on the current editor theme settings." -msgstr "Создание тем на основе текущих настроек темы редактора." - -msgid "Procedural vector-based theming using :ref:`class_StyleBoxFlat`." -msgstr "Процедурные векторные темы, использующие :ref:`class_StyleBoxFlat`." - -msgid "" -"Supports rounded/beveled corners, drop shadows, per-border widths and " -"antialiasing." -msgstr "" -"Поддерживает закруглённые/скошенные углы, тени, указание толщины отдельных " -"границ и сглаживание." - -msgid "Texture-based theming using :ref:`class_StyleBoxTexture`." -msgstr "Темы на основе текстур с использованием :ref:`class_StyleBoxTexture`." - -msgid "" -"Godot's small distribution size can make it a suitable alternative to " -"frameworks like Electron or Qt." -msgstr "" -"Небольшой размер дистрибутива Godot может сделать его подходящей " -"альтернативой таким фреймворкам, как Electron или Qt." - -msgid "Animation" -msgstr "Анимация" - -msgid "Direct kinematics and inverse kinematics." -msgstr "Прямая кинематика и обратная кинематика." - -msgid "Support for animating any property with customizable interpolation." -msgstr "Поддержка любого свойства анимации с настраиваемой интерполяцией." - -msgid "Support for calling methods in animation tracks." -msgstr "Поддержка вызова методов в дорожках анимации." - -msgid "Support for playing sounds in animation tracks." -msgstr "Поддержка воспроизведения звуков в анимационных дорожках." - -msgid "Support for Bézier curves in animation." -msgstr "Поддержка кривых Безье в анимации." - -msgid "File formats" -msgstr "Форматы файлов" - -msgid "" -"Scenes and resources can be saved in :ref:`text-based " -"` or binary formats." -msgstr "" -"Сцены и ресурсы могут быть сохранены в :ref:`текстовом " -"` или двоичном формате." - -msgid "" -"Text-based formats are human-readable and more friendly to version control." -msgstr "Текстовые форматы удобочитаемы и более удобны для контроля версий." - -msgid "Binary formats are faster to save/load for large scenes/resources." -msgstr "" -"Двоичные форматы быстрее сохранять/загружать для больших сцен/ресурсов." - -msgid "Read and write text or binary files using :ref:`class_FileAccess`." -msgstr "" -"Чтение и запись текстовых или двоичных файлов с помощью :ref:" -"`class_FileAccess`." - -msgid "Can optionally be compressed or encrypted." -msgstr "При необходимости могут быть сжаты или зашифрованы." - -msgid "Read and write :ref:`class_JSON` files." -msgstr "Чтение и запись файлов :ref:`class_JSON`." - -msgid "" -"Read and write INI-style configuration files using :ref:`class_ConfigFile`." -msgstr "" -"Чтение и запись конфигурационных INI-файлов с помощью :ref:" -"`class_ConfigFile`." - -msgid "Can (de)serialize any Godot datatype, including Vector2/3, Color, ..." -msgstr "" -"Может (де)сериализовать любой тип данных Godot, включая Vector2/3, Color, ..." - -msgid "Read XML files using :ref:`class_XMLParser`." -msgstr "Чтение файлов XML с помощью :ref:`class_XMLParser`." - -msgid "" -":ref:`Load and save images, audio/video, fonts and ZIP archives " -"` in an exported project without having to " -"go through Godot's import system." -msgstr "" -":ref:`Загрузка и сохранение изображений, аудио/видео, шрифтов и ZIP-архивов " -"` в экспортируемом проекте без необходимости " -"проходить через систему импорта Godot." - -msgid "" -"Pack game data into a PCK file (custom format optimized for fast seeking), " -"into a ZIP archive, or directly into the executable for single-file " -"distribution." -msgstr "" -"Упаковка данных игры в файл PCK (пользовательский формат, оптимизированный " -"для быстрого поиска), в ZIP-архив или непосредственно в исполняемый файл для " -"распространения в виде одного файла." - -msgid "" -":ref:`Export additional PCK files` that can be read by " -"the engine to support mods and DLCs." -msgstr "" -":ref:`Экспорт дополнительных файлов PCK `, которые могут " -"быть прочитаны движком для поддержки модов и DLC." - -msgid "Miscellaneous" -msgstr "Разное" - -msgid "" -":ref:`Video playback ` with built-in support for Ogg " -"Theora." -msgstr "" -":ref:`Воспроизведение видео ` со встроенной поддержкой " -"Ogg Theora." - -msgid "" -":ref:`Movie Maker mode ` to record videos from a " -"running project with synchronized audio and perfect frame pacing." -msgstr "" -":ref:`Режим Movie Maker ` для записи видео из " -"запущенного проекта с синхронизированным звуком и идеальной чередованием " -"кадров." - -msgid "" -":ref:`Low-level access to servers ` which allows " -"bypassing the scene tree's overhead when needed." -msgstr "" -":ref:`Низкоуровневый доступ к серверам `, который " -"позволяет, при необходимости, обойти накладные расходы дерева сцены." - -msgid "" -":ref:`Command line interface ` for automation." -msgstr "" -":ref:`Интерфейс командной строки ` для " -"автоматизации." - -msgid "Export and deploy projects using continuous integration platforms." -msgstr "" -"Экспорт и развёртывание проектов с использованием платформ непрерывной " -"интеграции." - -msgid "" -"`Shell completion scripts `__ are available for Bash, zsh and fish." -msgstr "" -"`Скрипты автозаполнения терминала `__ доступны для Bash, zsh и fish." - -msgid "" -"Print colored text to standard output on all platforms using :ref:" -"`print_rich `." -msgstr "" -"Выведите цветной текст на стандартный вывод на всех платформах, используя :" -"ref:`print_rich `." - -msgid "" -"Support for :ref:`C++ modules ` statically linked " -"into the engine binary." -msgstr "" -"Поддержка :ref:`C++ модулей `, статически " -"связанных с двоичным файлом движка." - -msgid "Engine and editor written in C++17." -msgstr "Движок и редактор написаны на C++17." - -msgid "" -"Can be :ref:`compiled ` using GCC, " -"Clang and MSVC. MinGW is also supported." -msgstr "" -"Может быть :ref:`скомпилирован ` с " -"использованием GCC, Clang и MSVC. Также поддерживается MinGW." - -msgid "" -"Friendly towards packagers. In most cases, system libraries can be used " -"instead of the ones provided by Godot. The build system doesn't download " -"anything. Builds can be fully reproducible." -msgstr "" -"Дружелюбно относится к упаковщикам. В большинстве случаев можно использовать " -"системные библиотеки вместо тех, которые предоставляет Godot. Система сборки " -"ничего не загружает. Сборки могут быть полностью воспроизводимыми." - -msgid "Licensed under the permissive MIT license." -msgstr "Имеет лицензию MIT." - -msgid "" -"Open development process with :ref:`contributions welcome " -"`." -msgstr "" -"Открытый процесс разработки с помощью :ref:`вкладов приветствуется " -"`." - -msgid "" -"The `Godot proposals repository `__ lists features that have been requested by the community and " -"may be implemented in future Godot releases." -msgstr "" -"В `репозитории предложений Godot `__ перечислены функции, которые были запрошены сообществом и " -"могут быть реализованы в будущих выпусках Godot." diff --git a/sphinx/po/ru/LC_MESSAGES/about/release_policy.po b/sphinx/po/ru/LC_MESSAGES/about/release_policy.po deleted file mode 100644 index 58daa90d32..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/about/release_policy.po +++ /dev/null @@ -1,609 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot release policy" -msgstr "Политика релизов Godot" - -msgid "" -"Godot's release policy is in constant evolution. The description below " -"provides a general idea of what to expect, but what will actually happen " -"depends on the choices of core contributors and the needs of the community " -"at a given time." -msgstr "" -"Релизная политика Godot находится в постоянном развитии. Приведённое ниже " -"описание даёт общее представление о том, чего следует ожидать, но то, что " -"произойдёт на самом деле, зависит от выбора основных авторов и потребностей " -"сообщества в конкретный момент времени." - -msgid "Godot versioning" -msgstr "Информация о версионировании" - -msgid "" -"Godot loosely follows `Semantic Versioning `__ with a " -"``major.minor.patch`` versioning system, albeit with an interpretation of " -"each term adapted to the complexity of a game engine:" -msgstr "" -"Godot в общих чертах повторяет `Семантическое версионирование `__ с системой версий ``major.minor.patch``, хотя и с " -"интерпретацией каждого термина, адаптированной к сложности игрового движка:" - -msgid "" -"The ``major`` version is incremented when major compatibility breakages " -"happen which imply significant porting work to move projects from one major " -"version to another." -msgstr "" -"``Основная`` версия увеличивается, когда происходят серьезные нарушения " -"совместимости, которые подразумевают значительную работу по переносу для " -"перемещения проектов из одной основной версии в другую." - -msgid "" -"For example, porting Godot projects from Godot 3.x to Godot 4.x requires " -"running the project through a conversion tool, and then performing a number " -"of further adjustments manually for what the tool could not do automatically." -msgstr "" -"Например, перенос проектов Godot с Godot 3.x на Godot 4.x требует запуска " -"проекта через инструмент преобразования, а затем выполнения ряда " -"дополнительных настроек вручную для того, что инструмент не смог сделать " -"автоматически." - -msgid "" -"The ``minor`` version is incremented for feature releases that do not break " -"compatibility in a major way. Minor compatibility breakage in very specific " -"areas *may* happen in minor versions, but the vast majority of projects " -"should not be affected or require significant porting work." -msgstr "" -"Версия ``minor`` увеличивается для релизов функций, которые не нарушают " -"совместимость в значительной степени. Незначительные нарушения совместимости " -"в очень специфических областях *могут* произойти в минорных версиях, но " -"подавляющее большинство проектов не должно быть затронуто или требовать " -"значительной работы по переносу." - -msgid "" -"This is because Godot, as a game engine, covers many areas like rendering, " -"physics, and scripting. Fixing bugs or implementing new features in one area " -"might sometimes require changing a feature's behavior or modifying a class's " -"interface, even if the rest of the engine API remains backwards compatible." -msgstr "" -"Это связано с тем, что Godot, как игровой движок, охватывает множество " -"областей, таких как рендеринг, физика и скриптинг. Исправление ошибок или " -"реализация новых функций в одной области иногда может потребовать изменения " -"поведения функции или модификации интерфейса класса, даже если остальная " -"часть API движка сохраняет обратную совместимость." - -msgid "" -"Upgrading to a new minor version is recommended for all users, but some " -"testing is necessary to ensure that your project still behaves as expected." -msgstr "" -"Обновление до новой минорной версии рекомендуется всем пользователям, но " -"необходимо провести некоторое тестирование, чтобы убедиться, что ваш проект " -"по-прежнему ведёт себя так, как ожидалось." - -msgid "" -"The ``patch`` version is incremented for maintenance releases which focus on " -"fixing bugs and security issues, implementing new requirements for platform " -"support, and backporting safe usability enhancements. Patch releases are " -"backwards compatible." -msgstr "" -"Версия ``patch`` увеличивается для выпусков сопровождения, которые " -"направлены на исправление ошибок и проблем безопасности, реализацию новых " -"требований к поддержке платформы и перенос безопасных улучшений. Выпуски " -"патчей обратно совместимы." - -msgid "" -"Patch versions may include minor new features which do not impact the " -"existing API, and thus have no risk of impacting existing projects." -msgstr "" -"Версии исправлений могут включать незначительные новые функции, которые не " -"влияют на существующий API и, следовательно, не имеют риска повлиять на " -"существующие проекты." - -msgid "" -"Updating to new patch versions is therefore considered safe and strongly " -"recommended to all users of a given stable branch." -msgstr "" -"Поэтому обновление до новых версий исправлений считается безопасным и " -"настоятельно рекомендуется всем пользователям данной стабильной ветви." - -msgid "" -"We call ``major.minor`` combinations *stable branches*. Each stable branch " -"starts with a ``major.minor`` release (without the ``0`` for ``patch``) and " -"is further developed for maintenance releases in a Git branch of the same " -"name (for example patch updates for the 4.0 stable branch are developed in " -"the ``4.0`` Git branch)." -msgstr "" -"Мы называем комбинации ``major.minor`` *стабильными ветками*. Каждая " -"стабильная ветка начинается с релиза ``major.minor`` (без ``0`` для " -"``patch``) и дорабатывается для поддерживающих релизов в одноимённой ветке " -"Git (например, обновления патчей для стабильной ветки 4.0 разрабатываются в " -"ветке Git ``4.0``)." - -msgid "Release support timeline" -msgstr "Сроки поддержки релиза" - -msgid "" -"Stable branches are supported *at least* until the next stable branch is " -"released and has received its first patch update. In practice, we support " -"stable branches on a *best effort* basis for as long as they have active " -"users who need maintenance updates." -msgstr "" -"Стабильные ветки поддерживаются *по крайней мере* до тех пор, пока не будет " -"выпущена следующая стабильная ветка и не будет получено первый патч. На " -"практике мы поддерживаем стабильные ветки до тех пор, пока в них есть " -"активные пользователи, нуждающиеся в обновлениях." - -msgid "" -"In a given minor release series, only the latest patch release receives " -"support. If you experience an issue using an older patch release, please " -"upgrade to the latest patch release of that series and test again before " -"reporting an issue on GitHub." -msgstr "" -"В данной серии второстепенных выпусков поддержку получает только последний " -"выпуск исправлений. Если у вас возникла проблема с использованием более " -"раннего выпуска исправлений, обновите его до последнего выпуска исправлений " -"этой серии и проверьте ещё раз, прежде чем сообщать о проблеме на GitHub." - -msgid "**Version**" -msgstr "**Версия**" - -msgid "**Release date**" -msgstr "**Дата выпуска**" - -msgid "**Support level**" -msgstr "**Уровень поддержки**" - -msgid "" -"|unstable| *Development.* Receives new features, usability and performance " -"improvements, as well as bug fixes, while under development." -msgstr "" -"|unstable| *Разрабатывается.* Получает новые функции, улучшается удобство " -"использования и производительность, а также исправляются баги в ходе " -"разработки." - -msgid "unstable" -msgstr "не стабильный" - -msgid "" -"|supported| Receives fixes for bugs and security issues, as well as patches " -"that enable platform support." -msgstr "" -"|supported| Получает исправления ошибок и проблем с безопасностью, а также " -"патчи, обеспечивающие поддержку платформы." - -msgid "supported" -msgstr "поддерживается" - -msgid "Godot 4.2" -msgstr "Godot 4.2" - -msgid "November 2023" -msgstr "Ноябрь 2023" - -msgid "Godot 4.1" -msgstr "Godot 4.1" - -msgid "July 2023" -msgstr "Июль 2023" - -msgid "Godot 4.0" -msgstr "Godot 4.0" - -msgid "March 2023" -msgstr "Март 2023" - -msgid "|eol| No longer supported (last update: 4.0.4)." -msgstr "|eol| Больше не поддерживается (последнее обновление: 4.0.4)." - -msgid "eol" -msgstr "Конец поддержки" - -msgid "" -"|supported| *Beta.* Receives new features, usability and performance " -"improvements, as well as bug fixes, while under development." -msgstr "" -"|supported| *Бета.* Получает новые функции, улучшается удобство " -"использования и производительность, а также исправляются баги, в ходе " -"разработки." - -msgid "Godot 3.5" -msgstr "Godot 3.5" - -msgid "August 2022" -msgstr "Август 2022" - -msgid "Godot 3.4" -msgstr "Godot 3.4" - -msgid "November 2021" -msgstr "Ноябрь 2021" - -msgid "|eol| No longer supported (last update: 3.4.5)." -msgstr "|eol| Больше не поддерживается (последнее обновление: 3.4.5)." - -msgid "Godot 3.3" -msgstr "Godot 3.3" - -msgid "April 2021" -msgstr "Апрель 2021" - -msgid "|eol| No longer supported (last update: 3.3.4)." -msgstr "|eol| Больше не поддерживается (последнее обновление: 3.3.4)." - -msgid "Godot 3.2" -msgstr "Godot 3.2" - -msgid "January 2020" -msgstr "Январь 2020" - -msgid "|eol| No longer supported (last update: 3.2.3)." -msgstr "|eol| Больше не поддерживается (последнее обновление: 3.2.3)." - -msgid "Godot 3.1" -msgstr "Godot 3.1" - -msgid "March 2019" -msgstr "Март 2019" - -msgid "|eol| No longer supported (last update: 3.1.2)." -msgstr "|eol| Больше не поддерживается (последнее обновление: 3.1.2)." - -msgid "Godot 3.0" -msgstr "Godot 3.0" - -msgid "January 2018" -msgstr "Январь 2018" - -msgid "|eol| No longer supported (last update: 3.0.6)." -msgstr "|eol| Больше не поддерживается (последнее обновление: 3.0.6)." - -msgid "Godot 2.1" -msgstr "Godot 2.1" - -msgid "July 2016" -msgstr "Июль 2016" - -msgid "|eol| No longer supported (last update: 2.1.6)." -msgstr "|eol| Больше не поддерживается (последнее обновление: 2.1.6)." - -msgid "Godot 2.0" -msgstr "Godot 2.0" - -msgid "February 2016" -msgstr "Февраль 2016" - -msgid "|eol| No longer supported (last update: 2.0.4.1)." -msgstr "|eol| Больше не поддерживается (Последнее обновление: 2.0.4.1)." - -msgid "Godot 1.1" -msgstr "Godot 1.1" - -msgid "May 2015" -msgstr "Май 2015" - -msgid "|eol| No longer supported." -msgstr "|eol| Больше не поддерживается." - -msgid "Godot 1.0" -msgstr "Godot 1.0" - -msgid "December 2014" -msgstr "Декабрь 2014" - -msgid "" -"**Legend:** |supported| Full support – |partial| Partial support – |eol| No " -"support (end of life) – |unstable| Development version" -msgstr "" -"**Легенда:** |supported| Полная поддержка - |partial| Частичная поддержка - |" -"eol| Не поддерживается (завершено) - |unstable| Разрабатываемая версия" - -msgid "partial" -msgstr "частичный" - -msgid "" -"Pre-release Godot versions aren't intended to be used in production and are " -"provided for testing purposes only." -msgstr "" -"Предварительные версии Godot не предназначены для использования в " -"производстве и предоставляются только для тестирования." - -msgid "" -"See :ref:`doc_upgrading_to_godot_4` for instructions on migrating a project " -"from Godot 3.x to 4.x." -msgstr "" -"См. :ref:`doc_upgrading_to_godot_4` для получения инструкций по переносу " -"проекта с Godot 3.x на 4.x." - -msgid "Which version should I use for a new project?" -msgstr "Какую версию мне следует использовать для нового проекта?" - -msgid "" -"We recommend using Godot 4.x for new projects, as the Godot 4.x series will " -"be supported long after 3.x stops receiving updates in the future. One " -"caveat is that a lot of third-party documentation hasn't been updated for " -"Godot 4.x yet. If you have to follow a tutorial designed for Godot 3.x, we " -"recommend keeping :ref:`doc_upgrading_to_godot_4` open in a separate tab to " -"check which methods have been renamed (if you get a script error while " -"trying to use a specific node or method that was renamed in Godot 4.x)." -msgstr "" -"Мы рекомендуем использовать Godot 4.x для новых проектов, поскольку серия " -"Godot 4.x будет поддерживаться еще долгое время после того, как 3.x " -"перестанет получать обновления в будущем. Одно предостережение заключается в " -"том, что большая часть документации сторонних разработчиков еще не была " -"обновлена для Godot 4.x. Если вам нужно следовать руководству, " -"разработанному для Godot 3.x, мы рекомендуем оставить :ref:" -"`doc_upgrading_to_godot_4` открытым на отдельной вкладке, чтобы проверить, " -"какие методы были переименованы (если вы получаете ошибку скрипта при " -"попытке использовать определенный узел или метод, который был переименован в " -"Godot 4.x)." - -msgid "" -"If your project requires a feature that is missing in 4.x (such as GLES2/" -"WebGL 1.0), you should use Godot 3.x for a new project instead." -msgstr "" -"Если вашему проекту требуется функция, отсутствующая в версии 4.x (например, " -"GLES2/WebGL 1.0), вместо этого вам следует использовать Godot 3.x для нового " -"проекта." - -msgid "Should I upgrade my project to use new engine versions?" -msgstr "" -"Должен ли я обновить свой проект, чтобы использовать новые версии движка?" - -msgid "" -"Upgrading software while working on a project is inherently risky, so " -"consider whether it's a good idea for your project before attempting an " -"upgrade. Also, make backups of your project or use version control to " -"prevent losing data in case the upgrade goes wrong." -msgstr "" -"Обновление программного обеспечения во время работы над проектом по своей " -"сути сопряжено с риском, поэтому подумайте, хорошая ли это идея для вашего " -"проекта, прежде чем пытаться выполнить обновление. Кроме того, создайте " -"резервные копии своего проекта или используйте систему контроля версий, " -"чтобы предотвратить потерю данных в случае, если обновление пойдет не так." - -msgid "" -"That said, we do our best to keep minor and especially patch releases " -"compatible with existing projects." -msgstr "" -"Тем не менее мы делаем все возможное, чтобы минорные и в особенности релизы " -"с патчами были совместимы с существующими проектами." - -msgid "" -"The general recommendation is to upgrade your project to follow new *patch* " -"releases, such as upgrading from 4.0.2 to 4.0.3. This ensures you get bug " -"fixes, security updates and platform support updates (which is especially " -"important for mobile platforms). You also get continued support, as only the " -"last patch release receives support on official community platforms." -msgstr "" -"Основная рекомендация - обновлять ваш проект вместе с выходом новых релизов " -"с *патчами*, например обновление с 4.0.2 до 4.0.3. Это гарантирует, что вы " -"получите исправления багов, обновления безопасности и обновления поддержки " -"платформ (которые особенно важны для мобильных платформ). Вы также получите " -"постоянную поддержку, так как только последняя версия патча поддерживается " -"на официальных платформах сообщества." - -msgid "" -"For *minor* releases, you should determine whether it's a good idea to " -"upgrade on a case-by-case basis. We've made a lot of effort in making the " -"upgrade process as seamless as possible, but some breaking changes may be " -"present in minor releases, along with a greater risk of regressions. Some " -"fixes included in minor releases may also change a class' expected behavior " -"as required to fix some bugs. This is especially the case in classes marked " -"as *experimental* in the documentation." -msgstr "" -"Для *незначительных* релизов вам следует определять целесообразность " -"обновления в каждом конкретном случае. Мы приложили много усилий, чтобы " -"сделать процесс обновления как можно более плавным, но в незначительных " -"релизах могут присутствовать некоторые разрушающие изменения, а также " -"повышенный риск регрессий. Некоторые исправления, включенные в минорные " -"выпуски, могут также изменить ожидаемое поведение класса, что необходимо для " -"исправления некоторых ошибок. Особенно это касается классов, помеченных в " -"документации как *экспериментальные*." - -msgid "" -"*Major* releases bring a lot of new functionality, but they also remove " -"previously existing functionality and may raise hardware requirements. They " -"also require much more work to upgrade to compared to minor releases. As a " -"result, we recommend sticking with the major release you've started your " -"project with if you are happy with how your project currently works. For " -"example, if your project was started with 3.5, we recommend upgrading to " -"3.5.2 and possibly 3.6 in the future, but not to 4.0+, unless your project " -"really needs the new features that come with 4.0+." -msgstr "" -"*Первостепенные* релизы приносят много нового функционала, но они также " -"удаляют предыдущие функциональные возможности и могут повысить требования к " -"оборудованию. Они также требуют гораздо больше работы для обновления по " -"сравнению со второстепенными релизами. Мы рекомендуем придерживаться " -"основного релиза, с которого вы начинали свой проект, если вы довольны тем, " -"как работает ваш проект в настоящее время. Например, если ваш проект был " -"начат с 3.5, мы рекомендуем обновить до 3.5.2 и, возможно, 3.6 в будущем, но " -"не до 4.0+, если только ваш проект действительно не нуждается в " -"нововведениях, которые появляются с 4.0+." - -msgid "When is the next release out?" -msgstr "Когда выйдет следующий релиз?" - -msgid "" -"While Godot contributors aren't working under any deadlines, we strive to " -"publish minor releases relatively frequently." -msgstr "" -"Хотя разработчики Godot не работают по каким-либо срокам, мы стараемся " -"публиковать небольшие релизы относительно часто." - -msgid "" -"In particular, after the very length release cycle for 4.0, we are pivoting " -"to a faster paced development workflow, 4.1 released 4 months after 4.0, and " -"4.2 released 4 months after 4.1" -msgstr "" -"В частности, после очень длинного цикла релиза для 4.0, мы переходим к более " -"быстрому темпу разработки: 4.1 выпущен уже через 4 месяца после 4.0, и 4.2 " -"еще через 4 месяца после 4.1" - -msgid "" -"Frequent minor releases will enable us to ship new features faster (possibly " -"as experimental), get user feedback quickly, and iterate to improve those " -"features and their usability. Likewise, the general user experience will be " -"improved more steadily with a faster path to the end users." -msgstr "" -"Частые минорные релизы позволят нам быстрее выпускать новые функции " -"(возможно, экспериментальные), быстро получать обратную связь от " -"пользователей и проводить итерации для улучшения этих функций и их удобства. " -"Аналогичным образом, общий пользовательский опыт будет улучшаться более " -"стабильно и быстрее дойдет до конечных пользователей." - -msgid "" -"Maintenance (patch) releases are released as needed with potentially very " -"short development cycles, to provide users of the current stable branch with " -"the latest bug fixes for their production needs." -msgstr "" -"Сопровождающие релизы (исправления) будут выпускаться по мере необходимости " -"с потенциально очень короткими циклами разработки, чтобы предоставить " -"пользователям текущей стабильной ветки самые последние исправления ошибок." - -msgid "What are the criteria for compatibility across engine versions?" -msgstr "Каковы критерии совместимости разных версий движка?" - -msgid "" -"This section is intended to be used by contributors to determine which " -"changes are safe for a given release. The list is not exhaustive; it only " -"outlines the most common situations encountered during Godot's development." -msgstr "" -"Этот раздел предназначен для использования контрибуторами, чтобы определить, " -"какие изменения безопасны для данного выпуска. Список не является " -"исчерпывающим; в нем лишь описаны наиболее распространенные ситуации, с " -"которыми сталкиваются разработчики Godot." - -msgid "The following changes are acceptable in patch releases:" -msgstr "Следующие изменения допустимы в выпусках патчей:" - -msgid "" -"Fixing a bug in a way that has no major negative impact on most projects, " -"such as a visual or physics bug. Godot's physics engine is not " -"deterministic, so physics bug fixes are not considered to break " -"compatibility. If fixing a bug has a negative impact that could impact a lot " -"of projects, it should be made optional (e.g. using a project setting or " -"separate method)." -msgstr "" -"Исправление ошибки таким образом, чтобы это не оказало существенного " -"негативного влияния на большинство проектов, например, визуальная ошибка или " -"ошибка физики. Физический движок Godot не является детерминированным, " -"поэтому считается, что исправления ошибок физики не нарушают совместимость. " -"Если исправление ошибки оказывает негативное влияние, которое может повлиять " -"на множество проектов, его следует сделать необязательным (например, " -"используя настройки проекта или отдельный метод)." - -msgid "Adding a new optional parameter to a method." -msgstr "Добавление нового необязательного параметра в метод." - -msgid "Small-scale editor usability tweaks." -msgstr "Мелкие доработки для увеличения удобства использования редактора." - -msgid "" -"Note that we tend to be more conservative with the fixes we allow in each " -"subsequent patch release. For instance, 4.0.1 may receive more impactful " -"fixes than 4.0.4 would." -msgstr "" -"Обратите внимание, что мы склонны быть более консервативными в отношении " -"исправлений, которые мы допускаем в каждом последующем выпуске патча. " -"Например, 4.0.1 может получить более значимые исправления, чем 4.0.4." - -msgid "" -"The following changes are acceptable in minor releases, but not patch " -"releases:" -msgstr "" -"Следующие изменения допустимы в минорных выпусках, но не в выпусках патчей:" - -msgid "Significant new features." -msgstr "Значительные новые возможности." - -msgid "" -"Renaming a method parameter. In C#, method parameters can be passed by name " -"(but not in GDScript). As a result, this can break some projects that use C#." -msgstr "" -"Переименование параметра метода. В C# параметры метода могут передаваться по " -"имени (но не в GDScript). В результате это может нарушить работу некоторых " -"проектов, использующих C#." - -msgid "" -"Deprecating a method, member variable, or class. This is done by adding a " -"deprecated flag to its class reference, which will show up in the editor. " -"When a method is marked as deprecated, it's slated to be removed in the next " -"*major* release." -msgstr "" -"Объявление устаревшего метода, переменной класса или класса. Это делается " -"путем добавления флага устаревания к ссылке на класс, который будет " -"отображаться в редакторе. Когда метод помечен как устаревший, его " -"планируется удалить в следующем *основном* выпуске." - -msgid "Changes that affect the default project theme's visuals." -msgstr "" -"Изменения, влияющие на визуальное оформление темы проекта по умолчанию." - -msgid "" -"Bug fixes which significantly change the behavior or the output, with the " -"aim to meet user expectations better. In comparison, in patch releases, we " -"may favor keeping a buggy behavior so we don't break existing projects which " -"likely already rely on the bug or use a workaround." -msgstr "" -"Исправления ошибок, которые существенно изменяют поведение или выходные " -"данные с целью лучшего соответствия ожиданиям пользователей. Для сравнения, " -"в выпусках исправлений мы можем предпочесть сохранение поведения с ошибками, " -"чтобы не нарушать существующие проекты, которые, вероятно, уже используют " -"ошибку или обходной путь." - -msgid "Performance optimizations that result in visual changes." -msgstr "Оптимизации производительности, приводящие к визуальным изменениям." - -msgid "" -"The following changes are considered **compatibility-breaking** and can only " -"be performed in a new major release:" -msgstr "" -"Следующие изменения считаются **нарушающими совместимость** и могут быть " -"выполнены только в новом крупном выпуске:" - -msgid "Renaming or removing a method, member variable, or class." -msgstr "Переименование или удаление метода, переменной класса или класса." - -msgid "" -"Modifying a node's inheritance tree by making it inherit from a different " -"class." -msgstr "" -"Изменение дерева наследования узла, т.е. изменение наследуемого класса." - -msgid "" -"Changing the default value of a project setting value in a way that affects " -"existing projects. To only affect new projects, the project manager should " -"write a modified ``project.godot`` instead." -msgstr "" -"Изменение значения по умолчанию для установки проекта таким образом, который " -"влияет на существующие проекты. Чтобы повлиять только на новые проекты, " -"менеджер проектов должен вместо этого написать измененный ``project.godot``." - -msgid "" -"Since Godot 5.0 hasn't been branched off yet, we currently discourage making " -"compatibility-breaking changes of this kind." -msgstr "" -"Поскольку Godot 5.0 еще не был выпущен, в настоящее время мы не рекомендуем " -"вносить подобные изменения, нарушающие совместимость." - -msgid "" -"When modifying a method's signature in any fashion (including adding an " -"optional parameter), a GDExtension compatibility method must be created. " -"This ensures that existing GDExtensions continue to work across patch and " -"minor releases, so that users don't have to recompile them. See :ref:" -"`doc_handling_compatibility_breakages` for more information." -msgstr "" -"При любом изменении сигнатуры метода (включая добавление необязательного " -"параметра) должен быть создан метод совместимости с GDExtension. Это " -"гарантирует, что существующие расширения GDExtension будут работать в патчах " -"и минорных релизах, и пользователям не придётся их перекомпилировать. " -"Дополнительную информацию смотрите в :ref:" -"`doc_handling_compatibility_breakages`." diff --git a/sphinx/po/ru/LC_MESSAGES/about/system_requirements.po b/sphinx/po/ru/LC_MESSAGES/about/system_requirements.po deleted file mode 100644 index c862540bb4..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/about/system_requirements.po +++ /dev/null @@ -1,440 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "System requirements" -msgstr "Системные требования" - -msgid "" -"This page contains system requirements for the editor and exported projects. " -"These specifications are given for informative purposes only, but they can " -"be referred to if you're looking to build or upgrade a system to use Godot " -"on." -msgstr "" -"Эта страница содержит системные требования к редактору и экспортируемым " -"проектам. Эти спецификации даны только для информационных целей, но они " -"могут быть использованы, если вы хотите собрать или обновить систему для " -"использования Godot." - -msgid "Godot editor" -msgstr "Редактор Godot" - -msgid "" -"These are the **minimum** specifications required to run the Godot editor " -"and work on a simple 2D or 3D project:" -msgstr "" -"Это **минимальные** требования, необходимые для запуска редактора Godot и " -"работы над простым 2D или 3D-проектом:" - -msgid "Desktop or laptop PC - Minimum" -msgstr "Минимальные требования к ПК или ноутбуку" - -msgid "**CPU**" -msgstr "**CPU**" - -msgid "**macOS:** x86_64 or ARM CPU (Apple Silicon)" -msgstr "**macOS:** x86_64 или ARM CPU (Apple Silicon)" - -msgid "*Example: Intel Core 2 Duo SU9400, Apple M1*" -msgstr "*Пример: Intel Core 2 Duo SU9400, Apple M1*" - -msgid "" -"**Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU" -msgstr "" -"**Linux:** x86_32 CPU с инструкциями SSE2, x86_64 CPU, ARMv7 или ARMv8 CPU" - -msgid "" -"*Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4*" -msgstr "" -"*Пример: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4*" - -msgid "**GPU**" -msgstr "**GPU**" - -msgid "" -"**Forward+ rendering method:** Integrated graphics with full Vulkan 1.0 " -"support" -msgstr "" -"**Метод рендеринга Forward+:** Интегрированная графика с полной поддержкой " -"Vulkan 1.0" - -msgid "" -"*Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics " -"(Kaveri)*" -msgstr "" -"*Пример: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics (Kaveri)*" - -msgid "" -"**Mobile rendering method:** Integrated graphics with full Vulkan 1.0 support" -msgstr "" -"**Мобильный метод рендеринга:** Интегрированная графика с полной поддержкой " -"Vulkan 1.0" - -msgid "" -"**Compatibility rendering method:** Integrated graphics with full OpenGL 3.3 " -"support" -msgstr "" -"**Метод совместимого рендеринга:** Интегрированная графика с полной " -"поддержкой OpenGL 3.3" - -msgid "" -"*Example: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics " -"(Kaveri)*" -msgstr "" -"*Пример: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics " -"(Kaveri)*" - -msgid "**RAM**" -msgstr "**ОЗУ**" - -msgid "**Native editor:** 4 GB" -msgstr "**Нативный редактор:** 4 GB" - -msgid "**Web editor:** 8 GB" -msgstr "**Веб-редактор:** 8 GB" - -msgid "**Storage**" -msgstr "**Хранилище**" - -msgid "" -"200 MB (used for the executable, project files and cache). Exporting " -"projects requires downloading export templates separately (1.3 GB after " -"installation)." -msgstr "" -"200 МБ (используется для исполняемого файла, файлов проекта и кэша). Для " -"экспорта проектов необходимо отдельно загрузить шаблоны экспорта (1,3 ГБ " -"после установки)." - -msgid "**Operating system**" -msgstr "**Операционная система**" - -msgid "" -"**Native editor:** Windows 7, macOS 10.13 (Compatibility) or macOS 10.15 " -"(Forward+/Mobile), Linux distribution released after 2016" -msgstr "" -"**Встроенный редактор:** Windows 7, macOS 10.13 (Compatibility) или macOS " -"10.15 (Forward+/Mobile), дистрибутив Linux, выпущенный после 2016 года" - -msgid "**Web editor:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" -msgstr "" -"**Веб-редактор:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" - -msgid "" -"Windows 7/8/8.1 are supported on a best-effort basis. These versions are not " -"regularly tested and some features may be missing (such as colored :ref:" -"`print_rich ` console output). Support " -"for Windows 7/8/8.1 may be removed in a :ref:`future Godot 4.x release " -"`." -msgstr "" -"Windows 7/8/8.1 поддерживаются в максимально возможном объеме. Эти версии не " -"тестируются и некоторые свойства могут отсутствовать (например, цветной " -"вывод на консоль :ref:`print_rich `). " -"Поддержка Windows 7/8/8.1 может быть удалена в :ref:`будущем выпуске Godot 4." -"x `." - -msgid "" -"Vulkan drivers for these Windows versions are known to have issues with " -"memory leaks. As a result, it's recommended to stick to the Compatibility " -"rendering method when running Godot on a Windows version older than 10." -msgstr "" -"Известно, что драйверы Vulkan для этих версий Windows имеют проблемы с " -"утечками памяти. В результате рекомендуется придерживаться метода рендеринга " -"совместимости при запуске Godot в версии Windows старше 10." - -msgid "Mobile device (smartphone/tablet) - Minimum" -msgstr "Мобильное устройство (смартфон/планшет) – Минимум" - -msgid "**Android:** SoC with any 32-bit or 64-bit ARM or x86 CPU" -msgstr "**Android:** SoC с любым 32-битным или 64-битным ARM или x86 CPU" - -msgid "*Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430*" -msgstr "*Пример: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430*" - -msgid "**iOS:** *Cannot run the editor*" -msgstr "**iOS:** *Невозможно запустить редактор*" - -msgid "" -"**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.0 support" -msgstr "" -"**Метод рендеринга Forward+:** SoC с GPU и полной поддержкой Vulkan 1.0" - -msgid "*Example: Qualcomm Adreno 505, Mali-G71 MP2*" -msgstr "*Пример: Qualcomm Adreno 505, Mali-G71 MP2*" - -msgid "" -"**Mobile rendering method:** SoC featuring GPU with full Vulkan 1.0 support" -msgstr "" -"**Метод мобильного рендеринга:** SoC с GPU и полной поддержкой Vulkan 1.0" - -msgid "" -"**Compatibility rendering method:** SoC featuring GPU with full OpenGL ES " -"3.0 support" -msgstr "" -"**Метод совместимого рендеринга:** SoC с GPU и полной поддержкой OpenGL ES " -"3.0" - -msgid "*Example: Qualcomm Adreno 306, Mali-T628 MP6*" -msgstr "*Пример: Qualcomm Adreno 306, Mali-T628 MP6*" - -msgid "**Native editor:** 3 GB" -msgstr "**Нативный редактор:** 3 GB" - -msgid "**Web editor:** 6 GB" -msgstr "**Веб-редактор:** 6 GB" - -msgid "" -"**Web editor:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " -"Samsung Internet 15" -msgstr "" -"**Веб-редактор:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " -"Samsung Internet 15" - -msgid "" -"These are the **recommended** specifications to get a smooth experience with " -"the Godot editor on a simple 2D or 3D project:" -msgstr "" -"Вот **рекомендуемые** характеристики, необходимые для удобной работы с " -"редактором Godot в простом 2D или 3D проекте:" - -msgid "Desktop or laptop PC - Recommended" -msgstr "Персональный компьютер или ноутбук — Рекомендуется" - -msgid "*Example: Intel Core i5-8500, Apple M1*" -msgstr "*Пример: Intel Core i5-8500, Apple M1*" - -msgid "" -"*Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 with " -"overclocking*" -msgstr "" -"*Пример: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 с " -"возможностью разгона*" - -msgid "" -"**Forward+ rendering method:** Dedicated graphics with full Vulkan 1.2 " -"support" -msgstr "" -"**Метод рендеринга Forward+:** Выделенная графика с полной поддержкой Vulkan " -"1.2" - -msgid "" -"*Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)*" -msgstr "" -"*Пример: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)*" - -msgid "" -"**Mobile rendering method:** Dedicated graphics with full Vulkan 1.2 support" -msgstr "" -"**Метод рендеринга для мобильных устройств:** Выделенная графика с полной " -"поддержкой Vulkan 1.2" - -msgid "" -"**Compatibility rendering method:** Dedicated graphics with full OpenGL 4.6 " -"support" -msgstr "" -"**Метод совместимого рендеринга:** Выделенная графика с полной поддержкой " -"OpenGL 4.6" - -msgid "" -"*Example: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)*" -msgstr "" -"*Пример: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)*" - -msgid "**Native editor:** 8 GB" -msgstr "**Нативный редактор:** 8 GB" - -msgid "**Web editor:** 12 GB" -msgstr "**Веб-редактор:** 12 GB" - -msgid "" -"1.5 GB (used for the executable, project files, all export templates and " -"cache)" -msgstr "" -"1.5 GB (используется для исполняемого файла, файлов проекта, всех шаблонов " -"экспорта и кэша)" - -msgid "" -"**Native editor:** Windows 10, macOS 10.15, Linux distribution released " -"after 2020" -msgstr "" -"**Нативный редактор:** Windows 10, macOS 10.15, дистрибутив Linux, " -"выпущенный после 2020 года" - -msgid "**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera" -msgstr "" -"**Веб редактор:** Последняя версия Firefox, Chrome, Edge, Safari, Opera." - -msgid "Mobile device (smartphone/tablet) - Recommended" -msgstr "Мобильное устройство (смартфон/планшет) – Рекомендуется" - -msgid "" -"**Android:** SoC with 64-bit ARM or x86 CPU, with 3 \"performance\" cores or " -"more" -msgstr "" -"**Android:** SoC с 64-bit ARM или x86 CPU, с 3 или более " -"\"производительными\" ядрами" - -msgid "*Example: Qualcomm Snapdragon 845, Samsung Exynos 9810*" -msgstr "*Пример: Qualcomm Snapdragon 845, Samsung Exynos 9810*" - -msgid "" -"**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.2 support" -msgstr "" -"**Метод рендеринга Forward+:** SoC с GPU и полной поддержкой Vulkan 1.2" - -msgid "*Example: Qualcomm Adreno 630, Mali-G72 MP18*" -msgstr "*Пример: Qualcomm Adreno 630, Mali-G72 MP18*" - -msgid "" -"**Mobile rendering method:** SoC featuring GPU with full Vulkan 1.2 support" -msgstr "" -"**Метод мобильного рендеринга:** SoC с GPU и полной поддержкой Vulkan 1.2" - -msgid "" -"**Compatibility rendering method:** SoC featuring GPU with full OpenGL ES " -"3.2 support" -msgstr "" -"**Метод совместимого рендеринга:** SoC с GPU и полной поддержкой OpenGL ES " -"3.2" - -msgid "**Native editor:** 6 GB" -msgstr "**Нативный редактор:** 6 ГБ" - -msgid "" -"**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " -"Samsung Internet" -msgstr "" -"**Веб-редактор:** Последняя версия Firefox, Chrome, Edge, Safari, Opera, " -"Samsung Internet" - -msgid "Exported Godot project" -msgstr "Экспортированный проект Godot" - -msgid "" -"The requirements below are a baseline for a **simple** 2D or 3D project, " -"with basic scripting and few visual flourishes. CPU, GPU, RAM and storage " -"requirements will heavily vary depending on your project's scope, its " -"rendering method, viewport resolution and graphics settings chosen. Other " -"programs running on the system while the project is running will also " -"compete for resources, including RAM and video RAM." -msgstr "" -"Приведенные ниже требования являются базовыми для **простого** 2D или 3D " -"проекта с базовыми скриптами и небольшим количеством визуальных излишеств. " -"Требования к процессору, видеокарте, оперативной памяти и памяти будут " -"сильно различаться в зависимости от масштаба вашего проекта, метода " -"отрисовки, разрешения области просмотра и выбранных графических настроек. " -"Другие программы, работающие в системе во время работы проекта, также будут " -"конкурировать за ресурсы, включая оперативную и видеопамять." - -msgid "" -"It is strongly recommended to do your own testing on low-end hardware to " -"make sure your project runs at the desired speed. To provide scalability for " -"low-end hardware, you will also need to introduce a `graphics options menu " -"`__ to your project." -msgstr "" -"Настоятельно рекомендуется провести собственное тестирование на " -"низкопроизводительном оборудовании, чтобы убедиться, что ваш проект работает " -"с желаемой скоростью. Чтобы обеспечить масштабируемость для " -"низкопроизводительного оборудования, вам также необходимо добавить в свой " -"проект `меню графических настроек `__." - -msgid "" -"These are the **minimum** specifications required to run a simple 2D or 3D " -"project exported with Godot:" -msgstr "" -"Вот **минимальные** характеристики, необходимые для запуска простого 2D или " -"3D проекта, экспортированного с помощью Godot:" - -msgid "**For native exports:** 2 GB" -msgstr "**Для нативного экспорта:** 2 GB" - -msgid "**For web exports:** 4 GB" -msgstr "**Для экспорта в Web:** 4 GB" - -msgid "150 MB (used for the executable, project files and cache)" -msgstr "150 Мб (используется для исполняемого файла, файлов проекта и кеша)" - -msgid "" -"**For native exports:** Windows 7, macOS 10.13 (Compatibility) or macOS " -"10.15 (Forward+/Mobile), Linux distribution released after 2016" -msgstr "" -"**Для нативного экспорта:** Windows 7, macOS 10.13 (Compatibility) или macOS " -"10.15 (Forward+/Mobile), дистрибутив Linux, выпущенный после 2016 года" - -msgid "" -"**For web exports:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" -msgstr "" -"**Для экспорта в Web:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" - -msgid "**iOS:** SoC with any 64-bit ARM CPU" -msgstr "**iOS:** SoC с любым 64-bit ARM процессором" - -msgid "*Example: Apple A7 (iPhone 5S)*" -msgstr "*Пример: Apple A7 (iPhone 5S)*" - -msgid "**For native exports:** 1 GB" -msgstr "**Для нативного экспорта:** 1 GB" - -msgid "**For web exports:** 2 GB" -msgstr "**Для экспорта в Web:** 2 GB" - -msgid "" -"**For web exports:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " -"Samsung Internet 15" -msgstr "" -"**Для экспорта в Web:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera " -"64, Samsung Internet 15" - -msgid "" -"These are the **recommended** specifications to get a smooth experience with " -"a simple 2D or 3D project exported with Godot:" -msgstr "" -"Вот **рекомендуемые** характеристики, позволяющие беспрепятственно работать " -"с простым 2D или 3D проектом, экспортированным с помощью Godot:" - -msgid "**For native exports:** 4 GB" -msgstr "**Для нативного экспорта:** 4 GB" - -msgid "**For web exports:** 8 GB" -msgstr "**Для экспорта в Web:** 8 GB" - -msgid "" -"**For native exports:** Windows 10, macOS 10.15, Linux distribution released " -"after 2020" -msgstr "" -"**Для нативного экспорта:** Windows 10, macOS 10.15, дистрибутив Linux, " -"выпущенный после 2020 года" - -msgid "" -"**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera" -msgstr "" -"**Для экспорта в Web:** Последняя версия Firefox, Chrome, Edge, Safari, Opera" - -msgid "**iOS:** SoC with 64-bit ARM CPU" -msgstr "**iOS:** SoC с 64-bit ARM процессором" - -msgid "" -"**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " -"Samsung Internet" -msgstr "" -"**Для экспорта в Web:** Последняя версия Firefox, Chrome, Edge, Safari, " -"Opera, Samsung Internet" - -msgid "" -"Godot doesn't use OpenGL/OpenGL ES extensions introduced after OpenGL 3.3/" -"OpenGL ES 3.0, but GPUs supporting newer OpenGL/OpenGL ES versions generally " -"have fewer driver issues." -msgstr "" -"Godot не использует расширения OpenGL/OpenGL ES, представленные после OpenGL " -"3.3/OpenGL ES 3.0, но видеокарты, поддерживающие новые версии OpenGL/OpenGL " -"ES, обычно имеют меньше проблем с драйверами." diff --git a/sphinx/po/ru/LC_MESSAGES/community/asset_library/index.po b/sphinx/po/ru/LC_MESSAGES/community/asset_library/index.po deleted file mode 100644 index 37125d333f..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/community/asset_library/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Asset Library" -msgstr "Библиотека ассетов" diff --git a/sphinx/po/ru/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po b/sphinx/po/ru/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po deleted file mode 100644 index 257850ca94..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po +++ /dev/null @@ -1,288 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Submitting to the Asset Library" -msgstr "Посылка в Библиотеку Ассетов" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"This tutorial aims to serve as a guide on how you can submit your own assets " -"to the `Godot Asset Library `_ " -"and share them with the Godot community." -msgstr "" -"Этот учебник призван служить руководством о том, как вы можете опубликовать " -"свои ресурсы в `Библиотеку Ресурсов Godot `_ и поделиться ими с сообществом Godot." - -msgid "" -"As mentioned in the :ref:`doc_using_assetlib` document, in order to be able " -"to submit assets to the AssetLib, you need to have a registered account, and " -"be logged in." -msgstr "" -"Как уже было отмечено в документе :ref:`doc_using_assetlib`, чтобы получить " -"доступ к отправке ресурсов в AssetLib, Вам необходимо зарегистрироваться или " -"войти в систему." - -msgid "Requirements" -msgstr "Требования" - -msgid "" -"Use proper **English** for the name and description of your asset. This " -"includes using correct capitalization, and using full sentences in the " -"description. You can also include other languages, but there should at least " -"be an English version." -msgstr "" -"Используйте правильный **Английский** для имени и описания вашего ассета. " -"Это включает использование прописной первой буквы, и использование полных " -"предложений в описании. Вы можете также использовать другие языки, но " -"Английская версия должна быть." - -msgid "" -"The icon link must be a **direct link**. For icons hosted on GitHub, the " -"link must start with \"raw.githubusercontent.com\", not \"github.com\"." -msgstr "" -"Иконка должна являться **прямой ссылкой**. Для иконок, размещенных на " -"GitHub, ссылка должна начинаться с \"raw.githubusercontent.com\", а не с " -"\"github.com\"." - -msgid "Recommendations" -msgstr "Рекомендации" - -msgid "" -"These things are not required for your asset to be approved, but if you " -"follow these recommendations, you can help make the asset library a better " -"place for all users." -msgstr "" -"Это необязательные шаги, чтобы Ваши ресурсы приняли, но если Вы выполните " -"следующие рекомендации, Вы поможете сделать библиотеку ресурсов лучше." - -msgid "" -"Fix or suppress all script **warnings**. The warning system is there to help " -"identify issues with your code, but people using your asset don't need to " -"see them." -msgstr "" -"Устраните или скройте все **предупреждения** скрипта. Система предупреждений " -"помогает выявить проблемы в Вашем коде, но людям, пользующимся Вашими " -"ресурсами, не нужно их видеть." - -msgid "" -"Make your code conform to the official **style guides**. Having a consistent " -"style helps other people read your code, and it also helps if other people " -"wish to contribute to your asset. See: the :ref:`doc_gdscript_styleguide` or " -"the :ref:`doc_c_sharp_styleguide`." -msgstr "" -"Убедитесь что ваш код соответствует официальным **руководствам по стилю**. " -"Умение писать в правильном стиле помогает другим людям читать ваш код, и " -"также помогает другим людям хотеть контрибутить в ваш ассет. Смотрите :ref:" -"`doc_gdscript_styleguide` или :ref:`doc_c_sharp_styleguide`." - -msgid "" -"If you have screenshots in your repo, place them in their own subfolder and " -"add an empty **.gdignore** file in the same folder (note: **gd**, not " -"**git**). This prevents Godot from importing your screenshots. On Windows, " -"open a command prompt in the project folder and run ``type nul > .gdignore`` " -"to create a file whose name starts with a period." -msgstr "" -"Если у Вас в архиве есть скриншоты, поместите их в собственную подпапку и " -"добавьте пустой файл **.gdignore** в ту же самую папку (примечание: **gd**, " -"а не **git**). Это предотвратит Godot от импорта ваших скриншотов. На " -"Windows откройте командную строку в папке проекта и запустите ``type nul > ." -"gdignore``, чтобы создать файл, название которого начинается с точки." - -msgid "Projects / Templates" -msgstr "Проекты / Шаблоны" - -msgid "Submitting" -msgstr "Предоставление" - -msgid "" -"Once you are logged in, you will be able to head over to the \"Submit " -"Assets\" page of the AssetLib, which will look like this:" -msgstr "" -"Как только вы войдёте в систему, вы сможете перейти на страницу \"Добавить " -"Ресурсы\" библиотеки расширений, которая будет выглядеть так:" - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "изображение0" - -msgid "**Category**:" -msgstr "**Категория**:" - -msgid "**Godot version**:" -msgstr "**Версия Godot*:" - -msgid "**Version**:" -msgstr "**Версия**:" - -msgid "" -"The version number of the asset. While you are free to choose and use any " -"versioning scheme that you like, you may want to look into something such as " -"`SemVer `_ if you want your asset's versioning scheme to " -"be clear and consistent. Note that there is also an internal version number, " -"incremented every time the asset download URL is changed or updated." -msgstr "" -"Номер версии ассета. Хотя вы можете использовать любую схему версий которую " -"хотите, вам вероятно захочется посмотреть на что-то вроде `SemVer `_ если вы хотите чтобы ваша схема версий ассета была чистой и " -"последовательной. Заметьте что также существует внутренний номер версии, " -"увеличивающийся каждый раз когда ссылка на ассет изменяется или обновляется." - -msgid "" -"Assets uploaded to the AssetLib are not hosted on it directly. Instead, they " -"point to repositories hosted on third-party Git providers, such as GitHub, " -"GitLab or Bitbucket. This is where you choose which provider your asset " -"uses, so the site can compute the final download link." -msgstr "" -"Ассеты, загруженные в AssetLib, не хранятся непосредственно там. Вместо " -"этого, они лишь указывают на репозитории, размещённые на посторонних " -"хостингах проектов Git, таких как GitHub, GitLab и Bitbucker. Именно здесь и " -"нужно выбрать, какого провайдера использует ассет, чтобы сайт мог " -"подготовить окончательную ссылку для загрузки." - -msgid "**Repository URL**:" -msgstr "**URL репозитория**:" - -msgid "**Issues URL**:" -msgstr "**URL тикет-системы**:" - -msgid "" -"The URL to your asset's issue tracker. Again, this will differ from " -"repository host to repository host, but will likely look similar to `https://" -"github.com///issues`. You may leave this field empty if you " -"use your provider's issue tracker, and it's part of the same repository." -msgstr "" -"URL-адрес средства отслеживания проблем с вашим ассетом. Опять же, это будет " -"отличаться от хоста репозитория к хосту репозитория, но, скорее всего, будет " -"похоже на `https://github.com///issues`. Вы можете оставить " -"это поле пустым, если используете систему отслеживания ошибок вашего " -"провайдера, и она является частью того же репозитория." - -msgid "**Download Commit**:" -msgstr "**Загрузить коммит**:" - -msgid "**Icon URL**:" -msgstr "**URL значка**:" - -msgid "" -"The URL to your asset's icon (which will be used as a thumbnail in the " -"AssetLib search results and on the asset's page). Should be an image in " -"either the PNG or JPG format." -msgstr "" -"URL-адрес значка вашего ресурса (который будет использоваться в качестве " -"миниатюры в результатах поиска AssetLib и на странице ресурса). Должно быть " -"изображение в формате PNG или JPG." - -msgid "" -"The **icon** must be square (1:1 aspect ratio). It should have a minimum " -"resolution of 128×128 pixels." -msgstr "" -"Иконка должна быть квадратной, соотношение ее сторон должно составлять 1:1. " -"Минимальное разрешение 128×128 пикселя." - -msgid "" -"For icons hosted on GitHub, URLs must be provided in the form of `https://" -"raw.githubusercontent.com////Icon.png`." -msgstr "" -"Для иконок, размещенных на GitHub, ссылки должны быть указаны в виде " -"`https://raw.githubusercontent.com////Icon.png`." - -msgid "**License**:" -msgstr "**Licеnse**:" - -msgid "" -"The license under which you are distributing the asset. The list includes a " -"variety of free and open source software licenses, such as GPL (v2 and v3), " -"MIT, BSD and Boost Software License. You can visit `OpenSource.org `_ for a detailed description of each of the listed licenses." -msgstr "" -"Лицензия, по которой вы распространяете ассет. Список включает в себя " -"различные лицензии на бесплатное программное обеспечение и программное " -"обеспечение с открытым исходным кодом, такие как GPL (v2 и v3), MIT, BSD и " -"Boost Software License. Вы можете посетить `OpenSource.org `_ для подробного описания каждой из перечисленных лицензий." - -msgid "**Description**:" -msgstr "**Description**:" - -msgid "" -"Finally, you can use the Description field for a textual overview of your " -"asset, its features and behavior, a changelog, et cetera. In the future, " -"formatting with Markdown will be supported, but currently, your only option " -"is plain text." -msgstr "" -"Наконец, вы можете использовать поле описания для текстового обзора вашего " -"ресурса, его функций и поведения, списка изменений и так далее. В будущем " -"будет поддерживаться форматирование с помощью Markdown, но в настоящее время " -"ваш единственный вариант - обычный текст." - -msgid "" -"You may also include up to three video and/or image previews, which will be " -"shown at the bottom of the asset page. Use the \"Enable\" checkbox on each " -"of the preview submission boxes to enable them." -msgstr "" -"Вы также можете включить до трех предварительных просмотров видео и/или " -"изображений, которые будут показаны внизу страницы ресурсов. Установите " -"флажок \"Включить\" в каждом из полей отправки предварительного просмотра, " -"чтобы включить их." - -msgid "**Type**:" -msgstr "**Type**:" - -msgid "Either an image, or a video." -msgstr "Либо изображение, либо видео." - -msgid "**Image/YouTube URL**:" -msgstr "**URL изображения/YouTube**:" - -msgid "Either a link to the image, or to a video, hosted on YouTube." -msgstr "Либо ссылка на изображение, либо видео, размещенное на YouTube." - -msgid "**Thumbnail URL**:" -msgstr "**Thumbnail URL**:" - -msgid "" -"A URL to an image that will be used as a thumbnail for the preview. This " -"option will be removed eventually, and thumbnails will be automatically " -"computed instead." -msgstr "" -"URL-адрес изображения, которое будет использоваться в качестве миниатюры для " -"предварительного просмотра. Со временем эта опция будет удалена, и вместо " -"нее будут автоматически вычисляться миниатюры." - -msgid "" -"Once you are done, press \"Submit\". Your asset will be entered into the " -"review queue. You can check all assets currently pending a review `here " -"`_ . The " -"approval process is manual and may take up to a few days for your asset to " -"be accepted (or rejected), so please be patient!" -msgstr "" -"Как только вы закончите, нажмите \"Отправить\". Ваш актив будет занесен в " -"очередь проверки. Вы можете проверить все активы, ожидающие проверки в " -"данный момент, здесь `_ . Процесс утверждения осуществляется вручную и может занять до " -"нескольких дней, прежде чем ваш актив будет принят (или отклонен), поэтому, " -"пожалуйста, наберитесь терпения!" - -msgid "" -"You will be informed when your asset is reviewed. If it was rejected, you " -"will be told why that may have been, and you will be able to submit it again " -"with the appropriate changes." -msgstr "" -"Вы будете проинформированы, когда ваш актив будет проверен. Если он был " -"отклонен, вам сообщат, почему это могло произойти, и вы сможете отправить " -"его снова с соответствующими изменениями." diff --git a/sphinx/po/ru/LC_MESSAGES/community/asset_library/using_assetlib.po b/sphinx/po/ru/LC_MESSAGES/community/asset_library/using_assetlib.po deleted file mode 100644 index 20b338bb14..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/community/asset_library/using_assetlib.po +++ /dev/null @@ -1,308 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the Asset Library" -msgstr "Использование библиотеки ресурсов" - -msgid "On the website" -msgstr "На сайте" - -msgid "Overview" -msgstr "Обзор" - -msgid "" -"As mentioned before, you can access the web frontend of the Asset Library on " -"`Godot's official website `_. " -"This is what it looks like when you first visit it:" -msgstr "" -"Как уже говорилось, вы можете получить доступ к веб-фронтенду библиотеки " -"активов на `официальном сайте Godot `_. Вот как он выглядит при первом посещении:" - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "изображение0" - -msgid "" -"At the top, you see the **header**, which takes you to various other parts " -"of the AssetLib - at the moment, it's empty, as we are not logged in." -msgstr "" -"В верхней части вы видите **заголовок**, который ведёт вас к различным " -"другим частям библиотеки AssetLib - в данный момент он пуст, так как мы не " -"вошли в систему." - -msgid "Searching" -msgstr "Поиск" - -msgid "" -"**Official** assets are created and maintained by the official Godot Engine " -"developers. Currently, these include the official engine demos, which " -"showcase how various areas of the engine work." -msgstr "" -"**Official** ассеты создаются и поддерживаются официальными разработчиками " -"Godot Engine. В настоящее время они включают официальные демо-версии движка, " -"которые демонстрируют работу различных областей движка." - -msgid "" -"**Community** assets are submitted and maintained by the members of the " -"Godot community." -msgstr "" -"Ассеты **Community** предоставляются и поддерживаются членами сообщества " -"Godot." - -msgid "" -"**Testing** assets are works-in-progress, and may contain bugs and usability " -"issues. They are not recommended for use in serious projects, but you are " -"encouraged to download, test them, and submit issues to the original authors." -msgstr "" -"Ассеты **Testing** являются незавершенными работами и могут содержать ошибки " -"и проблемы с удобством использования. Они не рекомендуются для использования " -"в серьезных проектах, но вам можете скачать их, протестировать и отправить " -"проблемы авторам." - -msgid "" -"You can mix and match any of the search filters and criteria, and upon " -"clicking the Search button, receive the list of all assets in the Library " -"that match them." -msgstr "" -"Вы можете смешивать и сопоставлять любые фильтры и критерии поиска, и после " -"нажатия кнопки \"Поиск\" получить список всех ассетов в библиотеке, которые " -"соответствуют этим критериям." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "изображение1" - -msgid "" -"Note that the search results are not updated in real-time, so you will have " -"to re-submit the search query each time you change the query settings." -msgstr "" -"Обратите внимание, что результаты поиска не обновляются в режиме реального " -"времени, поэтому вам придется заново отправлять поисковый запрос каждый раз, " -"когда вы изменяете параметры запроса." - -msgid "" -"Now let's take a look at what an asset's page looks like and what it " -"contains." -msgstr "" -"Теперь давайте рассмотрим, как выглядит страница ассета и что она содержит." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "изображение2" - -msgid "Asset's thumbnail/icon." -msgstr "Миниатюра/иконка ассета." - -msgid "Asset's name." -msgstr "Имя ассета." - -msgid "Current version number of the asset." -msgstr "Номер текущей версии ассета." - -msgid "Asset's category, Godot version, and support status." -msgstr "Категория ассета, версия Godot и статус поддержки." - -msgid "Asset's original author/submitter." -msgstr "Автор/создатель ассета." - -msgid "The license the asset is distributed under." -msgstr "Лицензия распространения ассета." - -msgid "The date of the asset's latest edit/update." -msgstr "Дата последнего редактирования/обновления ассета." - -msgid "A textual description of the asset." -msgstr "Текстовое описание ассета." - -msgid "Links related to the asset (download link, file list, issue tracker)." -msgstr "" -"Ссылки, связанные с ассетом(ссылка на скачивание, список файлов, трекер " -"ошибок)." - -msgid "Images and videos showcasing the asset." -msgstr "Демонстрирующие ассет изображения и видео." - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "изображение3" - -msgid "" -"From here, you can register your account, which requires a valid email " -"address, a username, and a (preferably strong) password." -msgstr "" -"Отсюда вы можете зарегистрировать свой аккаунт, для чего необходимо указать " -"действующий адрес электронной почты, имя пользователя и (желательно " -"надежный) пароль." - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "изображение4" - -msgid "Then, you can use your username and password to log in." -msgstr "" -"Затем вы можете использовать свое имя пользователя и пароль для входа в " -"систему." - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "изображение5" - -msgid "" -"This will change the look of the AssetLib header. Now you get access to a " -"handful of new functions:" -msgstr "" -"Это изменит внешний вид шапки AssetLib. Теперь вы получите доступ к " -"нескольким новым функциям:" - -msgid "A list of your uploaded assets." -msgstr "Список выгруженных вами ассетов." - -msgid "The ability to submit new assets." -msgstr "Возможность размещения новых ассетов." - -msgid "|image6|" -msgstr "|image6|" - -msgid "image6" -msgstr "изображение6" - -msgid "You can also access the AssetLib directly from Godot:" -msgstr "Вы также можете получить доступ к AssetLib непосредственно из Godot:" - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "изображение7" - -msgid "|image14|" -msgstr "|image14|" - -msgid "image14" -msgstr "изображение14" - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "изображение8" - -msgid "" -"Similarly to the web version of the AssetLib, here you can search for assets " -"by category, name, and sort them by factors such as name or edit date." -msgstr "" -"Как и в веб-версии AssetLib, здесь вы можете искать ассеты по категориям, " -"названиям, а также сортировать их по таким факторам, как название или дата " -"редактирования." - -msgid "" -"Notably, you can only fetch assets for the current version of Godot you are " -"running. Projects, Demos and Templates can be downloaded from the Project " -"Manager view of the AssetLib. Addons (tools, scripts, materials etc.) can be " -"downloaded from the in-project AssetLib and added to the current project. In " -"addition, unlike when using the web frontend, the search results are updated " -"in real-time (you do not have to press Search after every change to your " -"search query for the changes to take place)." -msgstr "" -"Примечательно, что вы можете извлекать ресурсы только для текущей версии " -"Godot, которую вы используете. Проекты, демо-версии и шаблоны можно " -"загрузить из окна Менеджера проектов AssetLib. Аддоны (инструменты, скрипты, " -"материалы и т.д.) можно загрузить из встроенного в проект AssetLib и " -"добавить в текущий проект. Кроме того, в отличие от использования веб-" -"интерфейса, результаты поиска обновляются в режиме реального времени (вам не " -"нужно нажимать кнопку поиск после каждого изменения поискового запроса, " -"чтобы изменения произошли)." - -msgid "" -"In the future, you will be able to choose a different AssetLib provider to " -"fetch assets from (using the Site dropdown menu), however currently only the " -"official `Godot website `_ version of the AssetLib " -"is supported, as well as the version that may be running on your local " -"machine's web server (the localhost option)." -msgstr "" -"В будущем вы сможете выбрать другого поставщика AssetLib для получения " -"ассетов (с помощью выпадающего меню Site), однако в настоящее время " -"поддерживается только официальная версия AssetLib для сайта Godot `_, а также версия, которая может быть запущена на веб-" -"сервере вашей локальной машины (опция localhost)." - -msgid "When you click on an asset, you will see more information about it." -msgstr "" -"Когда вы нажимаете на ассет, вы видите более подробную информацию о нем." - -msgid "|image9|" -msgstr "|image9|" - -msgid "image9" -msgstr "изображение9" - -msgid "|image10|" -msgstr "|image10|" - -msgid "image10" -msgstr "изображение10" - -msgid "|image11|" -msgstr "|image11|" - -msgid "image11" -msgstr "изображение11" - -msgid "" -"Here you can see a list of all the files that will be installed. You can " -"tick off any of the files that you do not wish to install, and Godot will " -"also inform you about any problems with files that it cannot install. These " -"files will be shown in red, and hovering over them will show you a message " -"stating why it cannot be installed." -msgstr "" -"Здесь вы можете увидеть список всех файлов, которые будут установлены. Вы " -"можете отметить файлы, которые не хотите устанавливать, и Godot также " -"сообщит вам о любых проблемах с файлами, которые он не может установить. Эти " -"файлы будут показаны красным цветом, а при наведении на них курсора вы " -"увидите сообщение о том, почему они не могут быть установлены." - -msgid "|image12|" -msgstr "|image12|" - -msgid "image12" -msgstr "изображение12" - -msgid "" -"Once you are done, you can press the Install button, which will unzip all " -"the files in the archive, and import any assets contained therein, such as " -"images or 3D models. Once this is done, you should see a message stating " -"that the Package installation is complete." -msgstr "" -"После этого вы можете нажать кнопку Install, которая распакует все файлы в " -"архиве и импортирует все содержащиеся в нем ассеты, такие как изображения " -"или 3D-модели. После этого вы увидите сообщение о том, что установка пакета " -"завершена." - -msgid "|image13|" -msgstr "|image13|" - -msgid "image13" -msgstr "изображение13" diff --git a/sphinx/po/ru/LC_MESSAGES/community/asset_library/what_is_assetlib.po b/sphinx/po/ru/LC_MESSAGES/community/asset_library/what_is_assetlib.po deleted file mode 100644 index c36da2f863..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/community/asset_library/what_is_assetlib.po +++ /dev/null @@ -1,102 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "About the Asset Library" -msgstr "О библиотеке ассетов" - -msgid "" -"The Godot Asset Library, otherwise known as the AssetLib, is a repository of " -"user-submitted Godot addons, scripts, tools, and other resources, " -"collectively referred to as assets. They're available to all Godot users for " -"download directly from within the engine, but it can also be accessed at " -"Godot's `official website `_." -msgstr "" -"Библиотека ассетов Godot, иначе известная как AssetLib, - это хранилище " -"аддонов, скриптов, инструментов и других ресурсов, предоставленных " -"пользователями Godot, которые в совокупности называются активами. Они " -"доступны всем пользователям Godot для загрузки непосредственно из движка, но " -"также могут быть доступны на `официальном сайте Godot `_." - -msgid "" -"On the surface, the Asset Library might look and function similar to asset " -"stores available for other engines, such as Unity's Asset Store, or Unreal " -"Engine's Marketplace, where you can submit both freely-available assets, as " -"well as paid, commercial ones. In addition, often times such assets are " -"distributed under non-free, proprietary licenses, limiting what you can do " -"with them." -msgstr "" -"На первый взгляд, библиотека активов похожа на магазины активов для других " -"движков, таких как Unity's Asset Store или Unreal Engine's Marketplace, где " -"вы можете размещать как свободно распространяемые активы, так и платные, " -"коммерческие. Кроме того, часто такие активы распространяются по " -"несвободным, проприетарным лицензиям, что ограничивает возможности работы с " -"ними." - -msgid "" -"The Asset Library is different - all assets are distributed free of charge, " -"and under a host of open source licenses (such as the MIT license, the GPL, " -"and the Boost Software License). This makes the AssetLib more similar to the " -"software repositories of a Linux distribution." -msgstr "" -"Библиотека ассетов отличается тем, что все активы распространяются бесплатно " -"и под множеством лицензий с открытым исходным кодом (таких как MIT, GPL и " -"Boost Software License). Это делает AssetLib более похожей на репозитории " -"программного обеспечения в дистрибутиве Linux." - -msgid "" -"This set of pages will cover how to use the AssetLib (both from inside " -"Godot, and on the website), how you can submit your own assets, and what the " -"guidelines for submission are." -msgstr "" -"В этом разделе мы расскажем о том, как пользоваться AssetLib (как изнутри " -"Godot, так и на сайте), как предоставлять свои собственные ресурсы и каковы " -"рекомендации по их предоставлению." - -msgid "" -"Please note that the AssetLib is relatively young - it may have various pain " -"points, bugs, and usability issues. As with all Godot projects, the code " -"repository is available on `GitHub `_, where you can submit pull requests and issues, so please " -"do not hesitate to visit it!" -msgstr "" -"Обратите внимание, что Библиотека ассетов относительно молода - в ней могут " -"быть различные болевые точки, ошибки и проблемы с удобством использования. " -"Как и для всех проектов Godot, репозиторий кода доступен на `GitHub `_, где вы можете отправлять " -"запросы на исправление и проблемы, так что, пожалуйста, не стесняйтесь " -"посещать его!" - -msgid "Types of assets" -msgstr "Типы ресурсов" - -msgid "" -"Be aware that there are, broadly, two different types of assets you can post." -msgstr "" -"Имейте в виду, что существует два различных типа активов, которые вы можете " -"разместить." - -msgid "Frequently asked questions" -msgstr "Часто задаваемые вопросы" - -msgid "Can paid assets be uploaded to the asset library?" -msgstr "Могут ли платные ассеты быть загружены в библиотеку ресурсов?" - -msgid "" -"Not to the official one, though in the future, there might be other asset " -"libraries which allow it. That said, you are allowed to monetize and sell " -"Godot assets outside the Asset Library." -msgstr "" -"Не в официальной, хотя в будущем, возможно, появятся другие библиотеки " -"активов, которые позволят это делать. Тем не менее, вам разрешено " -"монетизировать и продавать активы Godot за пределами библиотеки активов." diff --git a/sphinx/po/ru/LC_MESSAGES/community/channels.po b/sphinx/po/ru/LC_MESSAGES/community/channels.po deleted file mode 100644 index bcd2783bfb..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/community/channels.po +++ /dev/null @@ -1,32 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Community channels" -msgstr "Каналы сообщества" - -msgid "" -"So, where is the Godot community and where can you ask questions and get " -"help?" -msgstr "" -"Итак, где обитает сообщество Godot и где вы можете получить ответы на свои " -"вопросы и получить помощь?" - -msgid "Language-based communities" -msgstr "Языковые сообщества" - -msgid "" -"See the `User groups `_ page " -"of the website for a list of local communities." -msgstr "" -"Смотрите раздел \"Группы пользователей`_ страница сайта со списком местных сообществ." diff --git a/sphinx/po/ru/LC_MESSAGES/community/tutorials.po b/sphinx/po/ru/LC_MESSAGES/community/tutorials.po deleted file mode 100644 index 4b13c58b8d..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/community/tutorials.po +++ /dev/null @@ -1,108 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Tutorials and resources" -msgstr "Уроки и ресурсы" - -msgid "" -"Think there is something missing here? Feel free to submit a `Pull Request " -"`_ as always." -msgstr "" -"Думаете, чего-то не хватает? Как и всегда, вы можете отправить `Pull Request " -"`_." - -msgid "Where to start" -msgstr "С чего начать" - -msgid "" -"The Godot video tutorials by `GDQuest `_ are well-regarded in the community and " -"often recommended as a gentle introduction to beginners." -msgstr "" -"Видеоуроки по Godot от `GDQuest `_, `Game from Scratch `_ и " -"`KidsCanCode `_ положительно оценены сообществом и часто рекомендуются как " -"хорошие вступительные уроки для начинающих." - -msgid "" -"GDQuest's *Learn GDScript From Zero* is a free and open source interactive " -"tutorial for absolute beginners to learn to program with Godot's GDScript " -"language. It is available as a `desktop application `_ or `in the browser `_." -msgstr "" -"*Learn GDScript From Zero* от GDQuest - это бесплатные интерактивные уроки с " -"открытым исходным кодом для начинающих программистов, которое поможет им " -"научиться программировать на языке GDScript от Godot. Доступно в виде " -"`настольного приложения `_ или " -"`в браузере `_." - -msgid "Video tutorials" -msgstr "Видео-уроки" - -msgid "Text tutorials" -msgstr "Текстовые уроки" - -msgid "`GDScript website by Andrew Wilkes `__" -msgstr "`Веб-сайт GDScript Эндрю Уилкиса `__" - -msgid "" -"`Godot Recipes by KidsCanCode `__" -msgstr "" -"`Godot Рецепты от KidsCanCode `__" - -msgid "" -"`Godot Tutorials by SomethingLikeGames `__" -msgstr "" -"`Уроки Godot от SomethingLikeGames `__" - -msgid "`Game Dev Artisan website `__" -msgstr "`Веб-сайт разработчика игр Artisan `__" - -msgid "" -"`Night Quest Games Blog `__" -msgstr "" -"`Night Quest Games Blog `__" - -msgid "Devlogs" -msgstr "Дневники разработчиков" - -msgid "`bitbrain `_" -msgstr "`bitbrain `_" - -msgid "Resources" -msgstr "Ресурсы" - -msgid "" -"`awesome-godot: A curated list of free/libre plugins, scripts and add-ons " -"`_" -msgstr "" -"`awesome-godot: Кураторский список бесплатных/свободных плагинов, скриптов и " -"дополнений `_" - -msgid "`Godot Asset Library `_" -msgstr "" -"`Библиотека ассетов Godot `_" - -msgid "" -"`Godot Shaders: A community-driven shader library `_" -msgstr "" -"`Godot Shaders: библиотека шейдеров, управляемая сообществом `_" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po deleted file mode 100644 index b27a4aabc1..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po +++ /dev/null @@ -1,231 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Best practices for engine contributors" -msgstr "Правила и рекомендации для разработчиков движка" - -msgid "Introduction" -msgstr "Введение" - -msgid "Language" -msgstr "Язык" - -msgid "" -"The scope of this document is to be a list of best practices for " -"contributors to follow, as well as to create a language they can use to " -"refer to common situations that arise in the process of submitting their " -"contributions." -msgstr "" -"Сфера применения данного документа - это список лучших практик, которым " -"должны следовать участники, а также создание языка, который они смогут " -"использовать для обозначения общих ситуаций, возникающих в процессе " -"представления их вкладов." - -msgid "" -"Contributions are most of the time categorized as bug fixes, enhancements or " -"new features. To abstract this idea, we will call them *Solutions*, because " -"they always seek to solve something that can be described as a *Problem*." -msgstr "" -"Доработки, в большинстве своём, можно классифицировать как: исправления " -"ошибок (багфиксы), улучшения (доработки) или добавление новых функций. Чтобы " -"абстрагироваться от этой классификации мы будем называть все доработки " -"*Решениями*, потому что они всегда нацелены на решение чего-то " -"определённого, того, что можно назвать *Проблемой*." - -msgid "Best Practices" -msgstr "Правила работы" - -msgid "#1: The problem always comes first" -msgstr "#1: Сначала проблема" - -msgid "#2: To solve the problem, it has to exist in the first place" -msgstr "#2: Чтобы решить проблему, сначала убедитесь в её существовании" - -msgid "" -"This is a variation of the previous practice. Adding anything unnecessary is " -"not a good idea, but what constitutes what is necessary and what isn't?" -msgstr "" -"Это вариация предыдущего пункта. Добавление чего-то необязательного это " -"плохая идея, но что значит \"обязательный\" и что таковым не является?" - -msgid "" -"Believing that problems may arise in the future and that the software needs " -"to be ready to solve them by the time they appear is called *\"Future " -"proofing\"* and its characterized by lines of thought such as:" -msgstr "" -"Подход к разработке основанный на вере в то, что проблемы могут возникнуть в " -"любой момент и программа должна быть готова их решить к тому моменту когда " -"они появятся - называется *\"Разработкой на перспективу\"* и характеризуется " -"такими идеями как:" - -msgid "I think it would be useful for users to..." -msgstr "Я думаю, в будущем, пользователям может быть полезно..." - -msgid "I think users will eventually need to..." -msgstr "Думаю, пользователям в конечном итоге понадобится..." - -msgid "" -"This is generally considered a bad habit because trying to solve problems " -"that *don't actually exist* in the present will often lead to code that will " -"be written but never used, or that is considerably more complex to use and " -"maintain than it needs to be." -msgstr "" -"Как правило, это считается плохой привычкой, потому что попытка решить " -"проблемы которых *на самом деле не существует* в настоящем, с большой " -"вероятностью приведёт к тому что написанный код никогда не будет использован " -"в будущем, или к тому что его поддержка и использование окажутся гораздо " -"сложнее, чем предполагалось." - -msgid "#3: The problem has to be complex or frequent" -msgstr "#3: Проблема должна быть сложной или частой" - -msgid "The complexity of the problem" -msgstr "Сложность проблемы" - -msgid "The frequency the problem" -msgstr "Частота возникновения проблемы" - -msgid "#4: The solution must be discussed with others" -msgstr "#4: Решение должно быть обсуждено с другими" - -msgid "" -"Also, Godot's philosophy is to favor ease of use and maintenance over " -"absolute performance. Performance optimizations will be considered, but they " -"may not be accepted if they make something too difficult to use or if they " -"add too much complexity to the codebase." -msgstr "" -"Кроме того, философия Godot заключается в предпочтении простоты " -"использования и обслуживания над абсолютной производительностью. Оптимизация " -"производительности будет рассмотрена, но она может быть не принята, если она " -"сделает что-то слишком сложным в использовании или если она добавит слишком " -"много сложности в кодовую базу." - -msgid "#5: To each problem, its own solution" -msgstr "#5: Каждой проблеме - своё решение" - -msgid "" -"The situation will often take a turn for the worse when, in order to make " -"this solution appear even more fantastic and flexible, the pure speculation-" -"based problems (as described in #2) also make their appearance on stage." -msgstr "" -"Ситуация часто меняется к худшему, когда для того, чтобы это решение " -"выглядело еще более фантастическим и гибким, на сцену выходят проблемы, " -"основанные на чистой спекуляции (как описано в #2)." - -msgid "" -"The main problem is that, in reality, it rarely works this way. Most of the " -"time, writing an individual solution to each problem results in code that is " -"simpler and more maintainable." -msgstr "" -"Основная проблема заключается в том, что в реальности так получается редко. " -"В большинстве случаев написание индивидуального решения для каждой проблемы " -"приводит к тому, что код становится более простым и удобным для " -"сопровождения." - -msgid "#6: Cater to common use cases, leave the door open for the rare ones" -msgstr "" -"#6: Удовлетворяйте общие потребности, оставляйте дверь открытой для редких " -"случаев использования" - -msgid "" -"This is a continuation of the previous point, which further explains why " -"this way of thinking and designing software is preferred." -msgstr "" -"Это продолжение предыдущего пункта, которое объясняет, почему такой способ " -"мышления и проектирования программного обеспечения является предпочтительным." - -msgid "" -"As mentioned before (in point #2), it is very difficult for us (as human " -"beings who design software) to actually understand all future user needs. " -"Trying to write very flexible structures that cater to many use cases at " -"once is often a mistake." -msgstr "" -"Как уже упоминалось ранее (в пункте #2), нам (людям, разрабатывающим " -"программное обеспечение) очень сложно понять все будущие потребности " -"пользователей. Попытка написать очень гибкие структуры, которые " -"удовлетворяют сразу множество вариантов использования, часто является " -"ошибкой." - -msgid "" -"The answer to this question is that, to ensure users still can do what they " -"want to do, we need to give them access to a *low level API* that they can " -"use to achieve what they want, even if it's more work for them because it " -"means reimplementing some logic that already exists." -msgstr "" -"Ответ на этот вопрос заключается в том, что для того, чтобы пользователи по-" -"прежнему могли делать то, что они хотят, мы должны предоставить им доступ к " -"*API низкого уровня*, который они могут использовать для достижения " -"желаемого, даже если это потребует от них больше работы, поскольку это " -"означает повторную реализацию некоторой логики, которая уже существует." - -msgid "" -"In real-life scenarios, these use cases will be at most rare and uncommon " -"anyway, so it makes sense a custom solution needs to be written. This is why " -"it's important to still provide users the basic building blocks to do it." -msgstr "" -"В реальных сценариях такие случаи использования в любом случае будут редкими " -"и нечасто встречающимися, поэтому имеет смысл написать индивидуальное " -"решение. Вот почему важно предоставить пользователям основные строительные " -"блоки для этого." - -msgid "#7: Prefer local solutions" -msgstr "#7: Предпочитайте локальные решения" - -msgid "" -"When looking for a solution to a problem, be it implementing a new feature " -"or fixing a bug, sometimes the easiest path is to add data or a new function " -"in the core layers of code." -msgstr "" -"При поиске решения проблемы, будь то внедрение новой функции или исправление " -"ошибки, иногда самый простой путь - добавить данные или новую функцию в " -"основные слои кода." - -msgid "" -"The main problem here is, adding something to the core layers that will only " -"be used from a single location far away will not only make the code more " -"difficult to follow (split in two), but also make the core API larger, more " -"complex, more difficult to understand in general." -msgstr "" -"Основная проблема здесь заключается в том, что добавление в основные слои " -"чего-то, что будет использоваться только из одного места на большом " -"расстоянии, не только сделает код более сложным для следования (разделение " -"на две части), но и сделает основной API больше, сложнее, труднее для " -"понимания в целом." - -msgid "" -"This is bad, because readability and cleanness of core APIs is always of " -"extreme importance given how much code relies on it, and because it's key " -"for new contributors as a starting point to learning the codebase." -msgstr "" -"Это плохо, потому что читабельность и чистота основных API всегда " -"чрезвычайно важна, учитывая, как много кода зависит от них, и потому что это " -"ключевой момент для новых участников, как отправная точка для изучения " -"кодовой базы." - -msgid "#8: Don't use complex canned solutions for simple problems" -msgstr "#8: Не используйте сложные готовые решения для простых проблем" - -msgid "" -"Not every problem has a simple solution and, many times, the right choice is " -"to use a third party library to solve the problem." -msgstr "" -"Не каждая проблема имеет простое решение, и во многих случаях правильным " -"выбором будет использование сторонней библиотеки для решения проблемы." - -msgid "" -"As Godot requires to be shipped in a large amount of platforms, we can't " -"link libraries dynamically. Instead, we bundle them in our source tree." -msgstr "" -"Поскольку Godot должен поставляться на большое количество платформ, мы не " -"можем компоновать библиотеки динамически. Вместо этого мы связываем их в " -"дерево исходных текстов." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/code_style_guidelines.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/code_style_guidelines.po deleted file mode 100644 index 14250accf5..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/code_style_guidelines.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Installation" -msgstr "Установка" - -msgid "Example:" -msgstr "Пример:" - -msgid "Java" -msgstr "Java" - -msgid "Python" -msgstr "Python" - -msgid "**Example:**" -msgstr "**Пример**" - -msgid "**Bad:**" -msgstr "**Плохо:**" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po deleted file mode 100644 index 053586bf39..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po +++ /dev/null @@ -1,90 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Compiling for Android" -msgstr "Компиляция для Android" - -msgid "" -"This page describes how to compile Android export template binaries from " -"source. If you're looking to export your project to Android instead, read :" -"ref:`doc_exporting_for_android`." -msgstr "" -"Эта страница описывает, как скомпилировать \"шаблон экспорта\" Android из " -"исходных файлов. Если вы хотите экспортировать свой проект в Android, " -"читайте :ref:`doc_exporting_for_android`." - -msgid "Note" -msgstr "Примечание" - -msgid "" -"In most cases, using the built-in deployer and export templates is good " -"enough. Compiling the Android APK manually is mostly useful for custom " -"builds or custom packages for the deployer." -msgstr "" -"В большинстве случаев достаточно использовать встроенный шаблоны экспорта. " -"Компиляция Android APK вручную полезна в основном для пользовательских " -"сборок." - -msgid "" -"Also, you still need to follow the steps mentioned in the :ref:" -"`doc_exporting_for_android` tutorial before attempting to build a custom " -"export template." -msgstr "" -"Кроме того, перед тем как приступить к созданию шаблона экспорта, необходимо " -"выполнить шаги, описанные в руководстве :ref:`doc_exporting_for_android`." - -msgid "Requirements" -msgstr "Требования" - -msgid "For compiling under Windows, Linux or macOS, the following is required:" -msgstr "" -"Для компиляции на системах Windows, Linux или macOS необходимо следующее:" - -msgid "" -"`Android SDK `_ " -"(command-line tools are sufficient)." -msgstr "" -"`Android SDK `_ " -"(достаточно лишь \"command-line tools\")." - -msgid "Required SDK components will be automatically installed." -msgstr "Необходимые компоненты SDK будут установлены автоматически." - -msgid "Gradle (will be downloaded and installed automatically if missing)." -msgstr "Gradle (будет загружен и установлен автоматически, если отсутствует)." - -msgid "JDK 17 (either OpenJDK or Oracle JDK)." -msgstr "JDK 17 (либо OpenJDK, либо Oracle JDK)." - -msgid "" -"For a general overview of SCons usage for Godot, see :ref:" -"`doc_introduction_to_the_buildsystem`." -msgstr "" -"Для общего обзора использования SCons в Godot, смотрите :ref:" -"`doc_introduction_to_the_buildsystem`." - -msgid "Setting up the buildsystem" -msgstr "Настройка билда" - -msgid "" -"If you want to enable Vulkan validation layers, see :ref:`Vulkan validation " -"layers on Android `." -msgstr "" -"Если вам нужно включить слои валидации (validation layers) Vulkan, см :ref:" -"`Vulkan validation layers on Android `." - -msgid "Adding support for x86 devices" -msgstr "Добавление поддержки систем x86" - -msgid "Troubleshooting" -msgstr "Устранение неполадок" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po deleted file mode 100644 index d247b9cf74..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po +++ /dev/null @@ -1,28 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Требования" - -msgid "" -"For a general overview of SCons usage for Godot, see :ref:" -"`doc_introduction_to_the_buildsystem`." -msgstr "" -"Для общего обзора использования SCons в Godot, смотрите :ref:" -"`doc_introduction_to_the_buildsystem`." - -msgid "Compiling" -msgstr "Компиляция" - -msgid "Run" -msgstr "Запустить" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po deleted file mode 100644 index fddcb91b73..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Требования" - -msgid "" -"For a general overview of SCons usage for Godot, see :ref:" -"`doc_introduction_to_the_buildsystem`." -msgstr "" -"Для общего обзора использования SCons в Godot, смотрите :ref:" -"`doc_introduction_to_the_buildsystem`." - -msgid "Compiling" -msgstr "Компиляция" - -msgid "" -"Start a terminal, go to the root dir of the engine source code and type:" -msgstr "" -"Запустите терминал, перейдите в корневой каталог исходного кода движка и " -"введите:" - -msgid "If you wish to compile using Clang rather than GCC, use this command:" -msgstr "" -"Если вы хотите компилировать с использованием Clang, а не GCC, используйте " -"эту команду:" - -msgid "(32 bits)" -msgstr "(32 бита)" - -msgid "(64 bits)" -msgstr "(64 бита)" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po deleted file mode 100644 index 001622265d..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po +++ /dev/null @@ -1,25 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Требования" - -msgid "" -"For a general overview of SCons usage for Godot, see :ref:" -"`doc_introduction_to_the_buildsystem`." -msgstr "" -"Для общего обзора использования SCons в Godot, смотрите :ref:" -"`doc_introduction_to_the_buildsystem`." - -msgid "Compiling" -msgstr "Компиляция" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po deleted file mode 100644 index 1d7825e2db..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po +++ /dev/null @@ -1,41 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Требования" - -msgid "To compile export templates for the Web, the following is required:" -msgstr "Для составления шаблонов экспорта для Web необходимо следующее:" - -msgid "" -"For a general overview of SCons usage for Godot, see :ref:" -"`doc_introduction_to_the_buildsystem`." -msgstr "" -"Для общего обзора использования SCons в Godot, смотрите :ref:" -"`doc_introduction_to_the_buildsystem`." - -msgid "" -"Before starting, confirm that ``emcc`` is available in your PATH. This is " -"usually configured by the Emscripten SDK, e.g. when invoking ``emsdk " -"activate`` and ``source ./emsdk_env.sh``/``emsdk_env.bat``." -msgstr "" -"Перед началом работы убедитесь, что ``emcc`` доступен в вашем PATH. Обычно " -"это настраивается Emscripten SDK, например, при вызове ``emsdk activate`` и " -"``source ./emsdk_env.sh``/ ``emsdk_env.bat``." - -msgid "" -"Refer to the :ref:`export page ` for the web " -"server requirements." -msgstr "" -"Требования к веб-серверу см. на странице :ref:`экспорта " -"`." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po deleted file mode 100644 index 172695c096..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po +++ /dev/null @@ -1,52 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Compiling for Windows" -msgstr "Компиляция под Windows" - -msgid "Requirements" -msgstr "Требования" - -msgid "For compiling under Windows, the following is required:" -msgstr "Для компиляции под Windows, необходимо следующее:" - -msgid "" -"For a general overview of SCons usage for Godot, see :ref:" -"`doc_introduction_to_the_buildsystem`." -msgstr "" -"Для общего обзора использования SCons в Godot, смотрите :ref:" -"`doc_introduction_to_the_buildsystem`." - -msgid "Setting up SCons" -msgstr "Настройка SCons" - -msgid "Downloading Godot's source" -msgstr "Загрузка исходного кода Godot" - -msgid "Compiling" -msgstr "Компиляция" - -msgid "**Debian** / **Ubuntu**" -msgstr "**Debian** / **Ubuntu**" - -msgid "**Fedora**" -msgstr "**Fedora**" - -msgid "**macOS**" -msgstr "**macOS**" - -msgid "**Mageia**" -msgstr "**Mageiа**" - -msgid "Troubleshooting" -msgstr "Устранение неполадок" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po deleted file mode 100644 index f5e1131420..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Requirements" -msgstr "Требования" - -msgid "Examples" -msgstr "Примеры" - -msgid "Example (Windows)" -msgstr "Пример (Windows)" - -msgid "Editor" -msgstr "Редактор" - -msgid "Export templates" -msgstr "Экспорт шаблонов" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po deleted file mode 100644 index cba621a225..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po +++ /dev/null @@ -1,34 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Step by step" -msgstr "Шаг за шагом" - -msgid "" -"Generate a 256-bit AES key in hexadecimal format. You can use the aes-256-" -"cbc variant from `this service `_." -msgstr "" -"Сгенерируйте 256-битный ключ AES в шестнадцатеричном формате. Вы можете " -"использовать вариант aes-256-cbc из `этой службы `_." - -msgid "" -"Alternatively, you can generate it yourself using `OpenSSL `__ command-line tools:" -msgstr "" -"Кроме того, вы можете сгенерировать его самостоятельно, используя `OpenSSL " -"`__ инструменты командной строки:" - -msgid "Troubleshooting" -msgstr "Устранение неполадок" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po deleted file mode 100644 index 839a436713..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Disclaimer" -msgstr "Отказ от ответственности" - -msgid "Requirements" -msgstr "Требования" - -msgid "Extract the iOS SDK:" -msgstr "Распакуйте IOS SDK:" - -msgid "Toolchain" -msgstr "Инструментарий" - -msgid "Build cctools:" -msgstr "Соберите cctools:" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/getting_source.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/getting_source.po deleted file mode 100644 index a30aea8e40..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/getting_source.po +++ /dev/null @@ -1,73 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Getting the source" -msgstr "Получение исходного кода" - -msgid "Downloading the Godot source code" -msgstr "Загрузка исходного кода Godot" - -msgid "" -"Before :ref:`getting into the SCons build system " -"` and compiling Godot, you need to " -"actually download the Godot source code." -msgstr "" -"Перед тем, как :ref:`попасть в систему сборки SCons " -"` и скомпилировать Godot, вам нужно " -"фактически загрузить исходный код Godot." - -msgid "" -"If you don't know much about ``git`` yet, there are a great number of " -"`tutorials `__ available on various websites." -msgstr "" -"Если вы еще не очень разбираетесь в git, на разных веб-сайтах доступно " -"множество руководств `__." - -msgid "" -"In general, you need to install ``git`` and/or one of the various GUI " -"clients." -msgstr "" -"В общем, вам нужно установить ``git`` и/или один из различных клиентов с " -"пользовательским интерфейсом." - -msgid "" -"Afterwards, to get the latest development version of the Godot source code " -"(the unstable ``master`` branch), you can use ``git clone``." -msgstr "" -"Далее, чтобы получить последнюю версию исходного кода Godot (из нестабильной " -"``master`` ветки), вы можете использовать ``git clone``." - -msgid "" -"If you are using the ``git`` command line client, this is done by entering " -"the following in a terminal:" -msgstr "" -"Если вы используете команду ``git`` из терминала командной строки, это может " -"выполнено вводом:" - -msgid "" -"For any stable release, visit the `release page `__ and click on the link for the release you " -"want. You can then download and extract the source from the download link on " -"the page." -msgstr "" -"Для любого стабильного выпуска, посетите `страница выпуска `__ и щёлкните по ссылке того выпуска который " -"вы хотите. Тогда вы сможете загрузить и распаковать исходный код из " -"загрузочной ссылки на странице." - -msgid "" -"After downloading the Godot source code, you can :ref:`continue to compiling " -"Godot `." -msgstr "" -"После загрузки исходного кода Godot, вы сможете :ref:`продолжить " -"компилировать Godot `." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/index.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/index.po deleted file mode 100644 index f02f78c6a6..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po deleted file mode 100644 index e0a1da6dfb..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po +++ /dev/null @@ -1,80 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to the buildsystem" -msgstr "Введение в систему сборки" - -msgid "Platform selection" -msgstr "Выбор платформы" - -msgid "" -"Godot's build system will begin by detecting the platforms it can build for. " -"If not detected, the platform will simply not appear on the list of " -"available platforms. The build requirements for each platform are described " -"in the rest of this tutorial section." -msgstr "" -"Сборка Godot начнется с обнаружения платформ на которых она может собраться. " -"Если требуемая платформа не обнаружится она просто не появится в списке " -"доступных платформ. Требования сборки для каждой из платформ будут описаны в " -"оставшейся части руководства." - -msgid "Resulting binary" -msgstr "Полученный бинарный файл" - -msgid "A Windows binary with the same configuration will look like this:" -msgstr "" -"Бинарный файл для Windows с такой же конфигурацией будет выглядеть следующим " -"образом:" - -msgid "" -"Aside from that, there are a few standard options that can be set in all " -"build targets, and which will be explained below." -msgstr "" -"Помимо этого, есть несколько стандартных параметров для установки во всех " -"целях сборки, и которые будут описаны ниже." - -msgid "Target" -msgstr "Цель" - -msgid "Other build options" -msgstr "Другие параметры сборки" - -msgid "" -"There are several other build options that you can use to configure the way " -"Godot should be built (compiler, debug options, etc.) as well as the " -"features to include/disable." -msgstr "" -"Существуют несколько других параметров сборки которые вы можете использовать " -"для настройки способа сборки Godot (компилятор, опции отладки, итд.) также " -"как и возможности для включения/выключения." - -msgid "" -"Check the output of ``scons --help`` for details about each option for the " -"version you are willing to compile." -msgstr "" -"Посмотрите вывод ``scons --help`` для подробностей по этим командам для " -"версии которую вы хотите скомпилировать." - -msgid "Export templates" -msgstr "Экспорт шаблонов" - -msgid "" -"Official export templates are downloaded from the Godot Engine site: " -"`godotengine.org `__. However, you might want to " -"build them yourself (in case you want newer ones, you are using custom " -"modules, or simply don't trust your own shadow)." -msgstr "" -"Официальные шаблоны экспорта загружаются с официального сайта Godot: " -"`godotengine.org `__. Однако, вы можете захотеть " -"собрать их самостоятельно (в случае если вы хотите более свежих, или вы " -"хотите подключить свои модули, или просто не доверяете собственной тени)." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po deleted file mode 100644 index 87e0746d7e..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po +++ /dev/null @@ -1,168 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Optimizing a build for size" -msgstr "Оптимизация размера билда" - -msgid "" -"Sometimes, it is desired to optimize a build for size rather than speed. " -"This means not compiling unused functions from the engine, as well as using " -"specific compiler flags to aid on decreasing build size. Common situations " -"include creating builds for mobile and Web platforms." -msgstr "" -"Иногда хочется оптимизировать сборку не столько для скорости, сколько для " -"размера. Это означает отказ от компиляции неиспользуемых функций из движка, " -"а также использование специальных **флагов** компилятора для уменьшения " -"размера сборки. К таким ситуациям относится создание сборок для мобильных и " -"веб-платформ." - -msgid "" -"This tutorial aims to give an overview on different methods to create a " -"smaller binary. Before continuing, it is recommended to read the previous " -"tutorials on compiling Godot for each platform." -msgstr "" -"Цель этого руководства - дать обзор различных методов создания двоичных " -"файлов меньшего размера. Прежде чем продолжить, рекомендуется прочитать " -"предыдущие руководства по компиляции Godot для каждой платформы." - -msgid "" -"The options below are listed from the most important (greatest size savings) " -"to the least important (lowest size savings)." -msgstr "" -"Ниже перечислены варианты от наиболее помогающих (наибольшая экономия " -"размера) до наименее помогающих (наименьшая экономия размера)." - -msgid "Stripping binaries" -msgstr "Удаление двоичных файлов" - -msgid "**Space savings:** Very high" -msgstr "**Экономия места:** Очень высокая" - -msgid "**Difficulty:** Easy" -msgstr "**Сложность:** Низкая" - -msgid "**Performed in official builds:** Yes" -msgstr "**Применяется в официальных сборках:** Да" - -msgid "" -"If you build Windows (MinGW), Linux or macOS binaries from source, remember " -"to strip debug symbols from binaries by installing the ``strip`` package " -"from your distribution then running:" -msgstr "" -"Если вы собираете двоичные файлы Windows (MinGW), Linux или macOS , не " -"забудьте удалить отладочные символы из двоичных файлов, установив пакет " -"``strip`` из вашего дистрибутива и запустив:" - -msgid "On Windows, ``strip.exe`` is included in most MinGW toolchain setups." -msgstr "" -"В Windows ``strip.exe`` входит в состав большинства наборов инструментов " -"MinGW." - -msgid "" -"This will reduce the size of compiled binaries by a factor between 5× and " -"10×. The downside is that crash backtraces will no longer provide accurate " -"information (which is useful for troubleshooting the cause of a crash). :ref:" -"`C++ profilers ` will also no longer be able to " -"display function names (this does not affect the built-in GDScript profiler)." -msgstr "" -"Это позволит уменьшить размер компилируемых двоичных файлов в 5-10 раз. " -"Недостатком является то, что обратная отладка больше не будет предоставлять " -"точную информацию (что полезно для поиска причин ошибки). :ref:`C++ " -"profilers ` также больше не смогут отображать имена " -"функций (это не влияет на встроенный профилировщик GDScript)." - -msgid "" -"The above command will not work on Windows binaries compiled with MSVC and " -"platforms such as Android and Web. Instead, pass ``debug_symbols=no`` on the " -"SCons command line when compiling." -msgstr "" -"Приведенная выше команда не будет работать с двоичными файлами для Windows, " -"скомпилированных с помощью MSVC, и таких платформ, как Android и Web. Вместо " -"этого передайте ``debug_symbols=no`` в командной строке SCons при компиляции." - -msgid "Compiling with link-time optimization" -msgstr "Компиляция с оптимизацией времени соединения" - -msgid "**Space savings:** High" -msgstr "** Экономия места:** высокая" - -msgid "" -"Enabling link-time optimization produces more efficient binaries, both in " -"terms of performance and file size. It works by eliminating duplicate " -"template functions and unused code. It can currently be used with the GCC " -"and MSVC compilers:" -msgstr "" -"Включение оптимизации времени соединения приводит к созданию более " -"эффективных двоичных файлов, как с точки зрения производительности, так и с " -"точки зрения размера файла. Она работает за счет устранения дублирования " -"шаблонных функций и неиспользуемого кода. В настоящее время ее можно " -"использовать в компиляторах GCC и MSVC:" - -msgid "" -"Linking becomes much slower and more RAM-consuming with this option, so it " -"should be used only for release builds:" -msgstr "" -"При использовании этой опции соединение становится медленнее и требует " -"больше оперативной памяти, поэтому ее следует использовать только для " -"релизных сборок:" - -msgid "" -"When compiling the ``master`` branch, you need to have at least 8 GB of RAM " -"available for successful linking with LTO enabled." -msgstr "" -"При компиляции ветки ``master`` для успешной компоновки с включенным LTO " -"необходимо иметь не менее 8 ГБ оперативной памяти." - -msgid "" -"When compiling the ``3.x`` branch, you need to have at least 6 GB of RAM " -"available for successful linking with LTO enabled." -msgstr "" -"При компиляции ветки ``3.x`` для успешной компоновки с включенным LTO " -"необходимо иметь не менее 6 ГБ оперативной памяти." - -msgid "Optimizing for size instead of speed" -msgstr "Оптимизация по размеру, а не по скорости" - -msgid "**Performed in official builds:** Yes, but only for web builds" -msgstr "**Применяется в официальных сборках:** Да, но только для веб-сборок" - -msgid "" -"Godot 3.1 onwards allows compiling using size optimizations (instead of " -"speed). To enable this, set the ``optimize`` flag to ``size``:" -msgstr "" -"Godot, новее 3.1 позволяет компилировать с использованием оптимизаций по " -"размеру (вместо скорости). Чтобы включить эту возможность, установите флаг " -"``optimize`` в значение ``size``:" - -msgid "Some platforms such as WebAssembly already use this mode by default." -msgstr "" -"Некоторые платформы, такие как WebAssembly, уже используют этот режим по " -"умолчанию." - -msgid "Disabling advanced text server" -msgstr "Отключение расширенного текстового сервера" - -msgid "**Performed in official builds:** No" -msgstr "**Применяется в официальных сборках:** Нет" - -msgid "SubViewportContainer" -msgstr "SubViewportContainer" - -msgid "GraphEdit" -msgstr "GraphEdit" - -msgid ":ref:`doc_overriding_build_options`." -msgstr ":ref:`doc_overriding_build_options`." - -msgid "Web" -msgstr "Web" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po deleted file mode 100644 index a04622cc06..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Android Studio" -msgstr "Android Studio" - -msgid "Importing the project" -msgstr "Импортирование проекта" - -msgid "Android Studio's welcome window." -msgstr "Приветственное окно Android Studio." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po deleted file mode 100644 index 57f519a3b5..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing the project" -msgstr "Импортирование проекта" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po deleted file mode 100644 index eed9069cbc..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating a new project" -msgstr "Создание нового проекта" - -msgid "Adding files to the project" -msgstr "Добавление файлов в проект" - -msgid "Code style configuration" -msgstr "Конфигурация стилей кода" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/index.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/index.po deleted file mode 100644 index a1da29f3be..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/index.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Configuring an IDE" -msgstr "Настройка IDE" - -msgid "" -"You can easily develop Godot with any text editor and by invoking ``scons`` " -"on the command line, but if you want to work with an IDE (Integrated " -"Development Environment), here are setup instructions for some popular ones:" -msgstr "" -"Вы можете легко разрабатывать Godot из любого текстового редактора и " -"вызывать ``scons`` из командной строки, но если вы хотите разрабатывать с " -"помощью IDE (Integrated Development Environment), здесь вы можете найти " -"инструкции для самых популярных:" - -msgid "" -"It is possible to use other IDEs, but their setup is not documented yet." -msgstr "" -"Возможно использовать и другие IDE, но их настройка ещё не задокументирована." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po deleted file mode 100644 index dee4aa292a..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po +++ /dev/null @@ -1,41 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "KDevelop" -msgstr "KDevеlop" - -msgid "" -"`KDevelop `_ is a free, open source IDE for all " -"desktop platforms." -msgstr "" -"`KDevelop `_ это бесплатная, открытая IDE для всех " -"десктопных платформ." - -msgid "Importing the project" -msgstr "Импортирование проекта" - -msgid "Apply the changes." -msgstr "Примените изменения." - -msgid "Enable" -msgstr "Включить" - -msgid "Arguments" -msgstr "Аргументы" - -msgid "" -"If you run into any issues, ask for help in one of `Godot's community " -"channels `__." -msgstr "" -"Если у вас возникнут какие-либо проблемы, обратитесь за помощью в один из " -"`каналов сообщества Godot `__." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po deleted file mode 100644 index 39f2431ce5..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po +++ /dev/null @@ -1,44 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Qt Creator" -msgstr "Qt Creаtor" - -msgid "Importing the project" -msgstr "Импортирование проекта" - -msgid "Under **Location** select the Godot root folder." -msgstr "В разделе **Location** выберите корневую папку Godot." - -msgid "" -"Click **Add Build Step > Custom Process Step** to add a new build step with " -"the following settings:" -msgstr "" -"Щёлкните *Add Build Step* -> *Custom Process Step*, чтобы добавить новый шаг " -"сборки со следующими настройками:" - -msgid "Command" -msgstr "Command" - -msgid "Arguments" -msgstr "Аргументы" - -msgid "Code style configuration" -msgstr "Конфигурация стилей кода" - -msgid "" -"If you run into any issues, ask for help in one of `Godot's community " -"channels `__." -msgstr "" -"Если у вас возникнут какие-либо проблемы, обратитесь за помощью в один из " -"`каналов сообщества Godot `__." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po deleted file mode 100644 index 57f519a3b5..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing the project" -msgstr "Импортирование проекта" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po deleted file mode 100644 index c06f3b43aa..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po +++ /dev/null @@ -1,35 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"`Visual Studio Community `__ is a " -"Windows-only IDE by `Microsoft `_ that's free for " -"individual use or non-commercial use within organizations. It has many " -"useful features, such as memory view, performance view, source control and " -"more." -msgstr "" -"`Visual Studio Community `__ - это IDE " -"только для Windows от `Microsoft `_, бесплатная для " -"индивидуального или некоммерческого использования в организациях. Она имеет " -"множество полезных функций, таких как просмотр памяти, просмотр " -"производительности, контроль исходных текстов и многое другое." - -msgid "Importing the project" -msgstr "Импортирование проекта" - -msgid "" -"If you run into any issues, ask for help in one of `Godot's community " -"channels `__." -msgstr "" -"Если у вас возникнут какие-либо проблемы, обратитесь за помощью в один из " -"`каналов сообщества Godot `__." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po deleted file mode 100644 index 36975aa319..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po +++ /dev/null @@ -1,45 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual Studio Code" -msgstr "Visuаl Studio Code" - -msgid "Importing the project" -msgstr "Импортирование проекта" - -msgid "When using the clangd extension, run ``scons compiledb=yes``." -msgstr "При использовании расширения clangd выполните ``scons compiledb=yes``." - -msgid "" -"From the Visual Studio Code's main screen open the Godot root folder with " -"**File > Open Folder...**." -msgstr "" -"На главном экране Visual Studio Code откройте корневую папку Godot с помощью " -"**File > Open Folder...**." - -msgid "Then select **Others**." -msgstr "Затем выберите **Others**." - -msgid "" -"To run and debug the project you need to create a new configuration in the " -"``launch.json`` file." -msgstr "" -"Для запуска и отладки проекта необходимо создать новую конфигурацию в файле " -"``launch.json``." - -msgid "" -"If you run into any issues, ask for help in one of `Godot's community " -"channels `__." -msgstr "" -"Если у вас возникнут какие-либо проблемы, обратитесь за помощью в один из " -"`каналов сообщества Godot `__." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po deleted file mode 100644 index bd48b651b4..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po +++ /dev/null @@ -1,81 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Xcode" -msgstr "Xcоde" - -msgid "Importing the project" -msgstr "Импортирование проекта" - -msgid "Arguments" -msgstr "Аргументы" - -msgid "" -"Name it something so you know not to compile with this target (e.g. " -"``GodotXcodeIndex``)." -msgstr "" -"Назовите его так, чтобы вы знали, что не нужно компилировать с этой целью " -"(например, ``GodotXcodeIndex``)." - -msgid "" -"For this target open the **Build Settings** tab and look for **Header Search " -"Paths**." -msgstr "" -"Для этой цели откройте вкладку **Build Settings** и найдите **Header Search " -"Paths**." - -msgid "" -"Set **Header Search Paths** to the absolute path to the Godot root folder. " -"You need to include subdirectories as well. To achieve that, add two two " -"asterisks (``**``) to the end of the path, e.g. ``/Users/me/repos/godot-" -"source/**``." -msgstr "" -"Установите в **Header Search Paths** абсолютный путь к корневой папке Godot. " -"Вам также нужно включить подкаталоги. Для этого добавьте две звездочки " -"(``**``) в конец пути, например ``/Users/me/repos/godot-source/**``." - -msgid "Open the scheme editor of the external build target." -msgstr "Откройте редактор схемы внешней цели сборки." - -msgid "Locate the **Build > Post Actions** section." -msgstr "Найдите раздел **Build > Post Actions**." - -msgid "" -"Create a script that will give the binary a name that Xcode can recognize, e." -"g.:" -msgstr "" -"Создайте скрипт, который даст двоичному файлу имя, которое Xcode может " -"распознать, например:" - -msgid "Build the external build target." -msgstr "Соберите внешнюю цель сборки." - -msgid "Open the scheme editor again and select **Run**." -msgstr "Откройте редактор схем снова и выберите **Run**." - -msgid "" -"Set the **Executable** to the file you linked in your post-build action " -"script." -msgstr "" -"Установите *Executable* на файл который вы присоединили к вашему скрипту " -"сборки." - -msgid "Check **Debug executable**." -msgstr "Проверьте **Debug executable**." - -msgid "" -"If you run into any issues, ask for help in one of `Godot's community " -"channels `__." -msgstr "" -"Если у вас возникнут какие-либо проблемы, обратитесь за помощью в один из " -"`каналов сообщества Godot `__." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po deleted file mode 100644 index 05fa8e0dc5..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Введение" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po deleted file mode 100644 index 88db993e6f..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po +++ /dev/null @@ -1,72 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Binding to external libraries" -msgstr "Связывание внешних библиотек" - -msgid "Modules" -msgstr "Модули" - -msgid "" -"To bind to an external library, set up a module directory similar to the " -"Summator example:" -msgstr "" -"Для связки внешней библиотеки, установить директорию модуля подобно примеру " -"с Summator :" - -msgid "And then you'll add the cpp file." -msgstr "И затем вы добавляете файл cpp." - -msgid "" -"Just as before, the new class needs to be registered somehow, so two more " -"files need to be created:" -msgstr "" -"Также как и ранее, новый класс нуждается в регистрации, так что нужно " -"добавить ещё два файла:" - -msgid "" -"If you don't want the external repository source files committed to your " -"repository, you can link to them instead by adding them as submodules (from " -"within the modules/tts/ directory), as seen below:" -msgstr "" -"Если вы не хотите чтобы внешние кодовые файлы репозитория соединились с " -"вашим репозиторием, вы может связаться с ними вместо добавления их как под-" -"модулей (внутри папки modules/tts/), как показано ниже:" - -msgid "" -"To add include directories for the compiler to look at you can append it to " -"the environment's paths:" -msgstr "" -"Чтобы добавить директории включения(include) для компилятора, вы может " -"добавить их в пути переменных сред:" - -msgid "" -"If you want to add custom compiler flags when building your module, you need " -"to clone `env` first, so it won't add those flags to whole Godot build " -"(which can cause errors). Example `SCsub` with custom flags:" -msgstr "" -"Если вы желаете добавить собственные флаги компиляции когда строите модуль, " -"вы должны сначала клонировать `env`, чтобы он не добавлял флаги целиком в " -"Godot (что вызовет ошибки). К примеру `SCsub` с собственными флагами:" - -msgid "The final module should look like this:" -msgstr "В итоге скрипт должен выглядеть так:" - -msgid "Using the module" -msgstr "Использование модуля" - -msgid "You can now use your newly created module from any script:" -msgstr "Теперь вы можете использовать ваш новый модуль из любого скрипта:" - -msgid "And the output will be ``is_spoken: True`` if the text is spoken." -msgstr "А вывод будет ``is_spoken: True`` если текст будет произнесён." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po deleted file mode 100644 index f02f78c6a6..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/core_types.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/core_types.po deleted file mode 100644 index 0c8dd484b8..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/core_types.po +++ /dev/null @@ -1,296 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Core types" -msgstr "Основные типы" - -msgid "" -"Godot has a rich set of classes and templates that compose its core, and " -"everything is built upon them." -msgstr "" -"Godot имеет богатый набор классов и шаблонов которые составляют его ядро, и " -"все строится над ними." - -msgid "" -"This reference will try to list them in order for their better understanding." -msgstr "Эта справка попытается перечислить их для лучшего понимания." - -msgid "Definitions" -msgstr "Определения" - -msgid "" -"In general, care is not taken to use the most efficient datatype for a given " -"task unless using large structures or arrays. ``int`` is used through most " -"of the code unless necessary. This is done because nowadays every device has " -"at least a 32 bits bus and can do such operations in one cycle. It makes " -"code more readable too." -msgstr "" -"В целом, не беспокойтесь об использовании самых эффективных типов данных для " -"ваших целей, если вы конечно не используете большие структуры данных или " -"массивы. ``int`` используется во всём коде если не нужно обратное. Это так, " -"поскольку современные устройства имеет 32-битную шину и могут проводить " -"операции с ними за один цикл. Также это делает код более читабельным." - -msgid "" -"For files or memory sizes, ``size_t`` is used, which is warranted to be 64 " -"bits." -msgstr "" -"Для файлов или размеров памяти, используется ``size_t``, чтобы " -"гарантированно иметь 64 бита." - -msgid "" -"For Unicode characters, CharType instead of wchar_t is used, because many " -"architectures have 4 bytes long wchar_t, where 2 bytes might be desired. " -"However, by default, this has not been forced and CharType maps directly to " -"wchar_t." -msgstr "" -"Для строк Юникода, вместо wchar_t используется CharType, поскольку многие " -"архитектуры имеют 4 байтовое wchar_t, где 2 байта могут быть " -"предпочтительнее. Хотя, по умолчанию, это не обязательно и CharType напрямую " -"переводится в wchar_t." - -msgid "References:" -msgstr "Источники:" - -msgid "Memory model" -msgstr "Модель памяти" - -msgid "" -"PC is a wonderful architecture. Computers often have gigabytes of RAM, " -"terabytes of storage and gigahertz of CPU, and when an application needs " -"more resources the OS will swap out the inactive ones. Other architectures " -"(like mobile or consoles) are in general more limited." -msgstr "" -"PC чудесная архитектура. Компьютеры часто содержат гигабайты RAM, терабайты " -"данных и гигагерцы CPU, и когда приложению нужно больше ресурсов OS просто " -"отдает неактивные. Другие архитектуры (такие как мобильные телефоны или " -"консоли) в целом более ограниченны." - -msgid "" -"The most common memory model is the heap, where an application will request " -"a region of memory, and the underlying OS will try to fit it somewhere and " -"return it. This often works best and is flexible, but over time and with " -"abuse, this can lead to segmentation." -msgstr "" -"Самая частая модель памяти это куча, где приложение будет запрашивать " -"область в памяти, а основная OS будет пытаться выделить её где-нибудь и " -"вернуть указатель. Это часто работает превосходно и гибко, но с течением " -"времени могут происходить ошибки, что ведёт к сегментации." - -msgid "" -"Segmentation slowly creates holes that are too small for most common " -"allocations, so that memory is wasted. There is a lot of literature about " -"heap and segmentation, so this topic will not be developed further here. " -"Modern operating systems use paged memory, which helps mitigate the problem " -"of segmentation but doesn't solve it." -msgstr "" -"Сегментация медленно создаёт дыры в памяти которые слишком мелкие для " -"возможных аллокаций, что ведет к расходу памяти. Существует много литературы " -"описывающие кучу и сегментацию, так что эта тема будет раскрыта подробнее " -"здесь. Современные операционные системы используют страничную память, что " -"помогает смягчать проблему сегментации но не разрешает её." - -msgid "" -"However, in many studies and tests, it is shown that given enough memory, if " -"the maximum allocation size is below a given threshold in proportion to the " -"maximum heap size and proportion of memory intended to be unused, " -"segmentation will not be a problem over time as it will remain constant. In " -"other words, leave 10-20% of your memory free and perform all small " -"allocations and you are fine." -msgstr "" -"Хотя, во многих исследованиях и тестах, было показано что даже взяв " -"достаточно памяти, при максимальном размере аллокации меньшему чем порог " -"пропорциональный максимальному размеру кучи и пропорциональный " -"неиспользуемой памяти, сегментация не будет доставлять проблем со временем и " -"будет оставаться константой. Другими словами, оставляя 10-20% вашей памяти " -"свободной и выполняя лишь маленькие аллокации все будет в порядке." - -msgid "" -"Godot ensures that all objects that can be allocated dynamically are small " -"(less than a few kb at most). But what happens if an allocation is too large " -"(like an image or mesh geometry or large array)? In this case Godot has the " -"option to use a dynamic memory pool. This memory needs to be locked to be " -"accessed, and if an allocation runs out of memory, the pool will be " -"rearranged and compacted on demand. Depending on the need of the game, the " -"programmer can configure the dynamic memory pool size." -msgstr "" -"Godot гарантирует что все объекты которые могут быть выделены динамически - " -"маленькие (по большей части меньше чем пара килобайт). Но что если аллокация " -"слишком большая (такая как рисунок или геометрия сеток или большой массив)? " -"В этом случае Godot имеет опцию использования динамического пула памяти. Эта " -"память должна быть закрыта(locked) прежде чем будет доступна, и если память " -"для аллокации закончится, пул будет перегруппирован и сжат по усмотрению. В " -"зависимости от потребностей игры, программист может настроить размер " -"динамического пула." - -msgid "Allocating memory" -msgstr "Выделение памяти" - -msgid "" -"Godot has many tools for tracking memory usage in a game, especially during " -"debug. Because of this, the regular C and C++ library calls should not be " -"used. Instead, a few other ones are provided." -msgstr "" -"Godot имеет много инструментов для отслеживания использования памяти в игре, " -"особенно во время отладки. Из-за этого, обычные вызовы библиотек C и C++ не " -"должны быть использованы. Вместо них, даны некоторые другие." - -msgid "For C-style allocation, Godot provides a few macros:" -msgstr "Для аллокации в стиле C, Godot предоставляет пару макросов:" - -msgid "" -"These are equivalent to the usual malloc, realloc, free of the standard C " -"library." -msgstr "" -"Они эквивалентны обычным malloc, realloc, free из стандартной библиотеки C." - -msgid "For C++-style allocation, special macros are provided:" -msgstr "Для аллокаций C++, даны специальные макросы:" - -msgid "which are equivalent to new, delete, new[] and delete[]." -msgstr "которые эквивалентны new, delete, new[] и delete[]." - -msgid "" -"memnew/memdelete also use a little C++ magic and notify Objects right after " -"they are created, and right before they are deleted." -msgstr "" -"memnew/memdelete также использует маленькую магию C++ и оповещают Объекты " -"которые они создают, перед их удалением." - -msgid "" -"For dynamic memory, the PoolVector<> template is provided. PoolVector is a " -"standard vector class, and is very similar to vector in the C++ standard " -"library. To create a PoolVector buffer, use this:" -msgstr "" -"Для динамической памяти, используется шаблон PoolVector<>. PoolVector это " -"стандартный векторный класс, очень похожий на vector из стандартной " -"библиотеки C++. Для создания PoolVector, используйте это:" - -msgid "" -"PoolVector can be accessed using the [] operator and a few helpers exist for " -"this:" -msgstr "" -"К PoolVector можно получить доступ через оператор [] и пара вспомогательных " -"методов существует для этого:" - -msgid "" -"These operations allow fast read/write from PoolVectors and keep it locked " -"until they go out of scope. However, PoolVectors should be used for small, " -"dynamic memory operations, as read() and write() are too slow for a large " -"amount of accesses." -msgstr "" -"Эти операции дают быстрый доступ записи/чтения из PoolVector'ов и сохраняют " -"из закрытыми до тех пор пока они не покинут область видимости. Хотя, " -"PoolVector'а должны быть использованы для маленьких, динамических операций с " -"памятью, так как read() и write() слишком медленны для больших объёмов " -"доступа." - -msgid "Containers" -msgstr "Контейнеры" - -msgid "Godot provides also a set of common containers:" -msgstr "Godot предоставляет следующий набор контейнеров:" - -msgid "Vector" -msgstr "Вектор" - -msgid "List" -msgstr "Список" - -msgid "Set" -msgstr "Задать, установить, настроить, набор, комплект" - -msgid "Map" -msgstr "Карта" - -msgid "The Vector<> class also has a few nice features:" -msgstr "Класс Vector<> также имеет пару прекрасных возможностей:" - -msgid "" -"It does copy on write, so making copies of it is cheap as long as they are " -"not modified." -msgstr "" -"Он делает копию на запись, что делает создание копий очень производительным " -"до тех пор пока их не изменяют." - -msgid "" -"It supports multi-threading, by using atomic operations on the reference " -"counter." -msgstr "" -"Он поддерживает мульти-поточность, через использования атомарных операций на " -"счётчике ссылок." - -msgid "String" -msgstr "Строка" - -msgid "" -"Godot also provides a String class. This class has a huge amount of " -"features, full Unicode support in all the functions (like case operations) " -"and utf8 parsing/extracting, as well as helpers for conversion and " -"visualization." -msgstr "" -"Godot также предоставляет класс строки String. Этот класс имеет большой " -"набор возможностей, полную поддержку Юникода во всех функциях (таких как " -"операции с регистром), парсинг/выделение utf8, а также вспомогательные " -"функции для конверсии и визуализации." - -msgid "StringName" -msgstr "StrіngName" - -msgid "" -"StringNames are like a String, but they are unique. Creating a StringName " -"from a string results in a unique internal pointer for all equal strings. " -"StringNames are useful for using strings as identifier, as comparing them is " -"basically comparing a pointer." -msgstr "" -"StringNames похожи на String, но они уникальны. Создание StringName из " -"строки приводит созданию уникального внутреннего указателя на все одинаковые " -"строки. StringName'ы полезны для использования строк в идентификаторах, так " -"как их сравнение это просто сравнение указателя." - -msgid "" -"Creation of a StringName (especially a new one) is slow, but comparison is " -"fast." -msgstr "" -"Создание StringName'а (особенно нового) медленная операция, но сравнивание - " -"быстрая." - -msgid "Math types" -msgstr "Математические типы" - -msgid "" -"There are several linear math types available in the core/math directory." -msgstr "Существует несколько типов линейной алгебры в директории core/math." - -msgid "NodePath" -msgstr "NоdePath" - -msgid "" -"This is a special datatype used for storing paths in a scene tree and " -"referencing them fast." -msgstr "" -"Это специальный тип данных для сохранения путей в дереве сцены и быстрых " -"ссылок на них." - -msgid "RID" -msgstr "RID" - -msgid "" -"RIDs are resource IDs. Servers use these to reference data stored in them. " -"RIDs are opaque, meaning that the data they reference can't be accessed " -"directly. RIDs are unique, even for different types of referenced data." -msgstr "" -"RID'ы это идентификаторы ресурсов. Серверы используют их для ссылки на " -"данные сохранённые в них. RID'ы непрозрачные типы данных, что подразумевает " -"что данные на которые они ссылаются не могут быть доступны напрямую. Все " -"RID'ы уникальны, даже для различных типов данные на которые они ссылаются." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po deleted file mode 100644 index f82574a9f1..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po +++ /dev/null @@ -1,103 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Custom AudioStreams" -msgstr "Пользовательские аудиопотоки" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"AudioStream is the base class of all audio emitting objects. " -"AudioStreamPlayer binds onto an AudioStream to emit PCM data into an " -"AudioServer which manages audio drivers." -msgstr "" -"AudioStream - это базовый класс всех объектов, передающих звук. " -"AudioStreamPlayer привязывается к AudioStream для передачи PCM-данных в " -"AudioServer, который управляет аудиодрайверами." - -msgid "" -"All audio resources require two audio based classes: AudioStream and " -"AudioStreamPlayback. As a data container, AudioStream contains the resource " -"and exposes itself to GDScript. AudioStream references its own internal " -"custom AudioStreamPlayback which translates AudioStream into PCM data." -msgstr "" -"Все аудиоресурсы требуют наличия двух классов, основанных на аудио: " -"AudioStream и AudioStreamPlayback. Как контейнер данных, AudioStream " -"содержит ресурс и открывает себя для GDScript. AudioStream ссылается на свой " -"собственный внутренний пользовательский AudioStreamPlayback, который " -"переводит AudioStream в данные PCM." - -msgid "" -"This guide assumes the reader knows how to create C++ modules. If not, refer " -"to this guide :ref:`doc_custom_modules_in_cpp`." -msgstr "" -"Это руководство предполагает, что читатель знает, как создавать модули на C+" -"+. Если это не так, обратитесь к этому руководству :ref:" -"`doc_custom_modules_in_c++`." - -msgid "References:" -msgstr "Источники:" - -msgid "" -"`servers/audio/audio_stream.h `__" -msgstr "" -"`servers/audio/audio_stream.h `__" - -msgid "" -"`scene/audio/audio_stream_player.cpp `__" -msgstr "" -"`scene/audio/audio_stream_player.cpp `__" - -msgid "What for?" -msgstr "Для чего это?" - -msgid "Binding external libraries (like Wwise, FMOD, etc)." -msgstr "Привязка внешних библиотек (таких как Wwise, FMOD и т.д.)." - -msgid "Adding custom audio queues" -msgstr "Создание кастомных аудиоочередей" - -msgid "Adding support for more audio formats" -msgstr "Добавление поддержки большего количества аудиоформатов" - -msgid "Create an AudioStream" -msgstr "Создайте AudioStream" - -msgid "" -"An AudioStream consists of three components: data container, stream name, " -"and an AudioStreamPlayback friend class generator. Audio data can be loaded " -"in a number of ways such as with an internal counter for a tone generator, " -"internal/external buffer, or a file reference." -msgstr "" -"AudioStream состоит из трёх компонентов: контейнер данный, название потока и " -"класс генератор AudioStreamPlayback. Аудио данные могут быть загружены " -"множественными способами как внутренний счётчик или же генератором тона, " -"внешним/внутренним буфером, или же при помощи указателя на файл." - -msgid "Create an AudioStreamPlayback" -msgstr "Создайте AudioStreamPlayback" - -msgid "Resampling" -msgstr "Передискретизация" - -msgid "" -"`core/math/audio_frame.h `__" -msgstr "" -"`core/math/audio_frame.h `__" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po deleted file mode 100644 index 68457174f3..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po +++ /dev/null @@ -1,71 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Введение" - -msgid "References" -msgstr "Ссылки" - -msgid "What for?" -msgstr "Для чего это?" - -msgid "Creating a Godot server" -msgstr "Создание сервера Godot" - -msgid "Custom managed resource data" -msgstr "Кастомно управляемая информация о ресурсе" - -msgid ":ref:`RID`" -msgstr ":ref:`RID`" - -msgid "Registering the class in GDScript" -msgstr "Регистрация класса в GDScript" - -msgid "" -"`servers/register_server_types.cpp `__" -msgstr "" -"`servers/register_server_types.cpp `__" - -msgid "Bind methods" -msgstr "Связка методов" - -msgid "Binding Signals" -msgstr "Привязка сигналов" - -msgid "MessageQueue" -msgstr "MessageQueue" - -msgid "References:" -msgstr "Источники:" - -msgid "" -"`core/object/message_queue.cpp `__" -msgstr "" -"`core/object/message_queue.cpp `__" - -msgid "Summing it up" -msgstr "Подводя итоги" - -msgid "Here is the GDScript sample code:" -msgstr "Вот пример кода GDScript:" - -msgid "Notes" -msgstr "Примечания" - -msgid "Connecting signal example code is pretty hacky." -msgstr "Пример кода с подключением сигнала довольно сложный." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po deleted file mode 100644 index e3d3c10754..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po +++ /dev/null @@ -1,172 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Custom modules in C++" -msgstr "Собственные модули на C++" - -msgid "Modules" -msgstr "Модули" - -msgid "" -"Godot allows extending the engine in a modular way. New modules can be " -"created and then enabled/disabled. This allows for adding new engine " -"functionality at every level without modifying the core, which can be split " -"for use and reuse in different modules." -msgstr "" -"Godot позволяет улучшать себя модульным путём. Новые модули могут быть " -"созданы, а затем включены или выключены. Это позволяет добавлять новую " -"функциональность в движок на любом уровне без модификации ядра, что " -"позволяет разделить для использования или повторного использования разные " -"модули." - -msgid "What for?" -msgstr "Для чего это?" - -msgid "Binding an external library to Godot (like PhysX, FMOD, etc)." -msgstr "Связка внешней библиотеки с Godot (PhysX, FMOD, итд)." - -msgid "Optimize critical parts of a game." -msgstr "Оптимизация критических частей игры." - -msgid "Adding new functionality to the engine and/or editor." -msgstr "Добавление новой функциональности в движок и/или редактор." - -msgid "Write a whole, new game in C++ because you can't live without C++." -msgstr "" -"Написание целой, новой игры на C++ поскольку вы не можете жить без C++." - -msgid "Creating a new module" -msgstr "Создание нового модуля" - -msgid "" -"To create a new module, the first step is creating a directory inside " -"``modules/``. If you want to maintain the module separately, you can " -"checkout a different VCS into modules and use it." -msgstr "" -"Для создания нового модуля, первым шагом создайте директорию внутри " -"``modules/``. Если вы хотите поддерживать модуль отдельно, вы можете " -"назначить другую систему контроля версий(VCS) на модули и использовать её." - -msgid "And then the cpp file." -msgstr "А затем файл cpp." - -msgid "" -"Then, the new class needs to be registered somehow, so two more files need " -"to be created:" -msgstr "" -"Затем, новый класс нужно где-то зарегистрировать, для этого нужно создать " -"еще два файла:" - -msgid "" -"With multiple sources, you can also add each file individually to a Python " -"string list:" -msgstr "" -"С несколькими файлами кода, вы также можете добавить каждый файл отдельно в " -"список строк Python:" - -msgid "" -"To add include directories for the compiler to look at you can append it to " -"the environment's paths:" -msgstr "" -"Чтобы добавить директории включения(include) для компилятора, вы может " -"добавить их в пути переменных сред:" - -msgid "" -"And that's it. Hope it was not too complex! Your module should look like " -"this:" -msgstr "" -"Вот так. Надеемся это не было слишком сложным! Ваш модуль должен выглядеть " -"примерно так:" - -msgid "" -"You can then zip it and share the module with everyone else. When building " -"for every platform (instructions in the previous sections), your module will " -"be included." -msgstr "" -"Затем вы можете сжать и раздать модуль всем желающим. При сборке под каждую " -"платформу (инструкции в предыдущих разделах), ваш модуль будет включен." - -msgid "" -"There is a parameter limit of 5 in C++ modules for things such as " -"subclasses. This can be raised to 13 by including the header file ``core/" -"method_bind_ext.gen.inc``." -msgstr "" -"В модулях C++ для таких вещей, как подклассы, существует ограничение в 5 " -"параметров. Это число можно увеличить до 13, включив заголовочный файл " -"``core/method_bind_ext.gen.inc``." - -msgid "Using the module" -msgstr "Использование модуля" - -msgid "You can now use your newly created module from any script:" -msgstr "Теперь вы можете использовать ваш новый модуль из любого скрипта:" - -msgid "Improving the build system for development" -msgstr "Улучшение системы сборки для разработки" - -msgid "" -"The solution to avoid such a cost is to build our own module as a shared " -"library that will be dynamically loaded when starting our game's binary." -msgstr "" -"Решение для избежания таких расходов это сборка собственного модуля как " -"общей(shared) библиотеки которая динамически загрузится при старте нашей " -"игры." - -msgid "Writing custom documentation" -msgstr "Написание собственной документации" - -msgid "There are several steps in order to setup custom docs for the module:" -msgstr "" -"Существует много шагов для установки собственной документации в модуль:" - -msgid "" -"Make a new directory in the root of the module. The directory name can be " -"anything, but we'll be using the ``doc_classes`` name throughout this " -"section." -msgstr "" -"Создайте новую папку в корне модуля. Имя папки может быть любым, но мы " -"используем ``doc_classes`` в этом разделе." - -msgid "Now we can generate the documentation:" -msgstr "Теперь мы можем генерировать документацию:" - -msgid "Run command:" -msgstr "Команда запуска:" - -msgid "Summing up" -msgstr "Итоги" - -msgid "Remember to:" -msgstr "Запомните:" - -msgid "" -"But this is not all, depending what you do, you will be greeted with some " -"(hopefully positive) surprises." -msgstr "" -"Но это еще не все, в зависимости от того что вы делаете, вы столкнётесь с " -"некоторыми (надеемся позитивными) сюрпризами." - -msgid "" -"If you inherit from :ref:`class_Resource`, it will appear in the resource " -"list, and all the exposed properties can be serialized when saved/loaded." -msgstr "" -"Если вы наследуете от :ref:`class_Resource`, он будет показан в списке " -"ресурсов, и все ваши открытые свойства будут сериализованы во время загрузки/" -"сохранения." - -msgid "" -"By this same logic, you can extend the Editor and almost any area of the " -"engine." -msgstr "" -"Следуя той же логике, вы можете расширить возможности Редактора и почти " -"любой области движка." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po deleted file mode 100644 index 31b7696df7..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Custom platform ports" -msgstr "Кастомные порты под платформу" - -msgid "" -"Similar to :ref:`doc_custom_modules_in_cpp`, Godot's multi-platform " -"architecture is designed in a way that allows creating platform ports " -"without modifying any existing source code." -msgstr "" -"Подобно :ref:`doc_custom_modules_in_cpp` многоплатформенная архитектура в " -"Godot спроектирована таким образом, чтобы создавать порты под платформу без " -"изменения кода." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po deleted file mode 100644 index 06b0689ef8..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po +++ /dev/null @@ -1,175 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Custom resource format loaders" -msgstr "Собственные загрузчики форматов ресурсов" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"ResourceFormatLoader is a factory interface for loading file assets. " -"Resources are primary containers. When load is called on the same file path " -"again, the previous loaded Resource will be referenced. Naturally, loaded " -"resources must be stateless." -msgstr "" -"ResourceFormatLoader это интерфейс фабрики для загрузки файлов ассетов. " -"Ресурсы это первичные контейнеры. Когда загрузка вызывается для того же " -"файла снова, предыдущий загруженный Resource создаст ссылку. Естественно, " -"загруженные ресурсы должны быть stateless." - -msgid "" -"This guide assumes the reader knows how to create C++ modules and Godot data " -"types. If not, refer to this guide: :ref:`doc_custom_modules_in_cpp`" -msgstr "" -"Это руководство подразумевает что читатель знаком с созданием модулей на C++ " -"и разбирается в типах данных Godot. Если нет, то ознакомьтесь с данным " -"гайдом: :ref:`doc_custom_modules_in_c++`." - -msgid "References" -msgstr "Ссылки" - -msgid ":ref:`ResourceLoader`" -msgstr ":ref:`ResourceLoader`" - -msgid "" -"`core/io/resource_loader.cpp `_" -msgstr "" -"`core/io/resource_loader.cpp `_" - -msgid "What for?" -msgstr "Для чего это?" - -msgid "Adding new support for many file formats" -msgstr "Добавление новой поддержки для множества форматов файлов" - -msgid "Audio formats" -msgstr "Форматы звука" - -msgid "Video formats" -msgstr "Форматы видео" - -msgid "Machine learning models" -msgstr "Форматы машинного обучения" - -msgid "What not?" -msgstr "Что нет?" - -msgid "Raster images" -msgstr "Растровые изображения" - -msgid "ImageFormatLoader should be used to load images." -msgstr "ImageFormatLoader должен использоваться для загрузки изображений." - -msgid "" -"`core/io/image_loader.h `_" -msgstr "" -"`core/io/image_loader.h `_" - -msgid "Creating a ResourceFormatLoader" -msgstr "Создание ResourceFormatLoader" - -msgid "" -"Each file format consist of a data container and a ``ResourceFormatLoader``." -msgstr "" -"Каждый формат файла состоит из контейнера данных и ``ResourceFormatLoader``." - -msgid "" -"ResourceFormatLoaders are classes which return all the necessary metadata " -"for supporting new extensions in Godot. The class must return the format " -"name and the extension string." -msgstr "" -"ResourceFormatLoader'ы - это классы, которые возвращают все необходимые " -"метаданные для поддержки новых расширений в Godot. Класс должен возвращать " -"имя формата и название расширения." - -msgid "" -"In addition, ResourceFormatLoaders must convert file paths into resources " -"with the ``load`` function. To load a resource, ``load`` must read and " -"handle data serialization." -msgstr "" -"Кроме того, загрузчики Resourceformat должны преобразовывать пути к файлам в " -"ресурсы с помощью функции ``загрузки``. Чтобы загрузить ресурс, ``загрузка`` " -"должна читать и записывать сериализацию данных." - -msgid "Creating a ResourceFormatSaver" -msgstr "Создание ResourceFormatSaver" - -msgid "" -"If you'd like to be able to edit and save a resource, you can implement a " -"``ResourceFormatSaver``:" -msgstr "" -"Если вы хотите иметь возможность изменять и сохранять ресурс, то вы можете " -"реализовать ``ResourceFormatSaver``:" - -msgid "Creating custom data types" -msgstr "Создание кастомных типов данных" - -msgid "" -"Godot may not have a proper substitute within its :ref:`doc_core_types` or " -"managed resources. Godot needs a new registered data type to understand " -"additional binary formats such as machine learning models." -msgstr "" -"У Godot может не быть подходящей замены в его :ref:`doc_core_types` или " -"управляемых ресурсах. Godot нужен новый зарегистрированный тип данных, чтобы " -"понять дополнительные двоичные форматы, такие как модели машинного обучения." - -msgid "Here is an example of creating a custom datatype:" -msgstr "Вот простой пример создания кастомного типа данных:" - -msgid "Considerations" -msgstr "Соображения" - -msgid "" -"For example, here is the code for translating ``FileAccess`` calls into " -"``std::istream``." -msgstr "" -"Для примера, вот код для перевода вызовов `FileAccess` в `std::istream`." - -msgid "`istream `_" -msgstr "`istream `_" - -msgid "" -"`streambuf `_" -msgstr "" -"`streambuf `_" - -msgid "Registering the new file format" -msgstr "Регистрация нового формата файлов" - -msgid "" -"Godot registers ``ResourcesFormatLoader`` with a ``ResourceLoader`` handler. " -"The handler selects the proper loader automatically when ``load`` is called." -msgstr "" -"Godot регистрирует ``ResourcesFormatLoader`` с обработчиком` " -"ResourceLoader\". Обработчик автоматически выбирает нужный загрузчик при " -"вызове ``load``." - -msgid "Loading it on GDScript" -msgstr "Загрузка GDScript" - -msgid "" -"Save a file called ``demo.json`` with the following contents and place it in " -"the project's root folder:" -msgstr "" -"Сохраните файл под названием ``demo.json`` со следующим содержанием и " -"положите его в корневую папку проекта:" - -msgid "Then attach the following script to any node::" -msgstr "После чего прикрепите этот скрипт к любому узлу::" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po deleted file mode 100644 index e5640da24b..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po +++ /dev/null @@ -1,20 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"The following diagram describes the architecture used by Godot, from the " -"core components down to the abstracted drivers, via the scene structure and " -"the servers." -msgstr "" -"Следующая диаграмма описывает архитектуру используемую Godot, от компонентов " -"ядра до абстрактных конструкций, через структуру сцены и серверов." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/index.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/index.po deleted file mode 100644 index f02f78c6a6..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po deleted file mode 100644 index 1042260666..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Inheritance class tree" -msgstr "Дерево наследования классов" - -msgid "Object" -msgstr "Объект" - -msgid "Reference" -msgstr "Rеference" - -msgid "Control" -msgstr "Control" - -msgid "Node2D" -msgstr "Node2D" - -msgid "Node3D" -msgstr "Node3D" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po deleted file mode 100644 index 8da58df04b..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po +++ /dev/null @@ -1,47 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Forward+" -msgstr "Forward+" - -msgid "Vulkan" -msgstr "Vulkan" - -msgid "OpenGL" -msgstr "OpenGL" - -msgid "Shadow mapping" -msgstr "Наложение теней" - -msgid "Temporal antialiasing" -msgstr "Временное сглаживание" - -msgid "" -"Alternatively, FSR 2.2 can be used as an upscaling solution that also " -"provides its own temporal antialiasing algorithm. FSR 2.2 is implemented on " -"top of the RenderingDevice abstraction as opposed to using AMD's reference " -"code directly." -msgstr "" -"Альтернативно, FSR 2.2 можно использовать в качестве решения для " -"масштабирования, которое также предоставляет собственный алгоритм временного " -"сглаживания. FSR 2.2 реализован поверх абстракции RenderingDevice, а не " -"напрямую с использованием референсного кода AMD." - -msgid "**FSR 2.2:**" -msgstr "**FSR 2.2:**" - -msgid "**Core GI C++ code:**" -msgstr "**Core GI C++ код:**" - -msgid "Depth of field" -msgstr "Глубина резкости" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/object_class.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/object_class.po deleted file mode 100644 index c23bdb2482..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/object_class.po +++ /dev/null @@ -1,253 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Object class" -msgstr "Класс Object" - -msgid "General definition" -msgstr "Общее определение" - -msgid "References:" -msgstr "Источники:" - -msgid "Registering an Object" -msgstr "Регистрация Object" - -msgid "" -"ClassDB is a static class that holds the entire list of registered classes " -"that inherit from Object, as well as dynamic bindings to all their methods " -"properties and integer constants." -msgstr "" -"ClassDB это статический класс который хранит полный лист зарегистрированных " -"классов наследуемых от Object, и динамические связки для всех их методов " -"свойств и целочисленных констант." - -msgid "Classes are registered by calling:" -msgstr "Классы регистрируются через вызов:" - -msgid "" -"Registering it will allow the class to be instanced by scripts, code, or " -"creating them again when deserializing." -msgstr "" -"Регистрация позволяет классу быть инстанцируемым из скриптов, кода, или " -"созданием их снова при десериализации." - -msgid "Registering as virtual is the same but it can't be instanced." -msgstr "Регистрация как виртуальный такое же но не может быть инстанцируемо." - -msgid "" -"Object-derived classes can override the static function ``static void " -"_bind_methods()``. When one class is registered, this static function is " -"called to register all the object methods, properties, constants, etc. It's " -"only called once. If an Object derived class is instanced but has not been " -"registered, it will be registered as virtual automatically." -msgstr "" -"Классы наследника Object могут быть перезаписаны в статической функции " -"``static void _bind_methods()``. Когда один из классов регистрируется, эта " -"статическая функция вызывается для регистрации все его методов, свойств, " -"констант, итд. Она вызывается лишь единожды. Если класс наследник Object " -"инстанцируется не будучи зарегистрированным, он будет автоматически " -"зарегистрирован как виртуальный." - -msgid "" -"Inside ``_bind_methods``, there are a couple of things that can be done. " -"Registering functions is one:" -msgstr "" -"Внутри ``_bind_methods``, есть целая куча вещей которые могут быть сделаны. " -"Регистрация функций одна из них:" - -msgid "" -"``D_METHOD`` is a macro that converts \"methodname\" to a StringName for " -"more efficiency. Argument names are used for introspection, but when " -"compiling on release, the macro ignores them, so the strings are unused and " -"optimized away." -msgstr "" -"``D_METHOD`` это макрос для конвертации \"methodname\" в StringName для " -"большей эффективности. Имена аргументов используются для интроспекции, но во " -"время компиляции для релиза, макрос игнорирует их, так что эти строки будут " -"не использованы и выброшены при оптимизации." - -msgid "Check ``_bind_methods`` of Control or Object for more examples." -msgstr "" -"Смотрите ``_bind_methods`` для Control или Object для подробных примеров." - -msgid "" -"If just adding modules and functionality that is not expected to be " -"documented as thoroughly, the ``D_METHOD()`` macro can safely be ignored and " -"a string passing the name can be passed for brevity." -msgstr "" -"Если просто добавить модули и функциональность которую не нужно добавлять в " -"документацию, макрос ``D_METHOD()`` можно спокойно проигнорировать и строка " -"с именем может быть использована для краткости." - -msgid "Constants" -msgstr "Константы" - -msgid "Classes often have enums such as:" -msgstr "Классы часто содержат перечисления такие как:" - -msgid "Properties (set/get)" -msgstr "Свойства (set/get)" - -msgid "Objects export properties, properties are useful for the following:" -msgstr "Объекты экспортируют свойства, которые полезны для следующего:" - -msgid "Serializing and deserializing the object." -msgstr "Сериализации и десирализации объекта." - -msgid "Creating a list of editable values for the Object derived class." -msgstr "" -"Создание списка редактируемых значений для наследуемых от Object классов." - -msgid "For example:" -msgstr "Например:" - -msgid "Another example:" -msgstr "Другой пример:" - -msgid "" -"This is a string property, can take any string but the editor will only " -"allow the defined hint ones. Since no usage flags were specified, the " -"default ones are PROPERTY_USAGE_STORAGE and PROPERTY_USAGE_EDITOR." -msgstr "" -"Это строковое свойство, может брать любую строку но редактор будет разрешать " -"только определённые подсказанные(hint). Так как не определенно флагов " -"использования, по умолчанию это PROPERTY_USAGE_STORAGE и " -"PROPERTY_USAGE_EDITOR." - -msgid "" -"There are plenty of hints and usage flags available in object.h, give them a " -"check." -msgstr "" -"Существует много подсказок и флагов использования доступные в object.h, " -"проверьте их." - -msgid "" -"Properties can also work like C# properties and be accessed from script " -"using indexing, but this usage is generally discouraged, as using functions " -"is preferred for legibility. Many properties are also bound with categories, " -"such as \"animation/frame\" which also make indexing impossible unless using " -"operator []." -msgstr "" -"Свойства могут также работать как свойства C# и могут быть доступные из " -"скрипта через индексирование, но это их использование в целом не " -"приветствуется, так использования функций предпочтительнее для понятности. " -"Многие свойства также разбиты на категории, такие как \"animation/frame\" " -"которые делают индексирование невозможным разве что с использованием " -"оператора []." - -msgid "" -"From ``_bind_methods()``, properties can be created and bound as long as set/" -"get functions exist. Example:" -msgstr "" -"Из ``_bind_methods()``, свойства могут быть созданы и связаны с " -"соответствующими существующими функциями set/get. Например:" - -msgid "This creates the property using the setter and the getter." -msgstr "Это создаёт свойство использующее сеттер и геттер." - -msgid "Binding properties using ``_set``/``_get``/``_get_property_list``" -msgstr "Связывание свойств через ``_set``/``_get``/``_get_property_list``" - -msgid "" -"An additional method of creating properties exists when more flexibility is " -"desired (i.e. adding or removing properties on context)." -msgstr "" -"Дополнительный метод для создания свойств существует для достижения большей " -"гибкости (т.е добавления или удаления свойств в контексте)." - -msgid "" -"The following functions can be overridden in an Object derived class, they " -"are NOT virtual, DO NOT make them virtual, they are called for every " -"override and the previous ones are not invalidated (multilevel call)." -msgstr "" -"Следующие функции могут быть перезаписаны в наследнике Object, они НЕ " -"виртуальные, НЕ ДЕЛАЙТЕ их виртуальными, они вызываются для каждой " -"перезаписи и предыдущие не удаляются (мультиуровневый вызов)." - -msgid "" -"This is also a little less efficient since ``p_property`` must be compared " -"against the desired names in serial order." -msgstr "" -"Это также менее эффективно поскольку ``p_property`` должно быть " -"последовательно сравнено со списком имен." - -msgid "Dynamic casting" -msgstr "Динамическое приведение" - -msgid "" -"Godot provides dynamic casting between Object-derived classes, for example:" -msgstr "" -"Godot позволяет динамическое приведение между классами наследниками Object, " -"к примеру:" - -msgid "" -"If cast fails, NULL is returned. This system uses RTTI, but it also works " -"fine (although a bit slower) when RTTI is disabled. This is useful on " -"platforms where a small binary size is ideal, such as HTML5 or consoles " -"(with low memory footprint)." -msgstr "" -"Если приведение неудачно, возвращается NULL. Эта система использует RTTI, но " -"также может хорошо работать (может немного медленно) когда RTTI отключено. " -"Это полезно для платформ где маленькие размеры бинарного файла " -"предпочтительнее, такое как HTML5 или консоли(с медленным доступом к памяти)." - -msgid "Signals" -msgstr "Сигналы" - -msgid "" -"Adding signals to a class is done in ``_bind_methods``, using the " -"``ADD_SIGNAL`` macro, for example:" -msgstr "" -"Добавление сигналов в класс делается в ``_bind_methods``, через " -"использование макроса ``ADD_SIGNAL`` например:" - -msgid "Notifications" -msgstr "Уведомления" - -msgid "References" -msgstr "Ссылки" - -msgid "" -"``myref`` is reference counted. It will be freed when no more Ref<> " -"templates point to it." -msgstr "" -"``myref`` считает ссылки. Он может быть освобождён когда нет больше шаблонов " -"Ref<> указывающих на него." - -msgid "Resources" -msgstr "Ресурсы" - -msgid "Resources without a path are fine too." -msgstr "Ресурсы без пути тоже возможны." - -msgid "Resource loading" -msgstr "Загрузка Ресурсов" - -msgid "Resources can be loaded with the ResourceLoader API, like this:" -msgstr "Ресурсы могут быть загружены через ResourceLoader API, например так:" - -msgid "" -"If a reference to that resource has been loaded previously and is in memory, " -"the resource loader will return that reference. This means that there can be " -"only one resource loaded from a file referenced on disk at the same time." -msgstr "" -"Если ссылка на этот ресурс уже загружена до этого и находится в памяти, " -"ресурсный загрузчик вернёт эту ссылку. Это означает что только один ресурс " -"загруженный из файла ссылается на диск в данное время." - -msgid "Resource saving" -msgstr "Сохранение Ресурсов" - -msgid "Saving a resource can be done with the resource saver API:" -msgstr "Сохранение ресурса может быть сделано через API сохранения ресурсов:" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po deleted file mode 100644 index 3589ffd7f3..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript" -msgstr "GDScript" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po deleted file mode 100644 index ed6abcff00..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "**Description**" -msgstr "**Описание**" - -msgid "Description" -msgstr "Описание" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po deleted file mode 100644 index 3393dee94b..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po +++ /dev/null @@ -1,70 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Variant class" -msgstr "Класс Variant" - -msgid "About" -msgstr "О Godot Engine" - -msgid "A Variant can:" -msgstr "Variant может:" - -msgid "" -"Perform operations between many variants (GDScript uses Variant as its " -"atomic/native datatype)." -msgstr "" -"Выполнять операции между различными variants (GDScript использует Variant " -"как атомарный/нативный тип данных)." - -msgid "Be used to defer calls or move data between threads." -msgstr "" -"Использоваться для отложенных вызовов или передвижения данных между потоками." - -msgid "Be serialized as binary and stored to disk, or transferred via network." -msgstr "" -"Быть сереализован как бинарный файл и сохранён на диск, или передан через " -"сеть." - -msgid "" -"Be serialized to text and use it for printing values and editable settings." -msgstr "" -"Быть сериализован в текст и использоваться для печати значений и " -"редактируемых настроек." - -msgid "Work as an exported property, so the editor can edit it universally." -msgstr "" -"Работать как экспортируемое свойство, чтобы редактор мог редактировать его " -"везде." - -msgid "Be used for dictionaries, arrays, parsers, etc." -msgstr "Использоваться для словарей, массивов, парсеров, итд." - -msgid "" -"Basically, thanks to the Variant class, writing Godot itself was a much, " -"much easier task, as it allows for highly dynamic constructs not common of C+" -"+ with little effort. Become a friend of Variant today." -msgstr "" -"По сути, благодаря классу Variant, разработка самого Godot была более " -"простой задачей, так как он позволил с небольшими усилиями создавать сложные " -"динамические конструкции, не типичные для C++. Подружитесь с Variant уже " -"сегодня." - -msgid "References" -msgstr "Ссылки" - -msgid "Type" -msgstr "Тип" - -msgid "Notes" -msgstr "Примечания" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po deleted file mode 100644 index ded29edb2b..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Disallowed features" -msgstr "Запрещенные возможности" - -msgid "Standard Template Library" -msgstr "Стандартная Библиотека Шаблонов (STL)" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/debugging/index.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/debugging/index.po deleted file mode 100644 index f02f78c6a6..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/debugging/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/debugging/macos_debug.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/debugging/macos_debug.po deleted file mode 100644 index f02f78c6a6..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/debugging/macos_debug.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po deleted file mode 100644 index 899ff9efd8..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po +++ /dev/null @@ -1,66 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Setting up Godot" -msgstr "Настройка Godot" - -msgid "Xcode Instruments" -msgstr "Инструменты Xcode" - -msgid "" -"In the Time Profiler window, click on the **Target** menu, select **Choose " -"target...** and specify the path to the Godot binary, command line arguments " -"and environment variables in the next window." -msgstr "" -"В окне Time Profiler нажмите на меню **Target**, выберите **Choose target..." -"** и укажите путь к двоичному файлу Godot, аргументы командной строки и " -"переменные окружения в следующем окне." - -msgid "" -"You can also attach the Time Profiler to a running process by selecting it " -"from the **Target** menu." -msgstr "" -"Вы также можете прикрепить Time Profiler к запущенному процессу, выбрав его " -"в меню **Target**." - -msgid "" -"Perform the actions you wish to profile in the editor or project. When " -"you're done, click the **Stop** button." -msgstr "" -"Выполните действия, которые вы хотите профилировать в редакторе или проекте. " -"Когда закончите, нажмите кнопку **Стоп**." - -msgid "Wait for the results to appear." -msgstr "Подождите, пока появятся результаты." - -msgid "" -"At the bottom of the window you will see a call tree for all CPU threads " -"started, and the **Heaviest Stack Trace** overview." -msgstr "" -"В нижней части окна вы увидите дерево вызовов для всех запущенных потоков " -"ЦП, а также обзор **Heaviest Stack Trace**." - -msgid "" -"Select **Hide system libraries** in the **Call Tree** menu (at the bottom of " -"window) to remove external modules." -msgstr "" -"Выберите **Скрыть системные библиотеки** (Hide system libraries) в меню " -"**Дерево вызовов** (Call Tree) (в нижней части окна), чтобы удалить внешние " -"модули." - -msgid "" -"You can use the timeline at the top of the window to display details for the " -"specific time period." -msgstr "" -"Вы можете использовать временную шкалу в верхней части окна для отображения " -"подробностей за определенный период времени." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po deleted file mode 100644 index 200b4136da..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Web" -msgstr "Web" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/debugging/vulkan/index.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/debugging/vulkan/index.po deleted file mode 100644 index ab74c9614b..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/debugging/vulkan/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Vulkan" -msgstr "Vulkan" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po deleted file mode 100644 index bc1d03ec09..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Windows" -msgstr "Windows" - -msgid "macOS" -msgstr "macOS" - -msgid "Linux, \\*BSD" -msgstr "Linux, \\*BSD" - -msgid "Android" -msgstr "Android" - -msgid "iOS" -msgstr "iOS" - -msgid "Web" -msgstr "Web" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/editor/creating_icons.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/editor/creating_icons.po deleted file mode 100644 index fcb585f37b..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/editor/creating_icons.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Устранение неполадок" - -msgid "References" -msgstr "Ссылки" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/editor/editor_style_guide.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/editor/editor_style_guide.po deleted file mode 100644 index 05fa8e0dc5..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/editor/editor_style_guide.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Введение" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/editor/index.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/editor/index.po deleted file mode 100644 index 5152650d9a..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/editor/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Editor development" -msgstr "Разработка редактора" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po deleted file mode 100644 index f689789a9b..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to editor development" -msgstr "Введение в разработку редактора" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po deleted file mode 100644 index 126dbe0698..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po +++ /dev/null @@ -1,35 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "GDScript grammar" -msgstr "Грамматика GDScript" - -msgid "" -"This is the formal grammar of GDScript written in `EBNF `_, for reference " -"purposes." -msgstr "" -"Это формальная грамматика GDScript, написанная на `EBNF `_, для справочных " -"целей." - -msgid "" -"This grammar is descriptive only, derived from the reference documentation " -"and current implementation. The GDScript parser is **not** generated from a " -"grammar definition. Inconsistencies here likely mean an error in this " -"grammar, not a bug in GDScript." -msgstr "" -"Эта грамматика носит только описательный характер, полученный из справочной " -"документации и текущей реализации. Парсер GDScript **не** генерируется на " -"основе определения грамматики. Несоответствия здесь, скорее всего, означают " -"ошибку в этой грамматике, а не ошибку в GDScript." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/file_formats/index.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/file_formats/index.po deleted file mode 100644 index 0a3f68ebb1..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/file_formats/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot file formats" -msgstr "Форматы файлов Godot" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/file_formats/tscn.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/file_formats/tscn.po deleted file mode 100644 index 86edcad17e..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/file_formats/tscn.po +++ /dev/null @@ -1,104 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "TSCN file format" -msgstr "Формат файла TSCN" - -msgid "" -"For those looking for a complete description, the parsing is handled in the " -"file `resource_format_text.cpp `_ in the " -"``ResourceFormatLoaderText`` class." -msgstr "" -"Для тех, кто ищет полное описание, парсинг выполняется в файле " -"`resource_format_text.cpp `_ в классе " -"``ResourceFormatLoaderText``." - -msgid "File structure" -msgstr "Структура файла" - -msgid "There are five main sections inside the TSCN file:" -msgstr "TSCN-файл состоит из пяти основных секций:" - -msgid "External resources" -msgstr "Внешние ресурсы" - -msgid "Internal resources" -msgstr "Внутренние ресурсы" - -msgid "Nodes" -msgstr "Узлы" - -msgid "Connections" -msgstr "Соединения" - -msgid "Entries inside the file" -msgstr "Записи внутри файла" - -msgid "``connection``" -msgstr "``connection``" - -msgid "The scene tree" -msgstr "Дерево сцены" - -msgid "NodePath" -msgstr "NоdePath" - -msgid "AnimationPlayer" -msgstr "АnimationPlayer" - -msgid "Resources" -msgstr "Ресурсы" - -msgid "" -"Godot always generates absolute paths relative to the resource directory and " -"thus prefixed with ``res://``, but paths relative to the TSCN file's " -"location are also valid." -msgstr "" -"Godot всегда генерирует абсолютные пути относительно каталога ресурсов и, " -"следовательно, с префиксом ``res://``, но пути относительно местоположения " -"файла TSCN также допустимы." - -msgid "Some example external resources are:" -msgstr "Примерами внешних ресурсов являются:" - -msgid "" -"A TSCN file can contain meshes, materials and other data. These are " -"contained in the *internal resources* section of the file. The heading for " -"an internal resource looks similar to those of external resources, except " -"that it doesn't have a path. Internal resources also have ``key=value`` " -"pairs under each heading. For example, a capsule collision shape looks like:" -msgstr "" -"Файл TSCN может содержать сетки, материалы и другие данные. Они содержатся в " -"разделе *внутренние ресурсы* файла. Заголовок внутреннего ресурса выглядит " -"так же, как и заголовки внешних ресурсов, за исключением того, что у него " -"нет пути. Внутренние ресурсы также имеют пары ``ключ=значение'' под каждым " -"заголовком. Например, форма столкновения капсулы выглядит следующим образом:" - -msgid "" -"Some internal resources contain links to other internal resources (such as a " -"mesh having a material). In this case, the referring resource must appear " -"*before* the reference to it. This means that order matters in the file's " -"internal resources section." -msgstr "" -"Некоторые внутренние ресурсы содержат ссылки на другие внутренние ресурсы " -"(например, сетка, имеющая материал). В этом случае ссылающийся ресурс должен " -"появиться *перед* ссылкой на него. Это означает, что порядок имеет значение " -"в разделе внутренних ресурсов файла." - -msgid "ArrayMesh" -msgstr "ArrayMеsh" - -msgid "Animation" -msgstr "Анимация" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po deleted file mode 100644 index f02f78c6a6..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/development/index.po b/sphinx/po/ru/LC_MESSAGES/contributing/development/index.po deleted file mode 100644 index 30eb2248fe..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/development/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Engine development" -msgstr "Разработка движка" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/documentation/building_the_manual.po b/sphinx/po/ru/LC_MESSAGES/contributing/documentation/building_the_manual.po deleted file mode 100644 index b140345488..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/documentation/building_the_manual.po +++ /dev/null @@ -1,61 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Building the manual with Sphinx" -msgstr "Создание руководства с помощью Sphinx" - -msgid "" -"This page explains how to build a local copy of the Godot manual using the " -"Sphinx docs engine. This allows you to have local HTML files and build the " -"documentation as a PDF, EPUB, or LaTeX file, for example." -msgstr "" -"На этой странице объясняется, как создать локальную копию руководства Godot " -"с помощью движка Sphinx docs. Это позволяет вам иметь локальные HTML файлы и " -"создавать документацию, например, в виде PDF, EPUB или LaTeX файла." - -msgid "Windows" -msgstr "Windows" - -msgid "" -"Alternatively, you can build the documentation by running the sphinx-build " -"program manually:" -msgstr "" -"Кроме того, вы можете собрать документацию, запустив программу sphinx-build " -"вручную:" - -msgid "" -"You can then browse the documentation by opening ``_build/html/index.html`` " -"in your web browser." -msgstr "" -"Затем вы можете просмотреть документацию, открыв ``_build/html/index.html`` " -"в своем веб-браузере." - -msgid "" -"If you delete the ``classes/`` folder, do not use ``git add .`` when working " -"on a pull request or the whole ``classes/`` folder will be removed when you " -"commit. See `#3157 `__ for more detail." -msgstr "" -"Если вы удалите папку ``classes/``, не используйте ``git add .`` при работе " -"над запросом на пулл-реквест, иначе вся папка ``classes/`` будет удалена при " -"коммите. Более подробную информацию смотрите `#3157 `__ здесь." - -msgid "" -"Building the documentation requires at least 8 GB of RAM to run without disk " -"swapping, which slows it down. If you have at least 16 GB of RAM, you can " -"speed up compilation by running:" -msgstr "" -"Сборка документации требует не менее 8 ГБ оперативной памяти для работы без " -"подкачки дисков, что замедляет ее. Если у вас не менее 16 ГБ оперативной " -"памяти, вы можете ускорить компиляцию, выполнив:" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/documentation/class_reference_primer.po b/sphinx/po/ru/LC_MESSAGES/contributing/documentation/class_reference_primer.po deleted file mode 100644 index 15b445a88d..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/documentation/class_reference_primer.po +++ /dev/null @@ -1,48 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "``" -msgstr "``" - -msgid "Example" -msgstr "Пример" - -msgid "Result" -msgstr "Результат" - -msgid "``[b]`` ``[/b]``" -msgstr "``[b]`` ``[/b]``" - -msgid "Bold" -msgstr "Жирный" - -msgid "``[i]`` ``[/i]``" -msgstr "``[i]`` ``[/i]``" - -msgid "Italic" -msgstr "Italic" - -msgid "For example:" -msgstr "Например:" - -msgid "Will display as:" -msgstr "Будет показано как:" - -msgid "" -"If you need to have different code version in GDScript and C#, use " -"``[codeblocks]`` instead. If you use ``[codeblocks]``, you also need to have " -"at least one of the language-specific tags, ``[gdscript]`` and ``[csharp]``." -msgstr "" -"Если нужно одновременно иметь код в GDScript и C#, заключайте его в " -"``[codeblock]``, а также используйте специфические теги, такие как " -"``[gdscript]`` и ``[csharp]``." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/documentation/content_guidelines.po b/sphinx/po/ru/LC_MESSAGES/contributing/documentation/content_guidelines.po deleted file mode 100644 index 4b96e2cd30..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/documentation/content_guidelines.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Content guidelines" -msgstr "Рекомендации по содержанию" - -msgid "Writing complete and accessible documentation" -msgstr "Написание полной и доступной документации" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po b/sphinx/po/ru/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po deleted file mode 100644 index f0e6df3905..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po +++ /dev/null @@ -1,67 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Contributing to the documentation" -msgstr "Вклад в документацию" - -msgid "Getting started" -msgstr "Начало работы" - -msgid "" -"For details on Git usage and the pull request workflow, please refer to the :" -"ref:`doc_pr_workflow` page. Most of what it describes regarding the main " -"godotengine/godot repository is also valid for the docs repository." -msgstr "" -"Для получения подробной информации об использовании Git, в том числе - о " -"механизме Pull request, обратитесь к странице :ref:`doc_pr_workflow`. " -"Большая часть того, что там сказано относительно основного репозитория " -"godotengine/godot, также применимо и к репозиторию godotengine/godot-docs." - -msgid "What is the Godot documentation" -msgstr "Что такое документация Godot" - -msgid "Click the **Edit on GitHub** button." -msgstr "Нажмите кнопку **Редактировать на GitHub**." - -msgid "Titles" -msgstr "Заголовки" - -msgid "Always begin pages with their title and a Sphinx reference name:" -msgstr "Всегда начинайте файл с имени-ссылки для Sphinx и заголовка страницы:" - -msgid "" -"The reference allows linking to this page using the ``:ref:`` format, e.g. " -"``:ref:`doc_insert_your_title_here``` would link to the above example page " -"(note the lack of leading underscore in the reference)." -msgstr "" -"Первая строка позволяет инструменту Sphinx ссылаться на эту страницу в " -"формате ``:ref:``; например ``:ref:`doc_insert_your_title_here``` будет " -"ссылаться на приведённую выше страницу (обратите внимание на отсутствие " -"начального подчёркивания в ссылке)." - -msgid "**Good:** Understanding signals in Godot" -msgstr "**Хорошо:** Understanding signals in Godot" - -msgid "**Bad:** Understanding Signals In Godot" -msgstr "**Плохо:** Understanding Signals In Godot" - -msgid "License" -msgstr "Лицензия" - -msgid "" -"By contributing to the documentation on the GitHub repository, you agree " -"that your changes are distributed under this license." -msgstr "" -"Внося свой вклад в документацию через GitHub репозиторий, вы соглашаетесь с " -"тем, что ваши изменения распространяются в соответствии с настоящей " -"лицензией." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po b/sphinx/po/ru/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po deleted file mode 100644 index 21de370ca4..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po +++ /dev/null @@ -1,97 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"The current format for images in Godot's documentation is WebP (``.webp``). " -"While some Linux programs will support saving screenshots in this format, " -"macOS and the Snip & Sketch program on Windows do not. For images that don't " -"need editing, such as precise cropping or adding outlines, Squoosh can be " -"used. `Squoosh `_ is a converter developed by Google, " -"is open source, and doesn't give Google any image rights by using it. When " -"choosing compression if you can get an image that's under 300KB in size use " -"lossless compression. If it's over 300KB, use just enough lossy compression " -"to get it under that size. If this results in noticeable compression " -"artifacts using less compression is fine, even if the file size is bigger." -msgstr "" -"Текущий формат изображений в документации Godot — это WebP (``.webp``). Хотя " -"некоторые программы Linux поддерживают сохранение скриншотов в этом формате, " -"macOS и программа Snip & Sketch на Windows — нет. Для изображений, которые " -"не требуют редактирования, таких как точная обрезка или добавление контуров, " -"можно использовать Squoosh. `Squoosh `_ — это " -"конвертер, разработанный Google, который является открытым исходным кодом и " -"не передает Google права на изображения при его использовании. \n" -"При выборе сжатия, если вы можете получить изображение размером менее 300 " -"КБ, используйте без потерь (lossless) сжатие. Если же размер превышает 300 " -"КБ, применяйте достаточно сжатия с потерями (lossy), чтобы уменьшить размер " -"до этого значения. Если в результате этого появятся заметные артефакты " -"сжатия, уменьшите степень сжатия, даже если размер файла окажется больше." - -msgid "" -"As explained earlier on this page, all images taken on a screen that is a " -"higher resolution than 1080p should be scaled down. To do this in Krita " -"click on **Image** on the top bar, and from the dropdown menu select **Scale " -"Image To New Size**. This menu can also be opened by pressing :kbd:`Ctrl + " -"Alt + I`. On this menu you want to adjust the pixel dimensions. For anything " -"taken on a 4K monitor change the value of the width and height to half of " -"its current value, for anything taken on a 1440p monitor multiply the width " -"and height by 0.75. Make sure the **Constrain Proportions** box at the " -"bottom of the menu is checked so you only have to change 1 value." -msgstr "" -"Как уже упоминалось ранее на этой странице, все изображения, снятые на " -"экране с разрешением выше 1080p, должны быть уменьшены в размерах. Для этого " -"в Krita нажмите на **Изображение** в верхнем меню и выберите " -"**Масштабировать изображение до нового размера** из выпадающего списка. Это " -"меню также можно открыть, нажав :kbd:`Ctrl + Alt + I`. В этом меню вам нужно " -"настроить пиксельные размеры. Для изображений, снятых на мониторе с " -"разрешением 4K, измените значения ширины и высоты на половину от их текущих " -"значений, а для изображений с разрешением 1440p умножьте ширину и высоту на " -"0,75. Убедитесь, что внизу меню отмечен параметр **Сохранять пропорции**, " -"чтобы вам нужно было изменить только одно значение." - -msgid "Videos" -msgstr "Видео" - -msgid "Capturing a video" -msgstr "Захват экрана" - -msgid "" -"To record a video of something in Godot, a screen capture tool can be used. " -"Operating systems generally don't come with tools that are flexible enough " -"for this, so you'll need to install a third-party utility." -msgstr "" -"Для записи экрана в Godot, может быть использована утилита захвата экрана. " -"Операционные системы обычно не имеют утилит достаточно гибких для этого, так " -"что вам нужно установить стороннюю утилиту." - -msgid "" -"`OBS Studio `__ is the most popular option, but " -"`SimpleScreenRecorder `__ " -"can be used as an alternative on Linux. `ShareX `__ " -"can be used as an alternative on Windows. All these tools can be configured " -"to record the entire screen, a specific window or a predetermined rectangle." -msgstr "" -"`OBS Studio `__ наиболее популярная опция, но " -"`SimpleScreenRecorder `__ " -"может использоваться альтернативно на Linux. `ShareX `__ может быть использовано как альтернатива на Windows. Все эти " -"инструменты могут быть настроены на захват всего экрана, выбранного окна или " -"выделенного прямоугольника." - -msgid "" -"The recommended framerate for video recordings is 60 FPS, although you can " -"use 30 FPS for longer videos to reduce their file size. For fullscreen " -"videos, use a resolution of 1280×720." -msgstr "" -"Рекомендованная частота кадров для записи экрана - 60 FPS, хотя вы можете " -"использовать 30 FPS для долгих видео для уменьшения размеров файла. Для " -"полноэкранных видео, используйте разрешение 1280x720." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po b/sphinx/po/ru/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po deleted file mode 100644 index 7917ac6e9c..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po +++ /dev/null @@ -1,161 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"The Godot community is rich and international. Users come from all around " -"the world. Some of them are young, and many aren't native English speakers. " -"That's why we must all write using a clear and a common language. For the " -"class reference, the goal is to make it easy to read for everyone and " -"precise." -msgstr "" -"Сообщество Godot богато и интернационально. Пользователи приезжают со всего " -"мира. Некоторые из них молоды, и для многих английский язык не является " -"родным. Поэтому мы все должны писать, используя понятный и общий язык. Для " -"классной справки цель - сделать ее легко читаемой для всех и точной." - -msgid "In summary, always try to:" -msgstr "В общем, всегда старайтесь:" - -msgid "Use precise action verbs" -msgstr "Используйте точные глаголы действия" - -msgid "Avoid verbs that end in -ing" -msgstr "Избегайте глаголов, которые оканчиваются на -ing" - -msgid "Remove unnecessary adverbs and adjectives." -msgstr "Уберите ненужные наречия и прилагательные." - -msgid "" -"Ban these 8 words: obvious, simple, basic, easy, actual, just, clear, and " -"however" -msgstr "" -"Запретите эти 8 слов: очевидный, простой, основной, легкий, фактический, " -"просто, ясно, и однако" - -msgid "Use explicit references" -msgstr "Используйте явные ссылки" - -msgid "Use the Oxford comma" -msgstr "Используйте оксфордскую запятую" - -msgid "There are 3 rules to describe classes:" -msgstr "Есть 3 правила для описания классов:" - -msgid "Give an overview of the node in the brief description" -msgstr "Дайте обзор узла в кратком описании" - -msgid "Mention what methods return if it's useful" -msgstr "Упоминайте о том, что возвращают методы, если это полезно" - -msgid "Use \"if true\" to describe booleans" -msgstr "Используйте \"if true\" для описания булевых чисел" - -msgid "" -"A technical writer's job is to pack as much information as possible into the " -"smallest and clearest sentences possible. These guidelines will help you " -"work towards that goal." -msgstr "" -"Работа технического писателя заключается в том, чтобы вместить как можно " -"больше информации в минимально возможные и ясные предложения. Эти " -"рекомендации помогут вам достичь этой цели." - -msgid "7 rules for clear English" -msgstr "7 правил ясного английского языка" - -msgid "Passive:" -msgstr "Пассивный:" - -msgid "Active:" -msgstr "Активный:" - -msgid "**Don't** use the passive voice:" -msgstr "**Не** используйте пассивный залог:" - -msgid "**Do** use the node's name as a noun:" -msgstr "**Не** используйте имя узла в качестве существительного:" - -msgid "" -"Favor precise yet common verbs over generic ones like ``make``, ``set``, and " -"any expression you can replace with a single word." -msgstr "" -"Отдавайте предпочтение точным, но распространенным глаголам, а не общим, " -"таким как ``make``, ``set`` и любым выражениям, которые можно заменить одним " -"словом." - -msgid "" -"**Don't** repeat the method's name. It already states it sets the pivot " -"value to a new one:" -msgstr "" -"**Не** повторяйте название метода. В нем уже указано, что он устанавливает " -"значение pivot на новое значение:" - -msgid "" -"The progressive forms describe continuous actions. E.g. \"is calling\", \"is " -"moving\"." -msgstr "" -"Прогрессивные формы описывают непрерывные действия. Например, \"звонит\", " -"\"движется\"." - -msgid "**Don't** use the progressive form for instant changes." -msgstr "**Не** используйте прогрессивную форму для мгновенных изменений." - -msgid "**Do** use simple present, past, or future." -msgstr "**Используйте** простое настоящее, прошлое или будущее время." - -msgid "" -"Exception: If the subject is not clear, replacing \"ing\" verbs is not an " -"improvement. For example, in the previous sentence, \"it replaces\" would " -"not make much sense where \"replacing\" currently is." -msgstr "" -"Исключение: Если тема неясна, замена глаголов \"ing\" не является " -"улучшением. Например, в предыдущем предложении \"it replaces\" не будет " -"иметь особого смысла там, где сейчас стоит \"replacing\"." - -msgid "obvious" -msgstr "очевидный" - -msgid "simple" -msgstr "простой" - -msgid "basic" -msgstr "основной" - -msgid "easy" -msgstr "лёгкий" - -msgid "actual" -msgstr "актуальный" - -msgid "just" -msgstr "просто" - -msgid "clear" -msgstr "чисто" - -msgid "Dynamic vs static typing" -msgstr "Динамическая типизация против статической" - -msgid "" -"The code examples in the documentation should follow a consistent style not " -"to confuse users. As static type hints are an optional feature of GDScript, " -"we chose to stick to writing dynamic code. This leads to writing GDScript " -"that is concise and accessible." -msgstr "" -"Примеры кода в документации должны соответствовать единому стилю, чтобы не " -"запутать пользователей. Поскольку статические подсказки типов являются " -"необязательной функцией GDScript, мы решили придерживаться написания " -"динамического кода. Это приводит к написанию GDScript, который является " -"кратким и доступным." - -msgid "**Do** write functions using dynamic typing:" -msgstr "**Записывайте** функции с помощью динамической типизации:" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po b/sphinx/po/ru/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po deleted file mode 100644 index 6f59049209..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po +++ /dev/null @@ -1,709 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Editor and documentation localization" -msgstr "Локализация редактора и документации" - -msgid "" -"Godot aims to make game development available to everyone, including people " -"who may not know or be comfortable with English. Therefore, we do our best " -"to make the most important resources available in many languages, thanks to " -"the translation effort of the community." -msgstr "" -"Godot старается сделать разработку игр доступной для каждого, включая людей, " -"кто может не знать английского или чувствовать себя не комфортно при работе " -"с английским языком. Поэтому мы делаем всё возможное, чтобы самые важные " -"ресурсы были доступны на разных языках. Это достигается благодаря усилиям " -"переводчиков сообщества." - -msgid "These resources include:" -msgstr "Эти ресурсы включают в себя:" - -msgid "" -"The `Godot editor's interface `__ (ca. 15,000 words)." -msgstr "" -"`Интерфейс редактора Godot `__ (примерно 15,000 слов)." - -msgid "" -"The `online documentation `__ (editor manual and tutorials, ca. 300,000 words)." -msgstr "" -"`Онлайн документация `__ (руководство редактора и учебные ресурсы, приблизительно 300,000 " -"слов)." - -msgid "" -"The `class reference `__, available both online and in the editor (ca. 200,000 " -"words)." -msgstr "" -"`Справка классов `__, доступна как онлайн, так и непосредственно в редакторе " -"(приблизительно 200,000 слов)." - -msgid "" -"To manage translations, we use the GNU gettext file format (``PO`` files), " -"and the open source `Weblate `__ web-based localization " -"platform, which allows easy collaboration of many contributors to complete " -"the translation for the various components, and keep them up to date. Click " -"the bold links above to access each resource on Weblate." -msgstr "" -"Для управления переводами мы используем \"GNU gettext\" формат файла (``PO`` " -"файлы), и свободный ресурс `Weblate `__ веб-" -"ориентированная платформа локализации, которая позволяет без труда " -"объединить усилия большого количества участников для завершения перевода " -"различных компонентов и помогает отслеживать их актуальность. Выше приведены " -"ссылки для перехода к каждому из ресурсов на Weblate." - -msgid "" -"This page gives an overview of the general translation workflow on Weblate, " -"and some resource-specific instructions on e.g. how to handle some keywords " -"or the localization of images." -msgstr "" -"Эта странца является беглым обзором рабочего процесса перевода на площадке " -"Weblate и содержит в себе некоторые специфичные инструкции, например, как " -"обработать некоторые ключевые слова или как перевести изображение." - -msgid "" -"Translating all the official Godot content is a massive undertaking, so we " -"advise prioritizing the resources as they are listed above: first the editor " -"interface, then the online documentation, and eventually the class reference " -"if there are enough translators to keep up with updates." -msgstr "" -"Перевод всего официального контента Godot - это огромная задача, поэтому мы " -"рекомендуем переводить ресурсы исходя из следующего приоритета: сначала " -"интерфейс редактора, затем онлайн документация и только в самом конце - " -"справка классов, в случае, если переводчиков будет достаточно, чтобы " -"поддерживать перевод вышестоящих пунктов актуальным." - -msgid "Using Weblate for translations" -msgstr "Использование Weblate для переводов" - -msgid "" -"While our translations eventually reside in the Git repositories of the " -"Godot engine and its documentation, all translation updates are handled " -"through Weblate, and thus direct pull requests to the Git repositories are " -"not accepted. Translations are synced manually between Weblate and the Godot " -"repositories by maintainers." -msgstr "" -"Пока наши переводы находятся в репозиториях Git движка Godot и его " -"документации, все обновления переводов обрабатываются через Weblate - " -"запросы на прямое помещение данных в репозитории Git не будут приниматься. " -"Переводы между Weblate и репозиториями Godot синхронизируются вручную " -"сопровождающими (maintainers)." - -msgid "" -"You should therefore `register on Weblate `__ to contribute to Godot's translations." -msgstr "" -"Таким образом, вам следует `зарегистрироваться на Weblate `__, чтобы иметь возможность внести свой " -"вклад в переводы Godot." - -msgid "" -"Once signed in, browse to the Godot resource which you want to contribute to " -"(in this page we will use the `editor translation `__ as an example) to find the list of all " -"languages:" -msgstr "" -"После входа в систему перейдите к ресурсу Godot, в который вы хотите внести " -"свой вклад (на этой странице мы будем использовать `перевод редактора " -"`__ в качестве " -"примера), чтобы найти список всех языков:" - -msgid "" -"Feel free to consult Weblate's own documentation on the `translation " -"workflow `__ for " -"more details." -msgstr "" -"Не стесняйтесь обращаться к собственной документации Weblate по `рабочему " -"процессу перевода `__ для получения дополнительных сведений." - -msgid "Adding a new language" -msgstr "Добавление нового языка" - -msgid "" -"If your language is already listed, click on its name to access the " -"overview, and skip the rest of this section." -msgstr "" -"Если ваш язык уже существует в списке, щёлкните по нему, чтобы получить " -"доступ к обзору, и пропустите оставшуюся часть этого раздела." - -msgid "" -"If your language is not listed, scroll to the bottom of the list of " -"languages and click the \"Start new translation\" button, and select the " -"language you want to translate to:" -msgstr "" -"Если вашего языка нет в списке, прокрутите список языков до конца, нажмите " -"кнопку \"Начать новый перевод\" и выберите язык, на который вы хотите " -"перевести:" - -msgid "" -"If your language is spoken in several countries with only limited regional " -"variations, please consider adding it with its generic variant (e.g. ``fr`` " -"for French) instead of a regional variant (e.g. ``fr_FR`` for French " -"(France), ``fr_CA`` for French (Canada), or ``fr_DZ`` for French (Algeria))." -msgstr "" -"Если на вашем языке говорят в нескольких странах с ограниченными " -"региональными вариациями, рассмотрите возможность добавления его с его общим " -"вариантом (например, ``fr`` для французского) вместо регионального варианта " -"(например, ``fr_FR`` для французского (Франция), fr_CA для французского " -"(Канада) или fr_DZ для французского (Алжир))." - -msgid "" -"Godot has a huge amount of content to translate, so duplicating the work for " -"regional variants should only be done if the language variations are " -"significant enough. Additionally, if a translation is done with for a " -"regional variant, it will only be available automatically for users located " -"in this region (or having their system language configured for this region)." -msgstr "" -"Godot имеет огромное количество контента для перевода, поэтому дублировать " -"работу для региональных вариантов следует только в том случае, если языковые " -"вариации достаточно значительны. Кроме того, если перевод выполняется для " -"регионального варианта, он будет автоматически доступен только для " -"пользователей, находящихся в этом регионе (или для тех у которых язык " -"системы настроен на этот регион)." - -msgid "" -"When regional variations are significant enough to warrant separate " -"translations, we advise to focus on completing a generic variant first if " -"possible, then duplicate the fully completed translation for regional " -"variants and do the relevant edits. This is typically a good strategy for e." -"g. Spanish (work on ``es`` first, then duplicate it to ``es_AR``, ``es_ES``, " -"``es_MX``, etc. if necessary) or Portuguese (``pt_BR`` vs ``pt_PT``)." -msgstr "" -"Когда региональные различия достаточно значительны, чтобы гарантировать " -"отдельные переводы, мы советуем сосредоточиться на завершении общего " -"варианта, если это возможно, затем продублировать полностью завершенный " -"перевод для региональных вариантов и внести соответствующие изменения. " -"Обычно это хорошая стратегия для таких языков как например, испанский " -"(сначала проработайте ``es``, затем дублируйте его на ``es_AR``, ``es_ES``, " -"``es_MX`` и т.д., если это необходимо) или португальский (``pt_BR`` и " -"``pt_PT``)." - -msgid "Translation interface" -msgstr "Интерфейс перевода" - -msgid "" -"Once a language has been selected, you will see an overview of the " -"translation status, including how many strings are left to translate or " -"review. Each item can be clicked and used to browse through the " -"corresponding list. You can also click the \"Translate\" button to get " -"started on the list of strings needing action." -msgstr "" -"После выбора языка вы увидите строку \"статус перевода\", отображающую " -"количество строк оставшихся для перевода или проверки. Каждый элемент можно " -"использовать для просмотра соответствующего списка (просто щёлкните на " -"него). Вы также можете нажать кнопку \"Перевести\", чтобы начать работу со " -"списком строк, требующих вмешательства." - -msgid "" -"After selecting a list of clicking \"Translate\", you will see the main " -"translation interface where all the work happens:" -msgstr "" -"После выбора списка нажатием кнопки \"Перевести\", вы увидете основной " -"интерфейс перевода, в котором происходит вся работа:" - -msgid "On that page, you have:" -msgstr "На этой странице у вас есть:" - -msgid "" -"A toolbar which lets you cycle through strings of the current list, change " -"to another predefined list or do a custom search, etc. There is also a " -"\"Zen\" editing mode with a simplified interface." -msgstr "" -"Панель инструментов, которая позволяет вам циклически перемещаться по " -"строкам текущего списка, переходить к другому предопределенному списку или " -"выполнять пользовательский поиск и т.д. Существует также режим " -"редактирования \"Дзен\" с упрощённым интерфейсом." - -msgid "" -"The actual string you are working on in the \"Translation\" panel. By " -"default, there should be the English source string and an edit box for your " -"language. If you are familiar with other languages, you can add them in your " -"user settings to give you more context for translation. Once you are done " -"editing the current string, press \"Save\" to confirm changes and move to " -"the next entry. Alternatively, use the \"Skip\" button to skip it. The " -"\"Needs editing\" checkbox means that the original string was updated, and " -"the translation therefore needs review to take those changes into account " -"(in PO jargon, these are so-called \"fuzzy\" strings). Such strings won't be " -"used in the translation until fixed." -msgstr "" -"Основное поле для работы находится в блоке \"Перевод\". По умолчанию там " -"должна быть исходная строка на английском языке и поле для редактирования " -"строки на вашем языке. Если вам знакомы другие языки, вы можете добавить их " -"в свои пользовательские настройки, чтобы получить больше контекста для " -"перевода. Как только вы закончите редактирование текущей строки, нажмите " -"\"Сохранить\", чтобы подтвердить изменения и перейти к следующей записи, так " -"же вы можете использовать кнопку \"Пропустить\", чтобы пропустить её. Флажок " -"\"На правку\" означает, что исходная строка была обновлена и перевод " -"нуждается в проверке перед добавлением (на жаргоне PO это так называемые " -"\"нечеткие\" строки). Такие строки не будут использоваться в переводе, пока " -"не будут исправлены." - -msgid "" -"The bottom panel has various tools which can help with the translation " -"effort, such as context from nearby strings (usually from the same editor " -"tool or documentation page, so they might use similar terms), comments from " -"other translators, machine translations, and a list of all other existing " -"translations for that string." -msgstr "" -"На нижней панели есть различные инструменты, которые могут помочь с " -"переводом, такие как контекст из соседних строк (обычно из того же " -"инструмента редактора или страницы документации, поэтому они могут " -"использовать похожие термины), комментарии других переводчиков, машинные " -"переводы и список всех других существующих переводов для этой строки." - -msgid "" -"On the top right, the glossary shows terms for which an entry has been added " -"previously, and which are included in the current string. For example, if " -"you decided with fellow translators to use a specific translation for the " -"\"node\" term in Godot, you can add it to the glossary to ensure that other " -"translators use the same convention." -msgstr "" -"В верхнем правом углу находится глоссарий, в нём показаны термины, для " -"которых ранее была добавлена запись и которые включены в текущую строку. " -"Например, если вы вместе с другими переводчиками решили использовать " -"определенный перевод для термина \"узел\" в Godot, вы можете добавить его в " -"глоссарий, чтобы другие переводчики использовали то же соглашение." - -msgid "" -"The bottom right panel includes information on the source string. The most " -"relevant item is the \"source string location\", which links you to the " -"original string on GitHub. You may need to search for the string in the page " -"to locate it and its surrounding context." -msgstr "" -"Правая нижняя панель содержит в себе информацию об исходной строке. Самый " -"часто ипользуемый элемент этой панели - \"Расположение исходной строки\", " -"позволяет вам быстро найти исходную строку в репозитории GitHub. Вам может " -"пригодиться возможность найти строку в окружающем её контектсе." - -msgid "Locating original content" -msgstr "Поиск исходного контента" - -msgid "" -"PO files are an ordered list of source strings (``msgid``) and their " -"translation (``msgstr``), and by default, Weblate will present the strings " -"in that order. It can therefore be useful to understand how the content is " -"organized in the PO files to help you locate the original content and use it " -"as a reference when translating." -msgstr "" -"PO файлы представляют из себя упорядоченные списки исходных строк " -"(``msgid``) и их переводов (``msgstr``), и по умолчанию Weblate будет " -"выводить строки именно в таком порядке. Понимание того как организован " -"контент в PO файлах может помочь вам определить положение исходного " -"контента, чтобы затем использовать его в качестве шаблона для перевода." - -msgid "" -"It is primordial to use the original context as reference when translating, " -"as many words have several possible translations depending on the context. " -"Using the wrong translation can actually be detrimental to the user and make " -"things harder to understand than if they stayed in English. Using the " -"context also makes the translation effort much easier and more enjoyable, as " -"you can see directly if the translation you wrote will make sense in context." -msgstr "" -"Первостепенно важно использовать оригинальный контекст в качестве исходника " -"при переводе, так как именно им будет определяться значение многих слов. " -"Неправильный перевод приведёт к тому, что конечному пользователю будет " -"гораздо сложнее понять смысл изложенных вещей, чем если бы они были изложены " -"на английском. Использование контекста также делает процесс перевода более " -"лёгким и увлекательным, так как позволяет вам прямо в процессе перевода " -"определять, выбивается ли написанный вами перевод из общей картины и какое " -"значение он имеет в ней." - -msgid "" -"The editor interface's translation template is generated by parsing all the " -"C++ source code in **alphabetical order**, so all the strings defined in a " -"given file will be grouped together. For example, if the \"source string " -"location\" indicates ``editor/code_editor.cpp``, the current string (and the " -"nearby ones) is defined in the ``editor/code_editor.cpp`` code file, and is " -"thereby related to the code editors in Godot (GDScript, shaders)." -msgstr "" -"Шаблон перевода интерфейса редактора генерируется парсингом всего C++ source-" -"кода в **алфавитном порядке**, поэтому все строки определённые в конкретном " -"файле будут сгруппированы вместе. Например, если \"Расположение исходной " -"строки\" указывает на ``editor/code_editor.cpp``, значит текущая строка (и " -"все ближайшие) тоже определяются в ``editor/code_editor.cpp`` файле и это, в " -"том числе, применимо ко встроенным редакторам кода в Godot (редакторам " -"GDScript, и шейдеров)." - -msgid "" -"The online documentation's translation template is generated from the source " -"RST files in the same order as seen in the **table of contents**, so for " -"example the first strings are from the front page of the documentation. The " -"recommended workflow is therefore to find a unique string corresponding to a " -"page that you want to translate, and then translate all the strings with the " -"same source string location while comparing with the online version of that " -"page in English. An example of source string location could be " -"``getting_started/step_by_step/nodes_and_scenes.rst`` for the page :ref:" -"`doc_nodes_and_scenes`." -msgstr "" -"Шаблон перевода онлайн-документации генерируется из исходных RST-файлов в " -"том же порядке, что и в **оглавлении** , поэтому, например, первые строки " -"находятся на первой странице документации. Поэтому рекомендуется найти " -"уникальную строку, соответствующую странице, которую вы хотите перевести, а " -"затем перевести все строки с тем же расположением исходной строки, сравнивая " -"с онлайн-версией этой страницы на английском языке. Примером расположения " -"исходной строки может быть ``getting_started/step_by_step/nodes_and_scenes." -"rst`` для страницы :ref:`doc_nodes_and_scenes`." - -msgid "" -"The class reference's translation template is generated from the source XML " -"files in **alphabetical order**, which is also the same as the order of the " -"table of contents for the online version. You can therefore locate the " -"source string corresponding to the brief description of a given class to " -"find the first string to translate and all other descriptions from that " -"class should be in the subsequent strings on Weblate. For example, the " -"descriptions for the :ref:`class_Node2D` class would have the source string " -"location ``doc/classes/Node2D.xml``." -msgstr "" -"Шаблон перевода справки классов создаётся на основе XML файлов в " -"**алфавитном порядке**, который также соответствует порядку следования " -"пунктов в оглавлении онлайн версии справки. Вы можете определить " -"расположение исходной строки соответствующее краткому описанию данного " -"класса чтобы найти первую строку для перевода, оставшаяся часть описания " -"класса будет представлена последующими строками на Weblate. Например, " -"описание для класса :ref:`class_Node2D`имеет расположение исходной строки " -"``doc/classes/Node2D.xml``." - -msgid "" -"When a given source string is used in multiple source locations, they will " -"all be concatenated into one. For example, the above ``location:" -"nodes_and_scenes.rst`` query would land first on the \"Introduction\" source " -"string which is used in dozens of pages, including some that come before " -"``nodes_and_scenes.rst`` in the template. Clicking the \"Next\" button then " -"brings us to the \"Scene and nodes\" title string displayed above. So it may " -"happen that a given paragraph or section title is not at the location you'd " -"expect it when reading the online version of a page." -msgstr "" -"Если заданная исходная строка используется в нескольких местах источника, " -"все они будут объединены в одну. Например, приведенный выше запрос " -"``location:nodes_and_scenes.rst`` сначала попадает на исходную строку " -"\"Введение\", которая используется на десятках страниц, включая те, которые " -"находятся перед ``nodes_and_scenes.rst`` в шаблоне. Нажатие кнопки \"Далее\" " -"приведет нас к строке заголовка \"Сцена и узлы\", показанной выше. Таким " -"образом, может случиться, что заголовок данного параграфа или раздела " -"находится не в том месте, где вы ожидаете его увидеть при чтении онлайн-" -"версии страницы." - -msgid "Respecting the markup syntax" -msgstr "Соблюдение синтаксиса разметки" - -msgid "" -"Each translation resource originates from a different source code format, " -"and having some notions on the markup language used for each resource is " -"important to avoid creating syntax errors in your translations." -msgstr "" -"Каждый из ресурсов перевода основан на различных форматах исходного кода, " -"поэтому наличие некоторых представлений о языке разметки, используемом для " -"каждого из ресурсов, может быть крайне важным для избежания синтаксических " -"ошибок в ваших переводах." - -msgid "Editor interface (C++)" -msgstr "Интерфейс редактора (C++)" - -msgid "The editor translations originate from C++ strings, and may use:" -msgstr "" -"Перевод интерфейса редактора представляет из себя строку C++, в ней могут " -"быть использованы:" - -msgid "" -"**C format specifiers** such as ``%s`` (a string) or ``%d`` (a number). " -"These specifiers are replaced by content at runtime, and should be preserved " -"and placed in your translation where necessary for it to be meaningful after " -"substitution. You may need to refer to the source string location to " -"understand what kind of content will be substituted if it's not clear from " -"the sentence. Example (``%s`` will be substituted with a file name or " -"path)::" -msgstr "" -"**Спецификаторы языка C** такие как ``%s`` (строка) или ``%d`` (номер). Эти " -"спецификаторы заменяются контентом в процессе воспроизведения программы и " -"должны быть расположены в определённых местах строки перевода, там, где их " -"размещение будет наиболее осмысленно. Возможно, вам потребуется обратиться " -"к местоположению исходной строки, чтобы понять, какой контент будет " -"подставлен вместо спецификатора, если это не ясно из предложения. Пример " -"(спецификатор ``%s`` будет заменён путём или именем файла)::" - -msgid "" -"**C escape characters** such as ``\\n`` (line break) or ``\\t`` " -"(tabulation). In the Weblate editor, the ``\\n`` characters are replaced by " -"``↵`` (return) and ``\\t`` by ``↹``. Tabs are not used much, but you should " -"make sure to use line breaks in the same way as the original English string " -"(Weblate will issue a warning if you don't). Line breaks might sometimes be " -"used for vertical spacing, or manual wrapping of long lines which would " -"otherwise be too long especially in the editor translation). Example::" -msgstr "" -"**C escape-символы** такие как ``\\n`` (перенос строки) или ``\\t`` " -"(табуляция). В редакторе Weblate символы ``\\n`` заменяются символами ``↵`` " -"(возврат), а ``\\t`` - `↹``. Табуляция используется очень редко, но вам " -"следует удостовериться что вы использовали символы переноса строки в тех же " -"самых местах, где они используются в оригинальной строке на английском " -"(Weblate предупредит вас если вы ошиблись). Иногда символы переноса строки " -"могут быть использованы для создания вертикальных отступов или для ручного " -"переноса слишком длинных строк, особенно часто это используется при переводе " -"редактора. Пример::" - -msgid "Online documentation (RST)" -msgstr "Онлайн документация (RST)" - -msgid "" -"The documentation translations originate from reStructuredText (RST) files, " -"which also use their own markup syntax to style text, create internal and " -"external links, etc. Here are some examples::" -msgstr "" -"Перевод документации представляется в виде файлов реструктурированного " -"тектса (reStructuredText, RST), которые также используют свой собственный " -"синтакс разметки для стилизации текста, создания внешних и внутренних сылок " -"и т.п.. Вот несколько примеров::" - -msgid "" -"See Sphinx's `reStructured Text primer `__ for a quick overview of the markup " -"language you may find in source strings. You may encounter especially the " -"inline markup (bold, italics, inline code) and the internal and external " -"hyperlink markup." -msgstr "" -"Вы можете ознакомиться с `примером реСтруктурированногоТекста от Sphinx-а " -"`__ " -"для быстрого обзора возможностей языка разметки которые могут встретиться " -"вам при работе с исходными строками документации. С примерами использования " -"inline-разметки (жирный/наклонный текст, встроенный код) и внешних и " -"внутренних ссылок вы будете сталкиваться особенно часто." - -msgid "Class reference (BBCode)" -msgstr "Справка классов (BBCode)" - -msgid "" -"The class reference is documented in the main Godot repository using XML " -"files, and with BBCode-like markup for styling and internal references." -msgstr "" -"Справка классов задокументирована в основном репозитории Godot, использующем " -"XML файлы и имеющим сходную с BBCode разметку для стилизации и создания " -"внутренних сылок." - -msgid "" -"Some of the tags used are from the original BBCode (e.g. ``[b]Bold[/b]`` and " -"``[i]Italics[/i]``), while others are Godot-specific and used for advanced " -"features such as inline code (e.g. ``[code]true[/code]``), linking to " -"another class (e.g. ``[Node2D]``) or to a property in a given class (e.g. " -"``[member Node2D.position]``), or for multiline code blocks. Example::" -msgstr "" -"Некоторые тэги взяты из оригинального BBCode (к примеру ``[b]Жирный[/b]`` и " -"``[i]Наклонный[/i]``) , в то время как другие - специфичны для Godot и " -"используются для создания продвинутых элементов, таких как inline-блок кода " -"(например ``[code]true[/code]``), ссылки на другие классы (например " -"``[Node2D]``), ссылки на свойство конктретного класса ( к примеру ``[member " -"Node2D.position]``) и многострочные блоки кода. Пример::" - -msgid "" -"In the above example, ``[code]name[/code]``, ``[code]alpha[/code]``, and " -"``[Color]`` should *not* be translated, as they refer respectively to " -"argument names and a class of the Godot API. Similarly, the contents of the " -"``[codeblock]`` should not be translated, as ``ColorN`` is a function of the " -"Godot API and ``\"red\"`` is one of the named colors it supports. At most, " -"you can translate the name of the variable which holds the result (``red " -"= ...``)." -msgstr "" -"В приведённом выше примере, элементы: ``[code]name[/code]``, ``[code]alpha[/" -"code]`` и ``[Color]`` НЕ должны быть переведены, так как они напрямую " -"ссылаются на имена аргументов и классов Godot API. То же самое касается " -"контента размещённого в ``[codeblock]``, так как ``ColorN`` является " -"функцией Godot API и ``\"red\"``, так как это строка наименования цвета, " -"которое поддерживается этой функцией. Максимум, что вы можете перевести - " -"это название переменной, в которую записывается результат выполнения функции " -"(``red = ...``)." - -msgid "" -"Note also that in the XML, each line is a paragraph, so you should not add " -"line breaks if they are not part of the original translation." -msgstr "" -"Также имейте ввиду, что в XML файле каждая строка является параграфом, что " -"означает что вы должны использовать символы переноса строки только в тех " -"местах, где это является частью оригинального перевода." - -msgid "Offline translation and testing" -msgstr "Оффлайн перевод и тестирование" - -msgid "" -"While we advise using the Weblate interface to write translations, you also " -"have the possibility to download the PO file locally to translate it with " -"your preferred PO editing application, such as `Poedit `__ or `Lokalize `__." -msgstr "" -"Хоть мы и советуем использовать онлайн-интерфейс Weblate для написания " -"переводов, вы также можете скачать файл PO на свой ПК и использовать любой " -"другой специализированный редактор PO файлов по своему усмотрению, например " -"`Poedit `__ или `Lokalize `__." - -msgid "" -"To download the PO file locally, browse to the translation overview for your " -"language, and select the first item in the \"Files\" menu:" -msgstr "" -"Для того чтобы скачать файл PO локально, откройте окно статуса перевода для " -"своего языка и выберите первый элемент в меню \"Файлы\":" - -msgid "" -"Once you are done with a series of edits, use the \"Upload translation\" " -"item in that same menu and select your file. Choose \"Add as translation\" " -"for the file upload mode." -msgstr "" -"После внесения необходимых правок используйте кнопку \"Загрузить перевод\" в " -"том же меню и выберите свой файл. Для непосредственной загрузки перевода, " -"нужно выбрать режим загрузки файла \"Добавить как перевод\"." - -msgid "" -"If a significant amount of time has passed between your download of the PO " -"file and the upload of the edited version, there is a risk to overwrite the " -"translations authored by other contributors in the meantime. This is why we " -"advise to use the online interface so that you always work on the latest " -"version." -msgstr "" -"Если промежуток времени между тем, когда вы скачаете PO файл, и тем, когда " -"вы загрузите отредактированную версию на сайт, будет большим - есть риск " -"того, что при загрузке вы перезапишите перевод другого автора. Это именно та " -"причина, по которой мы советуем использовать онлайн интерфейс, он " -"гарантирует, что версия перевода, с которой вы работете - актуальна." - -msgid "" -"If you want to test changes locally (especially for the editor translation), " -"you can use the downloaded PO file and :ref:`compile Godot from source `." -msgstr "" -"Если вы хотите протестировать изменения локально (особенно это полезно для " -"перевода редактора), вы можете использовать скачанный PO файл и :ref:" -"`скомпилировать Godot из исходников `." - -msgid "" -"Rename the editor translation PO file to ``.po`` (e.g. ``eo.po`` for " -"Esperanto) and place it in the ``editor/translations/`` folder (`GitHub " -"`__)." -msgstr "" -"Переименуйте PO файл перевода редактора в ``.po`` (например, ``ru.po`` " -"для Русского) и поместите его в каталог ``editor/translations/`` (`GitHub " -"`__)." - -msgid "" -"You can also test class reference changes the same way by renaming the PO " -"file similarly and placing it in the ``doc/translations/`` folder (`GitHub " -"`__)." -msgstr "" -"Таким же способом вы можете тестировать изменения справочника классов, для " -"этого переименуйте файл по тому же шаблону и поместите его в каталог ``doc/" -"translations/`` (`GitHub `__)." - -msgid "Localizing documentation images" -msgstr "Перевод изображений документации" - -msgid "" -"The online documentation includes many images, which can be screenshots of " -"the Godot editor, custom-made graphs, of any other kind of visual content. " -"Some of it includes text and might thus be relevant to localize in your " -"language." -msgstr "" -"Онлайн документация включает в себя большое количество изображений, которые " -"могут представлять из себя скриншоты редактора Godot, специально " -"подготовленные графы или визуальный контент любого другого типа. Некоторые " -"из них содержат текст, а значит, могут быть переведены на ваш язык." - -msgid "" -"This part is not handled via Weblate, but directly on the `godot-docs-l10n " -"`_ Git repository where the " -"documentation translations are synced from Weblate." -msgstr "" -"Перевод изображений нельзя выполнить с помощью Weblate, для этого Git-" -"репозиторий `godot-docs-l10n `_ , в котором переводы документации синхронизируются с Weblate, нужно " -"править вручную." - -msgid "" -"The workflow is not the most straightforward and requires some knowledge of " -"Git. We plan to work on a simplified Web tool which could be used to manage " -"image localization in a convenient way, abstracting away these steps." -msgstr "" -"Рабочий процесс перевода изображений несколько сложнее процесса перевода " -"текстов, так как требует некоторых знаний устройства Git. Мы планируем " -"разработать специальный веб-инструмент, который позволит сделать процесс " -"перевода изображений более удобным." - -msgid "" -"To translate an image, you should first locate it in the original English " -"documentation. To do so, browse the relevant page in the docs, e.g. :ref:" -"`doc_intro_to_the_editor_interface`. Click the \"Edit on GitHub\" link in " -"the top right corner:" -msgstr "" -"Чтобы перевести изображение, сначала вам следует найти его в оригинальной " -"англоязычной документации. Для этого перейдите на соответствующую страницу " -"документации, например на :ref:`doc_intro_to_the_editor_interface`, затем " -"нажмите на ссылку \"Edit on GitHub\" в правом верхнем углу экрана (кнопка " -"доступна только в английской версии документации):" - -msgid "" -"On GitHub, click on the image you want to translate. If relevant, click on " -"\"Download\" to download it locally and edit it with an image edition tool. " -"Note the full path to the image as it will be needed further down (here " -"``getting_started/step_by_step/img/project_manager_first_open.png``)." -msgstr "" -"В GitHub, кликните на картинку, которую вы хотите перевести. Если хотите, " -"можете использовать кнопку \"Скачать\", чтобы скачать файл локально и " -"отредактировать его при помощи редактора изображений, установленного на " -"вашем ПК. Имейте ввиду, что полный путь к изображению понадобится дальше (в " -"текущем примере ``getting_started/step_by_step/img/" -"project_manager_first_open.png``)." - -msgid "" -"Create your localized version of the image, either by editing the English " -"one, or by taking a screenshot of the editor with your language, if it's an " -"editor screenshot. Some images may also have source files available in SVG " -"format, so you can browse the ``img/`` folder which contains them to check " -"for that." -msgstr "" -"Создайте переведённую версию изображения или отредактируйте англоязычную " -"версию, или сделайте скриншот редактора на вашем языке, если это изображение " -"- скриншот редактора. Некоторые изображения также могут иметь исходные файлы " -"в формате SVG, найти их можно в папке ``img/``." - -msgid "" -"Name your localized image like the original one, but with the language code " -"added before the extension, e.g. ``project_manager_first_open.png`` would " -"become ``project_manager_first_open.fr.png`` for the French localization." -msgstr "" -"Далее, назовите ваше переведённое изображение так же как оригинальное, но " -"добавьте к нему код языка (перед расширением), например " -"``project_manager_first_open.png`` должент стать " -"``project_manager_first_open.fr.png`` для французской локализации." - -msgid "" -"Finally, on godot-docs-l10n_, recreate the same folder structure as for the " -"original image in the ``images`` subfolder (`GitHub `_), and place your " -"translated image there. In our example, the end result should be ``images/" -"getting_started/step_by_step/img/project_manager_first_open.fr.png``." -msgstr "" -"Наконец, воссоздайте такую же структуру каталогов в godot-docs-l10n_ по " -"примеру структуры, в которой находится оригинальный файл в папке ``images`` " -"(`GitHub `_) и разместите там своё переведённое изображение. В нашем примере " -"конечный результат будет выглядеть так: ``images/getting_started/" -"step_by_step/img/project_manager_first_open.fr.png``." - -msgid "" -"Repeat this for other images and :ref:`make a Pull Request " -"`." -msgstr "" -"Повторите эти шаги для других изображений и :ref:`сделайте Запрос На " -"Помещение (Pull Request) `." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/documentation/index.po b/sphinx/po/ru/LC_MESSAGES/contributing/documentation/index.po deleted file mode 100644 index 1721679fe8..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/documentation/index.po +++ /dev/null @@ -1,67 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Writing documentation" -msgstr "Написание документации" - -msgid "" -"We always need help to improve the documentation, be it the class reference " -"or the manual. Below, you can find our content and writing guidelines and " -"concrete guides to make changes to the documentation." -msgstr "" -"Нам всегда нужна помощь в улучшении документации, будь то справочник классов " -"или руководство. Ниже вы можете найти наши рекомендации по содержанию и " -"написанию документации, а также конкретные руководства по внесению изменений " -"в документацию." - -msgid "Guidelines" -msgstr "Рекомендации" - -msgid "" -"Here are the principles and guidelines we strive to follow to write " -"accessible documentation." -msgstr "" -"Вот принципы и рекомендации, которым мы стараемся следовать при написании " -"доступной документации." - -msgid "Writing the manual" -msgstr "Написание руководства" - -msgid "Class reference guides" -msgstr "Справочник по классам" - -msgid "The pages below focus on the class reference." -msgstr "На страницах ниже основное внимание уделяется ссылке на класс." - -msgid "" -"As the reference is included in the Godot editor, its source files are part " -"of the `godot repository `_. We use " -"XML files to write it, so the process to contribute to the class reference " -"differs from writing the online manual." -msgstr "" -"Поскольку справочник включен в редактор Godot, его исходные файлы являются " -"частью `репозитория godot `_. Для его " -"написания мы используем XML-файлы, поэтому процесс внесения вклада в " -"справочник класса отличается от написания онлайн-руководства." - -msgid "Translating the documentation" -msgstr "Перевод документации" - -msgid "" -"The community is always working hard on making Godot and its documentation " -"available to more people. Localizing the documentation is a colossal and " -"ongoing effort you can be part of." -msgstr "" -"Сообщество постоянно работает над тем, чтобы сделать Godot и его " -"документацию доступными для большего числа людей. Локализация документации - " -"это колоссальная и постоянная работа, в которой вы можете принять участие." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po b/sphinx/po/ru/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po deleted file mode 100644 index 46dd23f599..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po +++ /dev/null @@ -1,27 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Contributing to the class reference" -msgstr "Внесение вклада в справочник классов" - -msgid "" -"You should **not** edit ``.rst`` files in the ``classes/`` folder of the " -"`documentation repository `_. " -"These files are generated automatically and are synced manually by project " -"maintainers. Read further to learn how to correctly edit the class reference." -msgstr "" -"Вы **не** должны редактировать файлы ``.rst`` в папке ``classes/`` " -"`репозитория документации `_. " -"Эти файлы создаются автоматически и синхронизируются вручную майнтейнерами " -"проекта. Читайте дальше, чтобы изучить как правильно редактировать справку " -"классов." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/how_to_contribute.po b/sphinx/po/ru/LC_MESSAGES/contributing/how_to_contribute.po deleted file mode 100644 index f02f78c6a6..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/how_to_contribute.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/workflow/bisecting_regressions.po b/sphinx/po/ru/LC_MESSAGES/contributing/workflow/bisecting_regressions.po deleted file mode 100644 index db13969fc9..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/workflow/bisecting_regressions.po +++ /dev/null @@ -1,50 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "What is bisecting?" -msgstr "Что такое рассечение?" - -msgid "" -"To start bisecting, you must first determine the commit hashes (identifiers) " -"of the \"bad\" and \"good\" build. \"bad\" refers to the build that exhibits " -"the bug, whereas \"good\" refers to the version that doesn't exhibit the " -"bug. If you're using a pre-release build as the \"good\" or \"bad\" build, " -"browse the `download mirror `__, go to the folder that contains the pre-release you downloaded and look " -"for the ``README.txt`` file. The commit hash is written inside that file." -msgstr "" -"Чтобы начать биссектрису, необходимо сначала определить хэши " -"(идентификаторы) коммитов \"плохой\" и \"хорошей\" сборки. \"Плохой\" " -"называется сборка, в которой обнаружена ошибка, а \"хорошей\" - версия, в " -"которой ошибка не обнаружена. Если вы используете предварительную сборку в " -"качестве \"хорошей\" или \"плохой\" сборки, просмотрите зеркало загрузки ` " -"` __, перейдите в папку, " -"содержащую предварительную сборку, которую вы загрузили, и найдите файл " -"``README.txt``. Хэш коммита записан внутри этого файла." - -msgid "" -"After entering one of the commands above, Git will switch to a different " -"commit. You should now build Godot again, try to reproduce the bug, then " -"enter ``git bisect good`` or ``git bisect bad`` depending on the result. " -"You'll have to repeat this several times. The longer the commit range, the " -"more steps will be required. 5 to 10 steps are usually sufficient to find " -"most regressions; Git will remind you of the number of steps remaining (in " -"the worst case scenario)." -msgstr "" -"После ввода одной из команд, указанных выше, Git переключится на другой " -"коммит. Теперь вы должны снова собрать Godot, попытаться воспроизвести " -"ошибку, затем ввести ``git bisect good`` или ``git bisect bad`` в " -"зависимости от результата. Вам придется повторить это несколько раз. Чем " -"больше диапазон фиксации, тем больше шагов потребуется. Обычно 5-10 шагов " -"достаточно, чтобы найти большинство регрессий; Git напомнит вам о количестве " -"оставшихся шагов (в худшем случае)." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po b/sphinx/po/ru/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po deleted file mode 100644 index 1d31efb11b..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po +++ /dev/null @@ -1,126 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Labels" -msgstr "Обозначения на карте" - -msgid "**Categories:**" -msgstr "**Категории:**" - -msgid "" -"*Confirmed*: has been confirmed by at least one other contributor than the " -"bug reporter (typically for *Bug* reports). The purpose of this label is to " -"let developers know which issues are still reproducible when they want to " -"select what to work on. It is therefore a good practice to add in a comment " -"on what platform and what version or commit of Godot the issue could be " -"reproduced; if a developer looks at the issue one year later, the " -"*Confirmed* label may not be relevant anymore." -msgstr "" -"*Confirmed*: было подтверждено по крайней мере ещ` одним участником, кроме " -"автора сообщения об ошибке (обычно для сообщений *Bug* ). Цель этой пометки " -"- дать разработчикам знать, какие проблемы все ещ` воспроизводимы, когда они " -"хотят выбрать, над чем работать. Поэтому хорошей практикой является " -"добавление комментария о том, на какой платформе и в какой версии или " -"коммите Godot проблема может быть воспроизведена; если разработчик посмотрит " -"на проблему год спустя, метка *Confirmed* может быть уже неактуальной." - -msgid "**Topics:**" -msgstr "**Темы:**" - -msgid "*Assetlib*: relates to issues with the asset library." -msgstr "*Assetlib*: относится к проблемам с библиотекой активов." - -msgid "*Audio*: relates to the audio features (low and high level)." -msgstr "*Audio*: относится к аудиофункциям (низкий и высокий уровень)." - -msgid "" -"*Buildsystem*: relates to building issues, either linked to the SCons " -"buildsystem or to compiler peculiarities." -msgstr "" -"*Buildsystem*: относится к вопросам сборки, связанным либо с системой сборки " -"SCons, либо с особенностями компилятора." - -msgid "*Editor*: relates to issues in the editor (mainly UI)." -msgstr "" -"*Editor*: относится к проблемам в редакторе (в основном к пользовательскому " -"интерфейсу)." - -msgid "*GDScript*: relates to GDScript." -msgstr "*GDScript*: относится к GDScript." - -msgid "*Physics*: relates to the physics engine (2D/3D)." -msgstr "*Physics*: относится к физическому движку (2D/3D)." - -msgid "*Plugin*: relates to problems encountered while writing plugins." -msgstr "*Plugin*: относится к проблемам, возникающим при написании плагинов." - -msgid "*Rendering*: relates to the 2D and 3D rendering engines." -msgstr "*Rendering*: относится к движкам 2D и 3D рендеринга." - -msgid "" -"Issues would typically correspond to only one topic, though it's not " -"unthinkable to see issues that fit two bills. The general idea is that there " -"will be specialized contributors teams behind all topics, so they can focus " -"on the issues labelled with their team's topic." -msgstr "" -"Вопросы обычно соответствуют только одной теме, хотя не исключено, что " -"вопросы будут соответствовать двум темам. Общая идея заключается в том, что " -"за всеми темами будут стоять специализированные команды авторов, и они " -"смогут сосредоточиться на вопросах, помеченных темой их команды." - -msgid "**Platforms:**" -msgstr "**Платформы:**" - -msgid "" -"By default, it is assumed that a given issue applies to all platforms. If " -"one of the platform labels is used, it is then exclusive and the previous " -"assumption doesn't stand anymore (so if it's a bug on e.g. Android and Linux " -"exclusively, select those two platforms)." -msgstr "" -"По умолчанию предполагается, что данная проблема относится ко всем " -"платформам. Если используется один из ярлыков платформы, то он является " -"эксклюзивным, и предыдущее предположение больше не действует (поэтому, если " -"это ошибка, например, только для Android и Linux, выберите эти две " -"платформы)." - -msgid "Milestones" -msgstr "Основные этапы" - -msgid "" -"`Milestones `_ correspond " -"to planned future versions of Godot for which there is an existing roadmap. " -"Issues that fit in the said roadmap should be filed under the corresponding " -"milestone; if they don't correspond to any current roadmap, they should be " -"left without milestone. As a rule of thumb, an issue corresponds to a given " -"milestone if it concerns a feature that is new in the milestone, or a " -"critical bug that can't be accepted in any future stable release, or " -"anything that Juan wants to work on right now. :)" -msgstr "" -"`Вехи `_ соответствуют " -"запланированным будущим версиям Godot, для которых существует дорожная " -"карта. Проблемы, которые соответствуют указанной дорожной карте, должны быть " -"зарегистрированы в соответствии с соответствующей вехой; если они не " -"соответствуют какой-либо текущей дорожной карте, их следует оставить без " -"вех. Как правило, проблема соответствует заданной вехе, если она касается " -"функции, которая является новой в вехе, или критической ошибки, которая не " -"может быть принята ни в одной будущей стабильной версии, или чего-либо, над " -"чем Хуан хочет работать правильно. сейчас. :)" - -msgid "" -"Contributors are free to pick issues regardless of their assigned milestone; " -"if a fix is proposed for a bug that was not deemed urgent and thus without " -"milestone, it would likely still be very welcome." -msgstr "" -"Вкладчики могут выбирать проблемы независимо от назначенной им вехи; если " -"предлагается исправление ошибки, которая не считалась срочной и поэтому не " -"имела вехи, оно, вероятно, все равно будет очень приветствоваться." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/workflow/first_steps.po b/sphinx/po/ru/LC_MESSAGES/contributing/workflow/first_steps.po deleted file mode 100644 index 9c44bee8b2..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/workflow/first_steps.po +++ /dev/null @@ -1,243 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Contributing code" -msgstr "Участие в разработке" - -msgid "" -"The possibility to study, use, modify and redistribute modifications of the " -"engine's source code are the fundamental rights that Godot's `MIT `_ license grants you, making it `free and " -"open source software `_." -msgstr "" -"Возможность изучать, использовать, изменять и распространять модификации " -"исходного кода движка - это основные права, которые предоставляет вам " -"лицензия Godot `MIT `_, что " -"делает движок `бесплатным ПО с открытым исходным кодом `_." - -msgid "" -"As such, everyone is entitled to modify `Godot's source code `_, and send those modifications back to the upstream " -"project in the form of a patch (a text file describing the changes in a " -"ready-to-apply manner) or - in the modern workflow that we use - via a so-" -"called \"pull request\" (PR), i.e. a proposal to directly merge one or more " -"Git commits (patches) into the main development branch." -msgstr "" -"Таким образом, каждый имеет право изменять исходный код `Godot `_ и отправлять эти изменения обратно " -"вышестоящему проекту в виде патча (текстовый файл, описывающий изменения " -"готовым к применению способом) или в современном рабочем процессе, который " -"мы используем, через так называемый \"пулл-реквест\" (PR), то есть " -"предложение напрямую объединить один или несколько коммитов (патчей) Git в " -"основную ветвь разработки." - -msgid "Contributing code changes upstream has two big advantages:" -msgstr "Внесение изменений в код имеет два больших преимущества:" - -msgid "" -"Your own code will be reviewed and improved by other developers, and will be " -"further maintained directly in the upstream project, so you won't have to " -"reapply your own changes every time you move to a newer version. On the " -"other hand it comes with a responsibility, as your changes have to be " -"generic enough to be beneficial to all users, and not just your project; so " -"in some cases it might still be relevant to keep your changes only for your " -"own project, if they are too specific." -msgstr "" -"Ваш собственный код будет проверяться и улучшаться другими разработчиками и " -"в дальнейшем будет поддерживаться непосредственно в исходном проекте, " -"поэтому вам не придется повторно применять свои собственные изменения каждый " -"раз, когда вы переходите к более новой версии. С другой стороны, это " -"накладывает определённую ответственность, поскольку ваши изменения должны " -"быть достаточно общими, чтобы приносить пользу всем пользователям, а не " -"только вашему проекту; поэтому в некоторых случаях может оказаться уместным " -"сохранить изменения только для вашего собственного проекта, если они слишком " -"специфичны." - -msgid "" -"To ensure good collaboration and overall quality, the Godot developers " -"enforce some rules for code contributions, for example regarding the style " -"to use in the C++ code (indentation, brackets, etc.) or the Git and PR " -"workflow." -msgstr "" -"Чтобы обеспечить хорошее сотрудничество и общее качество, разработчики Godot " -"применяют некоторые правила для добавления кода, например, касающиеся стиля, " -"используемого в коде C++ (отступы, скобки и т.д.) или рабочего процесса Git " -"и PR." - -msgid "" -"A good place to start is by searching for issues tagged as `good first issue " -"`_ on GitHub." -msgstr "" -"Хорошее место для начала - поиск проблем, помеченных как `хороший первый " -"запрос `_ на GitHub." - -msgid "" -"Technical details about the PR workflow are outlined in a specific section, :" -"ref:`doc_pr_workflow`." -msgstr "" -"Технические подробности о рабочем процессе PR изложены в специальном " -"разделе :ref:`doc_pr_workflow`." - -msgid "" -"Details about the code style guidelines and the ``clang-format`` tool used " -"to enforce them are outlined in :ref:`doc_code_style_guidelines`." -msgstr "" -"Подробная информация о рекомендациях по стилю кода и инструменте ``clang-" -"format``, используемом для их выполнения, изложена в :ref:" -"`doc_code_style_guidelines`." - -msgid "" -"All pull requests must go through a review process before being accepted. " -"Depending on the scope of the changes, it may take some time for a " -"maintainer responsible for the modified part of the engine to provide their " -"review. We value all of our contributors and ask them to be patient in the " -"meantime, as it is expected that in an open source project like Godot, there " -"is going to be way more contributions than people validating them." -msgstr "" -"Все запросы на внесение изменений должны пройти процесс рассмотрения, прежде " -"чем они будут приняты. В зависимости от масштаба изменений, может " -"потребоваться некоторое время, чтобы мейнтейнер, ответственный за изменённую " -"часть движка, предоставил свой отзыв. Мы ценим всех наших участников и " -"просим их проявить терпение, поскольку ожидается, что в проекте с открытым " -"исходным кодом, таком как Godot, будет гораздо больше вкладов, чем людей, " -"проверяющих их." - -msgid "" -"To make sure that your time and efforts aren't wasted, it is recommended to " -"vet the idea first before implementing it and putting it for a review as a " -"PR. To that end, Godot has a `proposal system `_. Its usage is encouraged to plan changes and " -"discuss them with the community. Implementation details can also be " -"discussed with other contributors on the `Godot Contributors Chat `_." -msgstr "" -"Чтобы ваше время и усилия не пропали даром, рекомендуется сначала проверить " -"идею, прежде чем реализовывать её и выставлять на рассмотрение в качестве " -"PR. Для этого в Godot есть система предложений ` `_ . Её использование поощряется для " -"планирования изменений и обсуждения их с сообществом. Детали реализации " -"также можно обсудить с другими участниками в чате `Godot Contributors Chat " -"`_." - -msgid "" -"Proposals are only required when working on an enhancement or a new feature. " -"Bug reports are sufficient for fixing issues." -msgstr "" -"Предложения требуются только при работе над улучшением или новой функцией. " -"Для устранения проблем достаточно сообщений об ошибках." - -msgid "Testing and reporting issues" -msgstr "Тестирование и отчёты о проблемах" - -msgid "" -"Another great way of contributing to the engine is to test development " -"releases or the development branch and to report issues. It is also helpful " -"to report issues discovered in stable releases, so that they can be fixed in " -"the development branch and in future maintenance releases." -msgstr "" -"Ещё один отличный способ внести свой вклад в движок - это тестировать релизы " -"или ветку разработки и сообщать о проблемах. Также полезно сообщать о " -"проблемах, обнаруженных в стабильных выпусках, чтобы их можно было исправить " -"в ветви разработки и в будущих отладочных выпусках." - -msgid "Testing development versions" -msgstr "Тестирование версий, находящихся в разработке" - -msgid "To help with the testing, you have several possibilities:" -msgstr "У вас есть несколько способов помочь с тестированием:" - -msgid "" -"Compile the engine from source yourself, following the instructions of the :" -"ref:`Compiling ` page for your platform." -msgstr "" -"Скомпилируйте движок из исходного кода самостоятельно, следуя инструкциям на " -"странице :ref:`Compiling ` для вашей платформы." - -msgid "" -"Test official pre-release binaries when they are announced (usually on the " -"blog and other community platforms), such as alpha, beta and release " -"candidate (RC) builds." -msgstr "" -"Тестируйте официальные предварительные сборки, когда они анонсируются (в " -"блогах и на других платформах сообщества), например, альфа-, бета-версии и " -"релиз-кандидаты (RC)." - -msgid "" -"Test \"trusted\" unofficial builds of the development branch; just ask " -"community members for reliable providers. Whenever possible, it's best to " -"use official binaries or to compile yourself though, to be sure about the " -"provenance of your binaries." -msgstr "" -"Тестируйте \"доверенные\" неофициальные сборки ветки разработки; просто " -"спросите у членов сообщества надежных провайдеров. По возможности лучше " -"использовать официальные сборки или скомпилировать самостоятельно, чтобы " -"быть уверенным в происхождении ваших сборок." - -msgid "" -"As mentioned previously, it is also helpful to keep your eyes peeled for " -"potential bugs that might still be present in the stable releases, " -"especially when using some niche features of the engine which might get less " -"testing by the developers." -msgstr "" -"Как упоминалось ранее, также полезно следить за потенциальными ошибками, " -"которые могут все еще присутствовать в стабильных версиях, особенно при " -"использовании некоторых нишевых возможностей движка, которым разработчики " -"могут уделять меньше внимания." - -msgid "Filing an issue on GitHub" -msgstr "Регистрация проблемы на GitHub" - -msgid "Contributing to the documentation" -msgstr "Вклад в документацию" - -msgid "" -"There are two separate resources referred to as \"documentation\" in Godot:" -msgstr "" -"В Godot есть два отдельных ресурса, которые называются \"документацией\":" - -msgid "" -"**The tutorials and engine documentation and its translations.** This is the " -"part you are reading now, which is distributed in the HTML format. Its " -"contents are generated from plain text files in the reStructured Text (rst) " -"format, to which you can contribute via pull requests on the `godot-docs " -"`_ GitHub repository. See :ref:" -"`doc_contributing_to_the_documentation` for more details." -msgstr "" -"**Учебники и документация по движку и их переводы.** Эта часть, которую вы " -"сейчас читаете, распространяется в формате HTML. Её содержимое генерируется " -"из обычных текстовых файлов в формате reStructured Text (rst), в которые вы " -"можете внести свой вклад с помощью запросов на исправление на репозитории " -"`godot-docs `_ GitHub. Более " -"подробную информацию смотрите в :ref:`doc_contributing_to_the_documentation`." - -msgid "Contributing translations" -msgstr "Вклад в переводы" - -msgid "" -"To make Godot accessible to everyone, including users who may prefer " -"resources in their native language instead of English, our community helps " -"translate both the Godot editor and its documentation in many languages." -msgstr "" -"Чтобы сделать Godot доступным для всех, включая пользователей, которые " -"предпочитают ресурсы на своем родном языке вместо английского, наше " -"сообщество помогает переводить как редактор Godot, так и документацию к нему " -"на многие языки." - -msgid "See :ref:`doc_editor_and_docs_localization` for more details." -msgstr "" -"Дополнительную информацию смотрите здесь: :ref:" -"`doc_editor_and_docs_localization`." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/workflow/index.po b/sphinx/po/ru/LC_MESSAGES/contributing/workflow/index.po deleted file mode 100644 index f02f78c6a6..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/workflow/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po b/sphinx/po/ru/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po deleted file mode 100644 index 31edc35006..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po +++ /dev/null @@ -1,35 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Code reviews are usually done by people who are already experienced in a " -"given area. They may be able to provide ideas to make code faster, more " -"organized, or more idiomatic. But, even if you are not very experienced, you " -"may want to conduct a code review to provide feedback within the scope of " -"what you are comfortable reviewing. Doing so is valuable for the area " -"maintainer (as a second set of eyes on a problem is always helpful) and it " -"is also helpful for you as it will help you get more familiar with that area " -"of code and will expose you to how other people solve problems. In fact, " -"reviewing the code of experienced engine maintainers is a great way to get " -"to know the codebase." -msgstr "" -"Кодовые ревью обычно проводятся людьми, которые уже имеют опыт в " -"определенной области. Такие специалисты могут предложить идеи по улучшению " -"производительности кода, его организации или повышению идиоматичности. " -"Однако, даже если у вас нет большого опыта, вы можете провести кодовый " -"ревью, предоставив отзывы в рамках того, что вам удобно оценивать. Это будет " -"полезно для ответственного за область (так как дополнительная точка зрения " -"на проблему всегда полезна), а также для вас лично, так как это поможет вам " -"лучше ознакомиться с данной частью кода и увидеть, как другие решают задачи. " -"На самом деле, рецензирование кода опытных поддерживающих движок " -"специалистов — отличный способ познакомиться с кодовой базой." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/workflow/pr_workflow.po b/sphinx/po/ru/LC_MESSAGES/contributing/workflow/pr_workflow.po deleted file mode 100644 index 7a7b1cf665..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/workflow/pr_workflow.po +++ /dev/null @@ -1,839 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Pull request workflow" -msgstr "Механизм Pull request" - -msgid "" -"The so-called \"PR workflow\" used by Godot is common to many projects using " -"Git, and should be familiar to veteran free software contributors. The idea " -"is that only a small number (if any) commit directly to the *master* branch. " -"Instead, contributors *fork* the project (i.e. create a copy of it, which " -"they can modify as they wish), and then use the GitHub interface to request " -"a *pull* from one of their fork's branches to one branch of the original " -"(often named *upstream*) repository." -msgstr "" -"Так называемый \"поток работ PR\" (или \"рабочий процесс PR\"), применяемый " -"в разработке Godot, является общепринятым для проектов, использующих Git, и " -"должен быть знаком опытным пользователям и разработчикам свободного ПО. " -"Основная идея заключается в том, что только небольшое число **коммитов** " -"(commit, дословно - \"совершать\", \"фиксировать\"; подразумевается " -"сохранение изменений в коде) записывается непосредственно в главной ветке " -"исходного проекта. Вместо этого участники создают **форки** (fork, дословно " -"- \"вилка\"; фактически создаётся полная копия проекта, которую участник " -"может изменять по своему усмотрению), а затем используют интерфейс GitHub " -"для запроса на принятие изменений (pull request, дословно - \"запрос на " -"вытягивание\"; обычно используется англ. термин без перевода и " -"транслитерации) одной из веток их форка в какую-либо ветку **исходного** " -"(upstream, дословно - \"восходящий поток\") репозитория." - -msgid "" -"The resulting *pull request* (PR) can then be reviewed by other " -"contributors, which might approve it, reject it, or most often request that " -"modifications be done. Once approved, the PR can then be merged by one of " -"the core developers, and its commit(s) will become part of the target branch " -"(usually the *master* branch)." -msgstr "" -"Созданный pull request (далее - **PR**) будет рассмотрен другими участниками " -"проекта, которые могут одобрить его, отклонить или, чаще всего, потребовать " -"внесения каких-либо изменений. После согласования PR принимается одним из " -"основных разработчиков, и его коммиты становятся частью целевой ветки " -"(обычно это ветка ``master``)." - -msgid "" -"We will go together through an example to show the typical workflow and " -"associated Git commands. But first, let's have a quick look at the " -"organization of Godot's Git repository." -msgstr "" -"Далее будет рассмотрен пример, демонстрирующий типичный процесс работы с Git " -"и используемые в нём команды. Но сначала - краткий обзор организации Git-" -"репозитория Godot." - -msgid "Git source repository" -msgstr "Исходный Git-репозиторий" - -msgid "" -"The `repository on GitHub `_ is a `Git " -"`_ code repository together with an embedded issue " -"tracker and PR system." -msgstr "" -"`Репозиторий на GitHub `_ представляет " -"собой `Git `_-хранилище кода со встроенной система " -"отслеживания ошибок и PR-системой." - -msgid "" -"If you are contributing to the documentation, its repository can be found " -"`here `_." -msgstr "" -"Если вы собираетесь участвовать в работе над документацией, её репозиторий " -"можно найти `здесь `_." - -msgid "" -"The Git version control system is the tool used to keep track of successive " -"edits to the source code - to contribute efficiently to Godot, learning the " -"basics of the Git command line is *highly* recommended. There exist some " -"graphical interfaces for Git, but they usually encourage users to take bad " -"habits regarding the Git and PR workflow, and we therefore recommend not to " -"use them. In particular, we advise not to use GitHub's online editor for " -"code contributions (although it's tolerated for small fixes or documentation " -"changes) as it enforces one commit per file and per modification, which " -"quickly leads to PRs with an unreadable Git history (especially after peer " -"review)." -msgstr "" -"Система управления версиями Git - это инструмент, используемый для " -"отслеживания последовательных изменений исходного кода; для эффективного " -"участия в разработке Godot настоятельно рекомендуется изучить основы " -"командной строки Git. Существует несколько графических интерфейсов для Git, " -"но они часто порождают вредные привычки в отношении работы с Git и PR, " -"поэтому мы рекомендуем не использовать их. В частности, не желательно " -"использовать онлайн-редактор GitHub для внесения изменений в код (это " -"допускается только для небольших исправлений или для работы с " -"документацией), поскольку он создаёт отдельные коммиты для каждого изменения " -"каждого файла, что быстро приводит к PR с нечитаемой историей Git (особенно " -"после рецензирования)." - -msgid "" -"The first sections of Git's \"Book\" are a good introduction to the tool's " -"philosophy and the various commands you need to master in your daily " -"workflow. You can read them online on the `Git SCM `_ website. You can also try out `GitHub's interactive guide `__." -msgstr "" -"Первые разделы \"Книги\" Git'а - это хорошее введение в философию " -"инструмента и различные команды, которые необходимо освоить в повседневной " -"работе. Вы можете прочитать их онлайн на сайте `Git SCM `_. Вы также можете попробовать интерактивное руководство `GitHub " -"`__." - -msgid "The branches on the Git repository are organized as follows:" -msgstr "Ветки Git-репозитория Godot организованы следующим образом:" - -msgid "" -"The ``master`` branch is where the development of the next major version " -"occurs. As a development branch, it can be unstable and is not meant for use " -"in production. This is where PRs should be done in priority." -msgstr "" -"``master`` - это ветка, в которой происходит разработка следующей основной " -"версии. Она, как правило, нестабильна и не предназначена для использования в " -"разработке игр. Но именно сюда следует делать PR проводить в первую очередь." - -msgid "" -"The stable branches are named after their version, e.g. ``3.1`` and ``2.1``. " -"They are used to backport bugfixes and enhancements from the ``master`` " -"branch to the currently maintained stable release (e.g. 3.1.2 or 2.1.6). As " -"a rule of thumb, the last stable branch is maintained until the next minor " -"version (e.g. the ``3.0`` branch was maintained until the release of Godot " -"3.1). If you want to make PRs against a maintained stable branch, please " -"check first if your changes are also relevant for the ``master`` branch, and " -"if so make the PR for the ``master`` branch in priority. Release managers " -"can then cherry-pick the fix to a stable branch if relevant." -msgstr "" -"Стабильные ветки названы по имени их версии, например, ``3.1`` и ``2.1``. " -"Они используются для переноса исправлений и улучшений из ветки ``master`` в " -"текущий стабильный релиз (например, 3.1.2 или 2.1.6). Как правило, последняя " -"стабильная ветка поддерживается до следующей минорной версии (например, " -"ветка ``3.0`` поддерживалась до выхода Godot 3.1). Если вы хотите сделать PR " -"для поддерживаемой стабильной ветки, пожалуйста, сначала проверьте, " -"относятся ли ваши изменения также к ветке ``master``, и если да, сделайте PR " -"для ветки ``master`` в приоритете. Менеджеры релизов могут затем отбирать " -"исправления для стабильной ветки, если это уместно." - -msgid "" -"There might occasionally be feature branches, usually meant to be merged " -"into the ``master`` branch at some time." -msgstr "" -"Иногда создаются ветки для разработки отдельных функций - обычно они " -"сливаются с веткой ``master`` через какое-то время." - -msgid "Forking and cloning" -msgstr "Создание форка и клонирование" - -msgid "" -"The first step is to *fork* the `godotengine/godot `_ repository on GitHub. To do so, you will need to have a " -"GitHub account and to be logged in. In the top right corner of the " -"repository's GitHub page, you should see the \"Fork\" button as shown below:" -msgstr "" -"Первый шаг - это создание форка репозитория `godotengine/godot `_ на GitHub. Для этого вам потребуется создать " -"учётную запись GitHub (если у вас её ещё нет) и войти в систему. В правом " -"верхнем углу страницы вы увидите кнопку \"Fork\", как показано ниже:" - -msgid "" -"Click it, and after a while you should be redirected to your own fork of the " -"Godot repo, with your GitHub username as namespace:" -msgstr "" -"Нажмите на неё, и через небольшой промежуток времени вас перенаправит на " -"только что созданный форк репозитория Godot с вашим именем пользователя " -"GitHub в качестве пространства имён:" - -msgid "" -"You can then *clone* your fork, i.e. create a local copy of the online " -"repository (in Git speak, the *origin remote*). If you haven't already, " -"download Git from `its website `_ if you're using " -"Windows or macOS, or install it through your package manager if you're using " -"Linux." -msgstr "" -"Затем вы можете клонировать свой форк, то есть создать локальную копию " -"**удалённого** репозитория (в терминологии Git - remote origin). Если вы ещё " -"этого не сделали, установите Git (пользователи Windows или macOS могут " -"скачать его с сайта `Git SCM `_, пользователи " -"Linux могут воспользоваться менеджером пакетов)." - -msgid "" -"If you are on Windows, open Git Bash to type commands. macOS and Linux users " -"can use their respective terminals." -msgstr "" -"Если вы используете Windows, то вам понадобится Git Bash для ввода команд. " -"Пользователи macOS и Linux могут использовать системные терминалы." - -msgid "To clone your fork from GitHub, use the following command:" -msgstr "Чтобы клонировать ваш форк из GitHub, используйте следующую команду:" - -msgid "" -"After a little while, you should have a ``godot`` directory in your current " -"working directory. Move into it using the ``cd`` command:" -msgstr "" -"Через некоторое время в вашей текущей директории должен появиться каталог " -"``godot``. Переместитесь в него с помощью команды ``cd``:" - -msgid "" -"We will start by setting up a reference to the original repository that we " -"forked:" -msgstr "Для начала настройте ссылку на исходный репозиторий:" - -msgid "" -"This will create a reference named ``upstream`` pointing to the original " -"``godotengine/godot`` repository. This will be useful when you want to pull " -"new commits from its ``master`` branch to update your fork. You have another " -"remote reference named ``origin``, which points to your fork (``USERNAME/" -"godot``)." -msgstr "" -"Это создаст ссылку с именем ``upstream``, указывающую на исходный " -"репозиторий ``godotengine/godot``. Она пригодится, когда вы захотите " -"добавить к себе новые коммиты из его ветки ``master``, чтобы обновить свой " -"форк. Также у вас есть ещё одна ссылка, с именем ``origin``, которая " -"указывает на ваш форк (``USERNAME/godot``)." - -msgid "" -"You only need to do the above steps once, as long as you keep that local " -"``godot`` folder (which you can move around if you want, the relevant " -"metadata is hidden in its ``.git`` subfolder)." -msgstr "" -"Описанные выше шаги вам нужно выполнить только один раз и повторять их не " -"придётся, если вы не удалите локальную папку ``godot`` (однако, если хотите, " -"вы можете перемещать её - соответствующие метаданные скрыты в подкаталоге ``." -"git``)." - -msgid "" -"*Branch it, pull it, code it, stage it, commit, push it, rebase it... " -"technologic.*" -msgstr "" -"*Brаnch it, pull it, code it, stage it, commit, push it, rebase it... " -"technolоgic.*" - -msgid "" -"This bad take on Daft Punk's *Technologic* shows the general conception Git " -"beginners have of its workflow: lots of strange commands to learn by copy " -"and paste, hoping they will work as expected. And that's actually not a bad " -"way to learn, as long as you're curious and don't hesitate to question your " -"search engine when lost, so we will give you the basic commands to know when " -"working in Git." -msgstr "" -"Такой негативный взгляд, стилизованный под песню Technologic группы Daft " -"Punk, показывает общее представление новичков о рабочем процессе в Git: " -"множество странных команд, которые нужно выучить или использовать " -"копированием/вставкой в надежде, что они будут работать так, как ожидалось. " -"На самом деле это неплохой способ обучения, если вы любопытны и не " -"стесняетесь задавать вопросы поисковым системам, но на всякий случай мы " -"собрали здесь основные команды, которые вам понадобятся при работе в Git." - -msgid "Branching" -msgstr "Ветвление" - -msgid "" -"By default, the ``git clone`` should have put you on the ``master`` branch " -"of your fork (``origin``). To start your own feature development, we will " -"create a feature branch:" -msgstr "" -"По умолчанию после ``git clone`` ваш локальный репозиторий будет переключён " -"на ветку ``master``. Для разработки новой функции желательно создать новую " -"ветку:" - -msgid "This command is equivalent:" -msgstr "Вместо этих двух команд можно использовать одну:" - -msgid "If you want to go back to the ``master`` branch, you'd use:" -msgstr "Если вы захотите вернуться к ветке ``master``, используйте:" - -msgid "" -"You can see which branch you are currently on with the ``git branch`` " -"command:" -msgstr "" -"Список веток в репозитории можно просмотреть командной ``git branch``, при " -"этом ветка, в которой вы сейчас находитесь, будет отмечена звёздочкой:" - -msgid "" -"Be sure to always go back to the ``master`` branch before creating a new " -"branch, as your current branch will be used as the base for the new one. " -"Alternatively, you can specify a custom base branch after the new branch's " -"name:" -msgstr "" -"Не забывайте переключаться на ветку ``master`` перед созданием новой, так " -"как именно текущая ветка используется для создаваемой в качестве основы. В " -"качестве альтернативы вы можете указать имя ветки, которую необходимо " -"принять за основу, после имени создаваемой ветки:" - -msgid "Updating your branch" -msgstr "Обновление вашей ветки" - -msgid "" -"This would not be needed the first time (just after you forked the upstream " -"repository). However, the next time you want to work on something, you will " -"notice that your fork's ``master`` is several commits behind the upstream " -"``master`` branch: pull requests from other contributors would have been " -"merged in the meantime." -msgstr "" -"Это вряд ли понадобится сразу после того, как вы выполните описанные выше " -"действия. Однако позже, в процессе работы или непосредственно перед PR, вы " -"можете заметить, что ветка ``master`` вашего форка на несколько коммитов " -"отстаёт от ветки ``master`` исходного репозитория: это коммиты от других " -"участников, чьи запросы были приняты за прошедшее время." - -msgid "" -"To ensure there won't be conflicts between the feature you develop and the " -"current upstream ``master`` branch, you will have to update your branch by " -"*pulling* the upstream branch." -msgstr "" -"Чтобы гарантировать отсутствие конфликтов между разрабатываемой функцией и " -"веткой ``master`` исходного репозитория, вам необходимо обновить свою ветку, " -"включив в неё новые коммиты." - -msgid "" -"The ``--rebase`` argument will ensure that any local changes that you " -"committed will be re-applied *on top* of the pulled branch, which is usually " -"what we want in our PR workflow. This way, when you open a pull request, " -"your own commits will be the only difference with the upstream ``master`` " -"branch." -msgstr "" -"Аргумент ``--rebase`` гарантирует, что любые локальные коммиты, которые вы " -"сделали, будут повторно применены поверх принимаемых изменений, что обычно и " -"требуется в PR-процессе. Таким образом, когда вы отправляете PR, ваши " -"собственные коммиты будут единственным отличием от текущего состояния " -"исходной ветки ``master``." - -msgid "" -"While rebasing, conflicts may arise if your commits modified code that has " -"been changed in the upstream branch in the meantime. If that happens, Git " -"will stop at the conflicting commit and will ask you to resolve the " -"conflicts. You can do so with any text editor, then stage the changes (more " -"on that later), and proceed with ``git rebase --continue``. Repeat the " -"operation if later commits have conflicts too, until the rebase operation " -"completes." -msgstr "" -"Во время слияния могут возникнуть конфликты, если код, который вы изменяли, " -"за это время был изменён и в исходном репозитории. В таких случаях Git будет " -"приостанавливать процесс и предлагать вам решить конфликт. Вы можете сделать " -"это с помощью любого текстового редактора, затем добавить изменения в " -"процесс (позже об этом будет сказано подробнее) и продолжить обновление с " -"помощью команды ``git rebase --continue``. Повторяйте эту операцию, если " -"последующие коммиты также будут иметь конфликты, пока процесс обновления не " -"завершится." - -msgid "" -"If you're unsure about what is going on during a rebase and you panic (no " -"worry, we all do the first few times), you can abort the rebase with ``git " -"rebase --abort``. You will then be back to the original state of your branch " -"before calling ``git pull --rebase``." -msgstr "" -"Если во время обновления вы перестали понимать, что происходит, и " -"запаниковали (не волнуйтесь, мы все делаем так первые несколько раз), вы " -"можете прервать процесс с помощью команды ``git rebase --abort``. После " -"этого вы вернётесь в исходное состояние своей ветки (до вызова ``git pull --" -"rebase``)." - -msgid "" -"If you omit the ``--rebase`` argument, you will instead create a merge " -"commit which tells Git what to make of the two distinct branches. If any " -"conflicts arise, they would be resolved all at once via this merge commit." -msgstr "" -"Если вы опустите аргумент ``--rebase``, то у вас получится коммит слияния " -"(merge в терминологии Git), который собирает историю из двух разных веток в " -"одно целое. Если при этом возникнут какие-либо конфликты, они все будут " -"разрешены в пределах этого коммита." - -msgid "" -"While this is a valid workflow and the default behavior of ``git pull``, " -"merge commits within PRs are frowned upon in our PR workflow. We only use " -"them when merging PRs into the upstream branch." -msgstr "" -"Хотя это допустимое действие и поведение ``git pull`` по умолчанию, оно не " -"одобряется в нашем сообществе. Мы используем слияние только при принятии PR " -"в исходный репозиторий." - -msgid "" -"The philosophy is that a PR should represent the final stage of the changes " -"made to the codebase, and we are not interested in mistakes and fixes that " -"would have been done in intermediate stages before merging. Git gives us " -"great tools to \"rewrite the history\" and make it as if we got things right " -"the first time, and we're happy to use it to ensure that changes are easy to " -"review and understand long after they have been merged." -msgstr "" -"Согласно нашей философии, PR должен представлять собой заключительный этап " -"изменений, внесённых в кодовую базу, и нас не интересуют ошибки и " -"исправления, которые, возможно, были сделаны на промежуточных этапах, до " -"слияния. Git даёт нам отличные инструменты, чтобы \"переписать историю\", " -"сделать вид, что всё получилось правильно с первого раза, и мы с " -"удовольствием используем это, чтобы гарантировать, что изменения будет " -"читаемы и понятны ещё долгое время после того, как они были внесены." - -msgid "" -"If you have already created a merge commit without using ``rebase``, or have " -"made any other changes that have resulted in undesired history, the best " -"option is to use an *interactive rebase* on the upstream branch. See the :" -"ref:`dedicated section ` for instructions." -msgstr "" -"Если вы всё же создали коммит слияния без использования ``--rebase`` или " -"внесли какие-либо другие изменения, которые привели к нежелательной истории, " -"лучшим вариантом будет воспользоваться интерактивным режимом команды rebase. " -"Подробные инструкции смотрите в :ref:`соответствующем разделе " -"`." - -msgid "" -"If at any time you want to *reset* a local branch to a given commit or " -"branch, you can do so with ``git reset --hard `` or ``git reset --" -"hard /`` (e.g. ``git reset --hard upstream/master``)." -msgstr "" -"Если в какой-то момент вы захотите откатить вашу локальную ветку до " -"определённого коммита или до какой-либо ветки удалённого репозитория, то вы " -"можете сделать это с помощью команд ``git reset --hard `` или " -"``git reset --hard /`` (например, ``git reset --hard " -"upstream/master``)." - -msgid "" -"Be warned that this will remove any changes that you might have committed in " -"this branch. If you ever lose commits by mistake, use the ``git reflog`` " -"command to find the commit ID of the previous state that you would like to " -"restore, and use it as argument of ``git reset --hard`` to go back to that " -"state." -msgstr "" -"Имейте в виду, что такой сброс приведёт к удалению любых изменений в этой " -"ветке. Если вы когда-нибудь сделаете коммит по ошибке - используйте команду " -"``git reflog``, чтобы найти ID предыдущего коммита, и подставьте его в " -"качестве аргумента в ``git reset --hard`` для возврата в это состояние." - -msgid "Making changes" -msgstr "Внесение изменений" - -msgid "" -"You would then do your changes to our example's ``editor/project_manager." -"cpp`` file with your usual development environment (text editor, IDE, etc.)." -msgstr "" -"Затем вы должны внести изменения в файл ``editor/project_manager.cpp`` " -"нашего примера с помощью вашей обычной среды разработки (текстовый редактор, " -"IDE и т.д.)." - -msgid "" -"By default, those changes are *unstaged*. The staging area is a layer " -"between your working directory (where you make your modifications) and the " -"local Git repository (the commits and all the metadata in the ``.git`` " -"folder). To bring changes from the working directory to the Git repository, " -"you need to *stage* them with the ``git add`` command, and then to commit " -"them with the ``git commit`` command." -msgstr "" -"Однако по умолчанию изменённый файл не **проиндексирован**. Индексация " -"позволяет разграничить изменения, которые будут включены в следующий коммит, " -"и изменения, которые следует игнорировать. Чтобы перенести изменённый файл " -"из вашего рабочего каталога в репозиторий Git, вам нужно проиндексировать " -"его с помощью команды ``git add``, а затем зафиксировать изменения с помощью " -"команды ``git commit``." - -msgid "" -"There are various commands you should know to review your current work, " -"before staging it, while it is staged, and after it has been committed." -msgstr "" -"Существуют различные команды, которые необходимо знать для просмотра текущей " -"работы, до постановки, во время постановки и после фиксации." - -msgid "" -"``git diff`` will show you the current unstaged changes, i.e. the " -"differences between your working directory and the staging area." -msgstr "" -"``git diff`` покажет вам текущие неустановленные изменения, то есть различия " -"между вашей рабочей директорией и областью постановки." - -msgid "" -"``git checkout -- `` will undo the unstaged changes to the given " -"files." -msgstr "" -"``git checkout -- `` отменит неустановленные изменения в указанных " -"файлах." - -msgid "``git add `` will *stage* the changes on the listed files." -msgstr "" -"''git add '' будет *поэтапно* вносить изменения в перечисленные файлы." - -msgid "" -"``git diff --staged`` will show the current staged changes, i.e. the " -"differences between the staging area and the last commit." -msgstr "" -"``git diff --staged`` покажет текущие стадийные изменения, т.е. различия " -"между промежуточной областью и последней фиксацией." - -msgid "``git reset HEAD `` will *unstage* changes to the listed files." -msgstr "``git reset HEAD `` *отменит* изменения в перечисленных файлах." - -msgid "" -"``git status`` will show you what are the currently staged and unstaged " -"modifications." -msgstr "``git status`` покажет, какие изменения проиндексированы, а какие нет." - -msgid "" -"``git commit`` will commit the staged files. It will open a text editor (you " -"can define the one you want to use with the ``GIT_EDITOR`` environment " -"variable or the ``core.editor`` setting in your Git configuration) to let " -"you write a commit log. You can use ``git commit -m \"Cool commit log\"`` to " -"write the log directly." -msgstr "" -"``git commit`` зафиксирует проиндексированные изменения, создав коммит; при " -"этом откроется текстовый редактор (вы можете задать предпочтительный " -"редактор в переменной окружения ``GIT_EDITOR`` или в параметре ``core." -"editor`` в настройках Git), чтобы вы могли оставить примечания в журнале " -"коммитов; вы также можете использовать ``git commit -m \"Cool commit log\"`` " -"для записи в журнал напрямую." - -msgid "" -"``git commit --amend`` lets you amend the last commit with your currently " -"staged changes (added with ``git add``). This is the best option if you want " -"to fix a mistake in the last commit (bug, typo, style issue, etc.)." -msgstr "" -"``git commit --amend`` позволяет вам внести текущие проиндексированные (с " -"помощью ``git add``) изменения в предыдущий коммит; это может пригодится, " -"если вам нужно что-то исправить в предыдущем коммите (опечатку, " -"стилистическую или иную мелкую ошибку)." - -msgid "" -"``git log`` will show you the last commits of your current branch. If you " -"did local commits, they should be shown at the top." -msgstr "" -"``git log`` покажет вам последние коммиты в текущей ветке; если вы делали " -"локальные коммиты, они будут наверху списка." - -msgid "" -"``git show`` will show you the changes of the last commit. You can also " -"specify a commit hash to see the changes for that commit." -msgstr "" -"``git show`` покажет изменения, внесённые последним коммитом; также вы " -"можете указать в качестве аргумента хеш коммита, изменения которого хотите " -"увидеть." - -msgid "" -"That's a lot to memorize! Don't worry, just check this cheat sheet when you " -"need to make changes, and learn by doing." -msgstr "" -"Это всё нужно запомнить! Не волнуйтесь, просто подглядывайте в эту " -"шпаргалку, когда вам будет нужно внести изменения, и учитесь на практике." - -msgid "Here's how the shell history could look like on our example:" -msgstr "Вот так может выглядеть история командной строки в нашем примере:" - -msgid "" -"With this, we should have two new commits in our ``better-project-manager`` " -"branch which were not in the ``master`` branch. They are still only local " -"though, the remote fork does not know about them, nor does the upstream repo." -msgstr "" -"Это добавит к ветке ``better-project-manager`` два новых коммита, которых " -"нет в ветке ``master``. Однако эти изменения всё ещё являются локальными: ни " -"ваш удалённый форк, ни исходный репозиторий пока не знают о них." - -msgid "Pushing changes to a remote" -msgstr "Отправка изменений на GitHub" - -msgid "" -"That's where ``git push`` will come into play. In Git, a commit is always " -"done in the local repository (unlike Subversion where a commit will modify " -"the remote repository directly). You need to *push* the new commits to a " -"remote branch to share them with the world. The syntax for this is:" -msgstr "" -"Тут вам пригодится команда ``git push``. Git всегда выполняет коммит в " -"локальном репозитории (в отличие от Subversion, где коммит изменяет " -"удалённый репозиторий напрямую). Вам нужно вручную отправлять новые коммиты " -"в удалённый репозиторий, если вы хотите сделать их доступными для всех. Вот " -"синтаксис этой команды:" - -msgid "" -"The part about the remote branch can be omitted if you want it to have the " -"same name as the local branch, which is our case in this example, so we will " -"do:" -msgstr "" -"Часть в квадратных скобках, задающую имя ветки в удалённом репозитории, " -"можно опустить, если вы хотите, чтобы удалённая ветка имела то же имя, что и " -"локальная; в нашем примере мы так и сделаем:" - -msgid "Issuing a pull request" -msgstr "Запрос на принятие изменений" - -msgid "" -"When you load your fork's branch on GitHub, you should see a line saying " -"*\"This branch is 2 commits ahead of godotengine:master.\"* (and potentially " -"some commits behind, if your ``master`` branch was out of sync with the " -"upstream ``master`` branch)." -msgstr "" -"После того как изменения будут загружены на GitHub, на странице репозитория " -"вы увидите строку \"This branch is 2 commits ahead of godotengine:master\" " -"(\"Эта ветка опережает godotengine:master на 2 коммита\"). Также там может " -"быть указано отставание на несколько коммитов, если ваша ветка не была " -"синхронизирована с веткой ``master`` исходного репозитория." - -msgid "" -"On that line, there is a \"Pull request\" link. Clicking it will open a form " -"that will let you issue a pull request on the ``godotengine/godot`` upstream " -"repository. It should show you your two commits, and state \"Able to " -"merge\". If not (e.g. it has way more commits, or says there are merge " -"conflicts), don't create the PR yet, something went wrong. Go to our `Godot " -"Contributors Chat `_ and ask for support :)" -msgstr "" -"В этой строке есть ссылка \"Pull request\". Нажав на неё, вы откроете форму, " -"которая позволит вам отправить запрос на исправление изменений в репозитории " -"``godotengine/godot``. Там должны быть показаны два ваших коммита и написано " -"\"Able to merge\". Если нет (например, коммитов намного больше, или " -"говорится о конфликтах слияния), не создавайте PR, что-то пошло не так. " -"Зайдите в наш чат `Godot Contributors Chat `_ " -"и попросите поддержки :)" - -msgid "" -"Use an explicit title for the PR and put the necessary details in the " -"comment area. You can drag and drop screenshots, GIFs or zipped projects if " -"relevant, to showcase what your work implements. Click \"Create a pull " -"request\", and tadaa!" -msgstr "" -"Используйте явное название для PR и поместите необходимые детали в область " -"комментариев. Вы можете перетащить скриншоты, GIF-файлы или заархивированные " -"проекты, если это уместно, чтобы продемонстрировать, что реализует ваша " -"работа. Нажмите \"Create a pull request\", и тадаа!" - -msgid "Modifying a pull request" -msgstr "Изменение PR" - -msgid "" -"While it is reviewed by other contributors, you will often need to make " -"changes to your yet-unmerged PR, either because contributors requested them, " -"or because you found issues yourself while testing." -msgstr "" -"Пока ваш PR ещё не принят и рассматривается другими участниками, вам часто " -"придётся редактировать его - либо когда вас кто-то попросит внести те или " -"иные правки, либо когда вы сами обнаружите проблемы во время очередного " -"тестирования." - -msgid "" -"The good news is that you can modify a pull request simply by acting on the " -"branch you made the pull request from. You can e.g. make a new commit on " -"that branch, push it to your fork, and the PR will be updated automatically:" -msgstr "" -"К счастью, вы можете изменить PR просто изменяя ветку, из которой он был " -"сделан. То есть вы можете сделать новый коммит в свою локальную ветку, " -"отправить изменения в ту же ветку удалённого репозитория, что и раньше - и " -"PR будет автоматически обновлён:" - -msgid "" -"However, be aware that in our PR workflow, we favor commits that bring the " -"codebase from one functional state to another functional state, without " -"having intermediate commits fixing up bugs in your own code or style issues. " -"Most of the time, we will prefer a single commit in a given PR (unless " -"there's a good reason to keep the changes separate). Instead of authoring a " -"new commit, consider using ``git commit --amend`` to amend the previous " -"commit with your fixes. The above example would then become:" -msgstr "" -"Однако имейте в виду, что в нашем рабочем процессе PR мы отдаём предпочтение " -"коммитам, которые переводят кодовую базу из одного функционального состояния " -"в другое функциональное состояние, без промежуточных коммитов, исправляющих " -"ошибки в вашем собственном коде или проблемы со стилем. В большинстве " -"случаев мы отдаём предпочтение одному коммиту в данном PR (если только нет " -"веской причины хранить изменения отдельно). Вместо того чтобы создавать " -"новый коммит, используйте ``git commit --amend`` для внесения изменений в " -"предыдущий коммит с вашими исправлениями. Тогда приведенный выше пример " -"станет:" - -msgid "The interactive rebase" -msgstr "Интерактивный режим rebase" - -msgid "" -"Indeed, if some commits have been made following reviews to fix bugs, typos, " -"etc. in the original commit, they are not relevant to a future changelog " -"reader who would want to know what happened in the Godot codebase, or when " -"and how a given file was last modified." -msgstr "" -"Дело в том, что коммиты, сделанные поверх основного для исправления в нём " -"опечаток и ошибок, не имеют отношения к будущему читателю журнала изменений, " -"который просто хотел бы знать, что произошло в кодовой базе Godot или когда " -"и как данный файл был изменён в последний раз." - -msgid "" -"To squash those extraneous commits into the main one, we will have to " -"*rewrite history*. Right, we have that power. You may read that it's a bad " -"practice, and it's true when it comes to branches of the upstream repo. But " -"in your fork, you can do whatever you want, and everything is allowed to get " -"neat PRs :)" -msgstr "" -"Чтобы втиснуть эти посторонние коммиты в основной, нам придется *переписать " -"историю*. Верно, у нас есть такая возможность. Вы можете прочитать, что это " -"плохая практика, и это правда, когда речь идёт о ветках восходящего " -"репозитория. Но в своём форке вы можете делать всё, что хотите, и всё " -"разрешено для получения аккуратных PR :)" - -msgid "" -"We will use the *interactive rebase* ``git rebase -i`` to do this. This " -"command takes a commit ID or a branch name as argument, and will let you " -"modify all commits between that commit/branch and the last one in your " -"working branch, the so-called ``HEAD``." -msgstr "" -"Для этого применяется интерактивный режим команды rebase: ``git rebase -i``. " -"В качестве аргумента используется ID коммита или имя ветки, что позволяет " -"вам редактировать все коммиты между указанной точкой и текущим состоянием " -"вашей рабочей ветки, называемым ``HEAD``." - -msgid "" -"While you can give any commit ID to ``git rebase -i`` and review everything " -"in between, the most common and convenient workflow involves rebasing on the " -"upstream ``master`` branch, which you can do with:" -msgstr "" -"Хотя вы можете присвоить любой ID коммита ``git rebase -i`` и просмотреть " -"всё, что между ними, наиболее распространенный и удобный рабочий процесс " -"включает ребазинг на восходящую ветку ``master``, что вы можете сделать с " -"помощью:" - -msgid "" -"Referencing branches in Git is a bit tricky due to the distinction between " -"remote and local branches. Here, ``upstream/master`` (with a `/`) is a local " -"branch which has been pulled from the ``upstream`` remote's ``master`` " -"branch." -msgstr "" -"Ссылаться на ветки в Git немного сложно из-за различия между удалёнными и " -"локальными ветками. Здесь ``Upstream/master`` (с символом \"/\") - это " -"локальная ветка, которая была извлечена из ветки ``master`` исходного " -"репозитория." - -msgid "" -"Interactive rebases can only be done on local branches, so the `/` is " -"important here. As the upstream remote changes frequently, your local " -"``upstream/master`` branch may become outdated, so you can update it with " -"``git fetch upstream master``. Contrarily to ``git pull --rebase upstream " -"master`` which would update your currently checked out branch, ``fetch`` " -"will only update the ``upstream/master`` reference (which is distinct from " -"your local ``master`` branch... yes it's confusing, but you'll become " -"familiar with this little by little)." -msgstr "" -"Интерактивный режим rebase работает только с локальными ветками, поэтому " -"здесь важен символ \"/\". Так как исходный репозиторий часто изменяется, " -"ваша локальная ветка ``Upstream/master`` может оказаться устаревшей - во " -"избежание этого вам необходимо обновить её с помощью ``git fetch Upstream " -"master``. В отличие от команды ``git pull --rebase Upstream master``, " -"которая будет обновлять вашу текущую ветку, ``fetch`` обновит только ссылку " -"``Upstream/master`` (которая отличается от вашей локальной ветки " -"``master``... да, это сбивает с толку, но постепенно вы разберётесь и " -"привыкните)." - -msgid "" -"This will open a text editor (``vi`` by default, see `Git docs `_ to " -"configure your favorite one) with something which may look like this:" -msgstr "" -"В результате откроется текстовый редактор (``vi`` по умолчанию, см. `Git " -"docs `_ для настройки вашего любимого редактора) с чем-" -"то, что может выглядеть следующим образом:" - -msgid "" -"The editor will also show instructions regarding how you can act on those " -"commits. In particular, it should tell you that \"pick\" means to use that " -"commit (do nothing), and that \"squash\" and \"fixup\" can be used to *meld* " -"the commit in its parent commit. The difference between \"squash\" and " -"\"fixup\" is that \"fixup\" will discard the commit log from the squashed " -"commit. In our example, we are not interested in keeping the log of the " -"\"Fix a typo\" commit, so we use:" -msgstr "" -"Также редактор покажет инструкции относительно того, что вы можете делать с " -"этими коммитами. В частности, там будет написано, что \"pick\" нужен, чтобы " -"оставить коммит без изменений, а \"squash\" и \"fixup\" применяются для " -"слияния коммита с предыдущим. Разница между \"squash\" и \"fixup\" " -"заключается в том, что \"fixup\" при слиянии отбросит примечания текущего " -"коммита. Так как в нашем примере нет необходимости сохранять в журнале " -"коммитов фразу \"Fix a typo ...\", финальный текст будет следующий:" - -msgid "" -"Upon saving and quitting the editor, the rebase will occur. The second " -"commit will be melded into the first one, and ``git log`` and ``git show`` " -"should now confirm that you have only one commit with the changes from both " -"previous commits." -msgstr "" -"После сохранения и выхода из редактора произойдёт обновление. Второй коммит " -"будет объединён с первым, а ``git log`` и ``git show`` теперь должны " -"подтвердить, что у вас есть только один коммит, включающий в себя все " -"необходимые изменения." - -msgid "" -"But! You rewrote the history, and now your local and remote branches have " -"diverged. Indeed, commit 1b4aad7 in the above example will have changed, and " -"therefore got a new commit hash. If you try to push to your remote branch, " -"it will raise an error:" -msgstr "" -"Однако вы переписали историю только локально, и теперь ваши локальная и " -"удалённая ветки конфликтуют. Коммит 1b4aad7 в приведённом выше примере был " -"изменён, получив при этом новый хеш. Если вы теперь попытаетесь отправить " -"изменения в свой удаленный репозиторий, это вызовет ошибку:" - -msgid "" -"And tadaa! Git will happily *replace* your remote branch with what you had " -"locally (so make sure that's what you wanted, using ``git log``). This will " -"also update the PR accordingly." -msgstr "" -"Теперь Git просто заменит вашу удалённую ветку на обновлённую локальную " -"(поэтому используйте опцию ``--force`` с осторожностью, предварительно " -"проверяя отправляемые изменения с помощью ``git log``). Открытый из этой " -"ветки PR так же будет обновлён автоматически." - -msgid "Deleting a Git branch" -msgstr "Удаление ветки в Git" - -msgid "" -"After your pull request gets merged, there's one last thing you should do: " -"delete your Git branch for the PR. There won't be issues if you don't delete " -"your branch, but it's good practice to do so. You'll need to do this twice, " -"once for the local branch and another for the remote branch on GitHub." -msgstr "" -"После того как ваш PR будет принят и изменения окажутся в исходном " -"репозитории, есть ещё один пункт, который желательно выполнить: удалить " -"ветку, созданную для этого PR. Если вы этого не сделаете, технически это не " -"будет ошибкой, но поддерживать свой репозиторий в порядке и не захламлять " -"его - хорошая практика. Вам нужно будет сделать это дважды: для локального и " -"для удалённого репозиториев." - -msgid "" -"Alternatively, if the branch hadn't been merged yet and we wanted to delete " -"it anyway, instead of ``-d`` you would use ``-D``." -msgstr "" -"При необходимости удалить ветку до слияния вместо опции ``-d`` нужно " -"использовать ``-D``." - -msgid "Next, to delete the remote branch on GitHub use this command:" -msgstr "" -"После этого используйте следующую команду, чтобы удалить эту же ветку из " -"удалённого репозитория:" - -msgid "" -"You can also delete the remote branch from the GitHub PR itself, a button " -"should appear once it has been merged or closed." -msgstr "" -"Также вы можете сделать это, используя интерфейс GitHub - соответствующая " -"кнопка должна появиться на странице PR, после того как он будет принят или " -"закрыт." diff --git a/sphinx/po/ru/LC_MESSAGES/contributing/workflow/testing_pull_requests.po b/sphinx/po/ru/LC_MESSAGES/contributing/workflow/testing_pull_requests.po deleted file mode 100644 index f02f78c6a6..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/contributing/workflow/testing_pull_requests.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po b/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po deleted file mode 100644 index cd9c41f48a..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po +++ /dev/null @@ -1,119 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Setting up the project" -msgstr "Настройка проекта" - -msgid "In this short first part, we'll set up and organize the project." -msgstr "В короткой первой части, мы настроим и организуем проект." - -msgid "Launch Godot and create a new project." -msgstr "Запустите Godot и создайте новый проект." - -msgid "" -"When creating the new project, you only need to choose a valid *Project " -"Path*. You can leave the other default settings alone." -msgstr "" -"При создании нового проекта вам нужно только выбрать *Путь к проекту*. " -"Остальные настройки вы можете не трогать." - -msgid "GDScript" -msgstr "GDScript" - -msgid "" -"Download `dodge_the_creeps_2d_assets.zip `_. The archive contains the images and " -"sounds you'll be using to make the game. Extract the archive and move the " -"``art/`` and ``fonts/`` directories to your project's directory." -msgstr "" -"Скачайте `dodge_the_creeps_2d_assets.zip `_. Архив содержит изображения и звуки, " -"которые вы будете использовать для создания игры. Распакуйте архив и " -"переместите папки ``art/`` и ``fonts/`` в папку вашего проекта." - -msgid "C#" -msgstr "C#" - -msgid "" -"Ensure that you have the required dependencies to use C# in Godot. You need " -"the latest stable .NET SDK, and an editor such as VS Code. See :ref:" -"`doc_c_sharp_setup`." -msgstr "" -"Убедитесь, что у вас есть всё необходимое для использования C# в Godot. Вам " -"нужна последняя стабильная версия .NET SDK и редактор, например, VS Code. " -"См. :ref:`doc_c_sharp_setup`." - -msgid "C++" -msgstr "C++" - -msgid "" -"The C++ part of this tutorial wasn't rewritten for the new GDExtension " -"system yet." -msgstr "" -"Часть этого руководства, посвященная C++, еще не была переписана для новой " -"системы GDExtension." - -msgid "Your project folder should look like this." -msgstr "Папка вашего проекта должна выглядеть следующим образом." - -msgid "" -"This game is designed for portrait mode, so we need to adjust the size of " -"the game window. Click on *Project -> Project Settings* to open the project " -"settings window, in the left column open the *Display -> Window* tab. There, " -"set \"Viewport Width\" to ``480`` and \"Viewport Height\" to ``720``." -msgstr "" -"Эта игра будет в вертикальном режиме, поэтому нам нужно настроить размер " -"окна игры. Нажмите на *Проект -> Настройки проекта*, чтобы открыть окно " -"настроек проекта. В левой колонке откройте вкладку *Дисплей -> Окно*. Там " -"установите \"Ширина окна просмотра\" на ``480`` и \"Высоту окна просмотра\" " -"на ``720``." - -msgid "" -"Also, under the **Stretch** options, set **Mode** to ``canvas_items`` and " -"**Aspect** to ``keep``. This ensures that the game scales consistently on " -"different sized screens." -msgstr "" -"Кроме того, прокрутите раздел вниз и в опции **Растягивание** установите " -"**Режим** на ``canvas_items`` и **Соотношение** на ``keep``. Это обеспечит " -"стабильное масштабирование игры на экранах разного размера." - -msgid "Organizing the project" -msgstr "Организация проекта" - -msgid "" -"In this project, we will make 3 independent scenes: ``Player``, ``Mob``, and " -"``HUD``, which we will combine into the game's ``Main`` scene." -msgstr "" -"В этом проекте мы создадим 3 независимых сцены: ``Player``, ``Mob``, and " -"``HUD``, которые мы образуем в сцену игры ``Main``." - -msgid "" -"In a larger project, it might be useful to create folders to hold the " -"various scenes and their scripts, but for this relatively small game, you " -"can save your scenes and scripts in the project's root folder, identified by " -"``res://``. You can see your project folders in the FileSystem dock in the " -"lower left corner:" -msgstr "" -"В более крупном проекте было бы полезно сделать папки для хранения различных " -"сцен и их скриптов, но для этой, относительно небольшой игры, вы можете " -"сохранять свои сцены и скрипты в корневой папке, называемой ``res://``. Вы " -"можете видеть папки проекта в окне FileSystem (Файловая Система) в нижнем " -"левом углу:" - -msgid "" -"With the project in place, we're ready to design the player scene in the " -"next lesson." -msgstr "" -"С установленным проектом мы готовы создать сцену игрока в следующем уроке." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po b/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po deleted file mode 100644 index 923a6fcb09..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po +++ /dev/null @@ -1,141 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating the player scene" -msgstr "Создание сцены игрока" - -msgid "" -"With the project settings in place, we can start working on the player-" -"controlled character." -msgstr "" -"С установленными настройками проекта, мы можем начать работу над игроком." - -msgid "" -"The first scene will define the ``Player`` object. One of the benefits of " -"creating a separate Player scene is that we can test it separately, even " -"before we've created other parts of the game." -msgstr "" -"Первая сцена будет определять объект ``Player``. Одним из преимуществ " -"создания отдельной сцены Player является то, что мы можем протестировать ее " -"отдельно, даже до того, как создадим другие части игры." - -msgid "Node structure" -msgstr "Структура узла" - -msgid "" -"To begin, we need to choose a root node for the player object. As a general " -"rule, a scene's root node should reflect the object's desired functionality " -"- what the object *is*. Click the \"Other Node\" button and add an :ref:" -"`Area2D ` node to the scene." -msgstr "" -"Для начала нам нужно выбрать корневой узел для игрока. Как правило, корневой " -"узел сцены должен отображать желаемую функциональность объекта - *чем* " -"объект является. Нажмите кнопку \"Другой узел\" и добавьте узел :ref:`Area2D " -"` в сцену." - -msgid "" -"With ``Area2D`` we can detect objects that overlap or run into the player. " -"Change the node's name to ``Player`` by double-clicking on it. Now that " -"we've set the scene's root node, we can add additional nodes to give it more " -"functionality." -msgstr "" -"С помощью ``Area2D`` мы можем обнаруживать объекты, которые перекрывают или " -"сталкиваются с игроком. Измените имя узла на ``Player``, дважды щёлкнув по " -"нему. Теперь, когда мы установили корневой узел сцены, мы можем добавлять " -"дочерние узлы, чтобы придать ему больше функциональности." - -msgid "" -"Before we add any children to the ``Player`` node, we want to make sure we " -"don't accidentally move or resize them by clicking on them. Select the node " -"and click the icon to the right of the lock. Its tooltip says \"Groups the " -"selected node with its children. This causes the parent to be selected when " -"any child node is clicked in 2D and 3D view.\"" -msgstr "" -"Прежде чем мы добавим дочерних узлов на узел ``Player``, мы хотим убедиться, " -"что нажав на них, мы случайно не переместим их и не изменим их размер. " -"Выберите узел и нажмите на значок справа от блокировки; его всплывающая " -"подсказка гласит: \"Группирует выбранный узел с его дочерними узлами. В этом " -"случае, при клике на любой дочерний узел во вкладке 2D и 3D будет выбран " -"родитель.\"" - -msgid "" -"Save the scene. Click Scene -> Save, or press :kbd:`Ctrl + S` on Windows/" -"Linux or :kbd:`Cmd + S` on macOS." -msgstr "" -"Сохраните сцену. Нажмите \"Сцена\" -> \"Сохранить сцену\" в верхней панели " -"или нажмите сочетание клавиш :kbd:`Ctrl + S` на Windows/Linux или :kbd:`Cmd " -"+ S` на macOS." - -msgid "For this project, we will be following the Godot naming conventions." -msgstr "Для этого проекта мы будем следовать правилам именования Godot." - -msgid "" -"**GDScript**: Classes (nodes) use PascalCase, variables and functions use " -"snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." -msgstr "" -"**GDScript**: Классы (узлы) используют PascalCase, переменные и функции - " -"snake_case, константы - ALL_CAPS (см. :ref:`doc_gdscript_styleguide`)." - -msgid "" -"**C#**: Classes, export variables and methods use PascalCase, private fields " -"use _camelCase, local variables and parameters use camelCase (See :ref:" -"`doc_c_sharp_styleguide`). Be careful to type the method names precisely " -"when connecting signals." -msgstr "" -"**C#**: Классы, экспортные переменные и методы используют PascalCase, " -"приватные поля используют _camelCase, локальные переменные и параметры " -"используют camelCase (См. :ref:`doc_c_sharp_styleguide`). Будьте " -"внимательны, чтобы точно набирать имена методов при подключении сигналов." - -msgid "Sprite animation" -msgstr "Анимация спрайтов" - -msgid "" -"The player images are a bit too large for the game window, so we need to " -"scale them down. Click on the ``AnimatedSprite2D`` node and set the " -"``Scale`` property to ``(0.5, 0.5)``. You can find it in the Inspector under " -"the ``Node2D`` heading." -msgstr "" -"Изображения игрока слишком большие, поэтому нам надо их слегка уменьшить. " -"Нажмите на узел ``AnimatedSprite2D`` и установите параметр ``Scale`` в " -"``(0.5, 0.5)``. Вы можете найти его в Инспекторе под названием ``Node2D``." - -msgid "" -"Finally, add a :ref:`CollisionShape2D ` as a child " -"of ``Player``. This will determine the player's \"hitbox\", or the bounds of " -"its collision area. For this character, a ``CapsuleShape2D`` node gives the " -"best fit, so next to \"Shape\" in the Inspector, click \"[empty]\" -> \"New " -"CapsuleShape2D\". Using the two size handles, resize the shape to cover the " -"sprite:" -msgstr "" -"Наконец, добавьте :ref:`CollisionShape2D ` в " -"качестве дочернего узла ``Player``. Это определит \"хитбокс\" игрока, или " -"границы его области столкновения. Для нашего персонажа лучше всего подходит " -"узел ``CapsuleShape2D``, поэтому рядом с \"Shape\" в Инспекторе нажмите " -"\"[пусто]\" -> \"Создать CapsuleShape2D\". Используя две стрелки размера, " -"измените размер фигуры так, чтобы она покрывала спрайт:" - -msgid "When you're finished, your ``Player`` scene should look like this:" -msgstr "Когда вы закончите, сцена ``Player`` будет выглядеть вот так:" - -msgid "Make sure to save the scene again after these changes." -msgstr "После этих изменений обязательно сохраните сцену еще раз." - -msgid "" -"In the next part, we'll add a script to the player node to move and animate " -"it. Then, we'll set up collision detection to know when the player got hit " -"by something." -msgstr "" -"В следующей части мы добавим скрипт к узлу игрока, чтобы перемещать и " -"анимировать его. Позже, мы настроим обнаружение столкновений, чтобы знать, в " -"какой момент игрок столкнулся с чем-то." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po b/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po deleted file mode 100644 index b863e2abd4..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po +++ /dev/null @@ -1,477 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Coding the player" -msgstr "Программирование игрока" - -msgid "" -"In this lesson, we'll add player movement, animation, and set it up to " -"detect collisions." -msgstr "" -"В этом уроке мы добавим передвижение игрока, анимацию и настроим всё для " -"определения столкновений." - -msgid "" -"To do so, we need to add some functionality that we can't get from a built-" -"in node, so we'll add a script. Click the ``Player`` node and click the " -"\"Attach Script\" button:" -msgstr "" -"Для этого нужно добавить немного функционала, который мы не можем получить с " -"помощью встроенных узлов, поэтому мы добавим скрипт. Нажмите на узел " -"``Player`` и нажмите кнопку \"Attach Script\" (\"Прикрепить скрипт...\"):" - -msgid "" -"In the script settings window, you can leave the default settings alone. " -"Just click \"Create\":" -msgstr "" -"В окне настроек скрипта вы можете оставить все настройки по умолчанию. " -"Просто нажмите \"Создать\":" - -msgid "" -"If you're creating a C# script or other languages, select the language from " -"the `language` drop down menu before hitting create." -msgstr "" -"Если вы создаете скрипт на C# или другом языке, то перед созданием выберете " -"этот язык в выпадающем меню `Язык`." - -msgid "" -"If this is your first time encountering GDScript, please read :ref:" -"`doc_scripting` before continuing." -msgstr "" -"Если вы впервые столкнулись с GDScript, пожалуйста, прочтите :ref:" -"`doc_scripting` перед продолжением." - -msgid "Start by declaring the member variables this object will need:" -msgstr "" -"Начните с объявления переменных класса, которые понадобятся этому объекту:" - -msgid "" -"Using the ``export`` keyword on the first variable ``speed`` allows us to " -"set its value in the Inspector. This can be handy for values that you want " -"to be able to adjust just like a node's built-in properties. Click on the " -"``Player`` node and you'll see the property now appears in the Inspector in " -"a new section with the name of the script. Remember, if you change the value " -"here, it will override the value written in the script." -msgstr "" -"Использование ключевого слова ``export`` у первой переменной ``speed`` " -"позволяет устанавливать ее значение в Инспекторе. Это может быть полезно, " -"если вы хотите изменять значения точно так же как и встроенные свойства " -"узла. Щелкните на узел ``Player`` и вы увидите, что свойство появилось в " -"Инспекторе в новом месте с именем скрипта. Помните, что если изменить " -"значение здесь, то оно перезапишет значение, установленное в скрипте." - -msgid "" -"If you're using C#, you need to (re)build the project assemblies whenever " -"you want to see new export variables or signals. This build can be manually " -"triggered by clicking the **Build** button at the top right of the editor." -msgstr "" -"Если вы используете C#, вам нужно (пере)собирать сборки проекта всякий раз, " -"когда вы хотите увидеть новые экспортируемые переменные или сигналы. Эта " -"сборка может быть запущена вручную путем нажатия на слово **Собрать** в " -"верхней правой части окна редактора." - -msgid "" -"Your ``player.gd`` script should already contain a ``_ready()`` and a " -"``_process()`` function. If you didn't select the default template shown " -"above, create these functions while following the lesson." -msgstr "" -"Ваш скрипт ``player.gd`` уже должен содержать функции ``_ready()`` и " -"``_process()``. Если вы не выбрали шаблон по умолчанию, показанный выше, " -"создайте эти функции, следуя уроку." - -msgid "" -"The ``_ready()`` function is called when a node enters the scene tree, which " -"is a good time to find the size of the game window:" -msgstr "" -"Функция ``_ready ()`` вызывается, когда узел появляется в дереве сцены, что " -"является хорошим моментом для определения размера игрового окна:" - -msgid "" -"Now we can use the ``_process()`` function to define what the player will " -"do. ``_process()`` is called every frame, so we'll use it to update elements " -"of our game, which we expect will change often. For the player, we need to " -"do the following:" -msgstr "" -"Теперь мы можем использовать функцию ``_process()`` для определения того, " -"что игрок будет делать. ``_process()`` вызывается каждый кадр, поэтому мы " -"будем использовать ее для обновления состояния тех элементов нашей игры, " -"которые будут часто изменяться. Для игрока, сделаем следующее:" - -msgid "Check for input." -msgstr "Проверим ввод." - -msgid "Move in the given direction." -msgstr "Переместим в заданном направлении." - -msgid "Play the appropriate animation." -msgstr "Воспроизведем соответствующую анимацию." - -msgid "" -"First, we need to check for input - is the player pressing a key? For this " -"game, we have 4 direction inputs to check. Input actions are defined in the " -"Project Settings under \"Input Map\". Here, you can define custom events and " -"assign different keys, mouse events, or other inputs to them. For this game, " -"we will map the arrow keys to the four directions." -msgstr "" -"Во-первых, мы должны проверить ввод — нажимает ли игрок на клавишу? Для " -"нашей игры нужно проверять 4 направления ввода. Функции ввода определяются в " -"Настройках проекта во вкладке \"Список действий\". В ней можно определять " -"отдельные события и назначать им различные клавиши, события мыши или другой " -"ввод. В нашей игре мы присвоим клавиши стрелок для четырёх направлений." - -msgid "" -"Click on *Project -> Project Settings* to open the project settings window " -"and click on the *Input Map* tab at the top. Type \"move_right\" in the top " -"bar and click the \"Add\" button to add the ``move_right`` action." -msgstr "" -"Нажмите на *Проект -> Настройки проекта*, чтобы открыть окно настроек окна, " -"и нажмите вверху на вкладку *Список действий*. Введите \"move_right\" в " -"верхней панели и нажмите на кнопку \"Добавить\", чтобы добавить действие " -"``move_right``." - -msgid "" -"We need to assign a key to this action. Click the \"+\" icon on the right, " -"to open the event manager window." -msgstr "" -"Нам нужно назначить клавишу для этого действия. Нажмите на иконку \"+\" " -"справа, чтобы открыть окно менеджера событий." - -msgid "" -"The \"Listening for Input...\" field should automatically be selected. Press " -"the \"right\" key on your keyboard, and the menu should look like this now." -msgstr "" -"Поле \"Прослушивание ввода...\" должно быть выбрано автоматически. Нажмите " -"клавишу \"вправо\" на клавиатуре, и меню теперь должно выглядеть следующим " -"образом." - -msgid "" -"Select the \"ok\" button. The \"right\" key is now associated with the " -"``move_right`` action." -msgstr "" -"Нажмите кнопку \"ок\". Клавиша \"вправо\" теперь связана с действием " -"``move_right``." - -msgid "Repeat these steps to add three more mappings:" -msgstr "Повторите эти шаги, чтобы добавить ещё три сопоставления:" - -msgid "``move_left`` mapped to the left arrow key." -msgstr "``move_left`` соответствует стрелке влево." - -msgid "``move_up`` mapped to the up arrow key." -msgstr "``move_up`` соответствует стрелке вверх." - -msgid "And ``move_down`` mapped to the down arrow key." -msgstr "А ``move_down`` соответствует стрелке вниз." - -msgid "Your input map tab should look like this:" -msgstr "Вкладка список действий должна выглядеть так:" - -msgid "Click the \"Close\" button to close the project settings." -msgstr "Нажмите кнопку \"Закрыть\" чтобы закрыть настройки проекта." - -msgid "" -"We only mapped one key to each input action, but you can map multiple keys, " -"joystick buttons, or mouse buttons to the same input action." -msgstr "" -"Мы присвоили только одну клавишу каждому действию, но вы можете присвоить " -"тем же самым действиям несколько клавиш, кнопок джойстика или мыши." - -msgid "" -"You can detect whether a key is pressed using ``Input.is_action_pressed()``, " -"which returns ``true`` if it's pressed or ``false`` if it isn't." -msgstr "" -"Вы можете определить, нажата ли клавиша с помощью функции ``Input." -"is_action_pressed()``, которая возвращает ``true``, если клавиша нажата, или " -"``false``, если нет." - -msgid "" -"We start by setting the ``velocity`` to ``(0, 0)`` - by default, the player " -"should not be moving. Then we check each input and add/subtract from the " -"``velocity`` to obtain a total direction. For example, if you hold ``right`` " -"and ``down`` at the same time, the resulting ``velocity`` vector will be " -"``(1, 1)``. In this case, since we're adding a horizontal and a vertical " -"movement, the player would move *faster* diagonally than if it just moved " -"horizontally." -msgstr "" -"Начнём с того, что установим значение ``velocity`` в ``(0, 0)`` - по " -"умолчанию игрок двигаться не должен. Затем, мы проверяем каждый ввод и " -"добавляем/вычитаем значение из ``velocity``, чтобы получить общее " -"направление. Например, если вы одновременно удерживаете ``right`` и " -"``down``, полученный вектор ``velocity`` будет ``(1, 1)``. В этом случае, " -"поскольку мы добавляем горизонтальное и вертикальное движение, игрок будет " -"двигаться *быстрее*, чем если бы он перемещался только по горизонтали." - -msgid "" -"We can prevent that if we *normalize* the velocity, which means we set its " -"*length* to ``1``, then multiply by the desired speed. This means no more " -"fast diagonal movement." -msgstr "" -"Можно избежать этого, если мы *нормализуем* скорость, что означает, что мы " -"установим ее *длину* на ``1`` и умножим на желаемую скорость. Это означает " -"отсутствие более быстрого диагонального движения." - -msgid "" -"If you've never used vector math before, or need a refresher, you can see an " -"explanation of vector usage in Godot at :ref:`doc_vector_math`. It's good to " -"know but won't be necessary for the rest of this tutorial." -msgstr "" -"Если вы никогда раньше не использовали векторную математику или нуждаетесь в " -"повторении, вы можете увидеть объяснение использования вектора в Godot по " -"ссылке :ref:`doc_vector_math`. Его полезно знать, но оно не понадобится для " -"остальной части этого урока." - -msgid "" -"We also check whether the player is moving so we can call ``play()`` or " -"``stop()`` on the AnimatedSprite2D." -msgstr "" -"Мы также проверяем, движется ли игрок, чтобы мы могли вызвать ``play()`` или " -"``stop()`` в AnimatedSprite2D." - -msgid "" -"``$`` is shorthand for ``get_node()``. So in the code above, " -"``$AnimatedSprite2D.play()`` is the same as ``get_node(\"AnimatedSprite2D\")." -"play()``." -msgstr "" -"``$`` является сокращением для ``get_node()``. В приведенном выше коде " -"``$AnimatedSprite.play()`` то же самое, что и ``get_node(\"AnimatedSprite\")." -"play()``." - -msgid "" -"In GDScript, ``$`` returns the node at the relative path from the current " -"node, or returns ``null`` if the node is not found. Since AnimatedSprite2D " -"is a child of the current node, we can use ``$AnimatedSprite2D``." -msgstr "" -"В GDScript, ``$`` возвращает узел по относительному пути от текущего узла " -"или возвращает ``null``, если узел не найден. Поскольку AnimatedSprite2D " -"является дочерним элементом текущего узла, мы можем использовать " -"``$AnimatedSprite2D``." - -msgid "" -"Now that we have a movement direction, we can update the player's position. " -"We can also use ``clamp()`` to prevent it from leaving the screen. " -"*Clamping* a value means restricting it to a given range. Add the following " -"to the bottom of the ``_process`` function (make sure it's not indented " -"under the `else`):" -msgstr "" -"Теперь, когда у нас есть направление движения, мы можем обновлять позицию " -"игрока. Мы также можем использовать ``clamp()``, чтобы он не покинул экран. " -"*Ограничение* означает ограничение движения в заданном диапазоне. Добавьте " -"следующее в конец функции ``_process`` (убедитесь, что она не имеет отступа " -"под `else`):" - -msgid "" -"The `delta` parameter in the `_process()` function refers to the *frame " -"length* - the amount of time that the previous frame took to complete. Using " -"this value ensures that your movement will remain consistent even if the " -"frame rate changes." -msgstr "" -"Параметр \"delta\" в функции \"_process()\" означает *длительность кадра*, " -"то есть время, потраченное на завершение обработки предыдущего кадра. " -"Благодаря использованию этого значения скорость движения будет постоянной " -"даже при изменении частоты кадров." - -msgid "" -"Click \"Run Current Scene\" (:kbd:`F6`, :kbd:`Cmd + R` on macOS) and confirm " -"you can move the player around the screen in all directions." -msgstr "" -"Нажмите \"Запустить конкретную сцену\" (:kbd:`F6`, :kbd:`Cmd + R` on macOS) " -"и удостоверьтесь, что вы можете перемещать игрока по экрану во всех " -"направлениях." - -msgid "If you get an error in the \"Debugger\" panel that says" -msgstr "Если вы получаете ошибку в панели \"Отладчик\", с надписью" - -msgid "" -"``Attempt to call function 'play' in base 'null instance' on a null " -"instance``" -msgstr "" -"``Attempt to call function 'play' in base 'null instance' on a null " -"instance``" - -msgid "" -"this likely means you spelled the name of the AnimatedSprite2D node wrong. " -"Node names are case-sensitive and ``$NodeName`` must match the name you see " -"in the scene tree." -msgstr "" -"это, скорее всего, означает, что вы ввели название узла AnimatedSprite " -"неверно. Имена узлов чувствительны к регистру, а ``$NodeName`` должен " -"совпадать с именем, которое вы видите в дереве сцены." - -msgid "Choosing animations" -msgstr "Выбор анимации" - -msgid "" -"Now that the player can move, we need to change which animation the " -"AnimatedSprite2D is playing based on its direction. We have the \"walk\" " -"animation, which shows the player walking to the right. This animation " -"should be flipped horizontally using the ``flip_h`` property for left " -"movement. We also have the \"up\" animation, which should be flipped " -"vertically with ``flip_v`` for downward movement. Let's place this code at " -"the end of the ``_process()`` function:" -msgstr "" -"Теперь, когда игрок может двигаться, нам нужно изменять анимацию " -"AnimatedSprite2D в зависимости от направления движения. У нас есть анимация " -"\"walk\", которая показывает игрока, идущего направо. Эту анимацию следует " -"перевернуть горизонтально, используя свойство ``flip_h`` для движения влево. " -"У нас также есть анимация \"up\", которую нужно перевернуть вертикально с " -"помощью ``flip_v`` для движения вниз. Поместим этот код в конец функции " -"``_process ()``:" - -msgid "" -"The boolean assignments in the code above are a common shorthand for " -"programmers. Since we're doing a comparison test (boolean) and also " -"*assigning* a boolean value, we can do both at the same time. Consider this " -"code versus the one-line boolean assignment above:" -msgstr "" -"Логические присваивания в коде выше являются общим сокращением для " -"программистов. Поскольку мы проводим проверку сравнения (логическую, " -"булеву), а также *присваиваем* булево значение, мы можем делать и то, и " -"другое одновременно. Рассмотрим этот код в сравнении с однострочным " -"логическим присваиванием выше:" - -msgid "" -"Play the scene again and check that the animations are correct in each of " -"the directions." -msgstr "" -"Воспроизведите сцену еще раз и проверьте правильность анимации в каждом из " -"направлений." - -msgid "" -"A common mistake here is to type the names of the animations wrong. The " -"animation names in the SpriteFrames panel must match what you type in the " -"code. If you named the animation ``\"Walk\"``, you must also use a capital " -"\"W\" in the code." -msgstr "" -"Общей ошибкой является неправильное именование анимаций. Имена анимаций в " -"панели SpriteFrames должны совпадать с именами анимаций в вашем коде. Если " -"вы назвали анимацию \"Walk\", вы должны также использовать заглавную букву " -"\"W\" в коде." - -msgid "" -"When you're sure the movement is working correctly, add this line to " -"``_ready()``, so the player will be hidden when the game starts:" -msgstr "" -"Если вы уверены, что движение работает правильно, добавьте эту строку в " -"``_ready()``, чтобы игрок был скрыт при запуске игры:" - -msgid "Preparing for collisions" -msgstr "Подготовка к столкновениям" - -msgid "" -"We want ``Player`` to detect when it's hit by an enemy, but we haven't made " -"any enemies yet! That's OK, because we're going to use Godot's *signal* " -"functionality to make it work." -msgstr "" -"Мы хотим, чтобы ``Player`` обнаруживал столкновение с врагом, но мы еще не " -"сделали никаких врагов! Это нормально, потому что мы будем использовать " -"такой функционал Godot как сигналы." - -msgid "" -"Add the following at the top of the script. If you're using GDScript, add it " -"after ``extends Area2D``. If you're using C#, add it after ``public partial " -"class Player : Area2D``:" -msgstr "" -"Добавьте следующее в верхней части скрипта. Если вы используете GDScript, " -"добавьте его после ``extends Area2D``. Если вы используете C#, добавьте его " -"после ``public partial class Player : Area2D``:" - -msgid "" -"This defines a custom signal called \"hit\" that we will have our player " -"emit (send out) when it collides with an enemy. We will use ``Area2D`` to " -"detect the collision. Select the ``Player`` node and click the \"Node\" tab " -"next to the Inspector tab to see the list of signals the player can emit:" -msgstr "" -"Это определяет пользовательский сигнал под названием \"hit\" (\"удар\"), " -"который наш игрок будет отправлять, когда он сталкивается с противником. Мы " -"будем использовать ``Area2D`` для обнаружения столкновения. Выберите узел " -"``Player`` (\"Игрок\") и щелкните по вкладке \"Узел\" (Node) рядом с " -"вкладкой \"Инспектор\" (Inspector), чтобы просмотреть список сигналов, " -"которые игрок может посылать:" - -msgid "" -"Notice our custom \"hit\" signal is there as well! Since our enemies are " -"going to be ``RigidBody2D`` nodes, we want the ``body_entered(body: " -"Node2D)`` signal. This signal will be emitted when a body contacts the " -"player. Click \"Connect..\" and the \"Connect a Signal\" window appears." -msgstr "" -"Обратите внимание, что наш пользовательский сигнал \"hit\" там также есть! " -"Поскольку наши противники будут узлами ``RigidBody2D``, нам нужен сигнал " -"``body_entered(body: Node2D)``. Он будет отправляться при контакте тела с " -"игроком. Нажмите на \"Присоединить...\" - появится окно \"Подключить сигнал " -"к методу\"." - -msgid "" -"Godot will create a function with that exact name directly in script for " -"you. You don't need to change the default settings right now." -msgstr "" -"Godot создаст для вас функцию с таким же точным именем прямо в скрипте. Пока " -"что вам не нужно менять настройки по умолчанию." - -msgid "" -"If you're using an external text editor (for example, Visual Studio Code), a " -"bug currently prevents Godot from doing so. You'll be sent to your external " -"editor, but the new function won't be there." -msgstr "" -"Если вы пользуетесь внешним текстовым редактором (например, Visual Studio " -"Code), то внутренняя ошибка Godot сейчас не позволит это сделать. Вы будете " -"перенаправлены во внешний редактор, но новая функция там не будет создана." - -msgid "" -"In this case, you'll need to write the function yourself into the Player's " -"script file." -msgstr "" -"В этом случае вам надо будет написать функцию в файле скрипта для игрока " -"(Player) самостоятельно." - -msgid "" -"Note the green icon indicating that a signal is connected to this function; " -"this does not mean the function exists, only that the signal will attempt to " -"connect to a function with that name, so double-check that the spelling of " -"the function matches exactly!" -msgstr "" -"Обратите внимание на зеленую иконку, указывающую на то, что сигнал подключен " -"к этой функции; это не означает, что функция существует, а только то, что " -"сигнал попытается подключиться к функции с таким именем, поэтому дважды " -"проверьте, чтобы написание функции точно совпадало!" - -msgid "Next, add this code to the function:" -msgstr "Затем добавьте этот код в функцию:" - -msgid "" -"Each time an enemy hits the player, the signal is going to be emitted. We " -"need to disable the player's collision so that we don't trigger the ``hit`` " -"signal more than once." -msgstr "" -"Каждый раз, когда противник ударяет игрока, будет посылаться сигнал. Нам " -"нужно отключить столкновение игрока, чтобы не вызывать сигнал ``hit`` более " -"одного раза." - -msgid "" -"Disabling the area's collision shape can cause an error if it happens in the " -"middle of the engine's collision processing. Using ``set_deferred()`` tells " -"Godot to wait to disable the shape until it's safe to do so." -msgstr "" -"Отключение формы области столкновения может привести к ошибке, если это " -"происходит во время обработки движком столкновений. Использование " -"``set_deferred()`` говорит Godot ждать отключения этой формы, пока это не " -"будет безопасно." - -msgid "" -"The last piece is to add a function we can call to reset the player when " -"starting a new game." -msgstr "" -"Последняя деталь - добавить функцию, которую мы можем вызвать для " -"перезагрузки игрока при запуске новой игры." - -msgid "With the player working, we'll work on the enemy in the next lesson." -msgstr "Теперь, когда игрок работает, мы займёмся врагом в следующем уроке." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po b/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po deleted file mode 100644 index f7f1fb58e9..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po +++ /dev/null @@ -1,180 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating the enemy" -msgstr "Создание врага" - -msgid "" -"Now it's time to make the enemies our player will have to dodge. Their " -"behavior will not be very complex: mobs will spawn randomly at the edges of " -"the screen, choose a random direction, and move in a straight line." -msgstr "" -"Теперь пришло время сделать врагов, от которых нашему игроку предстоит " -"уклоняться. Их поведение будет не очень сложным: мобы будут появляться " -"случайно по краям экрана, выбирать случайное направление и двигаться по " -"прямой линии." - -msgid "" -"We'll create a ``Mob`` scene, which we can then *instance* to create any " -"number of independent mobs in the game." -msgstr "" -"Мы создадим сцену ``Mob``, которую затем сможем *инстанцировать*, чтобы " -"создать любое количество независимых мобов в игре." - -msgid "Node setup" -msgstr "Настройка узла" - -msgid "Click Scene -> New Scene from the top menu and add the following nodes:" -msgstr "Нажмите Сцена -> Новая сцена в верхнем меню и добавьте следующие узлы:" - -msgid ":ref:`RigidBody2D ` (named ``Mob``)" -msgstr ":ref:`RigidBody2D ` (названный ``Mob``)" - -msgid ":ref:`AnimatedSprite2D `" -msgstr ":ref:`AnimatedSprite2D `" - -msgid ":ref:`CollisionShape2D `" -msgstr ":ref:`CollisionShape2D `" - -msgid ":ref:`VisibleOnScreenNotifier2D `" -msgstr ":ref:`VisibleOnScreenNotifier2D `" - -msgid "" -"Don't forget to set the children so they can't be selected, like you did " -"with the Player scene." -msgstr "" -"Не забудьте настроить дочерние узлы, чтобы они не могли быть выбраны, как вы " -"это делали со сценой игрока." - -msgid "" -"Select the ``Mob`` node and set its ``Gravity Scale`` property in the :ref:" -"`RigidBody2D ` section of the inspector to ``0``. This " -"will prevent the mob from falling downwards." -msgstr "" -"Выберите узел ``Mob`` и установите значение его свойство ``Gravity Scale`` " -"у :ref:`RigidBody2D ` на ``0``. Это предотвратит падение " -"моба вниз." - -msgid "" -"In addition, under the :ref:`CollisionObject2D ` " -"section just beneath the **RigidBody2D** section, expand the **Collision** " -"group and uncheck the ``1`` inside the ``Mask`` property. This will ensure " -"the mobs do not collide with each other." -msgstr "" -"Кроме того, в разделе :ref:`CollisionObject2D `, " -"расположенном сразу под разделом **RigidBody2D**, разверните группу " -"**Collision** и выключите слой ``1`` в разделе ``Mask``. Это гарантирует, " -"что мобы не столкнутся друг с другом." - -msgid "" -"Set up the :ref:`AnimatedSprite2D ` like you did for " -"the player. This time, we have 3 animations: ``fly``, ``swim``, and " -"``walk``. There are two images for each animation in the art folder." -msgstr "" -"Настройте :ref:`AnimatedSprite2D `, как вы сделали " -"это для игрока. На этот раз у нас есть 3 анимации: ``fly``, ``swim`` и " -"``walk``. В папке art есть две картинки для каждой анимации." - -msgid "" -"The ``Animation Speed`` property has to be set for each individual " -"animation. Adjust it to ``3`` for all 3 animations." -msgstr "" -"``Скорость анимации`` должна быть установлена для каждой анимации отдельно. " -"Установите значение ``3`` для всех трех анимаций." - -msgid "" -"You can use the \"Play Animation\" buttons on the right of the ``Animation " -"Speed`` input field to preview your animations." -msgstr "" -"Вы можете использовать кнопку \"Воспроизвести анимацию\" справа от поля " -"ввода ``Скорость анимации`` для предварительного просмотра ваших анимаций." - -msgid "" -"We'll select one of these animations randomly so that the mobs will have " -"some variety." -msgstr "" -"Мы выберем одну из этих анимаций случайным образом, так что мобы будут иметь " -"некоторое разнообразие." - -msgid "" -"Like the player images, these mob images need to be scaled down. Set the " -"``AnimatedSprite2D``'s ``Scale`` property to ``(0.75, 0.75)``." -msgstr "" -"Также как изображения игрока, изображения мобов нужно уменьшить. Установите " -"для ``AnimatedSprite2D`` свойство ``Scale`` равным ``(0.75, 0.75)``." - -msgid "" -"As in the ``Player`` scene, add a ``CapsuleShape2D`` for the collision. To " -"align the shape with the image, you'll need to set the ``Rotation`` property " -"to ``90`` (under \"Transform\" in the Inspector)." -msgstr "" -"Как и в сцене ``Player``, добавьте форму ``CapsuleShape2D`` для " -"столкновений. Чтобы выровнять фигуру с изображением, вам нужно установить " -"свойство ``Rotation`` на значение ``90`` (в разделе \"Transform\" в " -"инспекторе)." - -msgid "Save the scene." -msgstr "Сохраните сцену." - -msgid "Enemy script" -msgstr "Скрипт врага" - -msgid "Add a script to the ``Mob`` like this:" -msgstr "Добавьте этот скрипт к ``Mob`` вот так:" - -msgid "" -"Now let's look at the rest of the script. In ``_ready()`` we play the " -"animation and randomly choose one of the three animation types:" -msgstr "" -"Теперь давайте посмотрим на остальную часть скрипта. В функции ``_ready()`` " -"мы проигрываем анимацию и случайным образом выбираем один из трех типов " -"анимации:" - -msgid "" -"First, we get the list of animation names from the AnimatedSprite2D's " -"``sprite_frames`` property. This returns an Array containing all three " -"animation names: ``[\"walk\", \"swim\", \"fly\"]``." -msgstr "" -"Сначала мы получаем список названий анимаций из свойства AnimatedSprite2D " -"``sprite_frames``. Возвращается Массив, содержащий все три названия " -"анимации: ``[\"walk\", \"swim\", \"fly\"]``." - -msgid "" -"We then need to pick a random number between ``0`` and ``2`` to select one " -"of these names from the list (array indices start at ``0``). ``randi() % n`` " -"selects a random integer between ``0`` and ``n-1``." -msgstr "" -"Дальше нам нужно выбрать случайное число между ``0`` и ``2``, чтобы выбрать " -"имя одной из анимаций из списка (индексы массива начинаются с ``0``). " -"Функция ``randi() % n`` выбирает случайное целое число между ``0`` и ``n-1``." - -msgid "" -"The last piece is to make the mobs delete themselves when they leave the " -"screen. Connect the ``screen_exited()`` signal of the " -"``VisibleOnScreenNotifier2D`` node to the ``Mob`` and add this code:" -msgstr "" -"Последняя часть - заставляет мобов удаляться, когда они выходят за экран. " -"Подключите сигнал ``screen exited()`` узла ``VisibleOnScreenNotifier2D`` к " -"``Mob`` и добавьте этот код:" - -msgid "This completes the `Mob` scene." -msgstr "На этом закончим работу над сценой `Mob`." - -msgid "" -"With the player and enemies ready, in the next part, we'll bring them " -"together in a new scene. We'll make enemies spawn randomly around the game " -"board and move forward, turning our project into a playable game." -msgstr "" -"Теперь, когда игрок и враги готовы, в следующей части мы перенесём их на " -"новую сцену. Мы заставим врагов появляться случайно по границам экрана и " -"двигаться вперёд, сделав наш проект играбельным." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po b/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po deleted file mode 100644 index 9acbf91abe..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po +++ /dev/null @@ -1,316 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "The main game scene" -msgstr "Главная сцена игры" - -msgid "" -"Now it's time to bring everything we did together into a playable game scene." -msgstr "" -"Итак, настало время перенести всё, что мы сделали вместе, на играбельную " -"игровую сцену." - -msgid "" -"Create a new scene and add a :ref:`Node ` named ``Main``. (The " -"reason we are using Node instead of Node2D is because this node will be a " -"container for handling game logic. It does not require 2D functionality " -"itself.)" -msgstr "" -"Создайте новую сцену и добавьте :ref:`Node ` с именем ``Main``. " -"(Причиной, по которой мы используем Node, а не Node2D, является то, что узел " -"будет контейнером для обработки игровой логики. Это не требует именно " -"двумерного функционала.)" - -msgid "" -"Click the **Instance** button (represented by a chain link icon) and select " -"your saved ``player.tscn``." -msgstr "" -"Нажмите на кнопку **Instance** (**Экземпляр**, выглядящий как иконка цепи) и " -"выберите ваш сохраненный ``player.tscn``." - -msgid "" -"Now, add the following nodes as children of ``Main``, and name them as shown:" -msgstr "" -"Теперь добавьте следующие узлы в виде дочерних элементов ``Main`` и назовите " -"их как показано ниже:" - -msgid "" -":ref:`Timer ` (named ``MobTimer``) - to control how often mobs " -"spawn" -msgstr "" -":ref:`Timer ` (названный ``MobTimer``) - чтобы контролировать " -"частоту появления мобов" - -msgid "" -":ref:`Timer ` (named ``ScoreTimer``) - to increment the score " -"every second" -msgstr "" -":ref:`Timer ` (названный ``ScoreTimer``) - чтобы каждую секунду " -"увеличивать счет" - -msgid "" -":ref:`Timer ` (named ``StartTimer``) - to give a delay before " -"starting" -msgstr "" -":ref:`Timer ` (названный ``StartTimer``) - чтобы дать задержку " -"перед стартом игры" - -msgid "" -":ref:`Marker2D ` (named ``StartPosition``) - to indicate the " -"player's start position" -msgstr "" -":ref:`Marker2D ` (названный ``StartPosition``) - чтобы " -"указать начальную позицию игрока" - -msgid "" -"Set the ``Wait Time`` property of each of the ``Timer`` nodes as follows " -"(values are in seconds):" -msgstr "" -"Задайте значение ``Wait Time`` для каждого из узлов ``Timer`` следующим " -"образом (значения в секундах):" - -msgid "``MobTimer``: ``0.5``" -msgstr "``MobTimer``: ``0.5``" - -msgid "``ScoreTimer``: ``1``" -msgstr "``ScoreTimer``: ``1``" - -msgid "``StartTimer``: ``2``" -msgstr "``StartTimer``: ``2``" - -msgid "" -"In addition, set the ``One Shot`` property of ``StartTimer`` to \"On\" and " -"set ``Position`` of the ``StartPosition`` node to ``(240, 450)``." -msgstr "" -"Кроме того, установите для свойства ``One Shot`` узла ``StartTimer`` " -"значение \"Вкл\" и для свойства ``Position`` узла ``StartPosition`` " -"установите значение ``(240, 450)``." - -msgid "Spawning mobs" -msgstr "Добавление мобов" - -msgid "" -"The Main node will be spawning new mobs, and we want them to appear at a " -"random location on the edge of the screen. Add a :ref:`Path2D " -"` node named ``MobPath`` as a child of ``Main``. When you " -"select ``Path2D``, you will see some new buttons at the top of the editor:" -msgstr "" -"Узел Main будет порождать новых мобов, и мы хотим, чтобы они появлялись в " -"случайном месте на краю экрана. Добавьте узел :ref:`Path2D ` с " -"именем ``MobPath`` как дочерний элемент узла ``Main``. Когда вы выберете " -"``Path2D``, вы увидите несколько новых кнопок в верхней части редактора:" - -msgid "" -"Select the middle one (\"Add Point\") and draw the path by clicking to add " -"the points at the corners shown. To have the points snap to the grid, make " -"sure \"Use Grid Snap\" and \"Use Smart Snap\" are both selected. These " -"options can be found to the left of the \"Lock\" button, appearing as a " -"magnet next to some dots and intersecting lines, respectively." -msgstr "" -"Выберите среднюю (\"Добавить точку\") и нарисуйте путь щелчками мыши, чтобы " -"добавить точки в показанных углах. Чтобы точки привязывались к сетке, " -"убедитесь, что нажаты кнопки \"Использовать привязку к сетке\" и " -"\"Использовать умную привязку\". Эти опции можно найти слева от кнопки " -"\"Заблокировать узел\", они отображаются в виде магнита с точками и магнита " -"с пересекающимися линиями." - -msgid "" -"Draw the path in *clockwise* order, or your mobs will spawn pointing " -"*outwards* instead of *inwards*!" -msgstr "" -"Нарисуйте путь *по часовой стрелке*, иначе ваши мобы будут направлены " -"*наружу*, а не *внутрь*!" - -msgid "" -"After placing point ``4`` in the image, click the \"Close Curve\" button and " -"your curve will be complete." -msgstr "" -"Поместив точку ``4`` на изображение, нажмите кнопку \"Сомкнуть кривую\", и " -"она будет завершена." - -msgid "" -"Now that the path is defined, add a :ref:`PathFollow2D ` " -"node as a child of ``MobPath`` and name it ``MobSpawnLocation``. This node " -"will automatically rotate and follow the path as it moves, so we can use it " -"to select a random position and direction along the path." -msgstr "" -"Теперь, когда путь определен, добавьте узел :ref:`PathFollow2D " -"` как дочерний элемент ``MobPath`` и назовите его " -"``MobSpawnLocation``. Этот узел будет автоматически вращаться и следовать по " -"пути при его перемещении, поэтому мы можем использовать его для выбора " -"случайной позиции и направления вдоль пути." - -msgid "Your scene should look like this:" -msgstr "Ваша сцена должна выглядеть так:" - -msgid "Main script" -msgstr "Главный скрипт" - -msgid "" -"Add a script to ``Main``. At the top of the script, we use ``@export var " -"mob_scene: PackedScene`` to allow us to choose the Mob scene we want to " -"instance." -msgstr "" -"Добавьте скрипт к ``Main``. В верхней части скрипта мы пишем ``@export var " -"mob_scene: PackedScene``, что позволяет нам выбрать сцену Mob, экземпляр " -"которой мы хотим сделать." - -msgid "" -"Click the ``Main`` node and you will see the ``Mob Scene`` property in the " -"Inspector under \"Main.gd\"." -msgstr "" -"Выберите узел ``Main`` и вы увидите свойство ``MobScene`` в окне Инспектора " -"под \"Main.gd\"." - -msgid "You can assign this property's value in two ways:" -msgstr "Значение этого свойства можно присвоить двумя способами:" - -msgid "" -"Drag ``mob.tscn`` from the \"FileSystem\" dock and drop it in the **Mob " -"Scene** property." -msgstr "" -"Перетащите ``mob.tscn`` из панели \"Файловая система\" в свойство **Mob " -"Scene**." - -msgid "" -"Click the down arrow next to \"[empty]\" and choose \"Load\". Select ``mob." -"tscn``." -msgstr "" -"Нажмите стрелочку вниз рядом с \"[пусто]\" и выберите \"Загрузить\" " -"(\"Load\"). Затем выберите ``mob.tscn``." - -msgid "" -"Next, select the instance of the ``Player`` scene under ``Main`` node in the " -"Scene dock, and access the Node dock on the sidebar. Make sure to have the " -"Signals tab selected in the Node dock." -msgstr "" -"Затем выберите экземпляр сцены ``Player`` в узле ``Main`` в панели Сцена и " -"откройте панель Узла на боковой панели. Убедитесь, что в панели Узла выбрана " -"вкладка Сигналы(Signals)." - -msgid "" -"You should see a list of the signals for the ``Player`` node. Find and " -"double-click the ``hit`` signal in the list (or right-click it and select " -"\"Connect...\"). This will open the signal connection dialog. We want to " -"make a new function named ``game_over``, which will handle what needs to " -"happen when a game ends. Type \"game_over\" in the \"Receiver Method\" box " -"at the bottom of the signal connection dialog and click \"Connect\". You are " -"aiming to have the ``hit`` signal emitted from ``Player`` and handled in the " -"``Main`` script. Add the following code to the new function, as well as a " -"``new_game`` function that will set everything up for a new game:" -msgstr "" -"Вы должны увидеть список сигналов для узла ``Player``. В списке найдите и " -"дважды щелкните по сигналу ``hit`` (или щелкните по нему правой кнопкой мыши " -"и выберите \"Присоединить...\"). Это откроет диалоговое окно подключения " -"сигнала. Мы хотим создать новую функцию с именем ``game_over``, которая " -"будет обрабатывать то, что должно произойти, когда игра заканчивается. " -"Введите \"game_over\" в поле \"Receiver Method\"(\"Метод-приемник\") в " -"нижней части диалогового окна подключения сигнала и нажмите " -"\"Присоединить\". Вы хотите чтобы сигнал ``hit`` отправлялся из ``Player`` и " -"обрабатывался в скрипте ``Main``. Добавьте следующий код в новую функцию, а " -"также функцию ``new_game``, которая настроит всё для новой игры:" - -msgid "" -"Now connect the ``timeout()`` signal of each of the Timer nodes " -"(``StartTimer``, ``ScoreTimer``, and ``MobTimer``) to the main script. " -"``StartTimer`` will start the other two timers. ``ScoreTimer`` will " -"increment the score by 1." -msgstr "" -"Теперь присоедините сигнал ``timeout()`` каждого из узлов Timer " -"(``StartTimer``, ``ScoreTimer`` и ``MobTimer``) к главному скрипту. " -"``StartTimer`` запустит два других таймера. ``ScoreTimer`` будет увеличивать " -"счет на 1." - -msgid "" -"In ``_on_mob_timer_timeout()``, we will create a mob instance, pick a random " -"starting location along the ``Path2D``, and set the mob in motion. The " -"``PathFollow2D`` node will automatically rotate as it follows the path, so " -"we will use that to select the mob's direction as well as its position. When " -"we spawn a mob, we'll pick a random value between ``150.0`` and ``250.0`` " -"for how fast each mob will move (it would be boring if they were all moving " -"at the same speed)." -msgstr "" -"В функции ``_on_mob_timer_timeout()`` мы создадим экземпляр моба, выберем " -"случайное начальное местоположение вдоль ``Path2D`` и приведем его в " -"движение. Узел ``PathFollow2D`` будет автоматически поворачивать его по " -"направлению пути, поэтому мы воспользуемся этим, чтобы выбрать направление " -"моба и его позицию. При создании моба, мы получим случайное значение от " -"``150.0`` до ``250.0`` - это определит скорость движения каждого моба (было " -"бы скучно, если бы они все двигались с одинаковой скоростью)." - -msgid "" -"Note that a new instance must be added to the scene using ``add_child()``." -msgstr "" -"Обратите внимание, что новый экземпляр должен быть добавлен в сцену с " -"помощью функции ``add_child()``." - -msgid "" -"Why ``PI``? In functions requiring angles, Godot uses *radians*, not " -"degrees. Pi represents a half turn in radians, about ``3.1415`` (there is " -"also ``TAU`` which is equal to ``2 * PI``). If you're more comfortable " -"working with degrees, you'll need to use the ``deg_to_rad()`` and " -"``rad_to_deg()`` functions to convert between the two." -msgstr "" -"Почему ``PI``? В функциях, требующих углы, Godot использует *радианы*, а не " -"градусы. Число Пи представляет собой пол-оборота в радианах, примерно " -"``3.1415`` (также есть переменная ``TAU``, которая равна ``2 * PI``). Если " -"вам удобнее работать с градусами, вам нужно использовать функции " -"``deg2rad()`` и ``rad2deg()``." - -msgid "Testing the scene" -msgstr "Тестирование сцены" - -msgid "" -"Let's test the scene to make sure everything is working. Add this " -"``new_game`` call to ``_ready()``:" -msgstr "" -"Давайте протестируем сцену, чтобы убедиться, что все работает. Добавьте в " -"``_ready()`` вызов ``new_game``:" - -msgid "" -"Let's also assign ``Main`` as our \"Main Scene\" - the one that runs " -"automatically when the game launches. Press the \"Play\" button and select " -"``main.tscn`` when prompted." -msgstr "" -"Также давайте назначим сцену ``Main`` в качестве нашей \"Главной сцены\", " -"которая запускается автоматически при запуске игры. Нажмите кнопку " -"\"Запустить проект\" и выберите ``main.tscn`` при появлении запроса." - -msgid "" -"If you had already set another scene as the \"Main Scene\", you can right " -"click ``main.tscn`` in the FileSystem dock and select \"Set As Main Scene\"." -msgstr "" -"Если вы уже установили другую сцену в качестве «Основной сцены», вы можете " -"щелкнуть правой кнопкой мыши по ``main.tscn`` в панели «Файловая система» и " -"выбрать «Установить как основную сцену»." - -msgid "" -"You should be able to move the player around, see mobs spawning, and see the " -"player disappear when hit by a mob." -msgstr "" -"У вас должна быть возможность перемещать игрока, видеть, как появляются " -"мобы, и видеть, как игрок исчезает, когда его касается моб." - -msgid "" -"When you're sure everything is working, remove the call to ``new_game()`` " -"from ``_ready()`` and replace it with ``pass``." -msgstr "" -"Когда вы убедитесь, что всё работает, удалите вызов ``new_game()`` из " -"``_ready()`` и замените его на ``pass``." - -msgid "" -"What's our game lacking? Some user interface. In the next lesson, we'll add " -"a title screen and display the player's score." -msgstr "" -"Чего не хватает нашей игре? Какого-нибудь пользовательского интерфейса. В " -"следующем уроке мы добавим заглавный экран и отобразим очки игрока." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po b/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po deleted file mode 100644 index d1a56ba718..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po +++ /dev/null @@ -1,333 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Heads up display" -msgstr "Графический интерфейс" - -msgid "" -"The final piece our game needs is a User Interface (UI) to display things " -"like score, a \"game over\" message, and a restart button." -msgstr "" -"Заключительный этап нашей игры нуждается в Пользовательском интерфейсе (UI), " -"чтобы отображать такие вещи, как очки, сообщение \"игра окончена\" и кнопку " -"перезапуска." - -msgid "" -"Create a new scene, click the \"Other Node\" button and add a :ref:" -"`CanvasLayer ` node named ``HUD``. \"HUD\" stands for " -"\"heads-up display\", an informational display that appears as an overlay on " -"top of the game view." -msgstr "" -"Создайте новую, сцену нажмите на \"Другой узел\" и добавьте узел :ref:" -"`CanvasLayer ` с именем ``HUD``. \"HUD\" означает \"heads-" -"up display\", дисплей, отображающийся поверх игры." - -msgid "" -"The :ref:`CanvasLayer ` node lets us draw our UI elements " -"on a layer above the rest of the game, so that the information it displays " -"isn't covered up by any game elements like the player or mobs." -msgstr "" -"Узел :ref:`CanvasLayer ` позволяет нам прорисовывать " -"элементы нашего UI на слое поверх всей остальной игры, поэтому отображаемая " -"информация не перекрывается никакими игровыми элементами, такими как игрок " -"или мобы." - -msgid "The HUD needs to display the following information:" -msgstr "HUD должен отображать следующую информацию:" - -msgid "Score, changed by ``ScoreTimer``." -msgstr "Счет, измененный ``ScoreTimer``." - -msgid "A message, such as \"Game Over\" or \"Get Ready!\"" -msgstr "Сообщение, например \"Game Over\" или \"Get Ready!\"" - -msgid "A \"Start\" button to begin the game." -msgstr "Кнопку \"Start\" для начинания игры." - -msgid "" -"The basic node for UI elements is :ref:`Control `. To create " -"our UI, we'll use two types of :ref:`Control ` nodes: :ref:" -"`Label ` and :ref:`Button `." -msgstr "" -"Основной узел для элементов UI — это :ref:`Control `. Чтобы " -"создать наш UI, мы будем использовать два типа узлов :ref:`Control " -"`:, :ref:`Label ` и :ref:`Button `." - -msgid "Create the following as children of the ``HUD`` node:" -msgstr "Создайте следующие узлы, как дочерние узла ``HUD``:" - -msgid ":ref:`Label ` named ``ScoreLabel``." -msgstr ":ref:`Label ` с именем ``ScoreLabel``." - -msgid ":ref:`Label ` named ``Message``." -msgstr ":ref:`Label ` с именем ``Message``." - -msgid ":ref:`Button ` named ``StartButton``." -msgstr ":ref:`Button ` с именем ``StartButton``." - -msgid ":ref:`Timer ` named ``MessageTimer``." -msgstr ":ref:`Timer ` с именем ``MessageTimer``." - -msgid "" -"Click on the ``ScoreLabel`` and type a number into the ``Text`` field in the " -"Inspector. The default font for ``Control`` nodes is small and doesn't scale " -"well. There is a font file included in the game assets called \"Xolonium-" -"Regular.ttf\". To use this font, do the following:" -msgstr "" -"Нажмите на ``ScoreLabel`` и введите число в поле ``Text`` в Инспекторе. " -"Стандартный шрифт для узлов ``Control`` мал и плохо масштабируется. В " -"ресурсы игры включен файл шрифта под названием \"Xolonium-Regular.ttf\". " -"Чтобы использовать этот шрифт, сделайте следующее:" - -msgid "" -"Under \"Theme Overrides > Fonts\", choose \"Load\" and select the \"Xolonium-" -"Regular.ttf\" file." -msgstr "" -"В \"Theme Overrides > Fonts\" выберите \"Загрузить\" и выберите файл " -"\"Xolonium-Regular.ttf\"." - -msgid "" -"The font size is still too small, increase it to ``64`` under \"Theme " -"Overrides > Font Sizes\". Once you've done this with the ``ScoreLabel``, " -"repeat the changes for the ``Message`` and ``StartButton`` nodes." -msgstr "" -"Размер шрифта все еще слишком мал, увеличьте его до ``64`` в разделе «Theme " -"Overrides > Font Sizes». Сделав это для ``ScoreLabel``, повторите изменения " -"для узлов ``Message`` и ``StartButton``." - -msgid "" -"**Anchors:** ``Control`` nodes have a position and size, but they also have " -"anchors. Anchors define the origin - the reference point for the edges of " -"the node." -msgstr "" -"**Якоря:** Узлы ``Control`` имеют не только положение и размер, но также " -"якоря. Якоря определяют начало координат - опорную точку для краев узла." - -msgid "" -"Arrange the nodes as shown below. You can drag the nodes to place them " -"manually, or for more precise placement, use \"Anchor Presets\"." -msgstr "" -"Расположите узлы, как показано ниже. Вы можете перетаскивать узлы, чтобы " -"разместить их вручную, или для более точного размещения используйте " -"\"Предустановки значений для якорей и отступов узла Control\"." - -msgid "ScoreLabel" -msgstr "ScoreLabеl" - -msgid "Add the text ``0``." -msgstr "Установите текст на ``0``." - -msgid "" -"Set the \"Horizontal Alignment\" and \"Vertical Alignment\" to ``Center``." -msgstr "" -"В Инспекторе, установите \"Horizontal Alignment\" и \"Vertical Alignment\" " -"на ``Center``." - -msgid "Choose the \"Anchor Preset\" ``Center Top``." -msgstr "" -"Установите \"Предустановки значений для якорей и отступов узла Control\" на " -"``Вверху по центру``." - -msgid "Message" -msgstr "Message" - -msgid "Add the text ``Dodge the Creeps!``." -msgstr "Установите текст на ``Увернись от Крипов!``." - -msgid "" -"Set the \"Autowrap Mode\" to ``Word``, otherwise the label will stay on one " -"line." -msgstr "" -"Установите \"Autowrap Mode\" на ``Word``, в противном случае надпись " -"останется на одной строке." - -msgid "" -"Under \"Control - Layout/Transform\" set \"Size X\" to ``480`` to use the " -"entire width of the screen." -msgstr "" -"В разделе \"Control - Layout/Transform\" установите для параметра «Size X» " -"значение на``480``, чтобы использовать всю ширину экрана." - -msgid "Choose the \"Anchor Preset\" ``Center``." -msgstr "" -"Установите \"Предустановки значений для якорей и отступов узла Control\" на " -"``По центру``." - -msgid "StartButton" -msgstr "StartButtоn" - -msgid "Add the text ``Start``." -msgstr "Установите текст на ``Старт``." - -msgid "" -"Under \"Control - Layout/Transform\", set \"Size X\" to ``200`` and \"Size " -"Y\" to ``100`` to add a little bit more padding between the border and text." -msgstr "" -"В разделе \"Control - Layout/Transform\" установите для параметра «Size X» " -"значение ``200``, а для параметра \"Size Y\" значение ``100``, чтобы " -"добавить немного больше отступа между границей экрана и текстом." - -msgid "Choose the \"Anchor Preset\" ``Center Bottom``." -msgstr "" -"Установите \"Предустановки значений для якорей и отступов узла Control\" на " -"``Внизу по центру``." - -msgid "Under \"Control - Layout/Transform\", set \"Position Y\" to ``580``." -msgstr "" -"В разделе \"Control - Layout/Transform\" установите для параметра \"Position " -"Y\" значение ``580``." - -msgid "" -"On the ``MessageTimer``, set the ``Wait Time`` to ``2`` and set the ``One " -"Shot`` property to \"On\"." -msgstr "" -"В ``MessageTimer`` установите параметр ``Wait Time`` на ``2``, а параметр " -"``One Shot`` на значение \"Вкл\"." - -msgid "Now add this script to ``HUD``:" -msgstr "Теперь добавьте этот скрипт в ``HUD``:" - -msgid "" -"We now want to display a message temporarily, such as \"Get Ready\", so we " -"add the following code" -msgstr "" -"Теперь мы хотим временно отобразить сообщение, например \"Get Ready\" " -"(Приготовьтесь), поэтому мы добавляем следующий код" - -msgid "" -"We also need to process what happens when the player loses. The code below " -"will show \"Game Over\" for 2 seconds, then return to the title screen and, " -"after a brief pause, show the \"Start\" button." -msgstr "" -"Также нам нужна функция, которая будет вызываться, когда игрок проигрывает. " -"Она покажет надпись \"Game Over\" на 2 секунды, затем произойдет возврат к " -"основному экрану, и после короткой паузы появится кнопка \"Старт\"." - -msgid "" -"This function is called when the player loses. It will show \"Game Over\" " -"for 2 seconds, then return to the title screen and, after a brief pause, " -"show the \"Start\" button." -msgstr "" -"Эта функция вызывается, когда игрок проигрывает. Она покажет надпись \"Game " -"Over\" на 2 секунды, затем произойдет возврат к основному экрану, и после " -"короткой паузы появится кнопка \"Start\"." - -msgid "" -"When you need to pause for a brief time, an alternative to using a Timer " -"node is to use the SceneTree's ``create_timer()`` function. This can be very " -"useful to add delays such as in the above code, where we want to wait some " -"time before showing the \"Start\" button." -msgstr "" -"Если вам нужно сделать паузу на короткое время, то альтернативой " -"использованию узла Timer является использование функции SceneTree " -"``create_timer()``. Может быть очень полезно добавлять задержки наподобие " -"таких, как в вышеприведенном коде, где нам хотелось бы подождать немного " -"времени, прежде чем показывать кнопку \"Start\"." - -msgid "Add the code below to ``HUD`` to update the score" -msgstr "Добавьте приведенный ниже код в ``HUD``, чтобы обновлять счет" - -msgid "" -"Connect the ``pressed()`` signal of ``StartButton`` and the ``timeout()`` " -"signal of ``MessageTimer`` to the ``HUD`` node, and add the following code " -"to the new functions:" -msgstr "" -"Присоедините сигнал ``timeout()`` из ``MessageTimer`` и сигнал ``pressed()`` " -"из ``StartButton`` к узлу ``HUD`` и добавьте следующий код к новым функциям:" - -msgid "Connecting HUD to Main" -msgstr "Подключение HUD к Main" - -msgid "" -"Now that we're done creating the ``HUD`` scene, go back to ``Main``. " -"Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene. " -"The scene tree should look like this, so make sure you didn't miss anything:" -msgstr "" -"Теперь, когда мы закончили создание сцены ``HUD``, вернитесь к ``Main``. " -"Инстанцируйте сцену ``HUD`` в ``Main`` подобно тому, как вы это делали со " -"сценой ``Player``. Дерево сцены должно выглядеть так, поэтому убедитесь, что " -"вы ничего не упустили:" - -msgid "" -"Now we need to connect the ``HUD`` functionality to our ``Main`` script. " -"This requires a few additions to the ``Main`` scene:" -msgstr "" -"Теперь нам нужно подключить функционал ``HUD`` в наш ``Main``-скрипт. Для " -"этого потребуются некоторые дополнения к сцене ``Main``:" - -msgid "" -"In the Node tab, connect the HUD's ``start_game`` signal to the " -"``new_game()`` function of the Main node by clicking the \"Pick\" button in " -"the \"Connect a Signal\" window and selecting the ``new_game()`` method or " -"type \"new_game\" below \"Receiver Method\" in the window. Verify that the " -"green connection icon now appears next to ``func new_game()`` in the script." -msgstr "" -"Во вкладке Узел присоедините сигнал HUD ``start_game`` к функции узла Main " -"``new_game()`` и, нажав кнопку \"Присоеденить\" в окне \"Присоединить сигнал " -"к методу\", выбрать метод ``new_game()``. Убедитесь, что в скрипте рядом с " -"функцией ``func new_game()`` теперь появилась зелёная иконка подключения." - -msgid "" -"In ``new_game()``, update the score display and show the \"Get Ready\" " -"message:" -msgstr "" -"В ``new_game()`` обновим отображение счёта и выведем сообщение \"Get Ready\":" - -msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:" -msgstr "В ``game_over()`` нам нужно вызвать соответствующую функцию ``HUD``:" - -msgid "" -"Finally, add this to ``_on_score_timer_timeout()`` to keep the display in " -"sync with the changing score:" -msgstr "" -"Наконец добавьте этот код в ``_on_score_timer_timeout()``, чтобы " -"синхронизировать отображение с изменением количества очков:" - -msgid "" -"Remember to remove the call to ``new_game()`` from ``_ready()`` if you " -"haven't already, otherwise your game will start automatically." -msgstr "" -"Когда вы убедитесь, что всё работает, удалите вызов ``new_game()`` из " -"``_ready()``, иначе ваша игра запустится автоматически." - -msgid "Removing old creeps" -msgstr "Удаляем старых крипов" - -msgid "" -"If you play until \"Game Over\" and then start a new game right away, the " -"creeps from the previous game may still be on the screen. It would be better " -"if they all disappeared at the start of a new game. We just need a way to " -"tell *all* the mobs to remove themselves. We can do this with the \"group\" " -"feature." -msgstr "" -"Если вы играете до \"Game Over\", а затем сразу начинаете новую игру, то " -"крипы из предыдущей игры могут все еще оставаться на экране. Было бы лучше, " -"если бы все они исчезали в начале новой игры. Нам просто нужен способ " -"сказать *всем* мобам, чтобы они удалились. Мы можем сделать это с помощью " -"функции \"group\" (\"группа\")." - -msgid "" -"The ``call_group()`` function calls the named function on every node in a " -"group - in this case we are telling every mob to delete itself." -msgstr "" -"Функция ``call_group()`` вызывает каждую именованную функцию на каждом узле " -"в группе - в этом случае мы говорим каждому мобу удалять себя." - -msgid "" -"The game's mostly done at this point. In the next and last part, we'll " -"polish it a bit by adding a background, looping music, and some keyboard " -"shortcuts." -msgstr "" -"Игра на данный момент по большей части готова. В следующей и последней части " -"мы немного отполируем её за счет добавления фона, проигрывания музыки и " -"добавления нескольких сочетаний клавиш." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po b/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po deleted file mode 100644 index 5ccd38c940..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po +++ /dev/null @@ -1,197 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Finishing up" -msgstr "Завершающие штрихи" - -msgid "" -"We have now completed all the functionality for our game. Below are some " -"remaining steps to add a bit more \"juice\" to improve the game experience." -msgstr "" -"На данный момент мы завершили всю функциональность для нашей игры. Ниже " -"остаются некоторые шаги, слегка добавляющие \"сока\" и улучшающие игровой " -"опыт." - -msgid "Feel free to expand the gameplay with your own ideas." -msgstr "Не стесняйтесь совершенствовать геймплей своими собственными идеями." - -msgid "Background" -msgstr "Фон" - -msgid "" -"The default gray background is not very appealing, so let's change its " -"color. One way to do this is to use a :ref:`ColorRect ` " -"node. Make it the first node under ``Main`` so that it will be drawn behind " -"the other nodes. ``ColorRect`` only has one property: ``Color``. Choose a " -"color you like and select \"Layout\" -> \"Anchors Preset\" -> \"Full Rect\" " -"either in the toolbar at the top of the viewport or in the inspector so that " -"it covers the screen." -msgstr "" -"Серый фон по умолчанию не очень привлекателен, так что давайте поменяем его " -"цвет. Один из способов сделать это - использовать узел :ref:`ColorRect " -"`. Создайте его первым узлом под ``Main``, таким образом он " -"будет прорисовываться за другими узлами. ``ColorRect`` имеет только одно " -"свойство: ``Color``. Подберите цвет, который вам нравится, и выберите " -"\"Layout\" -> \"Anchors Preset\" -> \"Full Rect\" либо на панели " -"инструментов в верхней части окна просмотра, либо в инспекторе так, чтобы он " -"закрывал экран." - -msgid "" -"You could also add a background image, if you have one, by using a :ref:" -"`TextureRect ` node instead." -msgstr "" -"Вы также можете добавить фоновое изображение, если у вас оно есть, используя " -"узел :ref:`TextureRect `." - -msgid "Sound effects" -msgstr "Звуковые эффекты" - -msgid "" -"Sound and music can be the single most effective way to add appeal to the " -"game experience. In your game's **art** folder, you have two sound files: " -"\"House In a Forest Loop.ogg\" for background music, and \"gameover.wav\" " -"for when the player loses." -msgstr "" -"Звук и музыка могут быть одним из самых эффективных способов придания " -"игровому процессу большей привлекательности. В папке **art** вашей игры есть " -"два звуковых файла: \"House In a Forest Loop.ogg\" для фоновой музыки и " -"\"gameover.wav\" для проигрыша игрока." - -msgid "" -"Add two :ref:`AudioStreamPlayer ` nodes as children " -"of ``Main``. Name one of them ``Music`` and the other ``DeathSound``. On " -"each one, click on the ``Stream`` property, select \"Load\", and choose the " -"corresponding audio file." -msgstr "" -"Добавьте два узла :ref:`AudioStreamPlayer ` как " -"дочерние для ``Main``. Назовите один из них ``Music``, а другой - " -"``DeathSound``. В каждом из них нажмите на свойство ``Stream``, выберите " -"\"Загрузить\" и добавьте соответствующий звуковой файл." - -msgid "" -"All audio is automatically imported with the ``Loop`` setting disabled. If " -"you want the music to loop seamlessly, click on the Stream file arrow, " -"select ``Make Unique``, then click on the Stream file and check the ``Loop`` " -"box." -msgstr "" -"Весь звук автоматически импортируется при отключенном параметре ``Loop`` " -"(зацикливание). Если вы хотите, чтобы музыка зациклилась, щелкните маленькую " -"стрелку справа от параметра Stream, выберите ``Сделать уникальным``, затем " -"нажмите на файл Stream и включите ``Loop`` (с англ. - зациклить)." - -msgid "" -"To play the music, add ``$Music.play()`` in the ``new_game()`` function and " -"``$Music.stop()`` in the ``game_over()`` function." -msgstr "" -"Для воспроизведения музыки добавьте ``$Music.play()`` в функцию " -"``new_game()`` и ``$Music.stop()`` в функцию ``game_over()``." - -msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function." -msgstr "Наконец, добавьте ``$DeathSound.play()`` в функцию ``game_over()``." - -msgid "Keyboard shortcut" -msgstr "Сочетание клавиш" - -msgid "" -"Since the game is played with keyboard controls, it would be convenient if " -"we could also start the game by pressing a key on the keyboard. We can do " -"this with the \"Shortcut\" property of the ``Button`` node." -msgstr "" -"Поскольку в игру играют с помощью клавиш управления, было бы удобно, если бы " -"мы могли начать игру, нажав клавишу на клавиатуре. Мы можем сделать это с " -"помощью свойства \"Shortcut\" узла ``Button``." - -msgid "" -"In a previous lesson, we created four input actions to move the character. " -"We will create a similar input action to map to the start button." -msgstr "" -"В предыдущем уроке мы создали четыре события ввода для перемещения " -"персонажа. Мы создадим аналогичное событие ввода для привязки к кнопке " -"\"Старт\"." - -msgid "" -"Select \"Project\" -> \"Project Settings\" and then click on the \"Input " -"Map\" tab. In the same way you created the movement input actions, create a " -"new input action called ``start_game`` and add a key mapping for the :kbd:" -"`Enter` key." -msgstr "" -"Выберите \"Проект\" -> \"Настройки проекта\", а затем перейдите на вкладку " -"\"Список действий\". Точно так же, как вы создавали события ввода для " -"движения, создайте новое событие под названием ``start_game`` и добавьте в " -"него клавишу :kbd:`Enter``." - -msgid "" -"Now would be a good time to add controller support if you have one " -"available. Attach or pair your controller and then under each input action " -"that you wish to add controller support for, click on the \"+\" button and " -"press the corresponding button, d-pad, or stick direction that you want to " -"map to the respective input action." -msgstr "" -"Сейчас самое время добавить поддержку контроллера, если он у вас есть. " -"Подключите контроллер, а затем под каждым действием ввода, для которого вы " -"хотите добавить поддержку контроллера, нажмите кнопку \"+\" и нажмите " -"соответствующую кнопку, крестовину или направление джойстика, которое вы " -"хотите сопоставить с соответствующим действием ввода." - -msgid "" -"In the ``HUD`` scene, select the ``StartButton`` and find its **Shortcut** " -"property in the Inspector. Create a new :ref:`Shortcut ` " -"resource by clicking within the box, open the **Events** array and add a new " -"array element to it by clicking on **Array[InputEvent] (size 0)**." -msgstr "" -"В сцене ``HUD`` выберите кнопку ``StartButton`` и найдите ее свойство " -"**Shortcut** в инспекторе. Создайте новый ресурс :ref:`Shortcut " -"`, щелкнув внутри поля, откройте массив **Events** и " -"добавьте к нему новый элемент массива, щелкнув **Array[InputEvent] (size " -"0)**." - -msgid "" -"Create a new :ref:`InputEventAction ` and name it " -"``start_game``." -msgstr "" -"Создайте новое :ref:`InputEventAction ` и назовите " -"его ``start_game``." - -msgid "" -"Now when the start button appears, you can either click it or press :kbd:" -"`Enter` to start the game." -msgstr "" -"Теперь, когда появляется кнопка запуска, вы можете либо нажать на неё, либо " -"на клавишу :kbd:`Enter`, чтобы начать игру." - -msgid "And with that, you completed your first 2D game in Godot." -msgstr "И на этом вы завершили свою первую 2D-игру в Godot." - -msgid "" -"You got to make a player-controlled character, enemies that spawn randomly " -"around the game board, count the score, implement a game over and replay, " -"user interface, sounds, and more. Congratulations!" -msgstr "" -"Вы сделали персонажа, управляемого игроком, врагов, случайно появляющихся на " -"игровом поле, подсчёт очков, реализовали завершение и повтор игры, " -"пользовательский интерфейс, звуки и многое другое. Поздравляем!" - -msgid "" -"There's still much to learn, but you can take a moment to appreciate what " -"you achieved." -msgstr "" -"Вам еще многому предстоит научиться, но вы можете воспользоваться моментом, " -"чтобы оценить то, чего вы достигли." - -msgid "" -"And when you're ready, you can move on to :ref:`doc_your_first_3d_game` to " -"learn to create a complete 3D game from scratch, in Godot." -msgstr "" -"А когда вы будете готовы, вы сможете перейти к :ref:" -"`doc_your_first_3d_game`, чтобы изучить создание полноценной 3D-игры с нуля " -"в Godot." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/index.po deleted file mode 100644 index 371cba9d59..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/first_2d_game/index.po +++ /dev/null @@ -1,145 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Your first 2D game" -msgstr "Ваша первая 2D игра" - -msgid "" -"In this step-by-step tutorial series, you will create your first complete 2D " -"game with Godot. By the end of the series, you will have a simple yet " -"complete game of your own, like the image below." -msgstr "" -"В этой серии пошаговых уроков вы создадите свою первую полноценную 2D-игру с " -"помощью Godot. К концу серии у вас будет своя простая, но законченная игра, " -"как на изображении ниже." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "изображение0" - -msgid "" -"You will learn how the Godot editor works, how to structure a project, and " -"build a 2D game." -msgstr "" -"Вы узнаете, как работает редактор Godot, как структурировать проект и как " -"построить 2D-игру." - -msgid "" -"This project is an introduction to the Godot engine. It assumes that you " -"have some programming experience already. If you're new to programming " -"entirely, you should start here: :ref:`doc_scripting`." -msgstr "" -"Этот проект представляет собой введение в движок Godot. Предполагается, что " -"у вас уже есть некоторый опыт программирования. Если вы новичок в " -"программировании, вам следует начать здесь: :ref:`doc_scripting`." - -msgid "" -"The game is called \"Dodge the Creeps!\". Your character must move and avoid " -"the enemies for as long as possible." -msgstr "" -"Игра называется \"Увернись от Крипов!\". Ваш персонаж должен двигаться и " -"избегать врагов как можно дольше." - -msgid "You will learn to:" -msgstr "Вы научитесь:" - -msgid "Create a complete 2D game with the Godot editor." -msgstr "Создавать 2D игры с помощью редактора Godot." - -msgid "Structure a simple game project." -msgstr "Структурировать простой проект игры." - -msgid "Move the player character and change its sprite." -msgstr "Перемещать персонажа игрока и изменять его спрайт." - -msgid "Spawn random enemies." -msgstr "Порождать случайных врагов." - -msgid "Count the score." -msgstr "Подсчитывать очки." - -msgid "And more." -msgstr "И многому другому." - -msgid "" -"You'll find another series where you'll create a similar game but in 3D. We " -"recommend you to start with this one, though." -msgstr "" -"Вы можете найти другой цикл, в котором сможете создать похожую игру, но в " -"3D. Тем не менее мы советуем вам начать с этого." - -msgid "**Why start with 2D?**" -msgstr "**Почему стоит начинать с 2D?**" - -msgid "" -"If you are new to game development or unfamiliar with Godot, we recommend " -"starting with 2D games. This will allow you to become comfortable with both " -"before tackling 3D games, which tend to be more complicated." -msgstr "" -"Если вы новичок в разработке игр или не знакомы с Godot, мы рекомендуем " -"начать с 2D-игр. Это позволит вам немного освоиться, прежде чем браться за " -"3D-игры, которые, как правило, сложнее создавать." - -msgid "You can find a completed version of this project at this location:" -msgstr "Вы можете найти завершенную версию этого проекта в этом месте:" - -msgid "" -"https://github.com/godotengine/godot-demo-projects/tree/master/2d/" -"dodge_the_creeps" -msgstr "" -"https://github.com/godotengine/godot-demo-projects/tree/master/2d/" -"dodge_the_creeps" - -msgid "Prerequisites" -msgstr "Требования" - -msgid "" -"This step-by-step tutorial is intended for beginners who followed the " -"complete :ref:`Getting Started `." -msgstr "" -"Это пошаговое руководство предназначено для начинающих программистов, " -"которые уже полностью выполнили :ref:`Начало работы `." - -msgid "" -"If you're an experienced programmer, you can find the complete demo's source " -"code here: `Dodge the Creeps source code `__." -msgstr "" -"Если вы опытный программист, можете посмотреть исходный код проекта `Dodge " -"the Creeps `__." - -msgid "" -"We prepared some game assets you'll need to download so we can jump straight " -"to the code." -msgstr "" -"Мы подготовили немного игровых ассетов, вам нужно скачать их, чтобы мы " -"перешли сразу к коду." - -msgid "You can download them by clicking the link below." -msgstr "Вы можете загрузить их по ссылке ниже." - -msgid "" -"`dodge_the_creeps_2d_assets.zip `_." -msgstr "" -"`dodge_the_creeps_2d_assets.zip `_." - -msgid "Contents" -msgstr "Содержание" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po b/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po deleted file mode 100644 index 297a68dccb..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po +++ /dev/null @@ -1,270 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Setting up the game area" -msgstr "Настройка игровой зоны" - -msgid "" -"In this first part, we're going to set up the game area. Let's get started " -"by importing the start assets and setting up the game scene." -msgstr "" -"Для начала мы настроим игровую область. Давайте начнем с импорта стартовых " -"ресурсов и настройки игровой сцены." - -msgid "" -"We've prepared a Godot project with the 3D models and sounds we'll use for " -"this tutorial, linked in the index page. If you haven't done so yet, you can " -"download the archive here: `Squash the Creeps assets `__." -msgstr "" -"Мы подготовили проект Godot с 3D-моделями и звуками, которые мы будем " -"использовать в этом уроке, ссылка на который находится на странице с " -"содержанием. Если вы ещё не сделали этого, вы можете скачать архив здесь: " -"`Ассеты Squash the Creeps `__." - -msgid "" -"Once you downloaded it, extract the .zip archive on your computer. Open the " -"Godot Project Manager and click the *Import* button." -msgstr "" -"После загрузки распакуйте .zip архив на своем компьютере. Откройте менеджер " -"проектов Godot и нажмите кнопку *Импорт*." - -msgid "" -"In the import popup, enter the full path to the freshly created directory " -"``squash_the_creeps_start/``. You can click the *Browse* button on the right " -"to open a file browser and navigate to the ``project.godot`` file the folder " -"contains." -msgstr "" -"В окне импорта введите полный путь к только что созданному каталогу " -"``squash_the_creeps_start/``. Вы можете нажать кнопку *Обзор* справа, чтобы " -"открыть браузер файлов и перейти к папке, содержащей файл ``project.godot``." - -msgid "Click *Import & Edit* to open the project in the editor." -msgstr "" -"Нажмите **Импортировать и редактировать**, и проект откроется в редакторе." - -msgid "" -"The start project contains an icon and two folders: ``art/`` and ``fonts/``. " -"There, you will find the art assets and music we'll use in the game." -msgstr "" -"Начальный проект содержит иконку и две папки: ``art/`` и ``fonts/``. В них " -"вы найдёте ресурсы, которые мы будем использовать в игре." - -msgid "" -"There are two 3D models, ``player.glb`` and ``mob.glb``, some materials that " -"belong to these models, and a music track." -msgstr "" -"Здесь имеются две 3D-модели ``player.glb`` и ``mob.glb``, материалы для этих " -"моделей и музыкальный трек." - -msgid "Setting up the playable area" -msgstr "Настройка игровой зоны" - -msgid "" -"We're going to create our main scene with a plain :ref:`Node ` " -"as its root. In the *Scene* dock, click the *Add Child Node* button " -"represented by a \"+\" icon in the top-left and double-click on *Node*. Name " -"the node ``Main``. An alternate method to rename the node is to right-click " -"on *Node* and choose *Rename* (or :kbd:`F2`). Alternatively, to add a node " -"to the scene, you can press :kbd:`Ctrl + A` (:kbd:`Cmd + A` on macOS)." -msgstr "" -"Создадим нашу главную сцену с помощью простого узла *Node* в корне. В панели " -"*Сцена* нажмите на кнопку *Добавить дочерний узел*, представленную в виде " -"иконки \"+\" в верхнем левом углу и дважды нажмите на *Node*. Назовите узел " -"``Main``. Вы можете переименовать узел другим способом нажав ПКМ на *Node* и " -"выбрав *Переименовать* (или :kbd:`F2`). Либо же добавьте узел к сцене, вы " -"можете нажав :kbd:`Ctrl + A` (или :kbd:`Cmd + A` на macOS)." - -msgid "" -"Save the scene as ``main.tscn`` by pressing :kbd:`Ctrl + S` (:kbd:`Cmd + S` " -"on macOS)." -msgstr "" -"Сохраните сцену как ``main.tscn``, нажав :kbd:`Ctrl + S` (:kbd:`Cmd + S` на " -"macOS)." - -msgid "" -"We'll start by adding a floor that'll prevent the characters from falling. " -"To create static colliders like the floor, walls, or ceilings, you can use :" -"ref:`StaticBody3D ` nodes. They require :ref:" -"`CollisionShape3D ` child nodes to define the " -"collision area. With the ``Main`` node selected, add a :ref:`StaticBody3D " -"` node, then a :ref:`CollisionShape3D " -"`. Rename the :ref:`StaticBody3D " -"` to ``Ground``." -msgstr "" -"Мы начнём с добавления пола, который предотвратит игроков от падения. Чтобы " -"создать такие статические коллайдеры такие, как пол, стены или потолок, вы " -"можете использовать узлы :ref:`StaticBody3D `. Им " -"необходимы дочерние узлы :ref:`CollisionShape3D `, " -"чтобы определить область столкновения. Выбрав узел ``Main``, добавьте узел :" -"ref:`StaticBody3D `, затем :ref:`CollisionShape3D " -"`. Переименуйте :ref:`StaticBody3D " -"` в ``Ground``." - -msgid "Your scene tree should look like this" -msgstr "Ваше дерево сцены должно выглядеть так" - -msgid "" -"A warning sign next to the :ref:`CollisionShape3D ` " -"appears because we haven't defined its shape. If you click the icon, a popup " -"appears to give you more information." -msgstr "" -"Предупреждающая знак рядом с :ref:`CollisionShape3D " -"` появляется, потому что мы не определились с " -"формой. Если вы нажмёте на иконку, появится всплывающее окно, которое " -"предоставит вам больше информации." - -msgid "" -"To create a shape, select the :ref:`CollisionShape3D " -"` node, head to the *Inspector* and click the " -"** field next to the *Shape* property. Create a new *BoxShape3D*." -msgstr "" -"Чтобы создать форму, выберите узел :ref:`CollisionShape3D " -"`, перейдите в *Инспектор* и щелкните по полю " -"*<пусто>* рядом со свойством *Shape*. Создайте новый *BoxShape3D*." - -msgid "" -"The box shape is perfect for flat ground and walls. Its thickness makes it " -"reliable to block even fast-moving objects." -msgstr "" -"Форма параллелепипеда идеальна для плоской поверхности и стен. Её толщина " -"делает её надёжной в качестве преграды для быстро двигающихся объектов." - -msgid "" -"A box's wireframe appears in the viewport with three orange dots. You can " -"click and drag these to edit the shape's extents interactively. We can also " -"precisely set the size in the inspector. Click on the :ref:`BoxShape3D " -"` to expand the resource. Set its *Size* to ``60`` on the " -"X-axis, ``2`` for the Y-axis, and ``60`` for the Z-axis." -msgstr "" -"В окне просмотра появится каркас параллелепипеда с тремя оранжевыми точками. " -"Вы можете нажать на них и перетащить для того, чтобы отредактировать размеры " -"фигуры в интерактивном режиме. Мы также можем с точностью настроить размер в " -"инспекторе. Нажмите на :ref:`BoxShape3D `, чтобы расширить " -"источник. Установите его *размер* равным ``60`` по оси X, ``2`` по оси Y и " -"``60`` по оси Z." - -msgid "" -"Collision shapes are invisible. We need to add a visual floor that goes " -"along with it. Select the ``Ground`` node and add a :ref:`MeshInstance3D " -"` as its child." -msgstr "" -"Collision shapes(то есть формы столкновения, или коллизии) являются " -"невидимыми. Нам необходимо добавить видимый пол. Выберите узел ``Ground`` и " -"добавьте к нему дочерний узел :ref:`MeshInstance3D `." - -msgid "" -"In the *Inspector*, click on the field next to *Mesh* and create a :ref:" -"`BoxMesh ` resource to create a visible box." -msgstr "" -"В *инспекторе*, щелкните на поле рядом с *Mesh* и создайте :ref:`BoxMesh " -"`, чтобы создать видимый параллелепипед." - -msgid "" -"Once again, it's too small by default. Click the box icon to expand the " -"resource and set its *Size* to ``60``, ``2``, and ``60``." -msgstr "" -"Опять же, по умолчанию он слишком мал. Нажмите на иконку куба, чтобы открыть " -"его свойства и установите его *Размер* на ``60``, ``2``, и ``60``." - -msgid "" -"You should see a wide grey slab that covers the grid and blue and red axes " -"in the viewport." -msgstr "" -"Вы должны видеть широкую серую плиту, которая покрывает сетку, и синие с " -"красными оси в окне просмотра." - -msgid "" -"We're going to move the ground down so we can see the floor grid. To do " -"this, the grid snapping feature can be used. Grid snapping can be activated " -"2 ways in the 3D editor. The first is by pressing the *Use Snap* button (or " -"pressing the :kbd:`Y` key). The second is by selecting a node, dragging a " -"handle on the gizmo **then** holding :kbd:`Ctrl` while still clicking to " -"enable snapping as long as :kbd:`Ctrl` is held." -msgstr "" -"Мы собираемся опустить землю, чтобы увидеть сетку пола. Для этого можно " -"использовать функцию привязки к сетке. Привязка к сетке может быть " -"активирована двумя способами в 3D-редакторе. Первый способ – нажать кнопку " -"*Использовать привязки* (или клавишу :kbd:`Y`). Второй способ – выбрать " -"узел, потянуть за ручку на гизмо **и затем** удерживать :kbd:`Ctrl`, " -"продолжая нажимать, чтобы привязка работала, пока удерживается :kbd:`Ctrl`." - -msgid "" -"Start by setting snapping with your preferred method. Then move the " -"``Ground`` node using the Y-axis (the green arrow on the gizmo)." -msgstr "" -"Включите привязку. Переместите узел ``Ground``, используя ось Y (зеленая " -"стрелочка) и привязку к сетке." - -msgid "" -"If you can't see the 3D object manipulator like on the image above, ensure " -"the *Select Mode* is active in the toolbar above the view." -msgstr "" -"Если вы не видите манипулятор 3D-объектов, как на картинке сверху, убедитесь " -"в том, что *Режим выделения* находится в активном состоянии на панели " -"инструментов сверху." - -msgid "" -"Move the ground down ``1`` meter, in order to have a visible editor grid. A " -"label in the bottom-left corner of the viewport tells you how much you're " -"translating the node." -msgstr "" -"Переместите поверхность вниз на ``1`` метр. Ярлык в нижнем левом углу окна " -"просмотра показывает, насколько вы перетащили узел." - -msgid "" -"Moving the *Ground* node down moves both children along with it. Ensure you " -"move the *Ground* node, **not** the *MeshInstance3D* or the " -"*CollisionShape3D*." -msgstr "" -"При перемещении узла *Ground* вниз, оба дочерних узла перемещаются вместе с " -"ним. Убедитесь, что вы перемещаете узел *Ground*, а **не** *MeshInstance3D* " -"или *CollisionShape3D*." - -msgid "Ultimately, ``Ground``'s transform.position.y should be -1" -msgstr "В конечном итоге, transform.position.y у ``Ground`` должен быть -1" - -msgid "" -"Let's add a directional light so our scene isn't all grey. Select the " -"``Main`` node and add a child node :ref:`DirectionalLight3D " -"`." -msgstr "" -"Давайте добавим направленный свет, чтобы наша сцена не была серой. Выберите " -"узел ``Main`` и добавьте дочерний узел :ref:`DirectionalLight3D " -"`." - -msgid "" -"We need to move and rotate the :ref:`DirectionalLight3D " -"` node. Move it up by clicking and dragging on the " -"manipulator's green arrow and click and drag on the red arc to rotate it " -"around the X-axis, until the ground is lit." -msgstr "" -"Нам нужно переместить и повернуть узел :ref:`DirectionalLight3D " -"`. Переместите его вверх, щелкнув и перетащив " -"зеленую стрелку, а затем щелкните и перетащите красную дугу, чтобы повернуть " -"его вокруг оси X, пока земля не будет освещена." - -msgid "" -"In the *Inspector*, turn on *Shadow -> Enabled* by clicking the checkbox." -msgstr "В *инспекторе* включите *Shadow -> Enabled*, нажав на переключатель." - -msgid "At this point, your project should look like this." -msgstr "На данном этапе ваш проект должен выглядеть следующим образом." - -msgid "" -"That's our starting point. In the next part, we will work on the player " -"scene and base movement." -msgstr "" -"Это наш отправной пункт. В следующей части мы будем работать со сценой " -"игрока и передвижением." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po b/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po deleted file mode 100644 index 72614d9157..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po +++ /dev/null @@ -1,350 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Player scene and input actions" -msgstr "Сцена игрока и действия ввода" - -msgid "" -"In the next two lessons, we will design the player scene, register custom " -"input actions, and code player movement. By the end, you'll have a playable " -"character that moves in eight directions." -msgstr "" -"В двух следующих уроках мы будем создавать сцену игрока, оформлять " -"пользовательские действия ввода и программировать движения игрока. К концу у " -"вас будет персонаж, за которого можно будет играть и двигаться в восьми " -"направлениях." - -msgid "" -"Create a new scene by going to the Scene menu in the top-left and clicking " -"*New Scene*." -msgstr "" -"Создайте новую сцену, перейдя в меню Сцена в левом верхнем углу и нажав " -"*Новая сцена*." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "изображение0" - -msgid "" -"Create a :ref:`CharacterBody3D ` node as the root" -msgstr "" -"Создайте узел :ref:`CharacterBody3D ` в качестве " -"корневого узла" - -msgid "" -"Name the :ref:`CharacterBody3D ` to ``Player``. " -"Character bodies are complementary to the area and rigid bodies used in the " -"2D game tutorial. Like rigid bodies, they can move and collide with the " -"environment, but instead of being controlled by the physics engine, **you** " -"dictate their movement. You will see how we use the node's unique features " -"when we code the jump and squash mechanics." -msgstr "" -"Переименуйте :ref:`CharacterBody3D ` в ``Player``. " -"Тела игроков дополняют зоны и жесткие тела (rigid bodies) используемые в " -"уроках по созданию 2D-игры. Как и жесткие тела, они могут двигаться и " -"сталкиваться с окружением, но вместо того, чтобы управляться физическим " -"движком, **вы** диктуете их движение. Вы увидите, как мы используем " -"уникальные возможности узла, когда будем программировать механику прыжков и " -"раздавливания." - -msgid "" -"To learn more about the different physics node types, see the :ref:" -"`doc_physics_introduction`." -msgstr "" -"Этот документ предполагает, что вы знакомы с различными физическими телами " -"Godot. В противном случае сначала прочитайте :ref:`doc_physics_introduction`." - -msgid "" -"For now, we're going to create a basic rig for our character's 3D model. " -"This will allow us to rotate the model later via code while it plays an " -"animation." -msgstr "" -"Для начала мы собираемся создать базовый каркас для 3D-модели нашего " -"персонажа. Позже это позволит нам вращать модель через код, пока он " -"проигрывает анимацию." - -msgid "" -"Add a :ref:`Node3D ` node as a child of ``Player`` and name it " -"``Pivot``" -msgstr "" -"Добавьте узел :ref:`Node3D ` в качестве дочернего узла " -"``Player`` и назовите его ``Pivot``" - -msgid "" -"Then, in the FileSystem dock, expand the ``art/`` folder by double-clicking " -"it and drag and drop ``player.glb`` onto ``Pivot``." -msgstr "" -"Затем в панели Файловая система разверните папку ``art/``, дважды щелкнув по " -"ней, и перетащите ``player.glb`` на ``Pivot``." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "изображение1" - -msgid "" -"This should instantiate the model as a child of ``Pivot``. You can rename it " -"to ``Character``." -msgstr "" -"Это должно инстанцировать модель в качестве дочерней модели ``Pivot``. Вам " -"нужно переименовать его в ``Character``." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "изображение2" - -msgid "" -"As with all kinds of physics nodes, we need a collision shape for our " -"character to collide with the environment. Select the ``Player`` node again " -"and add a child node :ref:`CollisionShape3D `. In " -"the *Inspector*, on the *Shape* property, add a new :ref:`SphereShape3D " -"`." -msgstr "" -"Как и в случае со всеми видами физических узлов нам необходима форма " -"столкновения для нашего персонажа, чтобы расчета столкновений с окружением. " -"Выберите узел ``Player`` и добавьте к нему дочерний узел :ref:" -"`CollisionShape3D `. В *инспекторе* присвойте :ref:" -"`SphereShape3D ` параметру *Shape*." - -msgid "The sphere's wireframe appears below the character." -msgstr "Каркас сферы отображается под персонажем." - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "изображение3" - -msgid "" -"It will be the shape the physics engine uses to collide with the " -"environment, so we want it to better fit the 3D model. Make it a bit larger " -"by dragging the orange dot in the viewport. My sphere has a radius of about " -"``0.8`` meters." -msgstr "" -"Это будет форма, которую использует физический движок, для расчета " -"столкновений с окружением, поэтому мы хотим, чтобы она лучше походила именно " -"для 3D-модели. Увеличьте её, перетащив оранжевую кнопку в окне просмотра. " -"Моя сфера имеет радиус около ``0.8`` метра." - -msgid "" -"Then, move the collision shape up so its bottom roughly aligns with the " -"grid's plane." -msgstr "" -"После этого передвиньте форму столкновений вверх так, чтобы её низ " -"приблизительно совпадал с плоскостью сетки." - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "изображение4" - -msgid "" -"To make moving the shape easier, you can toggle the model's visibility by " -"clicking the eye icon next to the ``Character`` or the ``Pivot`` nodes." -msgstr "" -"Вы можете переключить видимость модели, нажав на иконку глаза рядом с узлами " -"``Character`` или ``Pivot``." - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "изображение5" - -msgid "Save the scene as ``player.tscn``" -msgstr "Сохраните сцену как ``player.tscn``" - -msgid "" -"With the nodes ready, we can almost get coding. But first, we need to define " -"some input actions." -msgstr "" -"С готовыми узлами мы почти можем перейти к программированию. Но для начала " -"нам необходимо определить некоторые действия ввода." - -msgid "Creating input actions" -msgstr "Создание действий ввода" - -msgid "" -"To move the character, we will listen to the player's input, like pressing " -"the arrow keys. In Godot, while we could write all the key bindings in code, " -"there's a powerful system that allows you to assign a label to a set of keys " -"and buttons. This simplifies our scripts and makes them more readable." -msgstr "" -"Чтобы персонаж начал двигаться, мы обратим внимание на пользовательский " -"ввод, например, на нажатие стрелок на клавиатуре. В Godot, хоть мы и можем " -"писать все привязки к клавишам в коде, но зачем если существует мощная " -"система, которая позволяет вам маркировать набор клавиш и кнопок. Это " -"облегчает наши скрипты и делает их более читаемыми." - -msgid "" -"This system is the Input Map. To access its editor, head to the *Project* " -"menu and select *Project Settings*." -msgstr "" -"Эта система - Список действий. Чтобы получить доступ к редактору, откройте " -"меню *Проект* и выберите *Настройки проекта*." - -msgid "|image6|" -msgstr "|image6|" - -msgid "image6" -msgstr "изображение6" - -msgid "" -"At the top, there are multiple tabs. Click on *Input Map*. This window " -"allows you to add new actions at the top; they are your labels. In the " -"bottom part, you can bind keys to these actions." -msgstr "" -"Вверху располагается множество вкладок. Нажмите на *Список действий*. Это " -"окно позволяет добавить новые действия вверху; они являются метками. Снизу " -"вы можете привязать клавиши к этим действиям." - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "изображение7" - -msgid "" -"Godot projects come with some predefined actions designed for user interface " -"design (see above screenshot). These will become visible if you enable the " -"*Show Built-in Actions* toggle. We could use these here, but instead we're " -"defining our own to support gamepads. Leave *Show Built-in Actions* disabled." -msgstr "" -"Проекты Godot оснащены предопределенными действиями, созданными для дизайна " -"пользовательского интерфейса (посмотрите скриншот выше). Они станут видимыми " -"если вы включите *Показать встроенные действия*. Хоть мы и можем " -"использовать их, но мы вместо этого определим наши собственные действия для " -"поддержки геймпадов. Оставьте *Показать встроенные действия* выключенным." - -msgid "" -"We're going to name our actions ``move_left``, ``move_right``, " -"``move_forward``, ``move_back``, and ``jump``." -msgstr "" -"Мы назовем наши действия ``move_left``, ``move_right``, ``move_forward``, " -"``move_back``, и ``jump``." - -msgid "To add an action, write its name in the bar at the top and press Enter." -msgstr "" -"Чтобы добавить действие, напишите его название в поле сверху и нажмите Enter." - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "изображение8" - -msgid "Create the following five actions:" -msgstr "Создайте следующие 5 действий:" - -msgid "|image9|" -msgstr "|image9|" - -msgid "image9" -msgstr "изображение9" - -msgid "" -"To bind a key or button to an action, click the \"+\" button to its right. " -"Do this for ``move_left``. Press the left arrow key and click *OK*." -msgstr "" -"Чтобы привязать клавишу или кнопку к действию, нажмите справа на кнопку \"+" -"\". Сделайте это для ``move_left``. Нажмите клавишу влево, а затем нажмите " -"кнопку *OK*." - -msgid "Bind also the :kbd:`A` key, onto the action ``move_left``." -msgstr "Привяжите также клавишу :kbd:`A` , на действие ``move_left``." - -msgid "|image12|" -msgstr "|image12|" - -msgid "image12" -msgstr "изображение12" - -msgid "" -"Let's now add support for a gamepad's left joystick. Click the \"+\" button " -"again but this time, select *Manual Selection -> Joypad Axes*." -msgstr "" -"Давайте добавим поддержку для левого джойстика на геймпаде. Снова нажмите " -"кнопку \"+\", но в этот раз выберите *Manual Selection -> Joypad Axes*." - -msgid "Select the negative X axis of the left joystick." -msgstr "Выберите отрицательную ось X левого джойстика." - -msgid "Leave the other values as default and press *OK*" -msgstr "Остальные значения оставьте как есть и нажмите *OK*" - -msgid "" -"If you want controllers to have different input actions, you should use the " -"Devices option in Additional Options. Device 0 corresponds to the first " -"plugged gamepad, Device 1 corresponds to the second plugged gamepad, and so " -"on." -msgstr "" -"Если вы хотите, чтобы контроллеры имели разные действия ввода, вам следует " -"использовать параметр Устройства в разделе Дополнительные параметры. " -"Устройство 0 соответствует первому подключенному геймпаду, Устройство 1 " -"соответствует второму подключенному геймпаду и так далее." - -msgid "" -"Do the same for the other input actions. For example, bind the right arrow, " -"D, and the left joystick's positive axis to ``move_right``. After binding " -"all keys, your interface should look like this." -msgstr "" -"Сделайте то же самое и для других действий ввода. К примеру, привяжите " -"клавишу вправо, D, и правую ось левого джойстика к ``move_right``. После " -"того как вы привяжите все клавиши, ваш интерфейс должен выглядеть следующим " -"образом." - -msgid "|image15|" -msgstr "|image15|" - -msgid "image15" -msgstr "изображение15" - -msgid "" -"The final action to set up is the ``jump`` action. Bind the Space key and " -"the gamepad's A button." -msgstr "" -"Последнее действие, которое нужно назначить - ``jump``. Привяжите клавишу " -"Space и кнопку A на геймпаде." - -msgid "|image16|" -msgstr "|image16|" - -msgid "image16" -msgstr "изображение16" - -msgid "Your jump input action should look like this." -msgstr "Действие ввода прыжка должно выглядеть следующим образом." - -msgid "|image18|" -msgstr "|image18|" - -msgid "image18" -msgstr "изображение18" - -msgid "" -"That's all the actions we need for this game. You can use this menu to label " -"any groups of keys and buttons in your projects." -msgstr "" -"Это все действия, которые необходимы нам для данной игры. Вы можете " -"использовать меню, чтобы маркировать любые группы клавиш или кнопок в ваших " -"проектах." - -msgid "In the next part, we'll code and test the player's movement." -msgstr "" -"В следующей части мы будем программировать и тестировать движения персонажа." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po b/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po deleted file mode 100644 index bd47beab91..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po +++ /dev/null @@ -1,457 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Moving the player with code" -msgstr "Двигаем игрока с помощью кода" - -msgid "" -"It's time to code! We're going to use the input actions we created in the " -"last part to move the character." -msgstr "" -"Пришло время для написания кода! Мы собираемся использовать действия ввода, " -"который мы уже создали в предыдущих частях, чтобы персонаж двигался." - -msgid "For this project, we will be following the Godot naming conventions." -msgstr "Для этого проекта мы будем следовать правилам именования Godot." - -msgid "" -"**GDScript**: Classes (nodes) use PascalCase, variables and functions use " -"snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." -msgstr "" -"**GDScript**: Классы (узлы) используют PascalCase, переменные и функции - " -"snake_case, константы - ALL_CAPS (см. :ref:`doc_gdscript_styleguide`)." - -msgid "" -"**C#**: Classes, export variables and methods use PascalCase, private fields " -"use _camelCase, local variables and parameters use camelCase (See :ref:" -"`doc_c_sharp_styleguide`). Be careful to type the method names precisely " -"when connecting signals." -msgstr "" -"**C#**: Классы, экспортные переменные и методы используют PascalCase, " -"приватные поля используют _camelCase, локальные переменные и параметры " -"используют camelCase (См. :ref:`doc_c_sharp_styleguide`). Будьте " -"внимательны, чтобы точно набирать имена методов при подключении сигналов." - -msgid "" -"Right-click the ``Player`` node and select *Attach Script* to add a new " -"script to it. In the popup, set the *Template* to *Empty* before pressing " -"the *Create* button. We set it to *Empty* because we want to write our own " -"code for player movement." -msgstr "" -"Нажмите правой кнопкой мыши на узел ``Player`` и выберите *Attach Script*, " -"чтобы добавить к нему новый скрипт. Во всплывающем окне настройте *Шаблон* " -"на *Empty* перед тем, как нажать кнопку *Создать*." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "изображение0" - -msgid "" -"Let's start with the class's properties. We're going to define a movement " -"speed, a fall acceleration representing gravity, and a velocity we'll use to " -"move the character." -msgstr "" -"Давайте начнем со свойств класса. Мы собираемся определить скорость " -"движения, ускорение свободного падения, представляющее гравитацию, и " -"скорость, которую мы будем использовать для движений персонажа." - -msgid "" -"These are common properties for a moving body. The ``target_velocity`` is a :" -"ref:`3D vector ` combining a speed with a direction. Here, we " -"define it as a property because we want to update and reuse its value across " -"frames." -msgstr "" -"Это свойства, характерные для тела в движении. ``target_velocity`` - это :" -"ref:`3D vector `, совмещающий в себе скорость с направлением. " -"Здесь мы определяем его, как свойство, потому что хотим обновлять и " -"использовать повторно его значения." - -msgid "" -"The values are quite different from 2D code because distances are in meters. " -"While in 2D, a thousand units (pixels) may only correspond to half of your " -"screen's width, in 3D, it's a kilometer." -msgstr "" -"Значения довольно сильно отличаются от 2D-кода, потому что расстояние здесь " -"измеряется в метрах. В то время как в 2D тысяча единиц (пикселей) может " -"соответствовать только половине ширины вашего экрана, в 3D же это будет " -"равняться километру." - -msgid "" -"Let's code the movement. We start by calculating the input direction vector " -"using the global ``Input`` object, in ``_physics_process()``." -msgstr "" -"А сейчас давайте напишем код движения. Мы начинаем с вычисления ввода " -"вектора направления, используя глобальный объект ``Input`` в " -"``_physics_process()``." - -msgid "" -"Here, we're going to make all calculations using the ``_physics_process()`` " -"virtual function. Like ``_process()``, it allows you to update the node " -"every frame, but it's designed specifically for physics-related code like " -"moving a kinematic or rigid body." -msgstr "" -"Здесь мы собираемся сделать расчет, используя виртуальную функцию " -"``_physics_process()``. Так же как и ``_physics_process()``, она позволяет " -"вам обновлять узел в каждом кадре, но она создана специально для кода " -"связанного с физикой, например, кода движения кинематического или твердого " -"тела." - -msgid "" -"To learn more about the difference between ``_process()`` and " -"``_physics_process()``, see :ref:`doc_idle_and_physics_processing`." -msgstr "" -"Для получения дополнительной информации о разнице между ``_process()`` и " -"``_physics_process()``, прочитайте :ref:`doc_idle_and_physics_processing`." - -msgid "" -"We start by initializing a ``direction`` variable to ``Vector3.ZERO``. Then, " -"we check if the player is pressing one or more of the ``move_*`` inputs and " -"update the vector's ``x`` and ``z`` components accordingly. These correspond " -"to the ground plane's axes." -msgstr "" -"Сперва инициализируем переменную ``direction`` со значением ``Vector3." -"ZERO``. После этого мы проверяем, использует ли игрок один или больше вводов " -"``move_*`` и обновляем ``x`` и ``z`` векторов. Они соответствуют осям " -"плоскости земли." - -msgid "" -"These four conditions give us eight possibilities and eight possible " -"directions." -msgstr "" -"Эти четыре условия дают нам восемь возможных вариантов и восемь возможных " -"направлений." - -msgid "" -"In case the player presses, say, both W and D simultaneously, the vector " -"will have a length of about ``1.4``. But if they press a single key, it will " -"have a length of ``1``. We want the vector's length to be consistent, and " -"not move faster diagonally. To do so, we can call its ``normalized()`` " -"method." -msgstr "" -"В случае, если игрок нажмет, например, обе клавиши W и D одновременно, " -"вектор будет иметь длину около ``1.4``. Но если он нажимает одну клавишу, то " -"вектор будет иметь длину ``1``. Мы хотим, чтобы длина вектора была " -"неизменной и чтобы игрок не двигался быстрей по диагонали. Чтобы сделать " -"это, мы можем вызвать его метод ``normalize()``." - -msgid "" -"Here, we only normalize the vector if the direction has a length greater " -"than zero, which means the player is pressing a direction key." -msgstr "" -"Здесь мы нормализуем вектор, только если направление имеет длину больше " -"нуля, что означает, что игрок нажимает клавишу направления." - -msgid "" -"We compute the direction the ``$Pivot`` is looking by creating a :ref:`Basis " -"` that looks in the ``direction`` direction." -msgstr "" -"Мы вычисляем направление, в котором смотрит ``$Pivot``, создавая :ref:`Basis " -"`, который смотрит в направлении ``direction``." - -msgid "" -"Then, we update the velocity. We have to calculate the ground velocity and " -"the fall speed separately. Be sure to go back one tab so the lines are " -"inside the ``_physics_process()`` function but outside the condition we just " -"wrote above." -msgstr "" -"Затем мы обновляем скорость. Мы должны вычислить скорость на земле и " -"скорость падения отдельно. Обязательно вернитесь на одну вкладку назад, " -"чтобы строки находились внутри функции ``_physics_process()``, но вне " -"условия, которое мы только что написали." - -msgid "" -"The ``CharacterBody3D.is_on_floor()`` function returns ``true`` if the body " -"collided with the floor in this frame. That's why we apply gravity to the " -"``Player`` only while it is in the air." -msgstr "" -"Метод ``CharacterBody3D.is_on_floor()`` возвращает ``true`` если тело " -"столкнулось с землей. Именно поэтому мы применяем гравитацию только в " -"ситуации, когда игрок находится в воздухе." - -msgid "" -"For the vertical velocity, we subtract the fall acceleration multiplied by " -"the delta time every frame. This line of code will cause our character to " -"fall in every frame, as long as it is not on or colliding with the floor." -msgstr "" -"Для вертикальной скорости мы вычитаем ускорение свободного падения, " -"умноженное на дельту времени, в каждом кадре. Эта строчка кода заставляет " -"игрока падать каждый кадр, до тех пор пока он не столкнулся с землей." - -msgid "" -"The physics engine can only detect interactions with walls, the floor, or " -"other bodies during a given frame if movement and collisions happen. We will " -"use this property later to code the jump." -msgstr "" -"Физический движок может только распознавать взаимодействия со стенами, полом " -"или другими телами во время кадра, если происходит движение и столкновение. " -"Позже мы будем использовать это свойство, чтобы написать код прыжка." - -msgid "" -"On the last line, we call ``CharacterBody3D.move_and_slide()`` which is a " -"powerful method of the ``CharacterBody3D`` class that allows you to move a " -"character smoothly. If it hits a wall midway through a motion, the engine " -"will try to smooth it out for you. It uses the *velocity* value native to " -"the :ref:`CharacterBody3D `" -msgstr "" -"В последней строке мы вызываем ``CharacterBody3D.move_and_slide()``. Это " -"эффективный метод класса ``CharacterBody3D``, который позволяет плавно " -"передвигать персонажа. Если он ударяется об стену во время движения, то " -"движок попытается сгладить действие. Он использует значение *velocity*, " -"принадлежащее :ref:`CharacterBody3D `" - -msgid "And that's all the code you need to move the character on the floor." -msgstr "Вот и весь код, необходимый для перемещения персонажа по полу." - -msgid "Here is the complete ``player.gd`` code for reference." -msgstr "Вот так выглядит завершенный код ``player.gd``." - -msgid "Testing our player's movement" -msgstr "Проверка движения нашего игрока" - -msgid "" -"We're going to put our player in the ``Main`` scene to test it. To do so, we " -"need to instantiate the player and then add a camera. Unlike in 2D, in 3D, " -"you won't see anything if your viewport doesn't have a camera pointing at " -"something." -msgstr "" -"Мы поместим нашего игрока в сцену ``Main``, чтобы протестировать её. Чтобы " -"это сделать, нам необходимо инстанцировать игрока и затем добавить камеру. В " -"отличие от 2D, в 3D вы ничего не увидите, если в вашем окне просмотра нет " -"камеры, указывающей на что-то." - -msgid "" -"Save your ``Player`` scene and open the ``Main`` scene. You can click on the " -"*Main* tab at the top of the editor to do so." -msgstr "" -"Сохраните вашу сцену ``Player`` и откройте сцену ``Main``. Вы можете нажать " -"на вкладку *Main* вверху редактора и сделать это." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "изображение1" - -msgid "" -"If you closed the scene before, head to the *FileSystem* dock and double-" -"click ``main.tscn`` to re-open it." -msgstr "" -"Если вы закрыли сцену до того, как сделать это, направьтесь во вкладку " -"*Файловая система* и двойным нажатием щелкните на ``main.tscn``, чтобы снова " -"её открыть." - -msgid "" -"To instantiate the ``Player``, right-click on the ``Main`` node and select " -"*Instantiate Child Scene*." -msgstr "" -"Для инстанцирования ``Player`` нажмите правой кнопкой мыши на узел ``Main`` " -"и выберите *Инстанцировать дочернюю сцену*." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "изображение2" - -msgid "" -"In the popup, double-click ``player.tscn``. The character should appear in " -"the center of the viewport." -msgstr "" -"Во всплывающем окне двойным щелчком нажмите на *player.tscn*. Персонаж " -"должен появиться в центре окна просмотра." - -msgid "Adding a camera" -msgstr "Добавление камеры" - -msgid "" -"Let's add the camera next. Like we did with our *Player*\\ 's *Pivot*, we're " -"going to create a basic rig. Right-click on the ``Main`` node again and " -"select *Add Child Node*. Create a new :ref:`Marker3D `, and " -"name it ``CameraPivot``. Select ``CameraPivot`` and add a child node :ref:" -"`Camera3D ` to it. Your scene tree should look similar to " -"this." -msgstr "" -"Теперь давайте добавим камеру. Точно так же, как мы сделали с *Pivot* " -"принадлежащему *Player*, мы создадим основной каркас. Снова нажмите правой " -"кнопкой мыши на узел *Main* и выберите в этот раз *Добавить дочерний узел*. " -"Создайте новый :ref:`Marker3D `, назовите его " -"``CameraPivot`` и добавьте к нему дочерний узел :ref:`Camera3D " -"`. Ваше дерево сцены должно выглядеть таким образом." - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "изображение3" - -msgid "" -"Notice the *Preview* checkbox that appears in the top-left of the 3D view " -"when you have the *Camera* selected. You can click it to preview the in-game " -"camera projection." -msgstr "" -"Обратите внимание на флажок *Preview*, который появляется в левом верхнем " -"углу, при выбранной узле *Camera*. Вы можете нажать на него, чтобы " -"просмотреть проекцию камеры в игре." - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "изображение4" - -msgid "" -"We're going to use the *Pivot* to rotate the camera as if it was on a crane. " -"Let's first split the 3D view to be able to freely navigate the scene and " -"see what the camera sees." -msgstr "" -"Мы будем использовать *Pivot* для поворота камеры, как будто она находится " -"на кране. Сначала давайте разделим 3D-вид, чтобы иметь возможность свободно " -"перемещаться по сцене и видеть то, что видит камера." - -msgid "" -"In the toolbar right above the viewport, click on *View*, then *2 " -"Viewports*. You can also press :kbd:`Ctrl + 2` (:kbd:`Cmd + 2` on macOS)." -msgstr "" -"На панели инструментов прямо над окном просмотра нажмите *Вид*, затем *2 " -"окна*. Вы также можете нажать :kbd:`Ctrl + 2` (:kbd:`Cmd + 2` на macOS)." - -msgid "|image11|" -msgstr "|image11|" - -msgid "image11" -msgstr "изображение11" - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "изображение5" - -msgid "" -"On the bottom view, select your :ref:`Camera3D ` and turn on " -"camera Preview by clicking the checkbox." -msgstr "" -"В нижнем окне выберите :ref:`Camera3D ` и включите " -"предварительный просмотр камеры, нажав на флажок." - -msgid "|image6|" -msgstr "|image6|" - -msgid "image6" -msgstr "изображение6" - -msgid "" -"In the top view, make sure your *Camera3D* is selected and move the camera " -"about ``19`` units on the Z axis (drag the blue arrow)." -msgstr "" -"На виде сверху, убедитесь, что выбрана *Camera3D* и переместите ее примерно " -"на ``19`` единиц по оси Z (синяя стрелка)." - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "изображение7" - -msgid "" -"Here's where the magic happens. Select the *CameraPivot* and rotate it " -"``-45`` degrees around the X axis (using the red circle). You'll see the " -"camera move as if it was attached to a crane." -msgstr "" -"Вот где происходит волшебство. Выберите *CameraPivot* и поверните его на " -"``45`` градусов вокруг оси X (с помощью красного круга). Вы увидите, что " -"камера движется так, как будто она прикреплена к крану." - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "изображение8" - -msgid "" -"You can run the scene by pressing :kbd:`F6` and press the arrow keys to move " -"the character." -msgstr "" -"Вы можете запустить сцену, нажав :kbd:`F6` и нажимать клавиши со стрелками " -"для перемещения персонажа." - -msgid "|image9|" -msgstr "|image9|" - -msgid "image9" -msgstr "изображение9" - -msgid "" -"We can see some empty space around the character due to the perspective " -"projection. In this game, we're going to use an orthographic projection " -"instead to better frame the gameplay area and make it easier for the player " -"to read distances." -msgstr "" -"Мы можем видеть пустое пространство вокруг персонажа из-за перспективы. В " -"этой игре мы наоборот собираемся использовать орфографическую проекцию, " -"чтобы лучше структурировать область геймплея и упростить для игрока " -"считывание дистанций." - -msgid "" -"Select the *Camera* again and in the *Inspector*, set the *Projection* to " -"*Orthogonal* and the *Size* to ``19``. The character should now look flatter " -"and the ground should fill the background." -msgstr "" -"Снова выберите *Camera* и в *инспекторе* установите *Projection* на " -"*Orthogonal* и *Size* на ``19``. Теперь персонаж должен выглядеть более " -"плоским и поверхность должна заполнять задний план." - -msgid "" -"When using an orthogonal camera in Godot 4, directional shadow quality is " -"dependent on the camera's *Far* value. The higher the *Far* value, the " -"further away the camera will be able to see. However, higher *Far* values " -"also decrease shadow quality as the shadow rendering has to cover a greater " -"distance." -msgstr "" -"При использовании ортогональной камеры в Godot 4 качество направленных теней " -"зависит от значения *Far* камеры. Чем выше значение *Far*, тем дальше камера " -"может видеть. Однако более высокие значения *Far* также снижают качество " -"тени, так как рендеринг тени должен покрывать большее расстояние." - -msgid "" -"If directional shadows look too blurry after switching to an orthogonal " -"camera, decrease the camera's *Far* property to a lower value such as " -"``100``. Don't decrease this *Far* property too much, or objects in the " -"distance will start disappearing." -msgstr "" -"Если направленные тени выглядят слишком размытыми после переключения на " -"ортогональную камеру, уменьшите свойство *Far* камеры до более низкого " -"значения, например ``100``. Не уменьшайте свойство *Far* слишком сильно, " -"иначе объекты вдали начнут исчезать." - -msgid "|image10|" -msgstr "|image10|" - -msgid "image10" -msgstr "изображение10" - -msgid "" -"Test your scene and you should be able to move in all 8 directions and not " -"glitch through the floor!" -msgstr "" -"Протестируйте вашу сцену: теперь вы должны иметь возможность двигаться во " -"всех 8 направлениях и не проваливаться сквозь пол!" - -msgid "" -"Ultimately, we have both player movement and the view in place. Next, we " -"will work on the monsters." -msgstr "" -"Таким образом, у нас есть и движение игрока, и вид. Далее мы будем работать " -"над монстрами." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po b/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po deleted file mode 100644 index 7ba5fe48eb..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po +++ /dev/null @@ -1,352 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Designing the mob scene" -msgstr "Разработка сцены с мобом" - -msgid "" -"In this part, you're going to code the monsters, which we'll call mobs. In " -"the next lesson, we'll spawn them randomly around the playable area." -msgstr "" -"В этой части вы будете программировать монстров, которых мы будем называть " -"мобами. В следующем уроке мы будем распределять их случайным образом по всей " -"игровой области." - -msgid "" -"Let's design the monsters themselves in a new scene. The node structure is " -"going to be similar to the ``player.tscn`` scene." -msgstr "" -"Давайте разработаем самих монстров в новой сцене. Структура узлов будет " -"похожа на сцену ``player.tscn``." - -msgid "" -"Create a scene with, once again, a :ref:`CharacterBody3D " -"` node as its root. Name it ``Mob``. Add a child " -"node :ref:`Node3D `, name it ``Pivot``. And drag and drop the " -"file ``mob.glb`` from the *FileSystem* dock onto the ``Pivot`` to add the " -"monster's 3D model to the scene." -msgstr "" -"Создайте сцену, корнем которой снова является узел :ref:`CharacterBody3D " -"`. Назовите его ``Mob``. Добавьте узел :ref:`Node3D " -"` в качестве его дочернего узла, назовите его ``Pivot``. " -"Перетащите файл ``mob.glb`` из панели *Файловая система* на узел ``Pivot``, " -"чтобы добавить 3D-модель монстра в сцену." - -msgid "You can rename the newly created ``mob`` node into ``Character``." -msgstr "" -"Вы можете переименовать только что созданный узел ``mob`` в ``Character``." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "изображение0" - -msgid "" -"We need a collision shape for our body to work. Right-click on the ``Mob`` " -"node, the scene's root, and click *Add Child Node*." -msgstr "" -"Нам нужна форма столкновения, чтобы наше тело работало. Щёлкните правой " -"кнопкой мыши на узле ``Mob``, корне сцены, и выберите *Добавить дочерний " -"узел*." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "изображение1" - -msgid "Add a :ref:`CollisionShape3D `." -msgstr "Добавьте :ref:`CollisionShape3D `." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "изображение2" - -msgid "In the *Inspector*, assign a *BoxShape3D* to the *Shape* property." -msgstr "В *инспекторе* назначьте *BoxShape3D* свойству *Shape*." - -msgid "" -"We should change its size to fit the 3D model better. You can do so " -"interactively by clicking and dragging on the orange dots." -msgstr "" -"Мы должны изменить его размер, чтобы он лучше соответствовал 3D-модели. Вы " -"можете сделать это интерактивно, щёлкая и перетаскивая оранжевые точки." - -msgid "" -"The box should touch the floor and be a little thinner than the model. " -"Physics engines work in such a way that if the player's sphere touches even " -"the box's corner, a collision will occur. If the box is a little too big " -"compared to the 3D model, you may die at a distance from the monster, and " -"the game will feel unfair to the players." -msgstr "" -"Параллелепипед должен касаться пола и быть немного тоньше, чем модель. " -"Физические движки работают таким образом, что если сфера игрока коснется " -"даже угла параллепипеда, произойдет столкновение. Если параллепипед будет " -"слишком большой по сравнению с 3D-моделью, вы можете умереть на расстоянии " -"от монстра, и игра будет казаться несправедливой по отношению к игрокам." - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "изображение4" - -msgid "" -"Notice that my box is taller than the monster. It is okay in this game " -"because we're looking at the scene from above and using a fixed perspective. " -"Collision shapes don't have to match the model exactly. It's the way the " -"game feels when you test it that should dictate their form and size." -msgstr "" -"Обратите внимание, что мой габаритный контейнер выше, чем монстр. В этой " -"игре это нормально, потому что мы смотрим на сцену сверху и используем " -"фиксированную перспективу. Формы столкновений не обязательно должны точно " -"соответствовать модели. Их форма и размер должны определяться тем, как игра " -"ощущается при тестировании." - -msgid "Removing monsters off-screen" -msgstr "Удаление монстров за пределами экрана" - -msgid "" -"We're going to spawn monsters at regular time intervals in the game level. " -"If we're not careful, their count could increase to infinity, and we don't " -"want that. Each mob instance has both a memory and a processing cost, and we " -"don't want to pay for it when the mob is outside the screen." -msgstr "" -"Мы собираемся порождать монстров через регулярные промежутки времени на " -"игровом уровне. Если мы не будем осторожны, их количество может увеличиться " -"до бесконечности, а мы этого не хотим. Каждый экземпляр монстра требует " -"памяти и времени на обработку, и мы не хотим зря тратить ресурсы " -"используемого устройства, когда монстр находится за пределами экрана." - -msgid "" -"Once a monster leaves the screen, we don't need it anymore, so we should " -"delete it. Godot has a node that detects when objects leave the screen, :ref:" -"`VisibleOnScreenNotifier3D `, and we're " -"going to use it to destroy our mobs." -msgstr "" -"Как только монстр покидает экран, он нам больше не нужен, поэтому мы можем " -"его удалить. В Godot есть узел, который определяет, когда объекты покидают " -"экран, :ref:`VisibleOnScreenNotifier3D `, и " -"мы собираемся использовать его для уничтожения наших мобов." - -msgid "" -"When you keep instancing an object, there's a technique you can use to avoid " -"the cost of creating and destroying instances all the time called pooling. " -"It consists of pre-creating an array of objects and reusing them over and " -"over." -msgstr "" -"Когда вы постоянно создаёте экземпляр объекта в играх, существует техника, " -"которую можно использовать, чтобы избежать затрат на постоянное создание и " -"уничтожение экземпляров, называемая пулингом. Она заключается в " -"предварительном создании массива объектов и повторном их использовании." - -msgid "" -"When working with GDScript, you don't need to worry about this. The main " -"reason to use pools is to avoid freezes with garbage-collected languages " -"like C# or Lua. GDScript uses a different technique to manage memory, " -"reference counting, which doesn't have that caveat. You can learn more about " -"that here: :ref:`doc_gdscript_basics_memory_management`." -msgstr "" -"При работе с GDScript вам не нужно беспокоиться об этом. Основная причина " -"использования пулов заключается в том, чтобы избежать зависания в языках со " -"сборщиком мусора, таких как C# или Lua. GDScript использует другую технику " -"управления памятью, подсчет ссылок, которая не имеют такой проблемы. Вы " -"можете узнать больше об этом здесь :ref:" -"`doc_gdscript_basics_memory_management`." - -msgid "" -"Select the ``Mob`` node and add a child node :ref:`VisibleOnScreenNotifier3D " -"`. Another box, pink this time, appears. " -"When this box completely leaves the screen, the node will emit a signal." -msgstr "" -"Выберите узел ``Mob`` и добавьте :ref:`VisibleOnScreenNotifier3D " -"` в качестве его дочернего элемента. " -"Появится еще один параллелепипед, на этот раз розовый. Когда этоn " -"параллелепипед полностью покинет экран, узел отправит сигнал." - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "изображение5" - -msgid "Resize it using the orange dots until it covers the entire 3D model." -msgstr "" -"Измените его размер с помощью оранжевых точек, пока он не покроет всю 3D-" -"модель." - -msgid "|image6|" -msgstr "|image6|" - -msgid "image6" -msgstr "изображение6" - -msgid "Coding the mob's movement" -msgstr "Программирование движения мобов" - -msgid "" -"Let's implement the monster's motion. We're going to do this in two steps. " -"First, we'll write a script on the ``Mob`` that defines a function to " -"initialize the monster. We'll then code the randomized spawn mechanism in " -"the ``main.tscn`` scene and call the function from there." -msgstr "" -"Давайте реализуем движение монстра. Мы сделаем это в два этапа. Сначала мы " -"напишем скрипт для узла ``Mob``, который определит функцию для инициализации " -"монстра. Затем мы запрограммируем механизм случайного появления в сцене " -"``main.tscn`` и вызовем функцию оттуда." - -msgid "Attach a script to the ``Mob``." -msgstr "Добавьте скрипт к ``Mob``." - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "изображение7" - -msgid "" -"Here's the movement code to start with. We define two properties, " -"``min_speed`` and ``max_speed``, to define a random speed range, which we " -"will later use to define ``CharacterBody3D.velocity``." -msgstr "" -"Вот код движения для начала. Мы определяем два свойства, ``min_speed`` и " -"``max_speed``, чтобы определить случайный диапазон скорости, который мы в " -"будущем используем для задания значения ``CharacterBody3D.velocity``." - -msgid "" -"Similarly to the player, we move the mob every frame by calling the function " -"``CharacterBody3D.move_and_slide()``. This time, we don't update the " -"``velocity`` every frame; we want the monster to move at a constant speed " -"and leave the screen, even if it were to hit an obstacle." -msgstr "" -"Аналогично игроку, мы перемещаем моба каждый кадр, вызывая метод " -"``CharacterBody3D.move_and_slide()``. На этот раз мы не обновляем " -"``velocity`` каждый кадр: мы хотим, чтобы монстр двигался с постоянной " -"скоростью и покинул экран, даже если он врежется в препятствие." - -msgid "" -"We need to define another function to calculate the ``CharacterBody3D." -"velocity``. This function will turn the monster towards the player and " -"randomize both its angle of motion and its velocity." -msgstr "" -"Нам нужно определить ещё одну функцию для расчёта ``CharacterBody3D." -"velocity``. Эта функция повернёт монстра в сторону игрока и случайным " -"образом вычислит угол его движения и скорость." - -msgid "" -"The function will take a ``start_position``,the mob's spawn position, and " -"the ``player_position`` as its arguments." -msgstr "" -"В качестве аргументов функция принимает ``start_position``, позицию " -"появления моба, и ``player_position``." - -msgid "" -"We position the mob at ``start_position`` and turn it towards the player " -"using the ``look_at_from_position()`` method, and randomize the angle by " -"rotating a random amount around the Y axis. Below, ``randf_range()`` outputs " -"a random value between ``-PI / 4`` radians and ``PI / 4`` radians." -msgstr "" -"Мы расположим моба с помощью ``start_position`` и повернем его к игроку с " -"помощью метода ``look_at_from_position()``, а также вычисляем угол, " -"поворачивая его на случайную величину вокруг оси Y. Ниже, ``randf_range()`` " -"выводит случайное значение между ``-PI / 4`` радианами и ``PI / 4`` " -"радианами." - -msgid "" -"We got a random position, now we need a ``random_speed``. ``randi_range()`` " -"will be useful as it gives random int values, and we will use ``min_speed`` " -"and ``max_speed``. ``random_speed`` is just an integer, and we just use it " -"to multiply our ``CharacterBody3D.velocity``. After ``random_speed`` is " -"applied, we rotate ``CharacterBody3D.velocity`` Vector3 towards the player." -msgstr "" -"Мы получили случайную позицию, теперь нам нужно получить ``random_speed``. В " -"данном случае пригодится функция ``randi_range()``, так как она возвращает " -"случайные целые числа в определённом диапазоне, поэтому мы используем " -"``min_speed`` и ``max_speed`` в качестве предельных значений. " -"``random_speed`` просто является целым числом, и мы просто используем его " -"для умножения на ``CharacterBody3D.velocity``. После умножения " -"``random_speed`` на ``CharacterBody3D.velocity``, мы поворачиваем Vector3 " -"``CharacterBody3D.velocity`` в сторону игрока." - -msgid "Leaving the screen" -msgstr "Уход с экрана" - -msgid "" -"We still have to destroy the mobs when they leave the screen. To do so, " -"we'll connect our :ref:`VisibleOnScreenNotifier3D " -"` node's ``screen_exited`` signal to the " -"``Mob``." -msgstr "" -"Нам всё еще нужно уничтожать мобов, когда они покидают экран. Для этого мы " -"подключим сигнал нашего узла :ref:`VisibleOnScreenNotifier3D " -"` ``screen_exited`` к ``Mob``." - -msgid "" -"Head back to the 3D viewport by clicking on the *3D* label at the top of the " -"editor. You can also press :kbd:`Ctrl + F2` (:kbd:`Opt + 2` on macOS)." -msgstr "" -"Вернитесь в 3D окно просмотра, нажав на ярлык *3D* в верхней части " -"редактора. Вы также можете нажать :kbd:`Ctrl + F2` (:kbd:`Opt + 2` на macOS)." - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "изображение8" - -msgid "" -"Select the :ref:`VisibleOnScreenNotifier3D " -"` node and on the right side of the " -"interface, navigate to the *Node* dock. Double-click the ``screen_exited()`` " -"signal." -msgstr "" -"Выберите узел :ref:`VisibleOnScreenNotifier3D " -"` и в правой части интерфейса перейдите во " -"вкладку *Узел*. Дважды щёлкните на сигнале ``screen_exited()``." - -msgid "|image9|" -msgstr "|image9|" - -msgid "image9" -msgstr "изображение9" - -msgid "Connect the signal to the ``Mob``" -msgstr "Подключите сигнал к ``Mob``" - -msgid "|image10|" -msgstr "|image10|" - -msgid "image10" -msgstr "изображение10" - -msgid "" -"This will add a new function for you in your mob script, " -"``_on_visible_on_screen_notifier_3d_screen_exited()``. From it, call the " -"``queue_free()`` method. This function destroys the instance it's called on." -msgstr "" -"Это добавит новую функцию " -"``_on_visible_on_screen_notifier_3d_screen_exited()``. Из неё вызовите метод " -"``queue_free()``. Это уничтожит экземпляр моба, который его вызвал." - -msgid "" -"Our monster is ready to enter the game! In the next part, you will spawn " -"monsters in the game level." -msgstr "" -"Наш монстр готов вступить в игру! В следующей части вы будете порождать " -"монстров на игровом уровне." - -msgid "Here is the complete ``mob.gd`` script for reference." -msgstr "Вот, для справки, полный сценарий ``mob.gd``." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po b/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po deleted file mode 100644 index 8e0e82b1f7..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po +++ /dev/null @@ -1,556 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Spawning monsters" -msgstr "Спавн монстров" - -msgid "" -"In this part, we're going to spawn monsters along a path randomly. By the " -"end, you will have monsters roaming the game board." -msgstr "" -"В этой части мы будем порождать монстров по пути случайным образом. К концу " -"у вас будут монстры, бродящие по игровому полю." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "изображение0" - -msgid "" -"Double-click on ``main.tscn`` in the *FileSystem* dock to open the ``Main`` " -"scene." -msgstr "" -"Дважды щёлкните на ``main.tscn`` в панели *Файловая система*, чтобы открыть " -"сцену ``Main``." - -msgid "" -"Before drawing the path, we're going to change the game resolution. Our game " -"has a default window size of ``1152x648``. We're going to set it to " -"``720x540``, a nice little box." -msgstr "" -"Прежде чем рисовать путь, мы изменим разрешение игры. Наша игра имеет размер " -"окна по умолчанию ``1152x648``. Мы установим его на ``720x540``." - -msgid "Go to *Project -> Project Settings*." -msgstr "Перейдите в *Проект -> Настройки проекта*." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "изображение1" - -msgid "If you still have *Input Map* open, switch to the *General* tab." -msgstr "" -"Если у вас все еще открыт *Список действий*, переключитесь на вкладку " -"*General*." - -msgid "" -"In the left menu, navigate down to *Display -> Window*. On the right, set " -"the *Width* to ``720`` and the *Height* to ``540``." -msgstr "" -"В левом меню перейдите вниз к *Дисплей -> Окно*. Справа установите значение " -"*Ширина окна просмотра* на ``720`` и значение *Высота окна просмотра* на " -"``540``." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "изображение2" - -msgid "Creating the spawn path" -msgstr "Создание пути спавна" - -msgid "" -"Like you did in the 2D game tutorial, you're going to design a path and use " -"a :ref:`PathFollow3D ` node to sample random locations " -"on it." -msgstr "" -"Как и в учебнике по 2D-играм, вы собираетесь спроектировать путь и " -"использовать узел :ref:`PathFollow3D ` для выборки " -"случайных мест на нём." - -msgid "" -"In 3D though, it's a bit more complicated to draw the path. We want it to be " -"around the game view so monsters appear right outside the screen. But if we " -"draw a path, we won't see it from the camera preview." -msgstr "" -"Однако в 3D рисовать путь немного сложнее. Мы хотим, чтобы он был вокруг " -"игрового вида, чтобы монстры появлялись прямо за экраном. Но если мы " -"нарисуем путь, мы не увидим его при предварительном просмотре камеры." - -msgid "" -"To find the view's limits, we can use some placeholder meshes. Your viewport " -"should still be split into two parts, with the camera preview at the bottom. " -"If that isn't the case, press :kbd:`Ctrl + 2` (:kbd:`Cmd + 2` on macOS) to " -"split the view into two. Select the :ref:`Camera3D ` node " -"and click the *Preview* checkbox in the bottom viewport." -msgstr "" -"Чтобы определить границы вида, мы можем использовать некоторые 3D-модели. " -"Ваш экран всё ещё должен быть разделён на две части, с предварительным " -"просмотром камеры в нижней части. Если это не так, нажмите :kbd:`Ctrl + 2` (:" -"kbd:`Cmd + 2` на macOS), чтобы разделить вид на две части. Выберите узел :" -"ref:`Camera3D ` и установите флажок *Preview* в нижнем окне " -"просмотра." - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "изображение3" - -msgid "Adding placeholder cylinders" -msgstr "Добавление цилиндров-заполнителей" - -msgid "" -"Let's add the placeholder meshes. Add a new :ref:`Node3D ` as " -"a child of the ``Main`` node and name it ``Cylinders``. We'll use it to " -"group the cylinders. Select ``Cylinders`` and add a child node :ref:" -"`MeshInstance3D `" -msgstr "" -"Давайте добавим 3D моделей-заполнителей. Добавьте новый узел :ref:" -"`Node3D` в качестве дочернего узла ``Main`` и назовите его " -"``Cylinders``. Мы будем использовать его для группировки цилиндров. Выберите " -"``Cylinders`` и добавьте дочерний узел :ref:`MeshInstance3D " -"`" - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "изображение4" - -msgid "In the *Inspector*, assign a *CylinderMesh* to the *Mesh* property." -msgstr "В *инспекторе* назначьте *CylinderMesh* свойству *Mesh*." - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "изображение5" - -msgid "" -"Set the top viewport to the top orthogonal view using the menu in the " -"viewport's top-left corner. Alternatively, you can press the keypad's 7 key." -msgstr "" -"Установите верхний экран на ортогональный вид сверху с помощью меню в левом " -"верхнем углу экрана. Также можете нажать клавишу 7 на клавиатуре." - -msgid "|image6|" -msgstr "|image6|" - -msgid "image6" -msgstr "изображение6" - -msgid "" -"The grid may be distracting. You can toggle it by going to the *View* menu " -"in the toolbar and clicking *View Grid*." -msgstr "" -"Сетка немного отвлекает. Вы можете переключить её, перейдя в меню *Вид* на " -"панели инструментов и выбрав *Отображать сетку*." - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "изображение7" - -msgid "" -"You now want to move the cylinder along the ground plane, looking at the " -"camera preview in the bottom viewport. I recommend using grid snap to do so. " -"You can toggle it by clicking the magnet icon in the toolbar or pressing Y." -msgstr "" -"Теперь нужно переместить цилиндр вдоль плоскости земли, глядя на " -"предварительный просмотр камеры в нижнем окне просмотра. Я рекомендую " -"использовать для этого привязку к сетке. Её можно переключить, нажав на " -"значок магнита на панели инструментов или нажав Y." - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "изображение8" - -msgid "" -"Move the cylinder so it's right outside the camera's view in the top-left " -"corner." -msgstr "" -"Поместите цилиндр так, чтобы он находился прямо за пределами обзора камеры в " -"левом верхнем углу." - -msgid "|image9|" -msgstr "|image9|" - -msgid "image9" -msgstr "изображение9" - -msgid "" -"We're going to create copies of the mesh and place them around the game " -"area. Press :kbd:`Ctrl + D` (:kbd:`Cmd + D` on macOS) to duplicate the node. " -"You can also right-click the node in the *Scene* dock and select " -"*Duplicate*. Move the copy down along the blue Z axis until it's right " -"outside the camera's preview." -msgstr "" -"Мы собираемся создать копии 3D модели и разместить их вокруг игровой " -"области. Нажмите :kbd:`Ctrl + D` (:kbd:`Cmd + D` на macOS), чтобы " -"продублировать узел. Вы также можете щёлкнуть узел правой кнопкой мыши в " -"панели *Сцена* и выбрать *Дублировать*. Переместите копию вниз вдоль синей " -"оси Z, пока она не окажется прямо за пределами предварительного окна " -"просмотра камеры." - -msgid "" -"Select both cylinders by pressing the :kbd:`Shift` key and clicking on the " -"unselected one and duplicate them." -msgstr "" -"Выберите оба цилиндра, зажимая клавишу :kbd:`Shift` и щелкая по невыбранному " -"цилиндру и продублируйте их." - -msgid "|image10|" -msgstr "|image10|" - -msgid "image10" -msgstr "изображение10" - -msgid "Move them to the right by dragging the red X axis." -msgstr "Переместите их вправо, перетащив красную ось X." - -msgid "|image11|" -msgstr "|image11|" - -msgid "image11" -msgstr "изображение11" - -msgid "" -"They're a bit hard to see in white, aren't they? Let's make them stand out " -"by giving them a new material." -msgstr "" -"Их немного трудно разглядеть в белом цвете, не так ли? Давайте выделим их, " -"придав им новый материал." - -msgid "" -"In 3D, materials define a surface's visual properties like its color, how it " -"reflects light, and more. We can use them to change the color of a mesh." -msgstr "" -"В 3D, материалы определяют визуальные свойства поверхности, такие как цвет, " -"отражение света и многое другое. Мы можем использовать их для изменения " -"цвета 3D модели." - -msgid "" -"We can update all four cylinders at once. Select all the mesh instances in " -"the *Scene* dock. To do so, you can click on the first one and Shift click " -"on the last one." -msgstr "" -"Мы можем обновить все четыре цилиндра одновременно. Выберите все экземпляры " -"3D модели в панели *Сцена*. Для этого щёлкните на первом из них и щёлкните с " -"зажатым Shift на последнем." - -msgid "|image12|" -msgstr "|image12|" - -msgid "image12" -msgstr "изображение12" - -msgid "" -"In the *Inspector*, expand the *Material* section and assign a :ref:" -"`StandardMaterial3D ` to slot *0*." -msgstr "" -"В *инспекторе*, раскройте раздел *Material* и назначьте :ref:" -"`StandardMaterial3D ` в слот *0*." - -msgid "|image13|" -msgstr "|image13|" - -msgid "image13" -msgstr "изображение13" - -msgid "" -"Click the sphere icon to open the material resource. You get a preview of " -"the material and a long list of sections filled with properties. You can use " -"these to create all sorts of surfaces, from metal to rock or water." -msgstr "" -"Щёлкните на иконку сферы, чтобы открыть ресурс материала. Вы получите " -"предварительный просмотр материала и длинный список разделов, заполненных " -"свойствами. С их помощью можно создавать всевозможные поверхности, от " -"металла до камня или воды." - -msgid "Expand the *Albedo* section." -msgstr "Расширьте раздел *Albedo*." - -msgid "" -"Set the color to something that contrasts with the background, like a bright " -"orange." -msgstr "Установите цвет, контрастирующий с фоном, например, ярко-оранжевый." - -msgid "|image14|" -msgstr "|image14|" - -msgid "image14" -msgstr "изображение14" - -msgid "" -"We can now use the cylinders as guides. Fold them in the *Scene* dock by " -"clicking the grey arrow next to them. Moving forward, you can also toggle " -"their visibility by clicking the eye icon next to *Cylinders*." -msgstr "" -"Теперь мы можем использовать цилиндры в качестве ориентиров. Сложите их в " -"панели *Сцена*, нажав на серую стрелку рядом с ними. Продвигаясь вперёд, вы " -"также можете переключить их видимость, нажав на значок глаза рядом с " -"*Cylinders*." - -msgid "|image15|" -msgstr "|image15|" - -msgid "image15" -msgstr "изображение15" - -msgid "" -"Add a child node :ref:`Path3D ` to ``Main`` node. In the " -"toolbar, four icons appear. Click the *Add Point* tool, the icon with the " -"green \"+\" sign." -msgstr "" -"Добавьте узел :ref:`Path3D ` в качестве дочернего узла " -"``Main``. На панели инструментов появятся четыре иконки. Щёлкните инструмент " -"*Add Point* (Добавить точку(в пустом пространстве)) - иконку с зелёным " -"знаком \"+\"." - -msgid "|image16|" -msgstr "|image16|" - -msgid "image16" -msgstr "изображение16" - -msgid "You can hover any icon to see a tooltip describing the tool." -msgstr "" -"Наведя курсор на любую иконку, можно увидеть всплывающую подсказку с " -"описанием инструмента." - -msgid "" -"Click in the center of each cylinder to create a point. Then, click the " -"*Close Curve* icon in the toolbar to close the path. If any point is a bit " -"off, you can click and drag on it to reposition it." -msgstr "" -"Щёлкните в центре каждого цилиндра, чтобы создать точку. Затем нажмите на " -"иконку *Close Curve* (Замкнуть кривую) на панели инструментов, чтобы " -"замкнуть контур. Если какая-либо точка немного смещена, можно щёлкнуть и " -"перетащить её, чтобы изменить положение." - -msgid "|image17|" -msgstr "|image17|" - -msgid "image17" -msgstr "изображение17" - -msgid "Your path should look like this." -msgstr "Ваш путь должен выглядеть следующим образом." - -msgid "|image18|" -msgstr "|image18|" - -msgid "image18" -msgstr "изображение18" - -msgid "" -"To sample random positions on it, we need a :ref:`PathFollow3D " -"` node. Add a :ref:`PathFollow3D ` " -"as a child of the ``Path3D``. Rename the two nodes to ``SpawnLocation`` and " -"``SpawnPath``, respectively. It's more descriptive of what we'll use them " -"for." -msgstr "" -"Для выборки случайных позиций на нём нам нужен узел :ref:`PathFollow3D " -"`. Добавьте узел :ref:`PathFollow3D " -"` в качестве дочернего узла ``Path3D``. Переименуйте эти " -"два узла в ``SpawnPath`` и ``SpawnLocation`` соответственно. Это более точно " -"описывает то, для чего мы будем их использовать." - -msgid "|image19|" -msgstr "|image19|" - -msgid "image19" -msgstr "изображение19" - -msgid "With that, we're ready to code the spawn mechanism." -msgstr "После этого мы готовы к написанию кода механизма порождения." - -msgid "Spawning monsters randomly" -msgstr "Случайный спавн монстров" - -msgid "Right-click on the ``Main`` node and attach a new script to it." -msgstr "" -"Щелкните правой кнопкой мыши на узле ``Main`` и прикрепите к нему новый " -"скрипт." - -msgid "" -"We first export a variable to the *Inspector* so that we can assign ``mob." -"tscn`` or any other monster to it." -msgstr "" -"Сначала мы экспортируем переменную в *инспекторе*, чтобы мы могли присвоить " -"ей ``mob.tscn`` или любого другого монстра." - -msgid "" -"We want to spawn mobs at regular time intervals. To do this, we need to go " -"back to the scene and add a timer. Before that, though, we need to assign " -"the ``mob.tscn`` file to the ``mob_scene`` property above (otherwise it's " -"null!)" -msgstr "" -"Мы хотим, чтобы мобы появлялись через регулярные промежутки времени. Для " -"этого нам нужно вернуться к сцене и добавить таймер. Но перед этим нам нужно " -"назначить файл ``mob.tscn`` свойству ``mob_scene`` (в противном случае это " -"`null`)." - -msgid "" -"Head back to the 3D screen and select the ``Main`` node. Drag ``mob.tscn`` " -"from the *FileSystem* dock to the *Mob Scene* slot in the *Inspector*." -msgstr "" -"Вернитесь на 3D-экран и выберите узел ``Main``. Перетащите ``mob.tscn`` из " -"панели *Файловая система* в слот *Mob Scene* в *инспекторе*." - -msgid "|image20|" -msgstr "|image20|" - -msgid "image20" -msgstr "изображение20" - -msgid "" -"Add a new :ref:`Timer ` node as a child of ``Main``. Name it " -"``MobTimer``." -msgstr "" -"Добавьте новый узел :ref:`Timer ` как дочерний узел ``Main``. " -"Назовите его ``MobTimer``." - -msgid "|image21|" -msgstr "|image21|" - -msgid "image21" -msgstr "изображение21" - -msgid "" -"In the *Inspector*, set its *Wait Time* to ``0.5`` seconds and turn on " -"*Autostart* so it automatically starts when we run the game." -msgstr "" -"В *инспекторе* установите *Wait Time* на ``0.5`` секунд и включите " -"*Autostart*, чтобы он автоматически запускался, при запуске игры." - -msgid "|image22|" -msgstr "|image22|" - -msgid "image22" -msgstr "изображение22" - -msgid "" -"Timers emit a ``timeout`` signal every time they reach the end of their " -"*Wait Time*. By default, they restart automatically, emitting the signal in " -"a cycle. We can connect to this signal from the *Main* node to spawn " -"monsters every ``0.5`` seconds." -msgstr "" -"Таймеры издают сигнал ``timeout`` каждый раз, когда они достигают конца " -"своего времени ожидания (*Wait Time*). По умолчанию они перезапускаются " -"автоматически, испуская сигнал в цикле. Мы можем подключиться к этому " -"сигналу из узла *Main*, чтобы порождать монстров каждые ``0.5`` секунды." - -msgid "" -"With the *MobTimer* still selected, head to the *Node* dock on the right, " -"and double-click the ``timeout`` signal." -msgstr "" -"Когда *MobTimer* всё ещё выбран, перейдите в панель *Узел* справа и дважды " -"щёлкните по сигналу ``timeout``." - -msgid "|image23|" -msgstr "|image23|" - -msgid "image23" -msgstr "изображение23" - -msgid "Connect it to the *Main* node." -msgstr "Подключите его к узлу *Main*." - -msgid "|image24|" -msgstr "|image24|" - -msgid "image24" -msgstr "изображение24" - -msgid "" -"This will take you back to the script, with a new empty " -"``_on_mob_timer_timeout()`` function." -msgstr "" -"Это вернёт вас к скрипту с новой пустой функцией ``_on_mob_timer_timeout()``." - -msgid "Let's code the mob spawning logic. We're going to:" -msgstr "Давайте напишем логику порождения мобов. Мы собираемся:" - -msgid "Instantiate the mob scene." -msgstr "Инстанцировать сцену mob." - -msgid "Sample a random position on the spawn path." -msgstr "Выбирать случайную позицию на пути порождения." - -msgid "Get the player's position." -msgstr "Получать позицию игрока." - -msgid "" -"Call the mob's ``initialize()`` method, passing it the random position and " -"the player's position." -msgstr "" -"Вызывать метод ``initialize()`` моба, передав ему случайную позицию и " -"позицию игрока." - -msgid "Add the mob as a child of the *Main* node." -msgstr "Добавьте сцену mob в качестве дочернего элемента узла *Main*." - -msgid "" -"Above, ``randf()`` produces a random value between ``0`` and ``1``, which is " -"what the *PathFollow* node's ``progress_ratio`` expects: 0 is the start of " -"the path, 1 is the end of the path. The path we have set is around the " -"camera's viewport, so any random value between 0 and 1 is a random position " -"alongside the edges of the viewport!" -msgstr "" -"Выше ``randf()`` выдает случайное значение между ``0`` и ``1``, что и " -"ожидает ``progress_ratio`` узла *PathFollow*: 0 - начало пути, 1 - конец " -"пути. Путь, который мы задали, проходит вокруг области обзора камеры, " -"поэтому любое случайное значение между 0 и 1 - это случайная позиция вдоль " -"краев области обзора!" - -msgid "" -"Note that if you remove the ``Player`` from the main scene, the following " -"line" -msgstr "" -"Обратите внимание, что если вы удалите ``Player`` из основной сцены, " -"следующая строка" - -msgid "gives an error because there is no $Player!" -msgstr "выдаст ошибку, потому, что $Player не существует!" - -msgid "Here is the complete ``main.gd`` script so far, for reference." -msgstr "Вот, для справки, полный скрипт ``main.gd``." - -msgid "" -"You can test the scene by pressing :kbd:`F6`. You should see the monsters " -"spawn and move in a straight line." -msgstr "" -"Вы можете протестировать сцену, нажав :kbd:`F6`. Вы должны увидеть, что " -"монстры появляются и движутся по прямой линии." - -msgid "|image25|" -msgstr "|image25|" - -msgid "image25" -msgstr "изображение25" - -msgid "" -"For now, they bump and slide against one another when their paths cross. " -"We'll address this in the next part." -msgstr "" -"Пока что они сталкиваются и скользят друг по другу, когда их пути " -"пересекаются. Мы рассмотрим это в следующей части." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po b/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po deleted file mode 100644 index d114640956..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po +++ /dev/null @@ -1,500 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Jumping and squashing monsters" -msgstr "Прыжки и раздавливание монстров" - -msgid "" -"In this part, we'll add the ability to jump and squash the monsters. In the " -"next lesson, we'll make the player die when a monster hits them on the " -"ground." -msgstr "" -"В этой части мы добавим возможность прыгать, чтобы раздавливать монстров. В " -"следующем уроке мы сделаем так, чтобы игрок умирал, когда монстр ударяет его " -"о землю." - -msgid "" -"First, we have to change a few settings related to physics interactions. " -"Enter the world of :ref:`physics layers " -"`." -msgstr "" -"Во-первых, мы должны изменить несколько настроек, связанных с физическими " -"взаимодействиями. Ознакомьтесь с :ref:`физические слои " -"`." - -msgid "Controlling physics interactions" -msgstr "Управление физическими взаимодействиями" - -msgid "" -"Physics bodies have access to two complementary properties: layers and " -"masks. Layers define on which physics layer(s) an object is." -msgstr "" -"Физические тела имеют доступ к двум дополнительным свойствам: слоям и " -"маскам. Слои определяют, на каком физическом слое (слоях) находится объект." - -msgid "" -"Masks control the layers that a body will listen to and detect. This affects " -"collision detection. When you want two bodies to interact, you need at least " -"one to have a mask corresponding to the other." -msgstr "" -"Маски управляют слоями, которые будут воспринимать и обнаруживать тело. Это " -"влияет на обнаружение столкновений. Когда вы хотите, чтобы два тела " -"взаимодействовали, необходимо, чтобы хотя бы одно из них имело маску, " -"соответствующую другому." - -msgid "If that's confusing, don't worry, we'll see three examples in a second." -msgstr "" -"Если это вас смущает, не волнуйтесь, через секунду мы увидим три примера." - -msgid "" -"The important point is that you can use layers and masks to filter physics " -"interactions, control performance, and remove the need for extra conditions " -"in your code." -msgstr "" -"Важным моментом является то, что вы можете использовать слои и маски для " -"фильтрации физического взаимодействия, контроля производительности и " -"устранения необходимости в дополнительных условиях в вашем коде." - -msgid "" -"By default, all physics bodies and areas are set to both layer and mask " -"``1``. This means they all collide with each other." -msgstr "" -"По умолчанию все физические тела и зоны имеют значения всех масок и слоев " -"равных ``1``. Это означает, что все они сталкиваются друг с другом." - -msgid "" -"Physics layers are represented by numbers, but we can give them names to " -"keep track of what's what." -msgstr "" -"Физические слои представлены числами, но мы можем дать им имена, чтобы " -"отслеживать, что есть что." - -msgid "Setting layer names" -msgstr "Установка имен слоев" - -msgid "" -"Let's give our physics layers a name. Go to *Project -> Project Settings*." -msgstr "" -"Давайте дадим нашим физическим слоям имя. Перейдите в раздел *Project -> " -"Project Settings* (Проект -> Настройки проекта)." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "изображение0" - -msgid "" -"In the left menu, navigate down to *Layer Names -> 3D Physics*. You can see " -"a list of layers with a field next to each of them on the right. You can set " -"their names there. Name the first three layers *player*, *enemies*, and " -"*world*, respectively." -msgstr "" -"В левом меню перейдите вниз по ссылке *Имена слоя -> Физика 3D*. Справа вы " -"увидите список слоёв с полем рядом с каждым из них. Там вы можете задать их " -"имена. Назовите первые три слоя *player*, *enemies*, и *world*, " -"соответственно." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "изображение1" - -msgid "Now, we can assign them to our physics nodes." -msgstr "Теперь мы можем назначить их нашим физическим узлам." - -msgid "Assigning layers and masks" -msgstr "Назначение слоев и масок" - -msgid "" -"In the *Main* scene, select the ``Ground`` node. In the *Inspector*, expand " -"the *Collision* section. There, you can see the node's layers and masks as a " -"grid of buttons." -msgstr "" -"В сцене *Main* выберите узел ``Ground``. В *инспекторе* разверните раздел " -"*Collision*. Там вы увидите слои и маски узла в виде сетки кнопок." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "изображение2" - -msgid "" -"The ground is part of the world, so we want it to be part of the third " -"layer. Click the lit button to toggle **off** the first *Layer* and toggle " -"**on** the third one. Then, toggle **off** the *Mask* by clicking on it." -msgstr "" -"Земля является частью мира, поэтому мы хотим, чтобы она была частью третьего " -"слоя. Нажмите на кнопку с подсветкой, чтобы **выключить** первый слой " -"*Layer* и **включить** третий. Затем **отключите** *Mask*, щёлкнув по ней." - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "изображение3" - -msgid "" -"As mentioned before, the *Mask* property allows a node to listen to " -"interaction with other physics objects, but we don't need it to have " -"collisions. ``Ground`` doesn't need to listen to anything; it's just there " -"to prevent creatures from falling." -msgstr "" -"Как я уже упоминал, свойство *Mask* позволяет узлу слушать взаимодействие с " -"другими физическими объектами, но нам не нужно, чтобы у него были " -"столкновения. Свойству ``Ground`` не нужно ничего слушать; оно просто " -"находится там, чтобы предотвратить падение существ." - -msgid "" -"Note that you can click the \"...\" button on the right side of the " -"properties to see a list of named checkboxes." -msgstr "" -"Обратите внимание, что вы можете нажать кнопку \"...\" в правой части " -"свойств, чтобы увидеть список именованных флажков." - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "изображение4" - -msgid "" -"Next up are the ``Player`` and the ``Mob``. Open ``player.tscn`` by double-" -"clicking the file in the *FileSystem* dock." -msgstr "" -"Далее следуют ``Player`` и ``Mob``. Откройте ``player.tscn``, дважды щёлкнув " -"по файлу в панели *Файловая система*." - -msgid "" -"Select the *Player* node and set its *Collision -> Mask* to both \"enemies\" " -"and \"world\". You can leave the default *Layer* property as it is, because " -"the first layer is the \"player\" layer." -msgstr "" -"Выберите узел *Player* и установите его свойство *Collision -> Mask* на " -"\"enemies\" и \"world\". Вы можете не изменять свойство *Layer*, так как " -"первый слой - это слой \"игрока\" (player)." - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "изображение5" - -msgid "" -"Then, open the *Mob* scene by double-clicking on ``mob.tscn`` and select the " -"``Mob`` node." -msgstr "" -"Затем откройте сцену *Mob*, дважды щёлкнув на ``mob.tscn`` и выбрав узел " -"``Mob``." - -msgid "" -"Set its *Collision -> Layer* to \"enemies\" and unset its *Collision -> " -"Mask*, leaving the mask empty." -msgstr "" -"Установите его *Collision -> Layer* на \"enemies\" и снимите его *Collision -" -"> Mask*, оставив маску пустой." - -msgid "|image6|" -msgstr "|image6|" - -msgid "image6" -msgstr "изображение6" - -msgid "" -"These settings mean the monsters will move through one another. If you want " -"the monsters to collide with and slide against each other, turn **on** the " -"\"enemies\" mask." -msgstr "" -"Эти настройки означают, что монстры будут двигаться друг сквозь друга. Если " -"вы хотите, чтобы монстры сталкивались и скользили друг по другу, " -"**включите** маску \"enemies\"." - -msgid "" -"The mobs don't need to mask the \"world\" layer because they only move on " -"the XZ plane. We don't apply any gravity to them by design." -msgstr "" -"Мобам не нужно маскировать слой \"world\", потому что они движутся только в " -"плоскости XZ. Мы не применяем к ним гравитацию." - -msgid "Jumping" -msgstr "Прыжки" - -msgid "" -"The jumping mechanic itself requires only two lines of code. Open the " -"*Player* script. We need a value to control the jump's strength and update " -"``_physics_process()`` to code the jump." -msgstr "" -"Сама механика прыжков требует всего двух строк кода. Откройте скрипт " -"*Player*. Нам нужно значение для контроля силы прыжка и обновления " -"``_physics_process()`` для кодирования прыжка." - -msgid "" -"After the line that defines ``fall_acceleration``, at the top of the script, " -"add the ``jump_impulse``." -msgstr "" -"После строки, определяющей ``fall_acceleration``, в верхней части скрипта " -"добавьте строку ``jump_impulse``." - -msgid "" -"Inside ``_physics_process()``, add the following code before the " -"``move_and_slide()`` codeblock." -msgstr "" -"Внутри ``_physics_process()``, добавьте следующий код перед строкой, где мы " -"вызвали блок кода с ``move_and_slide()``." - -msgid "That's all you need to jump!" -msgstr "Это всё, что вам нужно для прыжка!" - -msgid "" -"The ``is_on_floor()`` method is a tool from the ``CharacterBody3D`` class. " -"It returns ``true`` if the body collided with the floor in this frame. " -"That's why we apply gravity to the *Player*: so we collide with the floor " -"instead of floating over it like the monsters." -msgstr "" -"Метод ``is_on_floor()`` является инструментом класса ``CharacterBody3D``. Он " -"возвращает значение ``true``, если тело столкнулось с полом в этом кадре. " -"Вот почему мы применяем гравитацию к *Player* : так мы сталкиваемся с полом, " -"а не парим над ним как монстры." - -msgid "" -"If the character is on the floor and the player presses \"jump\", we " -"instantly give them a lot of vertical speed. In games, you really want " -"controls to be responsive and giving instant speed boosts like these, while " -"unrealistic, feels great." -msgstr "" -"Если персонаж стоит на полу и игрок нажимает кнопку \"прыжок\", мы мгновенно " -"придаем ему большую вертикальную скорость. В играх очень важно, чтобы " -"управление было отзывчивым, а такие мгновенные прибавки скорости, хотя и " -"нереалистичны, но ощущаются отлично." - -msgid "" -"Notice that the Y axis is positive upwards. That's unlike 2D, where the Y " -"axis is positive downwards." -msgstr "" -"Обратите внимание, что ось +Y направлен вверх. Это отличается от 2D, где ось " -"+Y направлена вниз." - -msgid "Squashing monsters" -msgstr "Раздавливание монстров" - -msgid "" -"Let's add the squash mechanic next. We're going to make the character bounce " -"over monsters and kill them at the same time." -msgstr "" -"Далее добавим механику давки. Мы заставим персонажа подпрыгивать над " -"монстрами и одновременно убивать их." - -msgid "" -"We need to detect collisions with a monster and to differentiate them from " -"collisions with the floor. To do so, we can use Godot's :ref:`group " -"` tagging feature." -msgstr "" -"Нам нужно обнаружить столкновения с монстром и отличить их от столкновений с " -"полом. Для этого мы можем использовать функцию тегов Godot :ref:`group " -"`." - -msgid "" -"Open the scene ``mob.tscn`` again and select the *Mob* node. Go to the " -"*Node* dock on the right to see a list of signals. The *Node* dock has two " -"tabs: *Signals*, which you've already used, and *Groups*, which allows you " -"to assign tags to nodes." -msgstr "" -"Снова откройте сцену ``mob.tscn`` и выберите узел *Mob*. Перейдите в панель " -"*Узел* справа, чтобы увидеть список сигналов. В панели *Узел* есть две " -"вкладки: *Сигналы*, которую вы уже использовали, и *Группы*, которая " -"позволяет присваивать узлам теги." - -msgid "" -"Click on it to reveal a field where you can write a tag name. Enter \"mob\" " -"in the field and click the *Add* button." -msgstr "" -"Щёлкните по нему, чтобы открыть поле, в котором можно написать имя тега. " -"Введите в поле \"mob\" и нажмите кнопку *Добавить новую группу*." - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "изображение7" - -msgid "" -"An icon appears in the *Scene* dock to indicate the node is part of at least " -"one group." -msgstr "" -"В панели *Сцена* появится иконка, указывающая на то, что узел является " -"частью по крайней мере одной группы." - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "изображение8" - -msgid "" -"We can now use the group from the code to distinguish collisions with " -"monsters from collisions with the floor." -msgstr "" -"Теперь мы можем использовать группу из кода, чтобы отличить столкновения с " -"монстрами от столкновений с полом." - -msgid "Coding the squash mechanic" -msgstr "Программирование механики давки" - -msgid "Head back to the *Player* script to code the squash and bounce." -msgstr "Вернитесь к скрипту *Player*, чтобы запрограммировать давку и отскок." - -msgid "" -"At the top of the script, we need another property, ``bounce_impulse``. When " -"squashing an enemy, we don't necessarily want the character to go as high up " -"as when jumping." -msgstr "" -"В верхней части скрипта нам нужно еще одно свойство, ``bounce_impulse``. При " -"раздавливании врага мы не обязательно хотим, чтобы персонаж поднимался так " -"же высоко, как при прыжке." - -msgid "" -"Then, after the **Jumping** codeblock we added above in " -"``_physics_process()``, add the following loop. With ``move_and_slide()``, " -"Godot makes the body move sometimes multiple times in a row to smooth out " -"the character's motion. So we have to loop over all collisions that may have " -"happened." -msgstr "" -"Затем, после блока кода с **прыжком**, в нижней части " -"``_physics_process()``, добавьте следующий цикл. В ``move_and_slide()``, " -"Godot заставляет тело двигаться иногда несколько раз подряд, чтобы сгладить " -"движение персонажа. Поэтому мы должны перебрать все столкновения, которые " -"могли произойти." - -msgid "" -"In every iteration of the loop, we check if we landed on a mob. If so, we " -"kill it and bounce." -msgstr "" -"В каждой итерации цикла мы проверяем, приземлились ли мы на моба. Если да, " -"то мы убиваем его и отскакиваем." - -msgid "" -"With this code, if no collisions occurred on a given frame, the loop won't " -"run." -msgstr "" -"При таком коде, если на данном кадре не произошло ни одного столкновения, " -"цикл не будет выполняться." - -msgid "That's a lot of new functions. Here's some more information about them." -msgstr "" -"Это большое количество новых функций. Вот дополнительная информация о них." - -msgid "" -"The functions ``get_slide_collision_count()`` and ``get_slide_collision()`` " -"both come from the :ref:`CharacterBody3D ` class and " -"are related to ``move_and_slide()``." -msgstr "" -"Обе функции ``get_slide_collision_count()`` и ``get_slide_collision()`` " -"происходят из класса :ref:`CharacterBody3D ` и " -"связаны с ``move_and_slide()``." - -msgid "" -"``get_slide_collision()`` returns a :ref:" -"`KinematicCollision3D` object that holds " -"information about where and how the collision occurred. For example, we use " -"its ``get_collider`` property to check if we collided with a \"mob\" by " -"calling ``is_in_group()`` on it: ``collision.get_collider()." -"is_in_group(\"mob\")``." -msgstr "" -"``get_slide_collision()`` возвращает объект :ref:" -"`KinematicCollision3D`, который содержит " -"информацию о том, где и как произошло столкновение. Например, мы используем " -"его свойство ``get_collider``, чтобы проверить, столкнулись ли мы с " -"\"мобом\", вызвав ``is_in_group()``: ``collision.get_collider()." -"is_in_group(\"mob\")``." - -msgid "" -"The method ``is_in_group()`` is available on every :ref:`Node`." -msgstr "Метод ``is_in_group()`` доступен для каждого :ref:`Node`." - -msgid "" -"To check that we are landing on the monster, we use the vector dot product: " -"``Vector3.UP.dot(collision.get_normal()) > 0.1``. The collision normal is a " -"3D vector that is perpendicular to the plane where the collision occurred. " -"The dot product allows us to compare it to the up direction." -msgstr "" -"Чтобы проверить, что мы приземляемся на монстра, мы используем векторное " -"скалярное произведение (dot product): ``Vector3.UP.dot(collision." -"get_normal()) > 0.1``. Нормаль столкновения - это трёхмерный вектор, " -"перпендикулярный плоскости, в которой произошло столкновение. Скалярное " -"произведение позволяет нам сравнить его с направлением вверх." - -msgid "" -"With dot products, when the result is greater than ``0``, the two vectors " -"are at an angle of fewer than 90 degrees. A value higher than ``0.1`` tells " -"us that we are roughly above the monster." -msgstr "" -"При использовании скалярных произведений результат больше, чем ``0``, когда " -"два вектора находятся под углом менее 90 градусов. Значение больше, чем " -"``0.1`` говорит нам о том, что мы находимся примерно над монстром." - -msgid "" -"After handling the squash and bounce logic, we terminate the loop early via " -"the ``break`` statement to prevent further duplicate calls to ``mob." -"squash()``, which may otherwise result in unintended bugs such as counting " -"the score multiple times for one kill." -msgstr "" -"После обработки логики раздавливания и отскока мы досрочно завершаем цикл с " -"помощью оператора ``break``, чтобы предотвратить дальнейшие дублирующие " -"вызовы ``mob.squash()``, которые в противном случае могут привести к " -"непреднамеренным ошибкам, таким как подсчет очков несколько раз за одно " -"убийство." - -msgid "" -"We are calling one undefined function, ``mob.squash()``, so we have to add " -"it to the Mob class." -msgstr "" -"Мы вызываем одну неопределённую функцию, ``mob.squash()`` поэтому мы должны " -"добавить её в класс Mob." - -msgid "" -"Open the script ``mob.gd`` by double-clicking on it in the *FileSystem* " -"dock. At the top of the script, we want to define a new signal named " -"``squashed``. And at the bottom, you can add the squash function, where we " -"emit the signal and destroy the mob." -msgstr "" -"Откройте скрипт ``mob.gd``, дважды щёлкнув на нём в панели *Файловая " -"система*. В верхней части скрипта мы хотим определить новый сигнал с именем " -"``squashed``. А внизу можно добавить функцию раздавливания, в которой мы " -"отправим сигнал и уничтожим моба." - -msgid "" -"When using C#, Godot will create the appropriate events automatically for " -"all Signals ending with `EventHandler`, see :ref:`C# Signals " -"`." -msgstr "" -"При использовании C# Godot будет автоматически создавать соответствующие " -"события для всех сигналов, заканчивающихся на `EventHandler`, см. :ref:`C# " -"сигналы `." - -msgid "We will use the signal to add points to the score in the next lesson." -msgstr "" -"Мы будем использовать сигнал для добавления очков к счёту в следующем уроке." - -msgid "" -"With that, you should be able to kill monsters by jumping on them. You can " -"press :kbd:`F5` to try the game and set ``main.tscn`` as your project's main " -"scene." -msgstr "" -"С помощью этого вы сможете убивать монстров, прыгая на них. Вы можете " -"нажать :kbd:`F5`, чтобы попробовать игру и установить ``main.tscn`` в " -"качестве основной сцены вашего проекта." - -msgid "However, the player won't die yet. We'll work on that in the next part." -msgstr "Однако игрок еще не умрёт. Мы поработаем над этим в следующей части." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po b/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po deleted file mode 100644 index 4ca2ebbd44..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po +++ /dev/null @@ -1,234 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Killing the player" -msgstr "Убийство игрока" - -msgid "" -"We can kill enemies by jumping on them, but the player still can't die. " -"Let's fix this." -msgstr "" -"Мы можем убивать врагов, прыгая на них, но игрок всё равно не может умереть. " -"Давайте это исправим." - -msgid "" -"We want to detect being hit by an enemy differently from squashing them. We " -"want the player to die when they're moving on the floor, but not if they're " -"in the air. We could use vector math to distinguish the two kinds of " -"collisions. Instead, though, we will use an :ref:`Area3D ` " -"node, which works well for hitboxes." -msgstr "" -"Мы хотим, чтобы определение попадания врага отличалось от его раздавливания. " -"Мы хотим, чтобы игрок умирал, если он движется по полу, но не умирал, если " -"он находится в воздухе. Мы могли бы использовать векторную математику для " -"различия этих двух видов столкновений. Однако вместо этого мы воспользуемся " -"узлом :ref:`Area3D `, который хорошо подходит для хитбоксов." - -msgid "Hitbox with the Area node" -msgstr "Хитбокс с помощью узла Area" - -msgid "" -"Head back to the ``player.tscn`` scene and add a new child node :ref:`Area3D " -"`. Name it ``MobDetector`` Add a :ref:`CollisionShape3D " -"` node as a child of it." -msgstr "" -"Вернитесь к сцене ``player.tscn`` и добавьте к нему новый узел :ref:`Area3D " -"`. Назовите его ``MobDetector``. Добавьте узел :ref:" -"`CollisionShape3D ` в качестве его дочернего узла." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "изображение0" - -msgid "In the *Inspector*, assign a cylinder shape to it." -msgstr "В *инспекторе* назначьте ему форму цилиндра." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "изображение1" - -msgid "" -"Here is a trick you can use to make the collisions only happen when the " -"player is on the ground or close to it. You can reduce the cylinder's height " -"and move it up to the top of the character. This way, when the player jumps, " -"the shape will be too high up for the enemies to collide with it." -msgstr "" -"Вот трюк, который можно использовать, чтобы столкновения происходили только " -"тогда, когда игрок находится на земле или близко к ней. Вы можете уменьшить " -"высоту цилиндра и переместить его в верхнюю часть персонажа. Таким образом, " -"когда игрок прыгнет, форма окажется слишком высоко, чтобы враги могли " -"столкнуться с ней." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "изображение2" - -msgid "" -"You also want the cylinder to be wider than the sphere. This way, the player " -"gets hit before colliding and being pushed on top of the monster's collision " -"box." -msgstr "" -"Вы также хотите, чтобы цилиндр был шире сферы. Таким образом, игрок получит " -"удар до столкновения и будет отброшен на верхнюю часть формы столкновения " -"монстра." - -msgid "The wider the cylinder, the more easily the player will get killed." -msgstr "Чем шире цилиндр, тем легче будет убить игрока." - -msgid "" -"Next, select the ``MobDetector`` node again, and in the *Inspector*, turn " -"**off** its *Monitorable* property. This makes it so other physics nodes " -"cannot detect the area. The complementary *Monitoring* property allows it to " -"detect collisions. Then, remove the *Collision -> Layer* and set the mask to " -"the \"enemies\" layer." -msgstr "" -"Затем снова выберите узел ``MobDetector`` и в *инспекторе* **отключите** его " -"свойство *Monitorable*. Это свойство сделает так, что другие физические узлы " -"не смогут обнаружить эту область. Дополнительное свойство *Monitoring* " -"позволяет ему обнаруживать столкновения. Затем удалите *Collision -> Layer* " -"и установите маску на слой \"enemies\"." - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "изображение3" - -msgid "" -"When areas detect a collision, they emit signals. We're going to connect one " -"to the ``Player`` node. Select ``MobDetector`` and go to *Inspector*'s " -"*Node* tab, double-click the ``body_entered`` signal and connect it to the " -"``Player``" -msgstr "" -"Когда области обнаруживают столкновение, они отправляют сигналы. Мы " -"подключим один из них к узлу ``Player``. Выберите ``MobDetector`` и зайдите " -"в *инспекторе* во вкладку *Узел*, дважды щелкните на сигнал ``body_entered`` " -"и присоедините его к ``Player``" - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "изображение4" - -msgid "" -"The *MobDetector* will emit ``body_entered`` when a :ref:`CharacterBody3D " -"` or a :ref:`RigidBody3D ` node " -"enters it. As it only masks the \"enemies\" physics layers, it will only " -"detect the ``Mob`` nodes." -msgstr "" -"*MobDetector* будет излучать ``body_entered``, когда в него попадает узел :" -"ref:`CharacterBody3D ` или :ref:`RigidBody3D " -"`. Поскольку он имеет только физический слой \"enemies\", " -"он будет обнаруживать только узлы ``Mob``." - -msgid "" -"Code-wise, we're going to do two things: emit a signal we'll later use to " -"end the game and destroy the player. We can wrap these operations in a " -"``die()`` function that helps us put a descriptive label on the code." -msgstr "" -"В коде мы собираемся сделать две вещи: отправлять сигнал, который мы позже " -"используем для завершения игры, и уничтожать игрока. Мы можем обернуть эти " -"операции в функцию ``die()``, которая поможет нам описать код." - -msgid "Ending the game" -msgstr "Завершение игры" - -msgid "" -"We can use the ``Player``\\ 's ``hit`` signal to end the game. All we need " -"to do is connect it to the ``Main`` node and stop the ``MobTimer`` in " -"reaction." -msgstr "" -"Мы можем использовать сигнал ``hit`` узла ``Player`` для завершения игры. " -"Все, что нам нужно сделать, это подключить его к узлу ``Main`` и остановить " -"``MobTimer``." - -msgid "" -"Open ``main.tscn``, select the ``Player`` node, and in the *Node* dock, " -"connect its ``hit`` signal to the ``Main`` node." -msgstr "" -"Откройте ``main.tscn``, выберите узел ``Player``, и в панели *Узел* " -"подключите его сигнал ``hit`` к узлу ``Main``." - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "изображение5" - -msgid "Get the timer, and stop it, in the ``_on_player_hit()`` function." -msgstr "Получите таймер и остановите его в функции ``_on_player_hit()``." - -msgid "" -"If you try the game now, the monsters will stop spawning when you die, and " -"the remaining ones will leave the screen." -msgstr "" -"Если вы попробуете игру сейчас, монстры перестанут появляться, когда вы " -"умрёте, а оставшиеся покинут экран." - -msgid "" -"Notice also that the game no longer crashes or displays an error when the " -"player dies. Because we are stopping the MobTimer, it no longer triggers the " -"``_on_mob_timer_timeout()`` function." -msgstr "" -"Также обратите внимание, что игра больше не вылетает и не отображает ошибку, " -"когда игрок умирает. Поскольку мы останавливаем MobTimer, он больше не " -"запускает функцию ``_on_mob_timer_timeout()``." - -msgid "" -"Also note that the enemy colliding with the player and dying depends on the " -"size and position of the ``Player`` and the ``Mob``\\ 's collision shapes. " -"You may need to move them and resize them to achieve a tight game feel." -msgstr "" -"Однако, обратите внимание, что столкновение и смерть с игроком полностью " -"зависит от размера и положения форм столкновения ``Player`` и ``Mob``. Вам " -"может понадобиться переместить их и изменить их размер, чтобы добиться " -"полноценного ощущения игры." - -msgid "" -"From there, we'll add a score, the option to retry the game, and you'll see " -"how you can make the game feel much more alive with minimalistic animations." -msgstr "" -"Далее мы добавим счёт, возможность повторного прохождения игры, и вы " -"увидите, как можно сделать игру более живой с помощью минималистичных " -"анимаций." - -msgid "Code checkpoint" -msgstr "Кодовая контрольная точка" - -msgid "" -"Here are the complete scripts for the ``Main``, ``Mob``, and ``Player`` " -"nodes, for reference. You can use them to compare and check your code." -msgstr "" -"Для справки, здесь приведены полные скрипты для узлов ``Main``, ``Mob``, и " -"``Player``. Вы можете использовать их для сравнения и проверки своего кода." - -msgid "Starting with ``main.gd``." -msgstr "Начиная с ``main.gd``." - -msgid "Next is ``mob.gd``." -msgstr "Далее ``mob.gd``." - -msgid "Finally, the longest script, ``player.gd``:" -msgstr "Наконец, самый длинный скрипт, ``player.gd``:" - -msgid "See you in the next lesson to add the score and the retry option." -msgstr "" -"До встречи в следующем уроке, где вы добавите счёт и возможность повторной " -"попытки." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po b/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po deleted file mode 100644 index ffaa148942..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po +++ /dev/null @@ -1,607 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Score and replay" -msgstr "Счет и повтор" - -msgid "" -"In this part, we'll add the score, music playback, and the ability to " -"restart the game." -msgstr "" -"В этой части мы добавим счёт, воспроизведение музыки и возможность " -"перезапуска игры." - -msgid "" -"We have to keep track of the current score in a variable and display it on " -"screen using a minimal interface. We will use a text label to do that." -msgstr "" -"Нам нужно отслеживать текущий счёт в переменной и выводить его на экран с " -"помощью минимального интерфейса. Для этого мы будем использовать текстовый " -"ярлык." - -msgid "" -"In the main scene, add a new child node :ref:`Control ` to " -"``Main`` and name it ``UserInterface``. Ensure you are on the 2D screen, " -"where you can edit your User Interface (UI)." -msgstr "" -"В основной сцене добавьте новый дочерний узел :ref:`Control ` " -"в качестве дочернего узла ``Main`` и назовите его ``UserInterface``. Вы " -"автоматически попадете на экран 2D, где можно редактировать пользовательский " -"интерфейс (UI)." - -msgid "Add a :ref:`Label ` node and name it ``ScoreLabel``" -msgstr "Добавьте узел :ref:`Label ` с именем ``ScoreLabel``." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "изображение1" - -msgid "" -"In the *Inspector*, set the *Label*'s *Text* to a placeholder like \"Score: " -"0\"." -msgstr "" -"В *инспекторе* установите для параметра *Text* узла *Label* значение " -"\"Score: 0\"." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "изображение2" - -msgid "" -"Also, the text is white by default, like our game's background. We need to " -"change its color to see it at runtime." -msgstr "" -"Кроме того, по умолчанию текст белый, как и фон нашей игры. Нам нужно " -"изменить его цвет, чтобы увидеть его во время выполнения." - -msgid "" -"Scroll down to *Theme Overrides*, and expand *Colors* and enable *Font " -"Color* in order to tint the text to black (which contrasts well with the " -"white 3D scene)" -msgstr "" -"Прокрутите вниз до *Theme Overrides*, разверните *Colors* и включите *Font " -"Color*, чтобы оттенить текст (который хорошо контрастирует с 3D сценой)." - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "изображение3" - -msgid "" -"Finally, click and drag on the text in the viewport to move it away from the " -"top-left corner." -msgstr "" -"Наконец, нажмите и перетащите текст в области просмотра, чтобы переместить " -"его от левого верхнего угла." - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "изображение4" - -msgid "" -"The ``UserInterface`` node allows us to group our UI in a branch of the " -"scene tree and use a theme resource that will propagate to all its children. " -"We'll use it to set our game's font." -msgstr "" -"Узел ``UserInterface`` позволяет нам сгруппировать наш пользовательский " -"интерфейс в ветку дерева сцены и использовать ресурс темы, который будет " -"распространяться на все его дочерние элементы. Мы будем использовать его для " -"установки шрифта нашей игры." - -msgid "Creating a UI theme" -msgstr "Создание темы интерфейса" - -msgid "" -"Once again, select the ``UserInterface`` node. In the *Inspector*, create a " -"new theme resource in *Theme -> Theme*." -msgstr "" -"Снова выберите узел ``*UserInterface``. В *инспекторе* создайте новый ресурс " -"темы в *Theme -> Theme*." - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "изображение5" - -msgid "" -"Click on it to open the theme editor In the bottom panel. It gives you a " -"preview of how all the built-in UI widgets will look with your theme " -"resource." -msgstr "" -"Нажмите на него, чтобы открыть редактор темы в нижней панели. Он даёт вам " -"предварительный просмотр того, как все встроенные виджеты пользовательского " -"интерфейса будут выглядеть с вашим ресурсом темы." - -msgid "|image6|" -msgstr "|image6|" - -msgid "image6" -msgstr "изображение6" - -msgid "" -"By default, a theme only has a few properties: *Default Base Scale*, " -"*Default Font* and *Default Font Size*." -msgstr "" -"По умолчанию тема имеет только несколько свойств: *Default Base Scale*, " -"*Default Font* и *Default Font Size*." - -msgid "" -"You can add more properties to the theme resource to design complex user " -"interfaces, but that is beyond the scope of this series. To learn more about " -"creating and editing themes, see :ref:`doc_gui_skinning`." -msgstr "" -"Вы можете добавить больше свойств к ресурсу темы для разработки сложных " -"пользовательских интерфейсов, но это выходит за рамки данной серии статей. " -"Чтобы узнать больше о создании и редактировании тем, смотрите :ref:" -"`doc_gui_skinning`." - -msgid "" -"The *Default Font* expects a font file like the ones you have on your " -"computer. Two common font file formats are TrueType Font (TTF) and OpenType " -"Font (OTF)." -msgstr "" -"*Default Font* требует файла шрифтов подобных тем, что есть у вас на вашем " -"компьютере. Двумя распространенными форматами файлов шрифтов являются " -"TrueType Font (TTF) и OpenType Font (OTF)." - -msgid "" -"In the *FileSystem* dock, expand the ``fonts`` directory and click and drag " -"the ``Montserrat-Medium.ttf`` file we included in the project onto the " -"*Default Font*. The text will reappear in the theme preview." -msgstr "" -"В панели *Файловая система* разверните каталог ``fonts``, щёлкните и " -"перетащите файл ``Montserrat-Medium.ttf``, который мы включили в проект, на " -"*Default Font*. Текст снова появится в предварительном просмотре темы." - -msgid "" -"The text is a bit small. Set the *Default Font Size* to ``22`` pixels to " -"increase the text's size." -msgstr "" -"Текст немного мелковат. Установите *Default Font Size* на ``22`` пикселя, " -"чтобы увеличить размер текста." - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "изображение7" - -msgid "Keeping track of the score" -msgstr "Отслеживание счета" - -msgid "" -"Let's work on the score next. Attach a new script to the ``ScoreLabel`` and " -"define the ``score`` variable." -msgstr "" -"Далее поработаем со счётом игры. Прикрепите новый скрипт к ``ScoreLabel`` и " -"определите переменную ``score``." - -msgid "" -"The score should increase by ``1`` every time we squash a monster. We can " -"use their ``squashed`` signal to know when that happens. However, because we " -"instantiate monsters from the code, we cannot connect the mob signal to the " -"``ScoreLabel`` via the editor." -msgstr "" -"Счёт должен увеличиваться на ``1`` каждый раз, когда мы раздавливаем " -"монстра. Мы можем использовать их сигнал ``squashed``, чтобы узнать, когда " -"это произойдет. Однако, поскольку мы создаём экземпляры монстров из кода, мы " -"не можем соединить сигнал моба к ``ScoreLabel`` в редакторе." - -msgid "" -"Instead, we have to make the connection from the code every time we spawn a " -"monster." -msgstr "" -"Вместо этого нам придётся создавать связь из кода каждый раз, когда мы " -"порождаем монстра." - -msgid "" -"Open the script ``main.gd``. If it's still open, you can click on its name " -"in the script editor's left column." -msgstr "" -"Откройте скрипт ``main.gd``. Если он всё ещё открыт, вы можете щёлкнуть по " -"его названию в левой колонке редактора скриптов." - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "изображение8" - -msgid "" -"Alternatively, you can double-click the ``main.gd`` file in the *FileSystem* " -"dock." -msgstr "" -"Также можно дважды щёлкнуть файл ``main.gd`` в панели *Файловая система*." - -msgid "" -"At the bottom of the ``_on_mob_timer_timeout()`` function, add the following " -"line:" -msgstr "" -"В нижней части функции ``_on_mob_timer_timeout()`` добавьте следующую строку:" - -msgid "" -"This line means that when the mob emits the ``squashed`` signal, the " -"``ScoreLabel`` node will receive it and call the function " -"``_on_mob_squashed()``." -msgstr "" -"Эта строка означает, что когда моб отправит сигнал ``squashed``, узел " -"``ScoreLabel`` примет его и вызовет функцию ``_on_mob_squashed()``." - -msgid "" -"Head back to the ``score_label.gd`` script to define the " -"``_on_mob_squashed()`` callback function." -msgstr "" -"Вернитесь к скрипту ``score_label.gd``, чтобы определить функцию обратного " -"вызова ``_on_mob_squashed()``." - -msgid "There, we increment the score and update the displayed text." -msgstr "Там мы увеличиваем счёт и обновляем отображаемый текст." - -msgid "" -"The second line uses the value of the ``score`` variable to replace the " -"placeholder ``%s``. When using this feature, Godot automatically converts " -"values to string text, which is convenient when outputting text in labels or " -"when using the ``print()`` function." -msgstr "" -"Вторая строка использует значение переменной ``score`` для замены " -"заполнителя ``%s``. При использовании этой функции Godot автоматически " -"преобразует значения в текст, что удобно для вывода текста в ярлыках или с " -"помощью функции ``print()``." - -msgid "" -"You can learn more about string formatting here: :ref:`doc_gdscript_printf`. " -"In C#, consider using `string interpolation with \"$\" `_." -msgstr "" -"Подробнее о форматировании строк можно узнать здесь: :ref:" -"`doc_gdscript_printf`. В C# можно использовать `интерполяцию строк с помощью " -"\"$\" `_." - -msgid "" -"You can now play the game and squash a few enemies to see the score increase." -msgstr "" -"Теперь вы можете играть в игру и раздавить несколько врагов, чтобы увидеть, " -"как увеличивается счёт." - -msgid "|image9|" -msgstr "|image9|" - -msgid "image9" -msgstr "изображение9" - -msgid "" -"In a complex game, you may want to completely separate your user interface " -"from the game world. In that case, you would not keep track of the score on " -"the label. Instead, you may want to store it in a separate, dedicated " -"object. But when prototyping or when your project is simple, it is fine to " -"keep your code simple. Programming is always a balancing act." -msgstr "" -"В сложной игре вы можете захотеть полностью отделить пользовательский " -"интерфейс от игрового мира. В этом случае вы не будете отслеживать счёт на " -"метке. Вместо этого вы, возможно, захотите хранить его в отдельном, " -"выделенном объекте. Но когда вы создаёте прототип или ваш проект прост, " -"вполне можно ограничиться простым кодом. Программирование - это всегда " -"баланс." - -msgid "Retrying the game" -msgstr "Повторная попытка в игре" - -msgid "" -"We'll now add the ability to play again after dying. When the player dies, " -"we'll display a message on the screen and wait for input." -msgstr "" -"Теперь мы добавим возможность играть снова после смерти. Когда игрок " -"умирает, мы выводим сообщение на экран и ждём ввода." - -msgid "" -"Head back to the ``main.tscn`` scene, select the ``UserInterface`` node, add " -"a child node :ref:`ColorRect `, and name it ``Retry``. This " -"node fills a rectangle with a uniform color and will serve as an overlay to " -"darken the screen." -msgstr "" -"Вернитесь к сцене ``main.tscn``, выберите узел ``UserInterface``, добавьте " -"дочерний узел :ref:`ColorRect ` и назовите его ``Retry``. " -"Этот узел заполняет прямоугольник однородным цветом и будет служить в " -"качестве наложения для затемнения экрана." - -msgid "" -"To make it span over the whole viewport, you can use the *Anchor Preset* " -"menu in the toolbar." -msgstr "" -"Чтобы сделать его охватывающим весь экран просмотра, можно воспользоваться " -"меню *Предустановки значений для якорей и отступов узла Control* на панели " -"инструментов." - -msgid "|image10|" -msgstr "|image10|" - -msgid "image10" -msgstr "изображение10" - -msgid "Open it and apply the *Full Rect* command." -msgstr "Откройте его и примените команду *Полный прямоугольник*." - -msgid "|image11|" -msgstr "|image11|" - -msgid "image11" -msgstr "изображение11" - -msgid "" -"Nothing happens. Well, almost nothing; only the four green pins move to the " -"corners of the selection box." -msgstr "" -"Ничего не происходит. Точнее, почти ничего: только четыре зеленых штырька " -"перемещаются в углы поля выбора." - -msgid "|image12|" -msgstr "|image12|" - -msgid "image12" -msgstr "изображение12" - -msgid "" -"This is because UI nodes (all the ones with a green icon) work with anchors " -"and margins relative to their parent's bounding box. Here, the " -"``UserInterface`` node has a small size and the ``Retry`` one is limited by " -"it." -msgstr "" -"Это связано с тем, что узлы пользовательского интерфейса (все узлы с зелёным " -"значком) работают с якорями и полями относительно ограничивающей рамки их " -"родителя. Здесь узел ``UserInterface`` имеет небольшой размер, а узел " -"``Retry`` ограничен им." - -msgid "" -"Select the ``UserInterface`` and apply *Anchor Preset -> Full Rect* to it as " -"well. The ``Retry`` node should now span the whole viewport." -msgstr "" -"Выберите ``UserInterface`` и примените к нему *Предустановка значений для " -"якорей и отступов узла Control -> Полный прямоугольник*. Узел ``*Retry`` " -"теперь должен занимать всю область просмотра." - -msgid "" -"Let's change its color so it darkens the game area. Select ``Retry`` and in " -"the *Inspector*, set its *Color* to something both dark and transparent. To " -"do so, in the color picker, drag the *A* slider to the left. It controls the " -"color's Alpha channel, that is to say, its opacity/transparency." -msgstr "" -"Давайте изменим его цвет, чтобы он затемнял игровую область. Выберите " -"``Retry`` и в *инспекторе* установите его *Color* на что-то одновременно " -"тёмное и прозрачное. Для этого в окне выбора цвета перетащите ползунок *A* " -"влево. Он управляет альфа-каналом цвета, то есть его непрозрачностью." - -msgid "|image13|" -msgstr "|image13|" - -msgid "image13" -msgstr "изображение13" - -msgid "" -"Next, add a :ref:`Label ` as a child of ``Retry`` and give it " -"the *Text* \"Press Enter to retry.\" To move it and anchor it in the center " -"of the screen, apply *Anchor Preset -> Center* to it." -msgstr "" -"Затем добавьте :ref:`Label ` в качестве дочернего элемента " -"``Retry`` и задайте ему *Text* \"Нажмите Enter, чтобы повторить попытку\". " -"Чтобы переместить ее и закрепить в центре экрана, примените к ней " -"*Предустановка значений для якорей и отступов узла Control -> По центру*." - -msgid "|image14|" -msgstr "|image14|" - -msgid "image14" -msgstr "изображение14" - -msgid "Coding the retry option" -msgstr "Кодирование опции повторной попытки" - -msgid "" -"We can now head to the code to show and hide the ``Retry`` node when the " -"player dies and plays again." -msgstr "" -"Теперь мы можем перейти к коду, показывающему и скрывающему узел ``Retry``, " -"при смерти и повторной попытке поиграть игрока." - -msgid "" -"Open the script ``main.gd``. First, we want to hide the overlay at the start " -"of the game. Add this line to the ``_ready()`` function." -msgstr "" -"Откройте скрипт ``main.gd``. Во-первых, мы хотим скрыть наложение в начале " -"игры. Добавьте эту строку в функцию ``_ready()``." - -msgid "Then, when the player gets hit, we show the overlay." -msgstr "Затем, когда игрок получит удар, мы покажем наложение." - -msgid "" -"Finally, when the ``Retry`` node is visible, we need to listen to the " -"player's input and restart the game if they press enter. To do this, we use " -"the built-in ``_unhandled_input()`` callback, which is triggered on any " -"input." -msgstr "" -"Наконец, когда узел ``Retry`` стал видимым, нам нужно прослушать ввод игрока " -"и перезапустить игру, если он нажмёт клавишу Enter. Для этого мы используем " -"встроенный обратный вызов ``_unhandled_input()``, который запускается при " -"любом вводе." - -msgid "" -"If the player pressed the predefined ``ui_accept`` input action and " -"``Retry`` is visible, we reload the current scene." -msgstr "" -"Если игрок нажал предопределённое входное действие ``ui_accept`` и ``Retry`` " -"является видимым, то мы перезагружаем текущую сцену." - -msgid "" -"The function ``get_tree()`` gives us access to the global :ref:`SceneTree " -"` object, which allows us to reload and restart the current " -"scene." -msgstr "" -"Функция ``get_tree()`` предоставляет нам доступ к глобальному объекту :ref:" -"`SceneTree `, который позволяет нам перезагрузить и " -"перезапустить текущую сцену." - -msgid "Adding music" -msgstr "Добавление музыки" - -msgid "" -"To add music that plays continuously in the background, we're going to use " -"another feature in Godot: :ref:`autoloads `." -msgstr "" -"Чтобы добавить музыку, которая непрерывно играет на заднем плане, мы " -"воспользуемся другой функцией в Godot: :ref:`автозагрузка " -"`." - -msgid "" -"To play audio, all you need to do is add an :ref:`AudioStreamPlayer " -"` node to your scene and attach an audio file to " -"it. When you start the scene, it can play automatically. However, when you " -"reload the scene, like we do to play again, the audio nodes are also reset, " -"and the music starts back from the beginning." -msgstr "" -"Для воспроизведения звука достаточно добавить в сцену узел :ref:" -"`AudioStreamPlayer ` и прикрепить к нему аудиофайл. " -"При запуске сцены, он может воспроизводиться автоматически. Однако, когда вы " -"перезагрузите сцену, как мы это делаем для повторного воспроизведения, узлы " -"аудио также сбросятся, и музыка начинается с самого начала." - -msgid "" -"You can use the autoload feature to have Godot load a node or a scene " -"automatically at the start of the game, outside the current scene. You can " -"also use it to create globally accessible objects." -msgstr "" -"Вы можете использовать функцию автозагрузки, чтобы Godot автоматически " -"загружал узел или сцену в начале игры, вне текущей сцены. Вы также можете " -"использовать её для создания глобально доступных объектов." - -msgid "" -"Create a new scene by going to the *Scene* menu and clicking *New Scene* or " -"by using the *+* icon next to your currently opened scene." -msgstr "" -"Создайте новую сцену, перейдя в меню *Сцена* и нажав *Новая сцена* или " -"используя иконку *+*." - -msgid "|image15|" -msgstr "|image15|" - -msgid "image15" -msgstr "изображение15" - -msgid "" -"Click the *Other Node* button to create an :ref:`AudioStreamPlayer " -"` and rename it to ``MusicPlayer``." -msgstr "" -"Нажмите кнопку *Другой узел*, чтобы создать :ref:`AudioStreamPlayer " -"`, и переименуйте его в ``MusicPlayer``." - -msgid "|image16|" -msgstr "|image16|" - -msgid "image16" -msgstr "изображение16" - -msgid "" -"We included a music soundtrack in the ``art/`` directory, ``House In a " -"Forest Loop.ogg``. Click and drag it onto the *Stream* property in the " -"*Inspector*. Also, turn on *Autoplay* so the music plays automatically at " -"the start of the game." -msgstr "" -"Мы включили музыкальный файл ``House In a Forest Loop.ogg`` в каталоге ``art/" -"``. Щёлкните и перетащите его на свойство *Stream* в *инспекторе*. Также " -"включите *Autoplay*, чтобы музыка автоматически проигрывалась в начале игры." - -msgid "|image17|" -msgstr "|image17|" - -msgid "image17" -msgstr "изображение17" - -msgid "Save the scene as ``music_player.tscn``." -msgstr "Сохраните сцену как ``music_player.tscn``." - -msgid "" -"In the *Path* field, you want to enter the path to your scene. Click the " -"folder icon to open the file browser and double-click on ``music_player." -"tscn``. Then, click the *Add* button on the right to register the node." -msgstr "" -"В поле *Path* введите путь к вашей сцене. Щёлкните на иконку папки, чтобы " -"открыть браузер файлов, и дважды щёлкните на ``music_player.tscn``. Затем " -"нажмите кнопку *Добавить* справа, чтобы зарегистрировать узел." - -msgid "|image18|" -msgstr "|image18|" - -msgid "image18" -msgstr "изображение18" - -msgid "" -"``music_player.tscn`` now loads into any scene you open or play. So if you " -"run the game now, the music will play automatically in any scene." -msgstr "" -"``music_player.tscn`` теперь загружается в любую сцену, которую вы " -"открываете или играете. Так что если вы запустите игру сейчас, музыка будет " -"играть автоматически в любой сцене." - -msgid "" -"Before we wrap up this lesson, here's a quick look at how it works under the " -"hood. When you run the game, your *Scene* dock changes to give you two tabs: " -"*Remote* and *Local*." -msgstr "" -"Прежде чем мы завершим этот урок, вот краткий обзор того, как это работает " -"под капотом. Когда вы запускаете игру, ваша вкладка *Сцена* изменяется, " -"чтобы показать вам две вкладки: *Удалённый* и *Локальный*." - -msgid "|image19|" -msgstr "|image19|" - -msgid "image19" -msgstr "изображение19" - -msgid "" -"The *Remote* tab allows you to visualize the node tree of your running game. " -"There, you will see the *Main* node and everything the scene contains and " -"the instantiated mobs at the bottom." -msgstr "" -"Вкладка *Удалённый* позволяет визуализировать дерево узлов запущенной игры. " -"Здесь вы увидите узел *Main* и всё, что содержит сцена, а также экземпляры " -"мобов в нижней части." - -msgid "|image20|" -msgstr "|image20|" - -msgid "image20" -msgstr "изображение20" - -msgid "" -"At the top are the autoloaded ``MusicPlayer`` and a *root* node, which is " -"your game's viewport." -msgstr "" -"В верхней части находятся автозагружаемый ``MusicPlayer`` и корневой узел " -"*root*, который является экраном вашей игры." - -msgid "" -"And that does it for this lesson. In the next part, we'll add an animation " -"to make the game both look and feel much nicer." -msgstr "" -"На этом мы закончим этот урок. В следующей части мы добавим анимацию, чтобы " -"игра выглядела и ощущалась гораздо приятнее." - -msgid "Here is the complete ``main.gd`` script for reference." -msgstr "Это полный скрипт ``main.gd`` для справки." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po b/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po deleted file mode 100644 index 6c1dd320af..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po +++ /dev/null @@ -1,590 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Character animation" -msgstr "Анимация персонажей" - -msgid "" -"In this final lesson, we'll use Godot's built-in animation tools to make our " -"characters float and flap. You'll learn to design animations in the editor " -"and use code to make your game feel alive." -msgstr "" -"В этом заключительном уроке мы используем встроенные в Godot инструменты " -"анимации, чтобы заставить наших персонажей плавать и махать руками. Вы " -"научитесь создавать анимацию в редакторе и использовать код так, чтобы ваша " -"игра стала живой." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "изображение0" - -msgid "We'll start with an introduction to using the animation editor." -msgstr "Мы начнем с введения в использование редактора анимации." - -msgid "Using the animation editor" -msgstr "Использование редактора анимаций" - -msgid "" -"The engine comes with tools to author animations in the editor. You can then " -"use the code to play and control them at runtime." -msgstr "" -"Движок поставляется с инструментами для создания анимаций в редакторе. Затем " -"вы можете использовать код для воспроизведения и управления ими во время " -"выполнения." - -msgid "" -"Open the player scene, select the ``Player`` node, and add an :ref:" -"`AnimationPlayer ` node." -msgstr "" -"Откройте сцену игрока, выберите узел ``Player`` и добавьте узел :ref:" -"`AnimationPlayer `." - -msgid "The *Animation* dock appears in the bottom panel." -msgstr "На нижней панели появится вкладка *Анимация*." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "изображение1" - -msgid "" -"It features a toolbar and the animation drop-down menu at the top, a track " -"editor in the middle that's currently empty, and filter, snap, and zoom " -"options at the bottom." -msgstr "" -"В ней есть панель инструментов и раскрывающееся меню анимации в верхней " -"части, редактор дорожек в середине, который в настоящее время пуст, и опции " -"фильтрации, привязки и масштабирования в нижней части." - -msgid "Let's create an animation. Click on *Animation -> New*." -msgstr "Давайте создадим анимацию. Щёлкните на *Анимация -> Новый*." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "изображение2" - -msgid "Name the animation \"float\"." -msgstr "Назовите анимацию \"float\"." - -msgid "|image3|" -msgstr "|image3|" - -msgid "image3" -msgstr "изображение3" - -msgid "" -"Once you've created the animation, the timeline appears with numbers " -"representing time in seconds." -msgstr "" -"После создания анимации появляется временная шкала с цифрами, обозначающими " -"время в секундах." - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "изображение4" - -msgid "" -"We want the animation to start playback automatically at the start of the " -"game. Also, it should loop." -msgstr "" -"Мы хотим, чтобы анимация начинала воспроизводиться автоматически в начале " -"игры. Кроме того, она должна быть зациклена." - -msgid "" -"To do so, you can click the autoplay button (|Autoplay|) in the animation " -"toolbar and the looping arrows, respectively." -msgstr "" -"Для этого можно нажать кнопку автовоспроизведения (|Autoplay|) на панели " -"инструментов анимации и зацикленные стрелки соответственно." - -msgid "Autoplay" -msgstr "Автовоспроизведение" - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "изображение5" - -msgid "" -"You can also pin the animation editor by clicking the pin icon in the top-" -"right. This prevents it from folding when you click on the viewport and " -"deselect the nodes." -msgstr "" -"Вы также можете закрепить редактор анимации, нажав на значок булавки в " -"правом верхнем углу. Это предотвратит его сворачивание при нажатии на " -"область просмотра и отмене выделения." - -msgid "|image6|" -msgstr "|image6|" - -msgid "image6" -msgstr "изображение6" - -msgid "" -"Set the animation duration to ``1.2`` seconds in the top-right of the dock." -msgstr "" -"Установите длительность анимации ``1.2`` секунды в правом верхнем углу " -"панели." - -msgid "|image7|" -msgstr "|image7|" - -msgid "image7" -msgstr "изображение7" - -msgid "" -"You should see the gray ribbon widen a bit. It shows you the start and end " -"of your animation and the vertical blue line is your time cursor." -msgstr "" -"Вы должны увидеть, как серая лента немного расширится. Она показывает начало " -"и конец вашей анимации, а вертикальная синяя линия - это ваш временной " -"курсор." - -msgid "|image8|" -msgstr "|image8|" - -msgid "image8" -msgstr "изображение8" - -msgid "" -"You can click and drag the slider in the bottom-right to zoom in and out of " -"the timeline." -msgstr "" -"Вы можете щелкнуть и перетащить ползунок в правом нижнем углу, чтобы " -"увеличить или уменьшить масштаб временной шкалы." - -msgid "|image9|" -msgstr "|image9|" - -msgid "image9" -msgstr "изображение9" - -msgid "The float animation" -msgstr "Анимация плавания" - -msgid "" -"With the animation player node, you can animate most properties on as many " -"nodes as you need. Notice the key icon next to properties in the " -"*Inspector*. You can click any of them to create a keyframe, a time and " -"value pair for the corresponding property. The keyframe gets inserted where " -"your time cursor is in the timeline." -msgstr "" -"С помощью узла анимации игрока вы можете анимировать большинство свойств на " -"стольких узлах, сколько вам нужно. Обратите внимание на значок ключа рядом " -"со свойствами в *инспекторе*. Вы можете щёлкнуть любой из них, чтобы создать " -"ключевой кадр - пару времени и значения для соответствующего свойства. " -"Ключевой кадр будет вставлен туда, где находится курсор времени на временной " -"шкале." - -msgid "" -"Let's insert our first keys. Here, we will animate both the position and the " -"rotation of the ``Character`` node." -msgstr "" -"Давайте вставим наши первые ключи. Здесь мы будем анимировать как " -"перемещение, так и поворот узла ``Character``." - -msgid "" -"Select the ``Character`` and in the *Inspector* expand the *Transform* " -"section. Click the key icon next to *Position*, and *Rotation*." -msgstr "" -"Выберите ``Character`` и нажмите на иконку ключа рядом с *Transform* в " -"*инспекторе*. Сделайте то же самое для *Position* и *Rotation*." - -msgid "|image10|" -msgstr "|image10|" - -msgid "image10" -msgstr "изображение10" - -msgid "" -"For this tutorial, just create RESET Track(s) which is the default choice" -msgstr "" -"В этом руководстве мы просто создадим дорожку (дорожки) RESET, которая будет " -"выбрана по умолчанию" - -msgid "" -"Two tracks appear in the editor with a diamond icon representing each " -"keyframe." -msgstr "" -"В редакторе появятся две дорожки с ромбовидной иконкой, обозначающей каждый " -"ключевой кадр." - -msgid "|image11|" -msgstr "|image11|" - -msgid "image11" -msgstr "изображение11" - -msgid "" -"You can click and drag on the diamonds to move them in time. Move the " -"position key to ``0.3`` seconds and the rotation key to ``0.1`` seconds." -msgstr "" -"Вы можете щёлкнуть и перетащить ромбы, чтобы переместить их во времени. " -"Переместите ключ перемещения на ``0.3`` секунды, а ключ вращения на ``0.1`` " -"секунду." - -msgid "|image12|" -msgstr "|image12|" - -msgid "image12" -msgstr "изображение12" - -msgid "" -"Move the time cursor to ``0.5`` seconds by clicking and dragging on the gray " -"timeline." -msgstr "" -"Переместите курсор времени на ``0.5`` секунд, щелкнув и перетащив его на " -"серой временной шкале." - -msgid "|timeline_05_click|" -msgstr "|timeline_05_click|" - -msgid "timeline_05_click" -msgstr "временная_шкала_05_нажать" - -msgid "" -"In the *Inspector*, set the *Position*'s *Y* axis to ``0.65`` meters and the " -"*Rotation*' *X* axis to ``8``." -msgstr "" -"В *инспекторе*, установите значение *Y* у *Position* на ``0.65`` метров и " -"значение *X* у *Rotation* на ``8``." - -msgid "" -"If you don't see the properties in the *Inspector* panel, first click on the " -"``Character`` node again in the *Scene* dock." -msgstr "" -"Если вы не видите свойства в панели *Инспектор*, сначала снова нажмите на " -"узел ``Character`` во вкладке *Сцена*." - -msgid "|image13|" -msgstr "|image13|" - -msgid "image13" -msgstr "изображение13" - -msgid "Create a keyframe for both properties" -msgstr "Создайте ключевой кадр для обоих свойств" - -msgid "|second_keys_both|" -msgstr "|second_keys_both|" - -msgid "second_keys_both" -msgstr "second_keys_ both" - -msgid "" -"Now, move the position keyframe to ``0.7`` seconds by dragging it on the " -"timeline." -msgstr "" -"Теперь сдвиньте позицию ключевого кадра на ``0.7`` секунд, перетащив его на " -"временной шкале." - -msgid "|image14|" -msgstr "|image14|" - -msgid "image14" -msgstr "изображение14" - -msgid "" -"A lecture on the principles of animation is beyond the scope of this " -"tutorial. Just note that you don't want to time and space everything evenly. " -"Instead, animators play with timing and spacing, two core animation " -"principles. You want to offset and contrast in your character's motion to " -"make them feel alive." -msgstr "" -"Лекция о принципах анимации выходит за рамки данного руководства. Просто " -"отметим, что вы врят ли захотите равномерно распределять время и " -"пространство. Вместо этого аниматоры играют с таймингом и интервалом - двумя " -"основными принципами анимации. Вы хотите смещать и контрастировать движения " -"персонажа, чтобы сделать их живыми." - -msgid "" -"Move the time cursor to the end of the animation, at ``1.2`` seconds. Set " -"the Y position to about ``0.35`` and the X rotation to ``-9`` degrees. Once " -"again, create a key for both properties." -msgstr "" -"Переместите курсор времени в конец анимации, на ``1.2`` секунд. Установите " -"перемещение по Y примерно на ``0.35`` и поворот по X на ``-9`` градусов. " -"Снова создайте ключ для обоих свойств." - -msgid "|animation_final_keyframes|" -msgstr "|animation_final_keyframes|" - -msgid "animation_final_keyframes" -msgstr "финальные_ключевые_кадры_анимации" - -msgid "" -"You can preview the result by clicking the play button or pressing :kbd:" -"`Shift + D`. Click the stop button or press :kbd:`S` to stop playback." -msgstr "" -"Вы можете просмотреть результат, нажав на кнопку воспроизведения или нажав :" -"kbd:`Shift + D`. Нажмите кнопку \"Stop\" или нажмите :kbd:`S`, чтобы " -"остановить воспроизведение." - -msgid "|image15|" -msgstr "|image15|" - -msgid "image15" -msgstr "изображение15" - -msgid "" -"You can see that the engine interpolates between your keyframes to produce a " -"continuous animation. At the moment, though, the motion feels very robotic. " -"This is because the default interpolation is linear, causing constant " -"transitions, unlike how living things move in the real world." -msgstr "" -"Вы можете видеть, что движок интерполируется между вашими ключевыми кадрами " -"для создания непрерывной анимации. Однако на данный момент движение кажется " -"очень роботизированным. Это происходит потому, что интерполяция по умолчанию " -"линейная, что приводит к постоянным переходам, в отличие от того, как живые " -"существа двигаются в реальном мире." - -msgid "We can control the transition between keyframes using easing curves." -msgstr "" -"Мы можем управлять переходом между ключевыми кадрами с помощью кривых " -"смягчения." - -msgid "" -"Click and drag around the first two keys in the timeline to box select them." -msgstr "" -"Щёлкните и перетащите вокруг первых двух ключей на временной шкале, чтобы " -"выделить их." - -msgid "|image16|" -msgstr "|image16|" - -msgid "image16" -msgstr "изображение16" - -msgid "" -"You can edit the properties of both keys simultaneously in the *Inspector*, " -"where you can see an *Easing* property." -msgstr "" -"Вы можете редактировать свойства обоих ключей одновременно в *инспекторе*, " -"где вы можете увидеть свойство *Easing*." - -msgid "|image17|" -msgstr "|image17|" - -msgid "image17" -msgstr "изображение17" - -msgid "" -"Click and drag on the curve, pulling it towards the left. This will make it " -"ease-out, that is to say, transition fast initially and slow down as the " -"time cursor reaches the next keyframe." -msgstr "" -"Щёлкните и перетащите кривую, потянув её влево. Это заставит её ослабнуть, " -"то есть сначала переход будет быстрым, а затем замедлится, когда курсор " -"времени достигнет следующего ключевого кадра." - -msgid "|image18|" -msgstr "|image18|" - -msgid "image18" -msgstr "изображение18" - -msgid "" -"Play the animation again to see the difference. The first half should " -"already feel a bit bouncier." -msgstr "" -"Воспроизведите анимацию ещё раз, чтобы увидеть разницу. Первая половина уже " -"должна казаться немного более подпрыгивающей." - -msgid "Apply an ease-out to the second keyframe in the rotation track." -msgstr "Примените ослабление ко второму ключевому кадру на дорожке вращения." - -msgid "|image19|" -msgstr "|image19|" - -msgid "image19" -msgstr "изображение19" - -msgid "" -"Do the opposite for the second position keyframe, dragging it to the right." -msgstr "" -"Проделайте обратные действия для второго ключевого кадра перемещения, " -"перетащив его вправо." - -msgid "|image20|" -msgstr "|image20|" - -msgid "image20" -msgstr "изображение20" - -msgid "Your animation should look something like this." -msgstr "Ваша анимация должна выглядеть примерно так." - -msgid "|image21|" -msgstr "|image21|" - -msgid "image21" -msgstr "изображение21" - -msgid "" -"Animations update the properties of the animated nodes every frame, " -"overriding initial values. If we directly animated the *Player* node, it " -"would prevent us from moving it in code. This is where the *Pivot* node " -"comes in handy: even though we animated the *Character*, we can still move " -"and rotate the *Pivot* and layer changes on top of the animation in a script." -msgstr "" -"Анимации обновляют свойства анимируемых узлов каждый кадр, переопределяя " -"начальные значения. Если бы мы напрямую анимировали узел *Player*, это не " -"позволило бы нам перемещать его в коде. Именно здесь пригодится узел " -"*Pivot*: даже если мы анимировали *Character*, мы все равно можем перемещать " -"и вращать *Pivot* и накладывать изменения поверх анимации в скриптах." - -msgid "If you play the game, the player's creature will now float!" -msgstr "Если вы играете в игру, то существо игрока теперь будет плавать!" - -msgid "" -"If the creature is a little too close to the floor, you can move the " -"``Pivot`` up to offset it." -msgstr "" -"Если существо находится слишком близко к полу, вы можете переместить " -"``Pivot`` вверх, чтобы сместить его." - -msgid "Controlling the animation in code" -msgstr "Управление анимацией в коде" - -msgid "" -"We can use code to control the animation playback based on the player's " -"input. Let's change the animation speed when the character is moving." -msgstr "" -"Мы можем использовать код для управления воспроизведением анимации на основе " -"ввода данных игроком. Давайте изменим скорость анимации, при движении игрока." - -msgid "Open the ``Player``'s script by clicking the script icon next to it." -msgstr "Откройте скрипт ``Player``, нажав на иконку скрипта рядом с ним." - -msgid "|image22|" -msgstr "|image22|" - -msgid "image22" -msgstr "изображение22" - -msgid "" -"In ``_physics_process()``, after the line where we check the ``direction`` " -"vector, add the following code." -msgstr "" -"В ``_physics_process()``, после строки, где мы проверяем вектор " -"``direction``, добавьте следующий код." - -msgid "" -"This code makes it so when the player moves, we multiply the playback speed " -"by ``4``. When they stop, we reset it to normal." -msgstr "" -"Этот код делает так, что когда игрок движется, мы умножаем скорость " -"воспроизведения на ``4``. Когда они останавливаются, мы восстанавливаем " -"нормальное значение." - -msgid "" -"We mentioned that the ``Pivot`` could layer transforms on top of the " -"animation. We can make the character arc when jumping using the following " -"line of code. Add it at the end of ``_physics_process()``." -msgstr "" -"Мы упоминали, что ``Pivot`` может накладывать трансформации поверх анимации. " -"Мы можем сделать прыжок по дуге с помощью следующей строки кода. Добавьте её " -"в конец ``_physics_process()``." - -msgid "Animating the mobs" -msgstr "Анимация мобов" - -msgid "" -"Here's another nice trick with animations in Godot: as long as you use a " -"similar node structure, you can copy them to different scenes." -msgstr "" -"Вот ещё один приятный приём с анимациями в Godot: пока вы используете " -"похожую структуру узлов, вы можете копировать их в разные сцены." - -msgid "" -"For example, both the ``Mob`` and the ``Player`` scenes have a ``Pivot`` and " -"a ``Character`` node, so we can reuse animations between them." -msgstr "" -"Например, обе сцены ``Mob`` и ``Player`` имеют узел ``Pivot`` и узел " -"``Character``, поэтому мы можем повторно использовать анимацию между ними." - -msgid "" -"Open the *Player* scene, select the AnimationPlayer node and then click on " -"**Animation > Manage Animations...**. Click the *Copy animation to " -"clipboard* button (two small squares) alongside the *float* animation. Click " -"OK to close the window." -msgstr "" -"Откройте сцену *Player*, выберите узел AnimationPlayer и затем нажмите на " -"**Анимация > Управление анимациями...**. Нажмите на кнопку *Копировать " -"анимацию в буфер обмена* (два маленьких квадрата) рядом с анимацией *float*. " -"Нажмите OK, чтобы закрыть окно." - -msgid "" -"Then open ``mob.tscn``, create an :ref:`AnimationPlayer " -"` child node and select it. Click **Animation > " -"Manage Animations**, then **Add Library**. You should see the message " -"\"Global library will be created.\" Leave the text field blank and click OK. " -"Click the *Paste* icon (clipboard) and it should appear in the window. Click " -"OK to close the window." -msgstr "" -"Откройте сцену ``mob.tscn``, создайте дочерний узел :ref:`AnimationPlayer " -"` и выберите его. Нажмите **Анимация > Управление " -"анимациями...**, затем **Новая библиотека**. Вы увидите сообщение " -"\"Глобальная библиотека будет создана\". Оставьте текстовое поле пустым и " -"нажмите ОК. Кликните иконку *Вставить* (из буфера) и он появится в окне. " -"Нажмите ОК, чтобы закрыть окно." - -msgid "" -"Next, make sure that the autoplay button (|Autoplay|) and the looping arrows " -"(Animation looping) are also turned on in the animation editor in the bottom " -"panel. That's it; all monsters will now play the float animation." -msgstr "" -"Далее, убедитесь, что кнопка автовоспроизведения (|Autoplay|) и " -"зацикливающихся стрелок (Зацикливание анимации) включены в редакторе " -"анимаций в нижней панели. Вот и все; теперь все монстры будут проигрывать " -"анимацию плавания." - -msgid "" -"We can change the playback speed based on the creature's ``random_speed``. " -"Open the *Mob*'s script and at the end of the ``initialize()`` function, add " -"the following line." -msgstr "" -"Мы можем изменить скорость воспроизведения в зависимости от ``random_speed`` " -"существа. Откройте скрипт *Mob* и в конце функции ``initialize()`` добавьте " -"следующую строку." - -msgid "And with that, you finished coding your first complete 3D game." -msgstr "" -"И на этом вы закончили написание кода для своей первой полноценной 3D-игры." - -msgid "**Congratulations**!" -msgstr "**Поздравляем**!" - -msgid "" -"In the next part, we'll quickly recap what you learned and give you some " -"links to keep learning more. But for now, here are the complete ``player." -"gd`` and ``mob.gd`` so you can check your code against them." -msgstr "" -"В следующей части мы быстро подведём итоги того, что вы узнали, и дадим вам " -"несколько ссылок для дальнейшего изучения. Но пока что здесь представлены " -"полные версии ``player.gd`` и ``mob.gd``, чтобы вы могли сверить с ними свой " -"код." - -msgid "Here's the *Player* script." -msgstr "Вот скрипт *Player*." - -msgid "And the *Mob*'s script." -msgstr "И скрипт *Mob*." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/going_further.po b/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/going_further.po deleted file mode 100644 index a7a2e21b31..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/going_further.po +++ /dev/null @@ -1,109 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Going further" -msgstr "Что дальше?" - -msgid "" -"You can pat yourself on the back for having completed your first 3D game " -"with Godot." -msgstr "" -"Вы можете похлопать себе по спине за то, что завершили свою первую 3D-игру с " -"Godot." - -msgid "" -"In this series, we went over a wide range of techniques and editor features. " -"Hopefully, you've witnessed how intuitive Godot's scene system can be and " -"learned a few tricks you can apply in your projects." -msgstr "" -"В этой серии мы рассмотрели широкий спектр техник и возможностей редактора. " -"Надеемся, вы убедились, насколько интуитивно понятной может быть система " -"сцен Godot, и узнали несколько приёмов, которые сможете применить в своих " -"проектах." - -msgid "" -"But we just scratched the surface: Godot has a lot more in store for you to " -"save time creating games. And you can learn all that by browsing the " -"documentation." -msgstr "" -"В Godot есть ещё много всего того, что поможет вам сэкономить время при " -"создании игр. И всё это вы можете узнать, просмотрев документацию." - -msgid "" -"Where should you begin? Below, you'll find a few pages to start exploring " -"and build upon what you've learned so far." -msgstr "" -"С чего же следует начать? Ниже вы найдете несколько страниц, с которых можно " -"начать изучение и развить то, что вы уже узнали." - -msgid "" -"But before that, here's a link to download a completed version of the " -"project: ``_." -msgstr "" -"Но прежде, вот ссылка для загрузки завершённой версии проекта: ``_." - -msgid "Exploring the manual" -msgstr "Изучение руководства" - -msgid "" -"The manual is your ally whenever you have a doubt or you're curious about a " -"feature. It does not contain tutorials about specific game genres or " -"mechanics. Instead, it explains how Godot works in general. In it, you will " -"find information about 2D, 3D, physics, rendering and performance, and much " -"more." -msgstr "" -"Руководство - ваш напарник, который поможет, когда у вас возникнут сомнения " -"или вам будет интересна какая-либо функция. Оно не содержит материалов по " -"конкретным игровым жанрам или механикам. Вместо этого в нем объясняется, как " -"работает Godot в целом. В нем вы найдете информацию о 2D, 3D, физике, " -"отрисовке и производительности, а также о многом другом." - -msgid "Here are the sections we recommend you to explore next:" -msgstr "Вот разделы, которые мы рекомендуем вам изучить далее:" - -msgid "" -"Read the :ref:`Scripting section ` to learn " -"essential programming features you'll use in every project." -msgstr "" -"Прочитайте раздел :ref:`Скриптинг `, чтобы " -"узнать основные возможности программирования, которые вы будете использовать " -"в каждом проекте." - -msgid "" -"The :ref:`3D ` and :ref:`Physics ` sections will teach you more about 3D game creation in the engine." -msgstr "" -"Разделы :ref:`3D ` и :ref:`Физика ` расскажут вам больше о создании 3D игр в движке." - -msgid "" -":ref:`Inputs ` is another important one for any " -"game project." -msgstr "" -":ref:`Ввод ` - еще один важный раздел для любого " -"игрового проекта." - -msgid "" -"You can start with these or, if you prefer, look at the sidebar menu on the " -"left and pick your options." -msgstr "" -"Вы можете начать с них или, если хотите, посмотреть на боковое меню слева и " -"выбрать свои варианты." - -msgid "" -"We hope you enjoyed this tutorial series, and we're looking forward to " -"seeing what you achieve using Godot." -msgstr "" -"Мы надеемся, что вам понравилась эта серия уроков, и ждем, чтобы увидеть " -"ваши достижения в Godot." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/index.po deleted file mode 100644 index 0e662a6594..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/first_3d_game/index.po +++ /dev/null @@ -1,125 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Your first 3D game" -msgstr "Ваша первая 3D игра" - -msgid "" -"In this step-by-step tutorial series, you will create your first complete 3D " -"game with Godot. By the end of the series, you will have a simple yet " -"finished project of your own like the animated gif below." -msgstr "" -"В этой серии пошаговых уроков вы создадите свою первую полноценную 3D-игру с " -"помощью Godot. К концу серии у вас будет простой, но законченный проект, " -"подобный приведенному ниже анимированному gif." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "изображение0" - -msgid "" -"The game we'll code here is similar to :ref:`doc_your_first_2d_game`, with a " -"twist: you can now jump and your goal is to squash the creeps. This way, you " -"will both **recognize patterns** you learned in the previous tutorial and " -"**build upon them** with new code and features." -msgstr "" -"Игра, которую мы будем кодировать здесь, похожа на :ref:" -"`doc_your_first_2d_game`, с изюминкой: теперь вы можете прыгать, и ваша цель " -"— раздавить крипов. Таким образом, вы **узнаете паттерны**, изученные в " -"предыдущем руководстве и будете **использовать их** с новым кодом и " -"функциями." - -msgid "You will learn to:" -msgstr "Вы научитесь:" - -msgid "Work with 3D coordinates with a jumping mechanic." -msgstr "Работать с 3D-координатами с механикой прыжков." - -msgid "" -"Use kinematic bodies to move 3D characters and detect when and how they " -"collide." -msgstr "" -"Использовать кинематические тела (Kinematic bodies) для перемещения 3D-" -"персонажей и определения того, когда и как они сталкиваются." - -msgid "" -"Use physics layers and a group to detect interactions with specific entities." -msgstr "" -"Использовать физические слои и группу для обнаружения взаимодействия с " -"определенными сущностями." - -msgid "" -"Code basic procedural gameplay by instancing monsters at regular time " -"intervals." -msgstr "" -"Писать базовый процедурный геймплей, инстанцируя монстров через регулярные " -"промежутки времени." - -msgid "Design a movement animation and change its speed at run-time." -msgstr "Создавать анимацию движения и изменять ее скорость во время игры." - -msgid "Draw a user interface on a 3D game." -msgstr "Рисовать пользовательский интерфейс 3D-игры." - -msgid "And more." -msgstr "И многому другому." - -msgid "" -"This tutorial is for beginners who followed the complete getting started " -"series. We'll start slow with detailed instructions and shorten them as we " -"do similar steps. If you're an experienced programmer, you can browse the " -"complete demo's source code here: `Squash the Creep source code `__." -msgstr "" -"Эти уроки предназначены для новичков, которые прошли полный цикл \"Начало " -"работы\". Мы начнем медленно с подробных инструкций и будем сокращать их по " -"мере выполнения аналогичных шагов. Если вы опытный программист, вы можете " -"ознакомиться с полным исходным кодом демо-версии здесь: `Squash the Creep " -"исходный код `__." - -msgid "" -"You can follow this series without having done the 2D one. However, if " -"you're new to game development, we recommend you to start with 2D. 3D game " -"code is always more complex and the 2D series will give you foundations to " -"follow along more comfortably." -msgstr "" -"Вы можете следовать этой серии, не пройдя 2D. Однако, если вы новичок в " -"разработке игр, мы рекомендуем вам начать с 2D. Код 3D игр всегда сложнее, а " -"серия 2D даст вам основу для более комфортного прохождения курса." - -msgid "" -"We prepared some game assets so we can jump straight to the code. You can " -"download them here: `Squash the Creeps assets `__." -msgstr "" -"Мы подготовили немного игровых ассетов, чтобы вы могли сразу перейти к коду. " -"Вы можете скачать их здесь: `Ассеты игры Squash the Creeps `__." - -msgid "" -"We will first work on a basic prototype for the player's movement. We will " -"then add the monsters that we'll spawn randomly around the screen. After " -"that, we'll implement the jump and squashing mechanic before refining the " -"game with some nice animation. We'll wrap up with the score and the retry " -"screen." -msgstr "" -"Сначала мы поработаем над базовым прототипом движения игрока. Затем мы " -"добавим монстров, которые будут произвольно появляться на экране. После " -"этого мы реализуем механику прыжков и раздавливания, а затем доработаем игру " -"с помощью красивой анимации. В завершение мы добавим счет и экран повторной " -"попытки." - -msgid "Contents" -msgstr "Содержание" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po b/sphinx/po/ru/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po deleted file mode 100644 index aba4a38043..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po +++ /dev/null @@ -1,122 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"This page will give you a brief overview of Godot's interface. We're going " -"to look at the different main screens and docks to help you situate yourself." -msgstr "" -"Эта страница даст краткий обзор интерфейса Godot. Мы рассмотрим различные " -"основные экраны и панели, чтобы помочь вам сориентироваться." - -msgid "The Project Manager" -msgstr "Менеджер проектов" - -msgid "" -"To learn the Project Manager's ins and outs, read :ref:`doc_project_manager`." -msgstr "" -"Чтобы узнать все тонкости менеджера проекта, прочтите :ref:" -"`doc_project_manager`." - -msgid "First look at Godot's editor" -msgstr "Первый взгляд на редактор Godot" - -msgid "" -"On either side of the viewport sit the **docks**. And at the bottom of the " -"window lies the **bottom panel**." -msgstr "" -"По обе стороны от окна просмотра расположены **панели**. А в нижней части " -"окна лежит **нижняя панель**." - -msgid "The four main screens" -msgstr "Четыре основных экрана" - -msgid "" -"You'll use the **2D screen** for all types of games. In addition to 2D " -"games, the 2D screen is where you'll build your interfaces." -msgstr "" -"Вы будете использовать **2D-пространство** для всех типов игр. Кроме " -"непосредственно 2D-игр, вы будете создавать свои интерфейсы также в 2D-" -"пространстве." - -msgid "" -"In the **3D screen**, you can work with meshes, lights, and design levels " -"for 3D games." -msgstr "" -"В **3D-пространстве** вы можете работать с сетками (meshes), освещением и " -"дизайном уровней для 3D-игр." - -msgid "" -"Read :ref:`doc_introduction_to_3d` for more detail about the **3D main " -"screen**." -msgstr "" -"Прочитайте :ref:`doc_introduction_to_3d` для более подробной информации о " -"**3D-пространстве**." - -msgid "" -"The **Script screen** is a complete code editor with a debugger, rich auto-" -"completion, and built-in code reference." -msgstr "" -"Экран **Script** — это полноценный редактор кода с отладчиком, богатым " -"автозаполнением и встроенной справкой по коду." - -msgid "" -"You can learn more about the asset library in :ref:`doc_what_is_assetlib`." -msgstr "" -"Вы можете узнать больше о библиотеке ресурсов в статье :ref:" -"`doc_what_is_assetlib`." - -msgid "Integrated class reference" -msgstr "Справочник по интегрированным классам" - -msgid "Godot comes with a built-in class reference." -msgstr "Godot поставляется со встроенным справочником классов." - -msgid "" -"You can search for information about a class, method, property, constant, or " -"signal by any one of the following methods:" -msgstr "" -"Вы можете найти информацию о классе, методе, свойстве, константе или сигнале " -"одним из следующих способов:" - -msgid "" -"Clicking the \"Search Help\" button in the top-right of the Script main " -"screen." -msgstr "" -"Нажав кнопку \"Search Help\" (\"Справка\") в правом верхнем углу экрана " -"написания скриптов." - -msgid "Clicking on the Help menu and Search Help." -msgstr "" -"Нажатием на меню \"Справка\" (Help) и \"Поиск в справке\" (Search Help)." - -msgid "" -":kbd:`Ctrl + Click` (:kbd:`Cmd + Click` on macOS) on a class name, function " -"name, or built-in variable in the script editor." -msgstr "" -":kbd:`Ctrl + Click` (:kbd:`Cmd + Click` на macOS) на имя класса, имя " -"функциии или на встроенную переменную в редакторе скриптов." - -msgid "" -"When you do any of these, a window pops up. Type to search for any item. You " -"can also use it to browse available objects and methods." -msgstr "" -"Когда вы совершаете любое из этих действий, появляется окно. Введите текст " -"для поиска любого элемента. Вы также можете использовать его для просмотра " -"доступных объектов и методов." - -msgid "" -"Double-click on an item to open the corresponding page in the script main " -"screen." -msgstr "" -"Двойное нажатие по элементу откроет соответствующую страницу в экране " -"написания скриптов." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po b/sphinx/po/ru/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po deleted file mode 100644 index 39671bd244..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po +++ /dev/null @@ -1,371 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot's design philosophy" -msgstr "Философия дизайна Godot" - -msgid "Now that you've gotten your feet wet, let's talk about Godot's design." -msgstr "Теперь, когда вы немного освоились, давайте поговорим о дизайне Godot." - -msgid "" -"**Every game engine is different and fits different needs.** Not only do " -"they offer a range of features, but the design of each engine is unique. " -"This leads to different workflows and different ways to form your games' " -"structures. This all stems from their respective design philosophies." -msgstr "" -"**Каждый игровой движок отличается и соответствует разным потребностям.** " -"Игровые движки не только предлагают широкий спектр функций, но и уникальный " -"дизайн движка. Это приводит к разным рабочим процессам и различным способам " -"формирования структур ваших игр. Все это вытекает из их соответствующих " -"философий дизайна." - -msgid "" -"This page is here to help you understand how Godot works, starting with some " -"of its core pillars. It is not a list of available features, nor is it an " -"engine comparison. To know if any engine can be a good fit for your project, " -"you need to try it out for yourself and understand its design and " -"limitations." -msgstr "" -"Эта страница здесь для того, чтобы помочь вам понять, как Godot работает, " -"начиная с самых основ. Это не список доступных возможностей, также это не " -"сравнение различных движков. Чтобы понять, хорошо ли подходит какой-либо " -"движок для вашего проекта, его необходимо попробовать самостоятельно и " -"понять его архитектуру и ограничения." - -msgid "Object-oriented design and composition" -msgstr "Объектно-ориентированный дизайн и композиция" - -msgid "" -"Godot embraces object-oriented design at its core with its flexible scene " -"system and Node hierarchy. It tries to stay away from strict programming " -"patterns to offer an intuitive way to structure your game." -msgstr "" -"В основе Godot лежит объектно-ориентированный дизайн с его гибкой системой " -"сцен и иерархией узлов. Он старается держаться подальше от строгих шаблонов " -"программирования в угоду интуитивному способу структурирования вашей игры." - -msgid "" -"For one, Godot lets you **compose or aggregate** scenes. It's like nested " -"prefabs: you can create a BlinkingLight scene and a BrokenLantern scene that " -"uses the BlinkingLight. Then, create a city filled with BrokenLanterns. " -"Change the BlinkingLight's color, save, and all the BrokenLanterns in the " -"city will update instantly." -msgstr "" -"Например, Godot позволяет вам **составлять или собирать** сцены. Это как " -"вложенные префабы: вы можете создать сцену с мерцающим светом и сцену со " -"сломанным фонарём, который использует мерцающий свет. Затем создать город, " -"наполненный сломанными фонарями. Поменяйте цвет мерцающего света, сохраните, " -"и все сломанные фонари в городе тут же обновятся." - -msgid "On top of that, you can **inherit** from any scene." -msgstr "Более того, вы можете **наследовать** от любой сцены." - -msgid "" -"A Godot scene could be a Weapon, a Character, an Item, a Door, a Level, part " -"of a level… anything you'd like. It works like a class in pure code, except " -"you're free to design it by using the editor, using only the code, or mixing " -"and matching the two." -msgstr "" -"Сценой в Godot может являться оружие, персонаж, предмет, дверь, уровень, " -"часть уровня... всё, что пожелаете. Сцены работают как классы в коде, за " -"исключением лишь того, что вы создаёте всё сами, используя редактор, либо " -"только код, либо и то и другое одновременно." - -msgid "" -"It's different from prefabs you find in several 3D engines, as you can then " -"inherit from and extend those scenes. You may create a Magician that extends " -"your Character. Modify the Character in the editor and the Magician will " -"update as well. It helps you build your projects so that their structure " -"matches the game's design." -msgstr "" -"Это отличается от префабов, которые можно найти в некоторых 3D движках, так " -"как вы можете наследовать и расширять любую сцену. К примеру, вы можете " -"создать сцену \"Маг\", которая будет потомком вашей сцены \"Персонаж\". " -"Измените сцену \"Персонаж\" в редакторе, и сцена \"Маг\" также будет " -"обновлена. Это позволит вам построить свои проекты таким образом, чтобы их " -"структура соответствовала дизайну игры." - -msgid "|image0|" -msgstr "|image0|" - -msgid "image0" -msgstr "изображение0" - -msgid "" -"Also note that Godot offers many different types of objects called nodes, " -"each with a specific purpose. Nodes are part of a tree and always inherit " -"from their parents up to the Node class. Although the engine does feature " -"some nodes like collision shapes that a parent physics body will use, most " -"nodes work independently from one another." -msgstr "" -"Также обратите внимание, что Godot предлагает множество различных типов " -"объектов, называемых узлами, каждый из которых имеет определенную цель. Узлы " -"являются частью дерева и всегда наследуют от своих родителей вплоть до " -"класса **Node** (**Узел**). Хоть в движке и есть некоторые узлы, такие как " -"формы столкновения, которые будут использоваться родительским физическим " -"телом, большинство узлов работают независимо друг от друга." - -msgid "" -"In other words, Godot's nodes do not work like components in some other game " -"engines." -msgstr "" -"Другими словами, узлы Godot работают не так, как компоненты в некоторых " -"других игровых движках." - -msgid "|image1|" -msgstr "|image1|" - -msgid "image1" -msgstr "изображение1" - -msgid "" -"Sprite2D is a Node2D, a CanvasItem and a Node. It has all the properties and " -"features of its three parent classes, like transforms or the ability to draw " -"custom shapes and render with a custom shader." -msgstr "" -"Sprite2D является Node2D, CanvasItem и Node. Он обладает всеми свойствами и " -"особенностями трёх его родительских классов, такими как преобразования, или " -"возможность рисовать собственные фигуры и отрисовывать с использованием " -"собственных шейдеров." - -msgid "All-inclusive package" -msgstr "Полный пакет" - -msgid "" -"Godot tries to provide its own tools to answer most common needs. It has a " -"dedicated scripting workspace, an animation editor, a tilemap editor, a " -"shader editor, a debugger, a profiler, the ability to hot-reload locally and " -"on remote devices, etc." -msgstr "" -"Godot предоставляет свои собственные инструменты для удовлетворения наиболее " -"распространенных потребностей. Он имеет встроенный редактор кода, редактор " -"анимации, редактор tilemap, редактор шейдеров, отладчик, профилировщик, " -"возможность перезагрузки на ходу локально и на удаленных устройствах и " -"многое другое." - -msgid "|image2|" -msgstr "|image2|" - -msgid "image2" -msgstr "изображение2" - -msgid "" -"The goal is to offer a full package to create games and a continuous user " -"experience. You can still work with external programs as long as there is an " -"import plugin available in Godot for it. Or you can create one, like the " -"`Tiled Map Importer `__." -msgstr "" -"Цель - предложить полный пакет для создания игр и непрерывного " -"пользовательского опыта. Вы по-прежнему можете работать с внешними " -"программами, если в Godot есть плагин для их импорта. Или вы можете создать " -"его, как, например, `Tiled Map Importer `__." - -msgid "" -"That is also partly why Godot offers its own programming language GDScript " -"along with C#. GDScript is designed for the needs of game developers and " -"game designers, and is tightly integrated in the engine and the editor." -msgstr "" -"Отчасти поэтому Godot предлагает наряду с C# свой собственный язык " -"программирования GDScript. GDScript разработан с учётом потребностей " -"разработчиков и дизайнеров игр и тесно интегрирован в движок и редактор." - -msgid "" -"GDScript lets you write code using an indentation-based syntax, yet it " -"detects types and offers a static language's quality of auto-completion. It " -"is also optimized for gameplay code with built-in types like Vectors and " -"Colors." -msgstr "" -"GDScript позволяет вам писать код с использованием синтаксиса на основе " -"отступов, но при этом он определяет типы и предлагает качественное " -"автозаполнение уровня современных языков со статической типизацией. К тому " -"же, он оптимизирован для игрового кода с уже встроенными типами, такими как " -"векторы и цвета." - -msgid "" -"Note that with GDExtension, you can write high-performance code using " -"compiled languages like C, C++, Rust, D, Haxe, or Swift without recompiling " -"the engine." -msgstr "" -"Обратите внимание, что с помощью GDExtension вы можете писать " -"высокопроизводительный код на таких компилируемых языках, как C, C++, Rust, " -"D, Haxe или Swift, не перекомпилируя движок." - -msgid "" -"Note that the 3D workspace doesn't feature as many tools as the 2D " -"workspace. You'll need external programs or add-ons to edit terrains, " -"animate complex characters, and so on. Godot provides a complete API to " -"extend the editor's functionality using game code. See `The Godot editor is " -"a Godot game`_ below." -msgstr "" -"Обратите внимание, что в рабочем пространстве 3D нет того же количества " -"инструментов, как в рабочем пространстве 2D. Вам понадобятся внешние " -"программы или аддоны для редактирования ландшафтов, анимации сложных " -"персонажей и т.д. Godot предоставляет полный API для расширения " -"функциональности редактора с помощью кода игры. См. `Редактор Godot - это " -"игра на Godot`_ ниже." - -msgid "|image4|" -msgstr "|image4|" - -msgid "image4" -msgstr "изображение4" - -msgid "" -"*A State Machine editor plugin in Godot 2 by kubecz3k. It lets you manage " -"states and transitions visually.*" -msgstr "" -"*Плагин State Machine (Машина Состояний) в Godot 2 от kubecz3k. Он позволяет " -"визуально управлять состояниями и переходами.*" - -msgid "Open source" -msgstr "Открытый исходный код" - -msgid "" -"Godot offers a fully open source codebase under the **MIT license**. This " -"means all the technologies that ship with it have to be Free (as in freedom) " -"as well. For the most part, they're developed from the ground up by " -"contributors." -msgstr "" -"Godot предлагает полностью открытую кодовую базу под лицензией **MIT**. Это " -"означает, что все технологии, которые поставляются с ней, должны быть " -"свободными. По большей части, они разрабатываются с нуля членами сообщества." - -msgid "" -"Anyone can plug in proprietary tools for the needs of their projects — they " -"just won't ship with the engine. This may include Google AdMob, or FMOD. Any " -"of these can come as third-party plugins instead." -msgstr "" -"Любой может подключить проприетарный инструментарий для нужд своих проектов " -"- он просто не будет поставляться с движком. Это могут быть, например, " -"Google AdMob или FMOD. Что угодно из этого может подойти в качестве " -"стороннего плагина." - -msgid "" -"On the other hand, an open codebase means you can **learn from and extend " -"the engine** to your heart's content. You can also debug games easily, as " -"Godot will print errors with a stack trace, even if they come from the " -"engine itself." -msgstr "" -"С другой стороны, открытая кодовая база означает, что вы можете **изучать и " -"расширять движок** как вам угодно. Вы также можете легко отлаживать игры, " -"поскольку Godot будет печатать ошибки с отслеживанием стека, даже если они " -"исходят из самого движка." - -msgid "" -"This **does not affect the work you do with Godot** in any way: there's no " -"strings attached to the engine or anything you make with it." -msgstr "" -"Это **ни коим образом не влияет на работу, которую вы совершаете с Godot**: " -"нет никаких условий для движка или всего, что вы делаете с ним." - -msgid "Community-driven" -msgstr "Управляемый сообществом" - -msgid "" -"**Godot is made by its community, for the community, and for all game " -"creators out there.** It's the needs of the users and open discussions that " -"drive the core updates. New features from the core developers often focus on " -"what will benefit the most users first." -msgstr "" -"**Godot создается его сообществом, для сообщества и для всех создателей игр." -"** Именно потребности пользователей и открытые дискуссии движут основными " -"обновлениями. Новые функции от основных разработчиков часто фокусируются на " -"том, что в первую очередь принесет пользу большинству пользователей." - -msgid "" -"That said, although a handful of core developers work on it full-time, the " -"project has thousands of contributors at the time of writing. Benevolent " -"programmers work on features they may need themselves, so you'll see " -"improvements in all corners of the engine at the same time in every major " -"release." -msgstr "" -"Несмотря на то, что над проектом постоянно работает несколько основных " -"разработчиков, на момент написания статьи в нём участвовали тысячи человек. " -"Доброжелательные программисты работают над функциями, которые могут " -"понадобиться им самим, поэтому в каждом крупном релизе вы увидите улучшения " -"во всех частях движка." - -msgid "The Godot editor is a Godot game" -msgstr "Редактор Godot - это игра на Godot" - -msgid "" -"The Godot editor runs on the game engine. It uses the engine's own UI " -"system, it can hot-reload code and scenes when you test your projects, or " -"run game code in the editor. This means you can **use the same code** and " -"scenes for your games, or **build plugins and extend the editor.**" -msgstr "" -"Редактор Godot работает на игровом движке. Он использует собственную систему " -"пользовательского интерфейса движка, он может быстро перезагружать код и " -"сцены при тестировании ваших проектов или запускать игровой код в редакторе. " -"Это означает, что вы можете **использовать один и тот же код** и сцены для " -"своих игр или **создавать плагины и расширять редактор.**" - -msgid "" -"This leads to a reliable and flexible UI system, as it powers the editor " -"itself. With the ``@tool`` annotation, you can run any game code in the " -"editor." -msgstr "" -"Это позволяет создать надёжную и гибкую систему пользовательского " -"интерфейса, так как она питает сам редактор. С помощью аннотации ``@tool`` " -"вы можете запускать любой игровой код в редакторе." - -msgid "|image5|" -msgstr "|image5|" - -msgid "image5" -msgstr "изображение5" - -msgid "" -"*RPG in a Box is a voxel RPG editor made with Godot 2. It uses Godot's UI " -"tools for its node-based programming system and for the rest of the " -"interface.*" -msgstr "" -"*RPG in a Box - это воксельный RPG редактор, сделанный с помощью Godot 2. Он " -"использует инструменты пользовательского интерфейса Godot для своей системы " -"программирования на основе узлов и для остальной части интерфейса.*" - -msgid "" -"Put the ``@tool`` annotation at the top of any GDScript file and it will run " -"in the editor. This lets you import and export plugins, create plugins like " -"custom level editors, or create scripts with the same nodes and API you use " -"in your projects." -msgstr "" -"Поместите аннотацию ``@tool`` в начало любого файла GDScript, и он будет " -"запущен в редакторе. Это позволяет импортировать и экспортировать плагины, " -"создавать плагины, например, пользовательские редакторы уровней, или " -"создавать скрипты с теми же узлами и API, которые вы используете в своих " -"проектах." - -msgid "" -"The editor is fully written in C++ and is statically compiled into the " -"binary. This means you can't import it as a typical project that would have " -"a ``project.godot`` file." -msgstr "" -"Редактор полностью написан на C++ и статически скомпилирован в бинарный " -"файл. Это означает, что вы не можете импортировать его как обычный проект с " -"файлом ``project.godot``." - -msgid "Separate 2D and 3D engines" -msgstr "Отдельные 2D и 3D движки" - -msgid "" -"Godot offers dedicated 2D and 3D rendering engines. As a result, **the base " -"unit for 2D scenes is pixels.** Even though the engines are separate, you " -"can render 2D in 3D, 3D in 2D, and overlay 2D sprites and interfaces over " -"your 3D world." -msgstr "" -"Godot предлагает специализированные движки 2D- и 3D-отрисовки. В итоге " -"**базовая единица для 2D-сцен - это пиксели.** Несмотря на то, что движки " -"являются отдельными, вы можете отрендерить 2D в 3D, 3D в 2D и накладывать 2D-" -"спрайты и интерфейсы поверх вашего 3D-мира." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/introduction/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/introduction/index.po deleted file mode 100644 index 2d682117c2..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/introduction/index.po +++ /dev/null @@ -1,31 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"This series will introduce you to Godot and give you an overview of its " -"features." -msgstr "Эти уроки познакомят вас с Godot и дадут обзор основных его функций." - -msgid "" -"In the following pages, you will get answers to questions such as \"Is Godot " -"for me?\" or \"What can I do with Godot?\". We will then introduce the " -"engine's most essential concepts, run you through the editor's interface, " -"and give you tips to make the most of your time learning it." -msgstr "" -"На следующих страницах вы получите ответы на вопросы: «Подходит ли мне " -"Godot?» или «Что я могу сделать при помощи Godot?». Затем, мы ознакомим вас " -"с основными принципами движка, интерфейсом редактора и дадим советы по их " -"рациональному изучению." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po b/sphinx/po/ru/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po deleted file mode 100644 index 1addfe4480..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po +++ /dev/null @@ -1,222 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to Godot" -msgstr "Введение в Godot" - -msgid "" -"This article is here to help you figure out whether Godot might be a good " -"fit for you. We will introduce some broad features of the engine to give you " -"a feel for what you can achieve with it and answer questions such as \"what " -"do I need to know to get started?\"." -msgstr "" -"Эта статья поможет понять, насколько хорошо Godot вам подходит. Мы ознакомим " -"вас с некоторыми основными возможностями движка, чтобы дать понять, что с " -"его помощью можно достигнуть и ответить на вопрос «что мне нужно знать для " -"начала?»." - -msgid "" -"This is by no means an exhaustive overview. We will introduce many more " -"features in this getting started series." -msgstr "" -"Это ни в коем случае не исчерпывающий обзор. Мы познакомимся со множеством " -"других возможностей в этих уроках." - -msgid "What is Godot?" -msgstr "Что такое Godot?" - -msgid "" -"Godot is a general-purpose 2D and 3D game engine designed to support all " -"sorts of projects. You can use it to create games or applications you can " -"then release on desktop or mobile, as well as on the web." -msgstr "" -"Godot — это универсальный 2D и 3D игровой движок, спроектированный для " -"поддержки всех видов проектов. Вы можете использовать его для создания игр " -"или приложений, которые сможете затем выпускать на настольных или мобильных " -"платформах, а также web." - -msgid "" -"You can also create console games with it, although you either need strong " -"programming skills or a developer to port the game for you." -msgstr "" -"Вы также можете создавать игры для приставок, хотя это требует высокого " -"навыка программирования или разработчика, который портирует игру за вас." - -msgid "" -"The Godot team can't provide an open source console export due to the " -"licensing terms imposed by console manufacturers. Regardless of the engine " -"you use, though, releasing games on consoles is always a lot of work. You " -"can read more on that here: :ref:`doc_consoles`." -msgstr "" -"Команда Godot не может обеспечить экспорт на консоли с открытым исходным " -"кодом из-за условий лицензирования, налагаемых производителями консолей. " -"Однако независимо от того, какой движок вы используете, выпуск игр на " -"консолях — это всегда большая работа. Подробнее об этом можно прочитать " -"здесь: :ref:`doc_consoles`." - -msgid "What can the engine do?" -msgstr "Что может движок?" - -msgid "" -"Godot was initially developed in-house by an Argentinian game studio. Its " -"development started in 2001, and the engine was rewritten and improved " -"tremendously since its open source release in 2014." -msgstr "" -"Godot изначально был разработан аргентинской игровой студией. Его разработка " -"началась в 2001 году, а движок был переписан и значительно улучшен с момента " -"его выпуска с открытым исходным кодом в 2014 году." - -msgid "" -"Some examples of games created with Godot include Ex-Zodiac and Helms of " -"Fury." -msgstr "" -"К примерам игр, созданных в Godot, относятся Ex-Zodiac и Helms of Fury." - -msgid "" -"As for applications, the open source pixel art drawing program Pixelorama is " -"powered by Godot, and so is the voxel RPG creator RPG in a box." -msgstr "" -"Что касается приложений, то программа для рисования пиксельной графики с " -"открытым исходным кодом - Pixelorama работает на базе Godot, как и RPG in a " -"box." - -msgid "You can find many more examples in the `official showcase videos`_." -msgstr "" -"Вы можете найти намного больше примеров в `официальных демонстрационных " -"видео`_." - -msgid "How does it work and look?" -msgstr "Как это работает и выглядит?" - -msgid "" -"Godot comes with a fully-fledged game editor with integrated tools to answer " -"the most common needs. It includes a code editor, an animation editor, a " -"tilemap editor, a shader editor, a debugger, a profiler, and more." -msgstr "" -"Godot поставляется с полноценным игровым редактором со встроенными " -"инструментами для решения самых распространенных задач. Он включает редактор " -"кода, редактор анимации, редактор тайлмапов, редактор шейдеров, отладчик, " -"профайлер и многое другое." - -msgid "" -"The team strives to offer a feature-rich game editor with a consistent user " -"experience. While there is always room for improvement, the user interface " -"keeps getting refined." -msgstr "" -"Команда стремится предложить многофункциональный редактор игр с " -"единообразным пользовательским интерфейсом. Хотя всегда есть пространство " -"для улучшений и пользовательский интерфейс постоянно совершенствуется." - -msgid "" -"Of course, if you prefer, you can work with external programs. We officially " -"support importing 3D scenes designed in Blender_ and maintain plugins to " -"code in VSCode_ and Emacs_ for GDScript and C#. We also support Visual " -"Studio for C# on Windows." -msgstr "" -"Конечно, если вам предпочтительно, то вы можете работать и с внешними " -"программами. Мы официально поддерживаем импорт 3D-сцен, созданных в Blender_ " -"и поддерживаем плагины для кодинга в VSCode_ и Emacs_ для GDScript и C#. " -"Также мы поддерживаем Visual Studio для C# на Windows." - -msgid "Programming languages" -msgstr "Языки программирования" - -msgid "Let's talk about the available programming languages." -msgstr "Давайте поговорим о поддерживаемых языках программирования." - -msgid "" -"You can code your games using :ref:`GDScript `, a Godot-specific and tightly integrated language with a " -"lightweight syntax, or :ref:`C# `, which is popular " -"in the games industry. These are the two main scripting languages we support." -msgstr "" -"Вы можете программировать свои игры используя :ref:`GDScript `, специально созданный и встроенный в Godot язык с " -"легким синтаксисом, или :ref:`C# `, который " -"популярен в игровой индустрии. Это два основных поддерживаемых языка " -"написания скриптов." - -msgid "" -"With the GDExtension technology, you can also write gameplay or high-" -"performance algorithms in C or C++ without recompiling the engine. You can " -"use this technology to integrate third-party libraries and other Software " -"Development Kits (SDK) in the engine." -msgstr "" -"С помощью технологии GDExtension вы также можете писать игровой процесс или " -"высокопроизводительные алгоритмы на C или C++ без перекомпиляции движка. Вы " -"можете использовать эту технологию для интеграции сторонних библиотек и " -"других комплектов разработки программного обеспечения (SDK) в движок." - -msgid "" -"Of course, you can also directly add modules and features to the engine, as " -"it's completely free and open source." -msgstr "" -"И конечно вы можете добавлять в движок собственные модули и функции, так как " -"он полностью бесплатный и имеет открытый исходный код." - -msgid "What do I need to know to use Godot?" -msgstr "Что мне нужно знать для того, чтобы использовать Godot?" - -msgid "" -"Godot is a feature-packed game engine. With its thousands of features, there " -"is a lot to learn. To make the most of it, you need good programming " -"foundations. While we try to make the engine accessible, you will benefit a " -"lot from knowing how to think like a programmer first." -msgstr "" -"Godot - это многофункциональный игровой движок. Благодаря тысячам функций " -"его можно долго изучать. Для того чтобы максимально использовать его " -"возможности, необходимы хорошие знания в программировании. Хотя мы стараемся " -"сделать движок доступным, вы получите большую пользу, если научитесь думать " -"как программист." - -msgid "" -"Godot relies on the object-oriented programming paradigm. Being comfortable " -"with concepts such as classes and objects will help you code efficiently in " -"it." -msgstr "" -"Godot опирается на парадигму объектно-ориентированного программирования. " -"Понимание таких понятий, как классы и объекты, поможет вам эффективно писать " -"код." - -msgid "" -"If you are entirely new to programming, we recommend following the `CS50 " -"open courseware`_ from Harvard University. It's a great free course that " -"will teach you everything you need to know to be off to a good start. It " -"will save you countless hours and hurdles learning any game engine afterward." -msgstr "" -"Если вы новичок в программировании, мы рекомендуем пройти курс `CS50 open " -"courseware`_ от Гарвардского университета. Это отличный бесплатный курс, " -"который научит вас всему, что вам нужно знать. Это сэкономит вам " -"бесчисленное количество часов и избавит от проблем в дальнейшем изучении " -"любого игрового движка." - -msgid "" -"In CS50, you will learn multiple programming languages. Don't be afraid of " -"that: programming languages have many similarities. The skills you learn " -"with one language transfer well to others." -msgstr "" -"В CS50 вы изучите несколько языков программирования. Не бойтесь этого: языки " -"программирования имеют много общего. Навыки, которые вы приобретаете с " -"помощью одного языка, хорошо переносятся на другие." - -msgid "" -"We will provide you with more Godot-specific learning resources in :ref:" -"`doc_learning_new_features`." -msgstr "" -"Мы предоставим вам дополнительные учебные ресурсы, посвященные Godot, в " -"разделе :ref:`doc_learning_new_features`." - -msgid "" -"In the next part, you will get an overview of the engine's essential " -"concepts." -msgstr "В следующей части вы ознакомитесь с основными концепциями движка." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po b/sphinx/po/ru/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po deleted file mode 100644 index 043716b597..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po +++ /dev/null @@ -1,184 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Overview of Godot's key concepts" -msgstr "Обзор ключевых концепций Godot" - -msgid "" -"Every game engine revolves around abstractions you use to build your " -"applications. In Godot, a game is a **tree** of **nodes** that you group " -"together into **scenes**. You can then wire these nodes so they can " -"communicate using **signals**." -msgstr "" -"Каждый игровой движок основывается на абстракциях, которые используют для " -"сборки приложений. В Godot игра - это **дерево узлов**, сгруппированных в " -"**сцены**, которые могут обмениваться информацией с помощью **сигналов**." - -msgid "" -"These are the four concepts you will learn here. We're going to look at them " -"briefly to give you a sense of how the engine works. In the getting started " -"series, you will get to use them in practice." -msgstr "" -"Есть четыре основные концепции, с которыми вы познакомитесь. Мы рассмотрим " -"их кратко, чтобы дать представление о том, как работает движок. В цикле " -"«Начало работы» вы воспользуетесь ими на практике." - -msgid "Scenes" -msgstr "Сцены" - -msgid "" -"In Godot, you break down your game in reusable scenes. A scene can be a " -"character, a weapon, a menu in the user interface, a single house, an entire " -"level, or anything you can think of. Godot's scenes are flexible; they fill " -"the role of both prefabs and scenes in some other game engines." -msgstr "" -"В Godot вы разбиваете свою игру на многократно используемые сцены. Сцена " -"может быть персонажем, оружием, меню пользовательского интерфейса, отдельным " -"домом, целым уровнем или всем, что вы можете придумать. Сцены Godot гибки; " -"они одновременно выполняют роль префабов и сцен из некоторых других игровых " -"движков." - -msgid "" -"You can also nest scenes. For example, you can put your character in a " -"level, and drag and drop a scene as a child of it." -msgstr "" -"Вы также можете вкладывать сцены. Например, вы можете поместить своего " -"персонажа на уровень и перетащить сцену как его дочерний элемент." - -msgid "Nodes" -msgstr "Узлы" - -msgid "" -"A scene is composed of one or more **nodes**. Nodes are your game's smallest " -"building blocks that you arrange into trees. Here's an example of a " -"character's nodes." -msgstr "" -"Сцена состоит из одного или большего числа **узлов**. Узлы — самые маленькие " -"строительные блоки вашей игры, которые вы выстраиваете в деревья. Это пример " -"узла, содержащего персонажа." - -msgid "" -"It is made of a ``CharacterBody2D`` node named \"Player\", a ``Camera2D``, a " -"``Sprite2D``, and a ``CollisionShape2D``." -msgstr "" -"Здесь он состоит из узла ``CharacterBody2D`` с именем \"Player\", " -"``Camera2D``, ``Sprite2D`` и ``CollisionShape2D``." - -msgid "" -"The node names end with \"2D\" because this is a 2D scene. Their 3D " -"counterparts have names that end with \"3D\". Be aware that \"Spatial\" " -"Nodes are now called \"Node3D\" starting with Godot 4." -msgstr "" -"Имена узлов заканчиваются на \"2D\" из-за того, что это 2D-сцена. Имена их " -"аналогов в 3D заканчиваются на \"3D\". Знайте, что узел \"Spatial\" теперь " -"называются \"Node3D\" начиная с Godot 4." - -msgid "" -"Notice how nodes and scenes look the same in the editor. When you save a " -"tree of nodes as a scene, it then shows as a single node, with its internal " -"structure hidden in the editor." -msgstr "" -"Заметьте, как одинаково выглядят узлы и сцены в редакторе. Когда вы " -"сохраняете древо узлов как сцену, она отображается одиночным узлом, " -"внутренняя структура которого скрыта в редакторе." - -msgid "" -"Godot provides an extensive library of base node types you can combine and " -"extend to build more powerful ones. 2D, 3D, or user interface, you will do " -"most things with these nodes." -msgstr "" -"Godot предоставляет обширную библиотеку базовых типов узлов, которые вы " -"можете совмещать и расширять для создания более функциональных. 2D, 3D или " -"пользовательский интерфейс — вы будете делать большинство вещей при помощи " -"этих узлов." - -msgid "The scene tree" -msgstr "Дерево сцены" - -msgid "" -"All your game's scenes come together in the **scene tree**, literally a tree " -"of scenes. And as scenes are trees of nodes, the scene tree also is a tree " -"of nodes. But it's easier to think of your game in terms of scenes as they " -"can represent characters, weapons, doors, or your user interface." -msgstr "" -"Все сцены вашей игры собираются вместе в **дереве сцены**, буквально в " -"дереве из сцен. И, так как сцены — деревья узлов, дерево сцены также " -"является деревом узлов. Но проще воспринимать вашу игру с точки зрения сцен, " -"поскольку они могут представлять персонажей, оружие, двери или " -"пользовательский интерфейс." - -msgid "Signals" -msgstr "Сигналы" - -msgid "" -"Nodes emit signals when some event occurs. This feature allows you to make " -"nodes communicate without hard-wiring them in code. It gives you a lot of " -"flexibility in how you structure your scenes." -msgstr "" -"Узлы транслируют сигнал, когда происходит какое-то событие. Эта возможность " -"позволяет задать взаимодействие узлов без жёсткого указания их в коде. Это " -"даёт вам большую гибкость в структурировании сцен." - -msgid "" -"Signals are Godot's version of the *observer* pattern. You can read more " -"about it here: https://gameprogrammingpatterns.com/observer.html" -msgstr "" -"Сигналы - это версия шаблона *наблюдатель* в Godot. Подробнее о нем вы " -"можете прочитать здесь: https://gameprogrammingpatterns.com/observer.html" - -msgid "" -"For example, buttons emit a signal when pressed. You can connect to this " -"signal to run code in reaction to this event, like starting the game or " -"opening a menu." -msgstr "" -"Например, кнопка посылает сигнал при нажатии. Вы можете подключить такой " -"сигнал для выполнения кода в ответ на это событие, к примеру, для начала " -"игры или открытия меню." - -msgid "" -"Other built-in signals can tell you when two objects collided, when a " -"character or monster entered a given area, and much more. You can also " -"define new signals tailored to your game." -msgstr "" -"Другие встроенные сигналы могут сообщить вам о столкновении двух объектов, о " -"том, что персонаж или монстр вошёл в заданную область, и многом другом. Вы " -"также можете определить новые сигналы, адаптированные к вашей игре." - -msgid "Summary" -msgstr "Подведение итогов" - -msgid "" -"Nodes, scenes, the scene tree, and signals are four core concepts in Godot " -"that you will manipulate all the time." -msgstr "" -"Узлы, сцены, дерево сцен и сигналы — четыре ключевых понятия в Godot, " -"которыми вы будете оперировать постоянно." - -msgid "" -"Nodes are your game's smallest building blocks. You combine them to create " -"scenes that you then combine and nest into the scene tree. You can then use " -"signals to make nodes react to events in other nodes or different scene tree " -"branches." -msgstr "" -"Узлы — это самые маленькие строительные блоки вашей игры. Вы комбинируете их " -"для создания сцен, которые, в свою очередь, объединяются и вкладываются в " -"дерево сцен. Вы можете использовать сигналы для задания реакции узла на " -"события в других узлах или различных ветвях дерева сцены." - -msgid "" -"After this short breakdown, you probably have many questions. Bear with us " -"as you will get many answers throughout the getting started series." -msgstr "" -"После этого краткого обзора, вы, наверное, имеете множество вопросов. " -"Потерпите, так как вы получите ответы на многие вопросы на протяжении цикла " -"«Начало работы»." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po b/sphinx/po/ru/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po deleted file mode 100644 index 0e7a40d542..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po +++ /dev/null @@ -1,75 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Learn to code with GDScript" -msgstr "Учимся программировать на GDScript" - -msgid "" -"In Godot, you can write code using the GDScript and C# programming languages." -msgstr "" -"В Godot можно писать код, используя языки программирования GDScript и C#." - -msgid "" -"If you are new to programming, we recommend starting with GDScript because " -"we designed it to be simpler than all-purpose languages like C#. It will be " -"both faster and easier to learn." -msgstr "" -"Если вы новичок в программировании, мы рекомендуем начать с GDScript, потому " -"что мы разработали его более простым, чем универсальные языки вроде C#. Он " -"будет быстрее и легче в освоении." - -msgid "" -"While GDScript is a language specific to Godot, the techniques you will " -"learn with it will apply to other programming languages." -msgstr "" -"Хотя GDScript - это язык, специфичный для Godot, техники, которые вы изучите " -"с его помощью, применимы и к другим языкам программирования." - -msgid "" -"Note that it is completely normal for a programmer to learn and use multiple " -"languages. Programming languages have more similarities than differences, so " -"once you know one, you can learn another much faster." -msgstr "" -"Обратите внимание, что для программиста совершенно нормально изучать и " -"использовать несколько языков. Языки программирования имеют больше сходств, " -"чем различий, поэтому, познакомившись с одним языком, вы сможете гораздо " -"быстрее освоить другой." - -msgid "Learn in your browser with the GDScript app" -msgstr "Изучайте в браузере с помощью приложения GDScript" - -msgid "" -"To learn GDScript, you can use the app Learn GDScript From Zero. It is a " -"complete beginner course with interactive practices you can do right in your " -"browser." -msgstr "" -"Для изучения GDScript вы можете воспользоваться приложением Learn GDScript " -"From Zero. Это полный курс для начинающих с интерактивными практическими " -"занятиями, которые можно выполнять прямо в браузере." - -msgid "Click here to access the app: `Learn GDScript From Zero app`_" -msgstr "" -"Щёлкните здесь, чтобы перейти к приложению: `Learn GDScript From Zero app`_" - -msgid "" -"This app is an open-source project. To report bugs or contribute, head to " -"the app's source code repository: `GitHub repository`_." -msgstr "" -"Это приложение - проект с открытым исходным кодом. Чтобы сообщить об ошибках " -"или внести свой вклад, зайдите в репозиторий исходного кода приложения: " -"`GitHub repository`_." - -msgid "" -"In the next part, you will get an overview of the engine's essential " -"concepts." -msgstr "В следующей части вы ознакомитесь с основными концепциями движка." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/introduction/learning_new_features.po b/sphinx/po/ru/LC_MESSAGES/getting_started/introduction/learning_new_features.po deleted file mode 100644 index 46e11dd2cb..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/introduction/learning_new_features.po +++ /dev/null @@ -1,310 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Learning new features" -msgstr "Изучение новых функций" - -msgid "" -"Godot is a feature-rich game engine. There is a lot to learn about it. This " -"page explains how you can use the online manual, built-in code reference, " -"and join online communities to learn new features and techniques." -msgstr "" -"Godot - это игровой движок с очень богатым функционалом. Вам многое " -"предстоит изучить. На этой странице объясняется, как использовать онлайн-" -"руководство, встроенный справочник кода и присоединиться к онлайн-" -"сообществам для изучения новых возможностей и техник." - -msgid "Making the most of this manual" -msgstr "Как выжать максимум из этого руководства" - -msgid "" -"What you are reading now is the user manual. It documents each of the " -"engine's concepts and available features. When learning a new topic, you can " -"start by browsing the corresponding section of this website. The left menu " -"allows you to explore broad topics while the search bar will help you find " -"more specific pages. If a page exists for a given theme, it will often link " -"to more related content." -msgstr "" -"То, что вы сейчас читаете — это руководство пользователя. В нем описаны все " -"понятия и доступные функции в Godot. При изучении новой темы вы можете " -"начать с просмотра соответствующего раздела этого сайта. Левое меню " -"позволяет рассмотреть основные темы, а строка поиска поможет вам найти более " -"конкретные страницы. Если по нужной вам теме существует страница, на ней " -"часто можно найти ссылки на более близкие материалы." - -msgid "" -"The manual has a companion class reference that explains each Godot class's " -"available functions and properties when programming. While the manual covers " -"general features, concepts, and how to use the editor, the reference is all " -"about using Godot's scripting API (Application Programming Interface). You " -"can access it both online and offline. We recommend browsing the reference " -"offline, from within the Godot editor. To do so, go to Help -> Search Help " -"or press :kbd:`F1`." -msgstr "" -"К руководству прилагается справочник классов, который объясняет доступные " -"функции и свойства каждого класса Godot при программировании. В то время как " -"в руководстве рассматриваются общие особенности, концепции и способы " -"использования редактора, справочник посвящён использованию API (интерфейса " -"прикладного программирования) Godot для создания скриптов. Вы можете " -"получить доступ к нему как онлайн, так и офлайн. Мы рекомендуем " -"просматривать справочник в автономном режиме, не выходя из редактора Godot. " -"Для этого перейдите в раздел Справка (Help) -> Поиск в справке (Search Help) " -"или нажмите :kbd:`F1`." - -msgid "" -"To browse it online, head to the manual's :ref:`Class Reference " -"` section." -msgstr "" -"Чтобы просмотреть его онлайн, перейдите в раздел руководства :ref:" -"`Справочник по классам `." - -msgid "A class reference's page tells you:" -msgstr "Страница ссылки на класс сообщает вам:" - -msgid "" -"Where the class exists in the inheritance hierarchy. You can click the top " -"links to jump to parent classes and see the properties and methods a type " -"inherits." -msgstr "" -"Где класс находится в иерархии наследования. Вы можете кликнуть на ссылки " -"сверху, чтобы перейти к родительским классам и увидеть, какие свойства и " -"методы наследуются." - -msgid "A summary of the class's role and use cases." -msgstr "Краткая сводка о роли класса и вариантах использования." - -msgid "" -"An explanation of the class's properties, methods, signals, enums, and " -"constants." -msgstr "Объяснение свойств, методов, сигналов, перечислений и констант класса." - -msgid "Links to manual pages further detailing the class." -msgstr "Ссылки на страницы руководства с более подробной информацией о классе." - -msgid "" -"If the manual or class reference is missing or has insufficient information, " -"please open an Issue in the official `godot-docs `_ GitHub repository to report it." -msgstr "" -"Если руководство или ссылка на класс отсутствует или содержит недостаточно " -"информации, откройте проблему в официальном репозитории `godot-docs `_ GitHub, чтобы сообщить об этом." - -msgid "" -"You can hold :kbd:`Ctrl` (macOS :kbd:`Cmd`) and then mouseover text like the " -"name of a class, property, method, signal, or constant to underline it, " -"then :kbd:`Ctrl + Click` (macOS :kbd:`Cmd + Click`) it to jump to it." -msgstr "" -"Вы можете зажать :kbd:`Ctrl` (:kbd:`Cms` на macOS) и навестись на имя " -"класса, свойства, метода, сигнала или константы, для того чтобы подчеркнуть " -"его, а затем кликнуть, чтобы перейти к нему." - -msgid "Learning to think like a programmer" -msgstr "Учимся думать как программист" - -msgid "" -"Teaching programming foundations and how to think like a game developer is " -"beyond the scope of Godot's documentation. If you're new to programming, we " -"recommend two excellent free resources to get you started:" -msgstr "" -"Обучение основам программирования и тому, как думать как разработчик игр, " -"выходит за рамки документации Godot. Если вы новичок в программировании, то " -"мы рекомендуем два отличных бесплатных ресурса для начала:" - -msgid "" -"Harvard university offers a free courseware to learn to program, `CS50 " -"`_. It will teach you programming fundamentals, " -"how code works, and how to think like a programmer. These skills are " -"essential to become a game developer and learn any game engine efficiently. " -"You can see this course as an investment that will save you time and trouble " -"when you learn to create games." -msgstr "" -"Гарвардский университет предлагает бесплатный курс обучения программированию " -"`CS50 `_. Он научит вас основам " -"программирования, тому, как работает код и как мыслить как программист. Эти " -"навыки необходимы для того, чтобы стать разработчиком игр и эффективно " -"изучать любой игровой движок. Вы можете рассматривать этот курс как " -"инвестицию, которая позволит сэкономить ваше время и избежать ошибок во " -"время создания игры." - -msgid "" -"If you prefer books, check out the free ebook `Automate The Boring Stuff " -"With Python `_ by Al Sweigart." -msgstr "" -"Если вы предпочитаете книги, ознакомьтесь с бесплатной электронной книгой " -"`Automate The Boring Stuff With Python `_ от Эл Свейгарт." - -msgid "Learning with the community" -msgstr "Обучение вместе с сообществом" - -msgid "" -"Godot has a growing community of users. If you're stuck on a problem or need " -"help to better understand how to achieve something, you can ask other users " -"for help on one of the many `active communities `_." -msgstr "" -"У Godot растущее сообщество пользователей. Если вы застряли на какой-то " -"проблеме или вам нужна помощь, чтобы лучше понять, как достичь какого-либо " -"результата, вы можете обратиться за помощью к другим пользователям в одном " -"из многочисленных `активных сообществ `_." - -msgid "" -"The best place to ask questions and find already answered ones is the " -"official `Questions & Answers `_ site. These " -"responses show up in search engine results and get saved, allowing other " -"users to benefit from discussions on the platform. Once you have asked a " -"question there, you can share its link on other social platforms. Before " -"asking a question, be sure to look for existing answers that might solve " -"your problem on this website or using your preferred search engine." -msgstr "" -"Лучшее место, где можно задать вопросы и найти на уже отвеченные — " -"официальный сайт `Questions & Answers `_. Эти " -"ответы появляются в результатах поисковых систем и сохраняются, позволяя " -"другим пользователям извлекать пользу из обсуждений на платформе. Задав " -"вопрос там, вы можете поделиться ссылкой на него в других социальных " -"платформах. Прежде чем задавать вопрос, обязательно посмотрите существующие " -"ответы, которые могут решить вашу проблему на этом сайте или найдите их с " -"помощью выбранной вами поисковой системы." - -msgid "" -"Asking questions well and providing details will help others answer you " -"faster and better. When asking questions, we recommend including the " -"following information:" -msgstr "" -"Правильно задавая вопросы и предоставляя подробную информацию, вы поможете " -"другим ответить вам быстрее и лучше. Задавая вопросы, мы рекомендуем " -"указывать следующую информацию:" - -msgid "" -"**Describe your goal**. You want to explain what you are trying to achieve " -"design-wise. If you are having trouble figuring out how to make a solution " -"work, there may be a different, easier solution that accomplishes the same " -"goal." -msgstr "" -"**Опишите свою цель**. Вы хотите объяснить, чего вы пытаетесь достичь с " -"точки зрения дизайна. Если у вас возникли проблемы с пониманием того, как " -"заставить решение работать, то возможно существует другое, более простое " -"решение, которое достигает той же цели." - -msgid "" -"If there is an error involved, **share the exact error message**. You can " -"copy the exact error message in the editor's Debugger bottom panel by " -"clicking the Copy Error icon. Knowing what it says can help community " -"members better identify how you triggered the error." -msgstr "" -"Если есть ошибка, **поделитесь точным сообщением об ошибке**. Вы можете " -"скопировать точное сообщение об ошибке в нижней панели Отладчика, щелкнув на " -"значок «Скопировать ошибку». Знание того, что там говорится, может помочь " -"членам сообщества лучше определить, как у вас получилось вызвать эту ошибку." - -msgid "" -"If there is code involved, **share a code sample**. Other users won't be " -"able to help you fix a problem without seeing your code. Share the code as " -"text directly. To do so, you can copy and paste a short code snippet in a " -"chat box, or use a website like `Pastebin `_ to share " -"long files." -msgstr "" -"Если речь идет о коде, ** поделитесь примером кода **. Другие пользователи " -"не смогут помочь вам устранить проблему, не увидев ваш код. Поделитесь кодом " -"в виде текста напрямую. Для этого вы можете скопировать и вставить короткий " -"фрагмент кода в окно чата или использовать такой веб-сайт, как `Pastebin " -"`_ для того, чтобы поделиться длинным файлом." - -msgid "" -"**Share a screenshot** of your *Scene* dock along with your written code. " -"Most of the code you write affects nodes in your scenes. As a result, you " -"should think of those scenes as part of your source code." -msgstr "" -"**Поделитесь снимком экрана** вашей вкладки *Scene* вместе с вашим " -"написанным кодом. Большая часть кода, который вы пишете, затрагивает узлы в " -"ваших сценах. В результате вы должны думать об этих сценах как о части " -"вашего исходного кода." - -msgid "" -"Also, please don't take a picture with your phone, the low quality and " -"screen reflections can make it hard to understand the image. Your operating " -"system should have a built-in tool to take screenshots with the :kbd:`PrtSc` " -"(Print Screen) key (macOS: use :kbd:`Cmd + Shift + 3` for a full screen " -"shot, `more information here `_)." -msgstr "" -"Кроме того, пожалуйста, не делайте снимок с помощью телефона, низкое " -"качество и отражения на экране могут затруднить понимание изображения. В " -"вашей операционной системе должен быть встроенный инструмент для создания " -"скриншотов с помощью клавиши :kbd:`PrtSc` (Print Screen) (на macOS " -"используйте :kbd:`Cmd + Shift + 3`, `больше информации здесь `_)." - -msgid "" -"Alternatively, you can use a program like `ShareX `_ " -"on Windows, or `FlameShot `_ on Linux." -msgstr "" -"В качестве альтернативы вы можете использовать такую программу, как `ShareX " -"`_ в Windows или `FlameShot `_ в Linux." - -msgid "" -"Sharing a video of your running game can also be really **useful to " -"troubleshoot your game**. You can use programs like `OBS Studio `_ and `Screen to GIF `_ to " -"capture your screen." -msgstr "" -"Передача видео вашей запущенной игры также может быть полезно **для " -"устранения неполадок в вашей игре**. Вы можете использовать такие программы, " -"как `OBS Studio `_ и `ScreenToGif `_ для захвата вашего экрана." - -msgid "" -"You can then use a service like `streamable `_ or a " -"cloud provider to upload and share your videos for free." -msgstr "" -"Затем вы можете использовать сервисы, например `streamable `_, или облачного провайдера, чтобы бесплатно загружать и " -"делиться своими видео." - -msgid "" -"If you're not using the stable version of Godot, please mention the version " -"you're using. The answer can be different as available features and the " -"interface evolve rapidly." -msgstr "" -"Если вы не используете стабильную версию Godot — пожалуйста, укажите версию, " -"которую вы используете. Ответ может быть другим, так как доступные функции и " -"интерфейс быстро развиваются." - -msgid "" -"Following these guidelines will maximize your chances of getting the answer " -"you're looking for. They will save time both for you and the persons helping " -"you." -msgstr "" -"Следование этим рекомендациям увеличит ваши шансы получить ответ, который вы " -"ищете. Они сэкономят время как вам, так и людям, помогающим вам." - -msgid "Community tutorials" -msgstr "Учебные пособия сообщества" - -msgid "" -"This manual aims to provide a comprehensive reference of Godot's features. " -"Aside from the 2D and 3D getting started series, it does not contain " -"tutorials to implement specific game genres. If you're looking for a " -"tutorial about creating a role-playing game, a platformer, or other, please " -"see :ref:`doc_community_tutorials`, which lists content made by the Godot " -"community." -msgstr "" -"Цель данного руководства - предоставить исчерпывающий справочник по " -"возможностям Godot. За исключением справочных материалов по 2D и 3D, " -"посвященных началу работы, оно не содержит уроков по реализации конкретных " -"игровых жанров. Если вы ищете руководства по созданию ролевых игр, " -"платформеров или прочих игр, пожалуйста, обратитесь к :ref:" -"`doc_community_tutorials`, где перечислены материалы, созданные сообществом " -"Godot." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/index.po deleted file mode 100644 index e1fb68024b..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/index.po +++ /dev/null @@ -1,41 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Step by step" -msgstr "Шаг за шагом" - -msgid "" -"This series builds upon the :ref:`Introduction to Godot ` and will get you started with the editor and the engine. You " -"will learn more about nodes and scenes, code your first classes with " -"GDScript, use signals to make nodes communicate with one another, and more." -msgstr "" -"Эта серия построена на основе :ref:`введения в Godot ` и поможет вам начать работу с редактором и движком. Вы " -"узнаете больше об узлах и сценах, создадите свои первые классы на GDScript, " -"будете использовать сигналы для связи узлов друг с другом и сделайте многое " -"другое." - -msgid "" -"The following lessons are here to prepare you for :ref:" -"`doc_your_first_2d_game`, a step-by-step tutorial where you will code a game " -"from scratch. By the end of it, you will have the necessary foundations to " -"explore more features in other sections. We also included links to pages " -"that cover a given topic in-depth where appropriate." -msgstr "" -"Представленные ниже уроки призваны подготовить вас к прохождению цикла :ref:" -"`doc_your_first_2d_game` – пошаговым урокам, где вы запрограммируете игру с " -"нуля. К его концу вы обретёте все необходимые фундаментальные навыки для " -"изучения остальных возможностей движка, описанных на других страницах " -"документации. Мы также включили ссылки на страницы, которые более подробно " -"освещают ту или иную тему, где это уместно." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/instancing.po deleted file mode 100644 index 55dd77ea55..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ /dev/null @@ -1,400 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating instances" -msgstr "Создание экземпляров" - -msgid "" -"In the previous part, we saw that a scene is a collection of nodes organized " -"in a tree structure, with a single node as its root. You can split your " -"project into any number of scenes. This feature helps you break down and " -"organize your game's different components." -msgstr "" -"В предыдущей части мы увидели, что сцена - это набор узлов, организованных в " -"древовидную структуру, корнем которой является один узел. Вы можете " -"разделить свой проект на любое количество сцен. Эта функция поможет вам " -"разбить и организовать различные компоненты вашей игры." - -msgid "" -"You can create as many scenes as you'd like and save them as files with the " -"``.tscn`` extension, which stands for \"text scene\". The ``label.tscn`` " -"file from the previous lesson was an example. We call those files \"Packed " -"Scenes\" as they pack information about your scene's content." -msgstr "" -"Вы можете создавать сколько угодно сцен и сохранять их как файлы с " -"расширением ``.tscn``, что означает \"текстовая сцена\" (\"text scene\"). В " -"качестве примера можно привести файл ``label.tscn`` из предыдущего урока. Мы " -"называем эти файлы \"упакованными сценами\", поскольку они содержат " -"информацию о содержимом сцены." - -msgid "" -"Here's an example of a ball. It's composed of a :ref:`RigidBody2D " -"` node as its root named Ball, which allows the ball to " -"fall and bounce on walls, a :ref:`Sprite2D ` node, and a :" -"ref:`CollisionShape2D `." -msgstr "" -"Вот пример мяча. Он состоит из :ref:`RigidBody2D ` " -"являющегося корневым узлом с именем Ball, который позволяет мячу падать и " -"отскакивать от стен, узла :ref:`Sprite2D ` и узла :ref:" -"`CollisionShape2D`." - -msgid "" -"Once you have saved a scene, it works as a blueprint: you can reproduce it " -"in other scenes as many times as you'd like. Replicating an object from a " -"template like this is called **instancing**." -msgstr "" -"Если вы сохранили сцену, она работает как шаблон: вы можете воспроизводить " -"её в других сценах столько раз, сколько захотите. Воспроизведение объекта по " -"шаблону называется **инстанцирование** (от слова instance - \"экземпляр\")." - -msgid "" -"As we mentioned in the previous part, instanced scenes behave like a node: " -"the editor hides their content by default. When you instance the Ball, you " -"only see the Ball node. Notice also how each duplicate has a unique name." -msgstr "" -"Как мы упоминали в предыдущей части, инстанцированные сцены ведут себя как " -"узлы: редактор скрывает их содержимое по умолчанию. При экземпляре Ball " -"отображается только узел Ball. Обратите внимание, что каждый дубликат имеет " -"уникальное имя." - -msgid "" -"Every instance of the Ball scene starts with the same structure and " -"properties as ``ball.tscn``. However, you can modify each independently, " -"such as changing how they bounce, how heavy they are, or any property " -"exposed by the source scene." -msgstr "" -"Каждый экземпляр сцены Ball начинает с той же структуры и свойств, что и " -"``ball.tscn``. Однако вы можете изменять каждый из них независимо, например, " -"изменять то, как они отскакивают, сколько они весят, или любое свойство, " -"открытое исходной сценой." - -msgid "In practice" -msgstr "На практике" - -msgid "" -"Let's use instancing in practice to see how it works in Godot. We invite you " -"to download the ball's sample project we prepared for you: " -"`instancing_starter.zip `_." -msgstr "" -"Давайте воспользуемся созданием экземпляров (инстанцированием) на практике, " -"чтобы увидеть, как именно оно работает в Godot. Загрузим проект с мячом, " -"который мы подготовили для вас: `instancing_starter.zip `_." - -msgid "" -"Extract the archive on your computer. To import it, you need the Project " -"Manager. The Project Manager is accessed by opening Godot, or if you already " -"have Godot opened, click on *Project -> Quit to Project List* (:kbd:`Ctrl + " -"Shift + Q`, :kbd:`Ctrl + Option + Cmd + Q` on macOS)" -msgstr "" -"Распакуйте архив на своём компьютере. Для его импорта вам потребуется " -"Менеджер Проектов. Менеджер Проектов доступен при открытии Godot, либо, если " -"вы уже открыли Godot, кликните на *Проект -> Выйти в список проектов* " -"(Project -> Quit to Project List) (:kbd:`Ctrl + Shift + Q`, :kbd:`Ctrl + " -"Option + Cmd + Q` на macOS)" - -msgid "" -"In the Project Manager, click the *Import* button to import the project." -msgstr "" -"В Менеджере Проектов нажмите кнопку *Import*, чтобы импортировать проект." - -msgid "" -"In the pop-up that appears navigate to the folder you extracted. Double-" -"click the ``project.godot`` file to open it." -msgstr "" -"В появившемся окне перейдите в папку, которую вы извлекли. Дважды щёлкните " -"по файлу ``project.godot``, чтобы открыть его." - -msgid "Finally, click the Import & Edit button." -msgstr "" -"Наконец, нажмите кнопку **Import & Edit button** (Импорт и редактирование)." - -msgid "" -"The project contains two packed scenes: ``main.tscn``, containing walls " -"against which the ball collides, and ``ball.tscn``. The Main scene should " -"open automatically. If you're seeing an empty 3D scene instead of the main " -"scene, click the 2D button at the top of the screen." -msgstr "" -"Проект содержит две упакованные сцены: ``main.tscn``, содержащую стены, о " -"которые ударяется мяч, и ``ball.tscn``. Главная сцена должна открыться " -"автоматически. Если вместо основной сцены вы видите пустую 3D сцену, " -"кликните на кнопку 2D в верхней части экрана." - -msgid "" -"Let's add a ball as a child of the Main node. In the Scene dock, select the " -"Main node. Then, click the link icon at the top of the scene dock. This " -"button allows you to add an instance of a scene as a child of the currently " -"selected node." -msgstr "" -"Добавим шар в качестве дочернего элемента узла Main. В панели Scene выберите " -"узел Main. Затем щёлкните значок ссылки в верхней части панели Scene. Эта " -"кнопка позволяет добавить экземпляр сцены и сделать его дочерним узлом " -"выбранного в данный момент узла." - -msgid "Double-click the ball scene to instance it." -msgstr "Дважды щелкните на сцену с шаром, чтобы создать ее экземпляр." - -msgid "The ball appears in the top-left corner of the viewport." -msgstr "Шар появляется в левом верхнем углу области просмотра." - -msgid "Click on it and drag it towards the center of the view." -msgstr "Нажмите на него и перетащите его к центру вида." - -msgid "" -"Play the game by pressing :kbd:`F5` (:kbd:`Cmd + B` on macOS). You should " -"see it fall." -msgstr "" -"Запустите игру, нажав :kbd:`F5` (:kbd:`Cmd + B` на macOS). Вы должны " -"увидеть, как он падает." - -msgid "" -"Now, we want to create more instances of the Ball node. With the ball still " -"selected, press :kbd:`Ctrl + D` (:kbd:`Cmd + D` on macOS) to call the " -"duplicate command. Click and drag to move the new ball to a different " -"location." -msgstr "" -"Теперь мы хотим создать больше экземпляров узла Ball. Когда шар все ещё " -"выделен, нажмите :kbd:`Ctrl-D` (:kbd:`Cmd-D` на macOS), чтобы вызвать " -"команду дублирования. Щелкните и перетащите, чтобы переместить новый шар в " -"другое место." - -msgid "You can repeat this process until you have several in the scene." -msgstr "" -"Вы можете повторять этот процесс до тех пор, пока в сцене не появятся " -"несколько." - -msgid "" -"Play the game again. You should now see every ball fall independently from " -"one another. This is what instances do. Each is an independent reproduction " -"of a template scene." -msgstr "" -"Запустите в игру ещё раз. Теперь вы должны увидеть, что каждый шарик падает " -"независимо друг от друга. Это то, что делают экземпляры. Каждый из них " -"является независимым экземпляром сцены-шаблона." - -msgid "Editing scenes and instances" -msgstr "Редактирование сцен и экземпляров" - -msgid "There is more to instances. With this feature, you can:" -msgstr "И это ещё не всё. С помощью этой особенности вы можете:" - -msgid "" -"Change the properties of one ball without affecting the others using the " -"Inspector." -msgstr "" -"Измените свойства одного шара, не затрагивая другие, с помощью Инспектора." - -msgid "" -"Change the default properties of every Ball by opening the ``ball.tscn`` " -"scene and making a change to the Ball node there. Upon saving, all instances " -"of the Ball in the project will see their values update." -msgstr "" -"Измените свойства по умолчанию для каждого шара, открыв сцену ``ball.tscn`` " -"и внеся изменения в узел Ball там. После сохранения, все экземпляры Ball в " -"проекте получат новые значения параметров." - -msgid "" -"Changing a property on an instance always overrides values from the " -"corresponding packed scene." -msgstr "" -"Изменение свойства экземпляра всегда переопределяет значения из " -"соответствующей упакованной сцены." - -msgid "" -"Set its Bounce property to ``0.5`` by clicking on the number field, typing " -"``0.5``, and pressing :kbd:`Enter`." -msgstr "" -"Установите свойство Отскакивание (Bounce) в ``0.5``, щелкнув по полю с " -"цифрами, введя ``0.5`` и нажав :kbd:`Enter`." - -msgid "" -"Play the game by pressing :kbd:`F5` (:kbd:`Cmd + B` on macOS) and notice how " -"all balls now bounce a lot more. As the Ball scene is a template for all " -"instances, modifying it and saving causes all instances to update " -"accordingly." -msgstr "" -"Запустите игру, нажав :kbd:`F5` (:kbd:`Cmd + B` на macOS), и обратите " -"внимание, что все мячи теперь отскакивают гораздо сильнее. Поскольку сцена " -"\"Ball\" является шаблоном для всех экземпляров, её изменение и сохранение " -"приводит к соответствующему обновлению всех экземпляров." - -msgid "" -"Let's now adjust an individual instance. Head back to the Main scene by " -"clicking on the corresponding tab above the viewport." -msgstr "" -"Теперь давайте настроим отдельный экземпляр. Вернитесь к главной сцене, " -"нажав на соответствующую вкладку над окном просмотра." - -msgid "" -"Select one of the instanced Ball nodes and, in the Inspector, set its " -"Gravity Scale value to ``10``." -msgstr "" -"Выберите один из экземпляров узла Ball и в инспекторе установите значение " -"Gravity Scale равным ``10``." - -msgid "A grey \"revert\" button appears next to the adjusted property." -msgstr "Рядом с измененным свойством появится серая кнопка «вернуть»." - -msgid "" -"This icon indicates you are overriding a value from the source packed scene. " -"Even if you modify the property in the original scene, the value override " -"will be preserved in the instance. Clicking the revert icon will restore the " -"property to the value in the saved scene." -msgstr "" -"Этот значок указывает на то, что вы переопределяете значение из исходной " -"упакованной сцены. Даже если вы измените свойство в исходной сцене, " -"переопределение значения будет сохранено в экземпляре. Нажатие на значок " -"возврата приведет к восстановлению значения свойства в сохраненной сцене." - -msgid "" -"Rerun the game and notice how this ball now falls much faster than the " -"others." -msgstr "" -"Запустите игру заново и обратите внимание, что теперь этот шарик падает " -"гораздо быстрее остальных." - -msgid "" -"Resources are another essential building block of Godot games we will cover " -"in a later lesson." -msgstr "" -"Ресурсы - это ещё один важный компонент игры Godot, о котором мы расскажем в " -"одном из последующих уроков." - -msgid "Scene instances as a design language" -msgstr "Экземпляры сцены как дизайн языка" - -msgid "" -"Instances and scenes in Godot offer an excellent design language, setting " -"the engine apart from others out there. We designed Godot around this " -"concept from the ground up." -msgstr "" -"Экземпляры и сцены в Godot предлагают отличный язык проектирования, выделяя " -"движок среди других. Мы с самого начала разрабатывали Godot с учетом этой " -"концепции." - -msgid "" -"We recommend dismissing architectural code patterns when making games with " -"Godot, such as Model-View-Controller (MVC) or Entity-Relationship diagrams. " -"Instead, you can start by imagining the elements players will see in your " -"game and structure your code around them." -msgstr "" -"При создании игр с Godot мы рекомендуем отказаться от архитектурных шаблонов " -"кода, таких как Model-View-Controller (MVC) или диаграммы Entity-" -"Relationship. Вместо этого вы можете начать с того, чтобы представить себе " -"элементы, которые игроки увидят в вашей игре, и структурировать код вокруг " -"них." - -msgid "For example, you could break down a shooter game like so:" -msgstr "Например, вот как можно представить себе простой шутер:" - -msgid "" -"You can come up with a diagram like this for almost any type of game. Each " -"rectangle represents an entity that's visible in the game from the player's " -"perspective. The arrows tell you which scene owns which." -msgstr "" -"Подобную диаграмму можно придумать практически для любого типа игры. Каждый " -"прямоугольник представляет сущность, которая видна в игре с точки зрения " -"игрока. Стрелки указывают, какая сцена чем владеет." - -msgid "" -"Once you have a diagram, we recommend creating a scene for each element " -"listed in it to develop your game. You'll use instancing, either by code or " -"directly in the editor, to build your tree of scenes." -msgstr "" -"Когда у вас будет диаграмма, то для разработки вашей игры мы рекомендуем " -"создать сцену для каждого элемента, перечисленного в ней. Для построения " -"дерева сцен вы будете использовать инстацирование (создание экземпляров), " -"либо с помощью кода, либо непосредственно в редакторе." - -msgid "" -"Programmers tend to spend a lot of time designing abstract architectures and " -"trying to fit components into it. Designing based on scenes makes " -"development faster and more straightforward, allowing you to focus on the " -"game logic itself. Because most game components map directly to a scene, " -"using a design based on scene instantiation means you need little other " -"architectural code." -msgstr "" -"Программисты обычно тратят много времени на проектирование абстрактных " -"архитектур и попытки вписать в них компоненты. Проектирование на основе сцен " -"ускоряет и упрощает разработку, позволяя сосредоточиться на логике игры. " -"Поскольку большинство компонентов игры напрямую связаны со сценами, " -"использование дизайна, основанного на экземплярах сцен, означает, что вам " -"нужен немного другой архитектурный код." - -msgid "" -"Here's the example of a scene diagram for an open-world game with tons of " -"assets and nested elements:" -msgstr "" -"Вот пример диаграммы сцены для игры с открытым миром с множеством ресурсов и " -"вложенных элементов:" - -msgid "" -"Imagine we started by creating the room. We could make a couple of different " -"room scenes, with unique arrangements of furniture in them. Later, we could " -"make a house scene that uses multiple room instances for the interior. We " -"would create a citadel out of many instanced houses and a large terrain on " -"which we would place the citadel. Each of these would be a scene instancing " -"one or more sub-scenes." -msgstr "" -"Представьте, что мы начали с создания комнаты. Мы могли бы сделать пару " -"разных комнатных сцен с уникальной расстановкой мебели в них. Позже мы могли " -"бы создать сцену дома, в которой для интерьера использовалось бы несколько " -"экземпляров комнаты. Мы создадим цитадель из множества экземпляров домов и " -"большого ландшафта, на котором мы разместим цитадель. Каждая из них будет " -"сценой, создающей одну или несколько вложенных сцен." - -msgid "" -"Later, we could create scenes representing guards and add them to the " -"citadel. They would be indirectly added to the overall game world." -msgstr "" -"Позже мы можем создать сцены, которые представляют собой стражников, и " -"добавить их в нашу крепость. Потом, они будут добавлены в общий игровой мир." - -msgid "" -"With Godot, it's easy to iterate on your game like this, as all you need to " -"do is create and instantiate more scenes. We designed the editor to be " -"accessible to programmers, designers, and artists alike. A typical team " -"development process can involve 2D or 3D artists, level designers, game " -"designers, and animators, all working with the Godot editor." -msgstr "" -"С помощью Godot можно легко итерационно дорабатывать игру, ведь всё, что вам " -"нужно - это создавать и инстанцировать новые сцены. Мы разработали редактор " -"так, чтобы он был доступен и программистам, и дизайнерам, и художникам. В " -"типичном процессе командной разработки могут участвовать 2D или 3D " -"художники, дизайнеры уровней, гейм-дизайнеры и аниматоры, и все они работают " -"с редактором Godot." - -msgid "Summary" -msgstr "Подведение итогов" - -msgid "" -"Instancing, the process of producing an object from a blueprint, has many " -"handy uses. With scenes, it gives you:" -msgstr "" -"Инстанцирование, процесс создания объекта из шаблона имеет множество " -"полезных применений. Со сценами это даёт вам:" - -msgid "The ability to divide your game into reusable components." -msgstr "" -"Возможность разделить свою игру на многократно используемые компоненты." - -msgid "A tool to structure and encapsulate complex systems." -msgstr "Инструмент для структурирования и инкапсуляции сложных систем." - -msgid "" -"A language to think about your game project's structure in a natural way." -msgstr "" -"Язык, позволяющий думать о структуре вашего игрового проекта естественным " -"образом." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po deleted file mode 100644 index f3fdd8c8eb..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po +++ /dev/null @@ -1,345 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Nodes and Scenes" -msgstr "Узлы и Сцены" - -msgid "" -"In :ref:`doc_key_concepts_overview`, we saw that a Godot game is a tree of " -"scenes and that each scene is a tree of nodes. In this lesson, we explain a " -"bit more about them. You will also create your first scene." -msgstr "" -"В :ref:`doc_key_concepts_overview` мы увидели, что игра на Godot " -"представляет собой дерево сцен, и что каждая сцена представляет собой дерево " -"узлов. В этом уроке мы расскажем о них немного побольше. Также вы создадите " -"свою первую сцену." - -msgid "Nodes" -msgstr "Узлы" - -msgid "" -"**Nodes are the fundamental building blocks of your game**. They are like " -"the ingredients in a recipe. There are dozens of kinds that can display an " -"image, play a sound, represent a camera, and much more." -msgstr "" -"**Узлы — это фундаментальные строительные блоки вашей игры**. Они подобны " -"ингредиентам в рецепте. Существуют десятки их видов, которые могут " -"отображать изображение, воспроизводить звук, представлять камеру и многое " -"другое." - -msgid "All nodes have the following characteristics:" -msgstr "Все узлы имеют следующие атрибуты:" - -msgid "A name." -msgstr "Имя." - -msgid "Editable properties." -msgstr "Редактируемые свойства." - -msgid "They receive callbacks to update every frame." -msgstr "Они получают обратные вызовы для того, чтобы обновляться каждый кадр." - -msgid "You can extend them with new properties and functions." -msgstr "Вы можете расширить их новыми свойствами и функциями." - -msgid "You can add them to another node as a child." -msgstr "Вы можете добавить их в другой узел в качестве дочерних." - -msgid "" -"The last characteristic is important. **Together, nodes form a tree**, which " -"is a powerful feature to organize projects. Since different nodes have " -"different functions, combining them produces more complex behavior. As we " -"saw before, you can build a playable character the camera follows using a :" -"ref:`CharacterBody2D ` node, a :ref:`Sprite2D " -"` node, a :ref:`Camera2D ` node, and a :ref:" -"`CollisionShape2D ` node." -msgstr "" -"Последняя характеристика очень важна. **Вместе узлы образуют дерево**, " -"которое является мощной функцией для организации проектов. Поскольку разные " -"узлы имеют разные функции, их объединение позволяет получить более сложное " -"поведение. Как мы уже видели, вы можете создать играбельного персонажа, за " -"которым следует камера, используя узел :ref:`CharacterBody2D " -"`, узел :ref:`Sprite2D `, узел :ref:" -"`Camera2D ` и узел :ref:`CollisionShape2D " -"`." - -msgid "Scenes" -msgstr "Сцены" - -msgid "" -"When you organize nodes in a tree, like our character, we call this " -"construct a scene. Once saved, scenes work like new node types in the " -"editor, where you can add them as a child of an existing node. In that case, " -"the instance of the scene appears as a single node with its internals hidden." -msgstr "" -"Вы организуете узлы в дереве, подобно нашему персонажу, мы это называем " -"созданием сцены. После сохранения сцены работают как новые типы узлов в " -"редакторе, где вы можете добавить их в качестве дочернего элемента " -"существующего узла. В этом случае экземпляр сцены отображается как отдельный " -"узел со скрытыми внутренними элементами." - -msgid "" -"Scenes allow you to structure your game's code however you want. You can " -"**compose nodes** to create custom and complex node types, like a game " -"character that runs and jumps, a life bar, a chest with which you can " -"interact, and more." -msgstr "" -"Сцены позволяют вам структурировать код вашей игры так, как вы этого хотите. " -"Вы можете **компоновать узлы** для создания произвольных и сложных типов " -"узлов, таких как игровой персонаж, который бегает и прыгает, полосы жизни, " -"сундука, с которым можно взаимодействовать, и многого другого." - -msgid "" -"The Godot editor essentially is a **scene editor**. It has plenty of tools " -"for editing 2D and 3D scenes, as well as user interfaces. A Godot project " -"can contain as many of these scenes as you need. The engine only requires " -"one as your application's **main scene**. This is the scene Godot will first " -"load when you or a player runs the game." -msgstr "" -"По сути, редактор Godot - это **редактор сцен**. В нем есть множество " -"инструментов для редактирования 2D- и 3D-сцен, а также пользовательских " -"интерфейсов. Проект Godot может содержать столько сцен, сколько вам " -"необходимо. Движку же требуется только одна сцена - **главная сцена**. Это " -"сцена, которую Godot загрузит первой, когда вы или игрок запустите игру." - -msgid "On top of acting like nodes, scenes have the following characteristics:" -msgstr "" -"Помимо того, что сцены действуют как узлы, они обладают следующими " -"характеристиками:" - -msgid "They always have one root node, like the \"Player\" in our example." -msgstr "" -"Они всегда имеют один корневой узел, такой как \"Player\" в нашем примере." - -msgid "You can save them to your local drive and load them later." -msgstr "Вы можете сохранить их на вашем локальном диске и загрузить позже." - -msgid "" -"You can create as many instances of a scene as you'd like. You could have " -"five or ten characters in your game, created from your Character scene." -msgstr "" -"Вы можете создать столько экземпляров сцены, сколько захотите. В вашей игре " -"может быть пять или десять персонажей, созданных на основе сцены " -"\"Персонаж\"." - -msgid "Creating your first scene" -msgstr "Создание вашей первой сцены" - -msgid "" -"Let's create our first scene with a single node. To do so, you will need to :" -"ref:`create a new project ` first. " -"After opening the project, you should see an empty editor." -msgstr "" -"Давайте создадим нашу первую сцену с одним узлом. Для этого сначала нужно :" -"ref:`создать новый проект `. После " -"открытия проекта вы должны увидеть пустой редактор." - -msgid "" -"In an empty scene, the Scene dock on the left shows several options to add a " -"root node quickly. \"2D Scene\" adds a :ref:`Node2D ` node, " -"\"3D Scene\" adds a :ref:`Node3D ` node, and \"User " -"Interface\" adds a :ref:`Control ` node. These presets are " -"here for convenience; they are not mandatory. \"Other Node\" lets you select " -"any node to be the root node. In an empty scene, \"Other Node\" is " -"equivalent to pressing the \"Add Child Node\" button at the top-left of the " -"Scene dock, which usually adds a new node as a child of the currently " -"selected node." -msgstr "" -"В пустой сцене в доке Scene слева показано несколько вариантов быстрого " -"добавления корневого узла. \"2D Scene\" добавляет узел :ref:`Node2D " -"`, \"3D Scene\" добавляет узел :ref:`Node3D `, а " -"\"User Interface\" добавляет узел :ref:`Control `. Эти " -"пресеты приведены для удобства; они не являются обязательными. \"Other " -"Node\" позволяет выбрать любой узел в качестве корневого. В пустой сцене " -"\"Other Node\" эквивалентен нажатию кнопки \"Add Child Node\" (Добавить " -"дочерний узел) в левом верхнем углу панели Scene, которая обычно добавляет " -"новый узел в качестве дочернего узла текущего выбранного узла." - -msgid "" -"We're going to add a single :ref:`Label ` node to our scene. " -"Its function is to draw text on the screen." -msgstr "" -"Мы добавим в нашу сцену один узел :ref:`Label `. Его функция - " -"рисовать текст на экране." - -msgid "" -"Press the \"Add Child Node\" button or \"Other Node\" to create a root node." -msgstr "" -"Нажмите кнопку \"Добавить дочерний узел\" (\"Add Child Node\") или \"Другой " -"узел\" (\"Other Node\"), чтобы создать корневой узел." - -msgid "The Create Node dialog opens, showing the long list of available nodes." -msgstr "" -"Откроется диалоговое окно \"Create Node\" (Создать узел), в котором " -"отобразится длинный список доступных узлов." - -msgid "Select the Label node. You can type its name to filter down the list." -msgstr "" -"Выберите узел Label (Метка). Вы можете ввести его имя, чтобы отфильтровать " -"его по списку." - -msgid "" -"Click on the Label node to select it and click the Create button at the " -"bottom of the window." -msgstr "" -"Щелкните на узле Label, чтобы выделить его, и нажмите кнопку Создать " -"(Create) в нижней части окна." - -msgid "" -"A lot happens when you add a scene's first node. The scene changes to the 2D " -"workspace because Label is a 2D node type. The Label appears, selected, in " -"the top-left corner of the viewport. The node appears in the Scene dock on " -"the left, and the node's properties appear in the Inspector dock on the " -"right." -msgstr "" -"Многое происходит, когда вы добавляете первый узел сцены. Сцена изменится на " -"2D-пространство, поскольку Label является 2D-узлом. Label появится выбранным " -"в верхнем левом углу окна просмотра. Узел появится во вкладке Сцена (Scene) " -"слева, а свойства узла — во вкладке Инспектор (Inspector) справа." - -msgid "Changing a node's properties" -msgstr "Изменение свойств узла" - -msgid "" -"The next step is to change the Label's \"Text\" property. Let's change it to " -"\"Hello World\"." -msgstr "" -"Следующим шагом будет изменение свойства \"Text\" у Label. Давайте изменим " -"его на \"Hello World\"." - -msgid "" -"Head to the Inspector dock on the right of the viewport. Click inside the " -"field below the Text property and type \"Hello World\"." -msgstr "" -"Перейдите на вкладку Инспектор (Inspector, справа от окна просмотра). " -"Щелкните внутри поля под свойством Text и введите \"Hello World\"." - -msgid "You will see the text draw in the viewport as you type." -msgstr "Вы увидите, как текст отрисовывается в окне просмотра по мере ввода." - -msgid "" -"You can edit any property listed in the Inspector as we did with the Text. " -"For a complete reference of the Inspector dock, see :ref:" -"`doc_editor_inspector_dock`." -msgstr "" -"Вы можете изменить любое свойство, приведённое в Инспекторе (Inspector), как " -"мы сделали это с текстом (Text). Исчерпывающую информацию о панели Инспектор " -"(Inspector) смотрите в :ref:`doc_editor_inspector_dock`." - -msgid "" -"You can move your Label node in the viewport by selecting the move tool in " -"the toolbar." -msgstr "" -"Узел Label можно переместить в окне просмотра, выбрав инструмент перемещения " -"на панели инструментов." - -msgid "" -"With the Label selected, click and drag anywhere in the viewport to move it " -"to the center of the view delimited by the rectangle." -msgstr "" -"Когда метка выделена, нажмите и перетащите в любом месте области просмотра, " -"чтобы переместить ее в центр ограниченного прямоугольником вида." - -msgid "Running the scene" -msgstr "Запуск сцены" - -msgid "" -"Everything's ready to run the scene! Press the Play Scene button in the top-" -"right of the screen or press :kbd:`F6` (:kbd:`Cmd + R` on macOS)." -msgstr "" -"Все готово для запуска сцены! Нажмите кнопку Запустить сцену (Play Scene) в " -"правом верхнем углу экрана или нажмите :kbd:`F6` (:kbd:`Cmd + R` на macOS)." - -msgid "" -"A popup invites you to save the scene, which is required to run it. Click " -"the Save button in the file browser to save it as ``label.tscn``." -msgstr "" -"Во всплывающем окне предлагается сохранить сцену, что необходимо для её " -"запуска. Нажмите кнопку сохранения в обозревателе файлов, чтобы сохранить её " -"как ``label.tscn``." - -msgid "" -"The Save Scene As dialog, like other file dialogs in the editor, only allows " -"you to save files inside the project. The ``res://`` path at the top of the " -"window represents the project's root directory and stands for \"resource " -"path\". For more information about file paths in Godot, see :ref:" -"`doc_filesystem`." -msgstr "" -"Диалоговое окно \"Save Scene As\" (Сохранить сцену как), как и другие " -"диалоговые окна файлов в редакторе, позволяет сохранять файлы только внутри " -"проекта. Путь ``res://`` в верхней части окна представляет корневой каталог " -"проекта и расшифровывается как \"путь к ресурсу\". Дополнительные сведения о " -"путях к файлам в Godot см. в разделе :ref:`doc_filesystem`." - -msgid "" -"The application should open in a new window and display the text \"Hello " -"World\"." -msgstr "" -"Приложение должно открыться в новом окне и отобразить текст «Hello World»." - -msgid "" -"Close the window or press :kbd:`F8` (:kbd:`Cmd + .` on macOS) to quit the " -"running scene." -msgstr "" -"Закройте окно или нажмите :kbd:`F8` (:kbd:`Cmd + .` на macOS), чтобы выйти " -"из запущенной сцены." - -msgid "Setting the main scene" -msgstr "Настройка главной сцены" - -msgid "" -"To run our test scene, we used the Run Current Scene button. Another button " -"next to it allows you to set and run the project's main scene. You can " -"press :kbd:`F5` (:kbd:`Cmd + B` on macOS) to do so." -msgstr "" -"Для запуска тестовой сцены мы воспользовались кнопкой Запустить текущую " -"сцену (Run Current Scene). Еще одна кнопка рядом с ней позволяет установить " -"и запустить основную сцену проекта. Для этого можно нажать :kbd:`F5` (:kbd:" -"`Cmd + B` на macOS)." - -msgid "A popup window appears and invites you to select the main scene." -msgstr "Появится всплывающее окно, предлагающее выбрать основную сцену." - -msgid "" -"Click the Select button, and in the file dialog that appears, double click " -"on ``label.tscn``." -msgstr "" -"Нажмите кнопку Select (Выбрать) и в появившемся диалоговом окне дважды " -"щёлкните файл ``label.tscn``." - -msgid "" -"The demo should run again. Moving forward, every time you run the project, " -"Godot will use this scene as a starting point." -msgstr "" -"Демонстрация должна запуститься снова. В дальнейшем, каждый раз, когда вы " -"запускаете проект, Godot будет использовать эту сцену в качестве отправной " -"точки." - -msgid "" -"The editor saves the main scene's path in a project.godot file in your " -"project's directory. While you can edit this text file directly to change " -"project settings, you can also use the \"Project -> Project Settings\" " -"window to do so. For more information, see :ref:`doc_project_settings`." -msgstr "" -"Редактор сохраняет путь к главной сцене в файле project.godot, в директории " -"вашего проекта. Хотя вы можете редактировать этот текстовый файл напрямую, " -"чтобы изменить настройки проекта, вы также можете использовать для этого " -"окно \"Проект -> Настройки проекта\" (\"Project -> Project Settings\"). Для " -"получения дополнительной информации смотрите :ref:`doc_project_settings`." - -msgid "" -"In the next part, we will discuss another key concept in games and in Godot: " -"creating instances of a scene." -msgstr "" -"В следующей части мы обсудим еще одну ключевую концепцию в играх и в Godot: " -"создание экземпляров сцены." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po deleted file mode 100644 index e89f9088a1..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po +++ /dev/null @@ -1,436 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating your first script" -msgstr "Создание вашего первого скрипта" - -msgid "" -"In this lesson, you will code your first script to make the Godot icon turn " -"in circles using GDScript. As we mentioned :ref:`in the introduction `, we assume you have programming foundations. The " -"equivalent C# code has been included in another tab for convenience." -msgstr "" -"В этом уроке вы напишете свой первый скрипт для вращения иконки Godot " -"кругами, используя GDScript. Как мы упоминали :ref:`во Введении `, этот урок рассчитан на тех, кто обладает базовыми знаниями в " -"программировании. Для удобства, в другой вкладке приведен код на C#." - -msgid "" -"To learn more about GDScript, its keywords, and its syntax, head to the :ref:" -"`GDScript reference`." -msgstr "" -"Подробнее о GDScript, его ключевых словах и синтаксисе, читайте в :ref:" -"`Основы GDScript`." - -msgid "" -"To learn more about C#, head to the :ref:`C# basics ` page." -msgstr "" -"За дополнительной информацией по C#, обратитесь к странице: :ref:`Основы C# " -"`." - -msgid "Project setup" -msgstr "Настройка проекта" - -msgid "" -"Please :ref:`create a new project ` to " -"start with a clean slate. Your project should contain one picture: the Godot " -"icon, which we often use for prototyping in the community." -msgstr "" -"Пожалуйста, :ref:`создайте новый проект " -"`, чтобы начать с чистого листа. Ваш " -"проект должен содержать одно изображение: иконку Godot, которую мы в " -"сообществе часто используем для прототипирования." - -msgid "" -"We need to create a Sprite2D node to display it in the game. In the Scene " -"dock, click the Other Node button." -msgstr "" -"Нам нужно создать узел Sprite2D для отображения в игре. В панели Сцена " -"(Scene), кликните на кнопку Другой Узел (Other Node)." - -msgid "" -"Type \"Sprite2D\" in the search bar to filter nodes and double-click on " -"Sprite2D to create the node." -msgstr "" -"Наберите \"Sprite2D\" в поисковой строке, чтобы отобразились нужные узлы, " -"затем дважды кликните на Sprite2D, чтобы создать узел." - -msgid "Your Scene tab should now only have a Sprite2D node." -msgstr "Вкладка Сцена (Scene) теперь должна содержать только узел Sprite2D." - -msgid "" -"A Sprite2D node needs a texture to display. In the Inspector on the right, " -"you can see that the Texture property says \"[empty]\". To display the Godot " -"icon, click and drag the file ``icon.svg`` from the FileSystem dock onto the " -"Texture slot." -msgstr "" -"Узлу Sprite2D нужна текстура для отображения. В Инспекторе справа вы можете " -"увидеть, что в свойстве текстуры указано \"[пусто]\". Чтобы отобразить иноку " -"Godot, кликните и перетащите файл ``icon.png``из файловой системы панели на " -"слот текстуры." - -msgid "" -"You can create Sprite2D nodes automatically by dragging and dropping images " -"on the viewport." -msgstr "" -"Также вы можете создавать узлы Sprite2D автоматически, перетаскивая " -"изображения в окно просмотра." - -msgid "" -"Then, click and drag the icon in the viewport to center it in the game view." -msgstr "" -"Затем нажмите и перетащите значок в окне просмотра, чтобы отцентрировать его " -"в игровом представлении." - -msgid "Creating a new script" -msgstr "Создание нового скрипта" - -msgid "" -"To create and attach a new script to our node, right-click on Sprite2D in " -"the scene dock and select \"Attach Script\"." -msgstr "" -"Чтобы создать и прикрепить новый скрипт к нашему узлу, нажмите правой " -"кнопкой мыши на Sprite2D в панели сцены и выберите \"Прикрепить Скрипт\" " -"(Attach Script)." - -msgid "" -"The Attach Node Script window appears. It allows you to select the script's " -"language and file path, among other options." -msgstr "" -"Откроется окно \"Прикрепить скрипт\" (Attach Node Script). В этом окне вы " -"можете указать язык программирования скрипта, путь к файлу и другие " -"параметры." - -msgid "" -"Change the Template field from \"Node: Default\" to \"Object: Empty\" to " -"start with a clean file. Leave the other options set to their default values " -"and click the Create button to create the script." -msgstr "" -"Измените Template (Шаблон) с Default на Empty, чтобы начать с чистого файла. " -"Оставьте остальные параметры по умолчанию и нажмите кнопку Create (Создать), " -"чтобы создать скрипт." - -msgid "" -"C# script names need to match their class name. In this case, you should " -"name the file ``MySprite2D.cs``." -msgstr "" -"Названия скриптов C# должны совпадать с названием класса. В этом случае, вы " -"должны назвать файл ``MySprite2D.cs``." - -msgid "" -"The Script workspace should appear with your new ``sprite_2d.gd`` file open " -"and the following line of code:" -msgstr "" -"В рабочей области Script должен появиться новый файл ``sprite_2d.gd`` и " -"следующая строка кода:" - -msgid "" -"Every GDScript file is implicitly a class. The ``extends`` keyword defines " -"the class this script inherits or extends. In this case, it's ``Sprite2D``, " -"meaning our script will get access to all the properties and functions of " -"the Sprite2D node, including classes it extends, like ``Node2D``, " -"``CanvasItem``, and ``Node``." -msgstr "" -"Каждый файл GDScript неявно является классом. Ключевое слово ``extends`` " -"определяет класс, который наследует или расширяет данный скрипт. В этом " -"случае ``Sprite2D`` означает, что наш скрипт получит доступ к свойствам и " -"функциям узла ``Sprite2D``, включая классы, которые он расширяет, такие как " -"``Node2D``, ``CanvasItem`` и ``Node``." - -msgid "" -"In GDScript, if you omit the line with the ``extends`` keyword, your class " -"will implicitly extend :ref:`RefCounted `, which Godot " -"uses to manage your application's memory." -msgstr "" -"В GDScript, если вы опустите строку с ключевым словом ``extends``, ваш класс " -"будет неявно наследоваться от :ref:`RefCounted `, который " -"Godot использует для управления памятью вашего приложения." - -msgid "" -"Inherited properties include the ones you can see in the Inspector dock, " -"like our node's ``texture``." -msgstr "" -"К унаследованным свойствам относятся те, которые вы можете видеть в " -"инспекторе, например, ``texture`` узла." - -msgid "" -"By default, the Inspector displays a node's properties in \"Title Case\", " -"with capitalized words separated by a space. In GDScript code, these " -"properties are in \"snake_case\", which is lowercase with words separated by " -"an underscore." -msgstr "" -"По умолчанию, Инспектор отображает свойства узла в \"Title Case\", т.е. " -"заглавными буквами, а слова разделяются пробелами. В GDScript эти свойства " -"записываются в \"snake_case\", строчными буквами, а слова разделяются " -"подчеркиваниями." - -msgid "" -"You can hover over any property's name in the Inspector to see a description " -"and its identifier in code." -msgstr "" -"Вы можете навести курсор на имя любого свойства в инспекторе, и увидеть его " -"описание и идентификатор в коде." - -msgid "Hello, world!" -msgstr "Привет, мир!" - -msgid "" -"Our script currently doesn't do anything. Let's make it print the text " -"\"Hello, world!\" to the Output bottom panel to get started." -msgstr "" -"Наш скрипт ничего не делает. Давайте заставим его вывести \"Hello, world!\" " -"в панель вывода в нижней части экрана." - -msgid "Add the following code to your script:" -msgstr "Добавьте следующий код в ваш скрипт:" - -msgid "" -"Let's break it down. The ``func`` keyword defines a new function named " -"``_init``. This is a special name for our class's constructor. The engine " -"calls ``_init()`` on every object or node upon creating it in memory, if you " -"define this function." -msgstr "" -"Давайте разберём это. Слово ``func`` объявляет новую функцию ``_init``. Это " -"конструктор нашего класса. Движок вызывает ``_init`` при создании объекта в " -"памяти, если вы определили эту функцию." - -msgid "" -"GDScript is an indent-based language. The tab at the start of the line that " -"says ``print()`` is necessary for the code to work. If you omit it or don't " -"indent a line correctly, the editor will highlight it in red and display the " -"following error message: \"Indented block expected\"." -msgstr "" -"GDScript - язык с отступами. Отступ (табуляция) в начале строки ``print()`` " -"обязателен для работы кода. Если вы пропустите отступ или отступите " -"неправильно, редактор выделит строку красным и выведет сообщение:\"Indented " -"block expected\" (\"Блок отступа пропущен\")." - -msgid "" -"Save the scene as ``sprite_2d.tscn`` if you haven't already, then press :kbd:" -"`F6` (:kbd:`Cmd + R` on macOS) to run it. Look at the **Output** bottom " -"panel that expands. It should display \"Hello, world!\"." -msgstr "" -"Сохраните сцену как ``sprite_2d.tscn``, если ещё не сделали этого, затем " -"нажмите :kbd:`F6` (:kbd:`Cmd + R` на macOS) для запуска. Посмотрите в окно " -"вывода **Вывод** (Output) в панели внизу. Там должно отобразится \"Hello, " -"world!\"." - -msgid "" -"Delete the ``_init()`` function, so you're only left with the line ``extends " -"Sprite2D``." -msgstr "" -"Удалите функцию ``_init()``, оставив только строку ``extends Sprite2D``." - -msgid "Turning around" -msgstr "Поворот вокруг" - -msgid "" -"It's time to make our node move and rotate. To do so, we're going to add two " -"member variables to our script: the movement speed in pixels per second and " -"the angular speed in radians per second. Add the following after the " -"``extends Sprite2D`` line." -msgstr "" -"Теперь сделаем наш узел двигающимся и вращающимся. Для этого добавим две " -"переменных в наш скрипт: скорость перемещения в пикселях в секунду и угловую " -"скорость в радианах в секунду. Добавим следующий код после строки ``extends " -"Sprite2D``." - -msgid "" -"Member variables sit near the top of the script, after any \"extends\" " -"lines, but before functions. Every node instance with this script attached " -"to it will have its own copy of the ``speed`` and ``angular_speed`` " -"properties." -msgstr "" -"Переменные располагаются в начале скрипта, после всех строк \"extends\", но " -"перед функциями. Каждый экземпляр узла с прикреплённым к нему скриптом имеет " -"собственную копию свойств ``speed`` и ``angular_speed``." - -msgid "" -"Angles in Godot work in radians by default, but you have built-in functions " -"and properties available if you prefer to calculate angles in degrees " -"instead." -msgstr "" -"Углы в Godot по умолчанию задаются в радианах, как и в некоторых других " -"движках, но вы можете использовать встроенные функции и свойства для работы " -"с градусами." - -msgid "" -"To move our icon, we need to update its position and rotation every frame in " -"the game loop. We can use the ``_process()`` virtual function of the " -"``Node`` class. If you define it in any class that extends the Node class, " -"like Sprite2D, Godot will call the function every frame and pass it an " -"argument named ``delta``, the time elapsed since the last frame." -msgstr "" -"Для перемещения иконки мы должны обновлять её позицию и вращение каждый кадр " -"игрового цикла. Для этого используем виртуальную функцию ``_process()`` " -"класса ``Node``. При объявлении этой функции в любом классе, наследуемом от " -"``Node`` (например, ``Sprite``), Godot будет вызывать её каждый кадр и " -"передавать в аргументе ``delta`` время, прошедшее с предыдущего кадра." - -msgid "" -"Games work by rendering many images per second, each called a frame, and " -"they do so in a loop. We measure the rate at which a game produces images in " -"Frames Per Second (FPS). Most games aim for 60 FPS, although you might find " -"figures like 30 FPS on slower mobile devices or 90 to 240 for virtual " -"reality games." -msgstr "" -"Игры работают в цикле, отображая множество изображений в секунду, каждое из " -"которых называется кадром. Скорость, с которой игра создаёт эти изображения, " -"измеряется в кадрах в секунду (Frame Per Second). Большинство игр нацелены " -"на 60 FPS, хотя вы можете найти игры, с тридцатью кадрами в секунду на более " -"медленных мобильных устройствах или от 90 до 240 для игр виртуальной " -"реальности." - -msgid "" -"The engine and game developers do their best to update the game world and " -"render images at a constant time interval, but there are always small " -"variations in frame render times. That's why the engine provides us with " -"this delta time value, making our motion independent of our framerate." -msgstr "" -"Движок и разработчики игры делают все возможное, чтобы обновлять игровой мир " -"и отрисовывать изображения с постоянным интервалом времени, но всегда " -"существуют небольшие отклонения во времени рендеринга кадров. Поэтому движок " -"предоставляет нам переменную delta, делая наше движение независимым от " -"частоты кадров." - -msgid "At the bottom of the script, define the function:" -msgstr "В нижней части скрипта определите функцию:" - -msgid "" -"The ``func`` keyword defines a new function. After it, we have to write the " -"function's name and arguments it takes in parentheses. A colon ends the " -"definition, and the indented blocks that follow are the function's content " -"or instructions." -msgstr "" -"Ключевое слово ``func`` определяет (создаёт) новую функцию. После него нужно " -"написать имя функции и в скобках аргументы, которые она принимает. Двоеточие " -"завершает определение, а следующие за ним блоки с отступом представляют " -"собой содержимое или инструкции функции." - -msgid "" -"Notice how ``_process()``, like ``_init()``, starts with a leading " -"underscore. By convention, Godot's virtual functions, that is to say, built-" -"in functions you can override to communicate with the engine, start with an " -"underscore." -msgstr "" -"Обратите внимание, что ``_process()``, как и ``_init()``, начинается с " -"символа подчёркивания. По соглашению, виртуальные функции, то есть " -"встроенные функции Godot, которые вы можете переопределить - начинаются с " -"символа подчёркивания." - -msgid "" -"The line inside the function, ``rotation += angular_speed * delta``, " -"increments our sprite's rotation every frame. Here, ``rotation`` is a " -"property inherited from the class ``Node2D``, which ``Sprite2D`` extends. It " -"controls the rotation of our node and works with radians." -msgstr "" -"Строка внутри функции, ``rotation += angular_speed * delta``, увеличивает " -"угол поворота нашего спрайта каждый кадр. Здесь ``rotation`` — это свойство, " -"унаследованное от класса ``Node2D``, который расширяет класс ``Sprite2D``. " -"Он контролирует поворот нашего узла и работает с радианами." - -msgid "" -"In the code editor, you can Ctrl-click (Cmd-click on MacOS) on any built-in " -"property or function like ``position``, ``rotation``, or ``_process`` to " -"open the corresponding documentation in a new tab." -msgstr "" -"В редакторе кода вы можете нажать Ctrl-клик (Cmd-клик на MacOS) на любом " -"встроенном свойстве или функции, таких как ``position``, ``rotation``, или " -"``_process``, чтобы открыть соответствующую документацию в новой вкладке." - -msgid "Run the scene to see the Godot icon turn in-place." -msgstr "Запустите сцену, чтобы увидеть, что иконка Godot крутится на месте." - -msgid "" -"In C#, notice how the ``delta`` argument taken by ``_Process()`` is a " -"``double``. We therefore need to convert it to ``float`` when we apply it to " -"the rotation." -msgstr "" -"Заметьте, что в C# аргумент ``delta``, принимаемый ``_Process()`` – это " -"``double``. Поэтому нам нужно конвертировать его в ``float``, когда мы " -"применяем его к углу вращения." - -msgid "Moving forward" -msgstr "Движение вперёд" - -msgid "" -"Let's now make the node move. Add the following two lines inside of the " -"``_process()`` function, ensuring the new lines are indented the same way as " -"the ``rotation += angular_speed * delta`` line before them." -msgstr "" -"Теперь давайте заставим узел двигаться. Добавьте следующие две строки в " -"функцию ``_process()``, убедившись, что новые строки имеют такой же отступ, " -"как и строка ``rotation += angular_speed * delta``." - -msgid "" -"As we already saw, the ``var`` keyword defines a new variable. If you put it " -"at the top of the script, it defines a property of the class. Inside a " -"function, it defines a local variable: it only exists within the function's " -"scope." -msgstr "" -"Как мы уже видели, ключевое слово ``var`` определяет новую переменную. Если " -"вы поместите его в верхней части скрипта, оно определит свойство класса. " -"Внутри функции оно определяет локальную переменную: данная переменная " -"существует только в области действия функции." - -msgid "" -"We define a local variable named ``velocity``, a 2D vector representing both " -"a direction and a speed. To make the node move forward, we start from the " -"Vector2 class's constant ``Vector2.UP``, a vector pointing up, and rotate it " -"by calling the Vector2 method ``rotated()``. This expression, ``Vector2.UP." -"rotated(rotation)``, is a vector pointing forward relative to our icon. " -"Multiplied by our ``speed`` property, it gives us a velocity we can use to " -"move the node forward." -msgstr "" -"Мы определяем локальную переменную ``velocity``, 2D-вектор, представляющий " -"собой направление и скорость. Чтобы заставить узел двигаться вперёд, мы " -"берём константу ``Vector2.UP`` класса Vector2, вектор, указывающий вверх, и " -"вращаем его, вызывая метод ``rotated()``. Данное выражение ``Vector2.UP." -"rotated(rotation)`` - вектор, указывающий вперёд относительно нашей иконки. " -"Умноженное на наше свойство ``speed``, это выражение даёт нам скорость, " -"которую мы можем использовать для перемещения узла вперёд." - -msgid "" -"We add ``velocity * delta`` to the node's ``position`` to move it. The " -"position itself is of type :ref:`Vector2 `, a built-in type " -"in Godot representing a 2D vector." -msgstr "" -"Мы добавляем ``velocity * delta`` к узлу ``position``, чтобы переместить " -"его. Сама позиция имеет тип :ref:`Vector2 `, встроенный тип в " -"Godot, представляющий двумерный вектор." - -msgid "Run the scene to see the Godot head run in circles." -msgstr "Запустите сцену, чтобы увидеть, что голова Godot движется по кругу." - -msgid "" -"Moving a node like that does not take into account colliding with walls or " -"the floor. In :ref:`doc_your_first_2d_game`, you will learn another approach " -"to moving objects while detecting collisions." -msgstr "" -"При таком перемещении узла не учитываются столкновения со стенами или полом. " -"В :ref:`doc_your_first_2d_game` вы узнаете другой подход к перемещению " -"объектов с обнаруженем столкновений." - -msgid "" -"Our node currently moves by itself. In the next part, :ref:" -"`doc_scripting_player_input`, we'll use player input to control it." -msgstr "" -"Наш узел сейчас движется самостоятельно. В следующей части :ref:" -"`doc_scripting_player_input` мы будем использовать пользовательский ввод, " -"чтобы контролировать его." - -msgid "Complete script" -msgstr "Готовый скрипт" - -msgid "Here is the complete ``sprite_2d.gd`` file for reference." -msgstr "Это полный файл ``sprite_2d.gd`` для справки." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po deleted file mode 100644 index 77a8bdd20e..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po +++ /dev/null @@ -1,338 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Scripting languages" -msgstr "Скриптовые языки" - -msgid "" -"This lesson will give you an overview of the available scripting languages " -"in Godot. You will learn the pros and cons of each option. In the next part, " -"you will write your first script using GDScript." -msgstr "" -"В этом уроке вы получите обзор доступных скриптовых языков в Godot. Вы " -"узнаете о плюсах и минусах каждого варианта. В следующей части вы напишете " -"свой первый скрипт, используя GDScript." - -msgid "" -"**Scripts attach to a node and extend its behavior**. This means that " -"scripts inherit all functions and properties of the node they attach to." -msgstr "" -"**Скрипты прикрепляются к узлу и расширяют его поведение**. Это означает, " -"что скрипты наследуют все функции и свойства узла, к которому они " -"присоединяются." - -msgid "" -"For example, take a game where a Camera2D node follows a ship. The Camera2D " -"node follows its parent by default. Imagine you want the camera to shake " -"when the player takes damage. As this feature is not built into Godot, you " -"would attach a script to the Camera2D node and code the shake." -msgstr "" -"Например, возьмем игру, в которой узел Camera2D следует за кораблем. По " -"умолчанию узел Camera2D следует за своим родителем. Представьте, что вы " -"хотите, чтобы камера дрожала, когда игрок получает урон. Поскольку эта " -"функция не встроена в Godot, вы должны написать скрипт дрожания камеры и " -"прикрепить его к Camera2D." - -msgid "Available scripting languages" -msgstr "Доступные языки сценариев" - -msgid "" -"Godot offers **four gameplay programming languages**: GDScript, C#, and, via " -"its GDExtension technology, C and C++. There are more community-supported " -"languages, but these are the official ones." -msgstr "" -"Godot предлагает **четыре языка программирования игрового процесса**: " -"GDScript, C#, а также C и C++ с помощью технологии GDExtension. Есть и " -"другие языки, поддерживаемые сообществом, но эти – официальные." - -msgid "" -"You can use multiple languages in a single project. For instance, in a team, " -"you could code gameplay logic in GDScript as it's fast to write, and use C# " -"or C++ to implement complex algorithms and maximize their performance. Or " -"you can write everything in GDScript or C#. It's your call." -msgstr "" -"Вы можете использовать несколько языков в одном проекте. Например, в команде " -"вы можете программировать логику игрового процесса на GDScript, поскольку он " -"быстро пишется, и использовать C# или C для реализации сложных алгоритмов и " -"повышению их производительности. Или вы можете написать все на GDScript или " -"C#. Это ваш выбор." - -msgid "" -"We provide this flexibility to answer the needs of different game projects " -"and developers." -msgstr "" -"Мы предоставляем такую гибкость, чтобы отвечать потребностям разработчиков и " -"разных игровых проектов." - -msgid "Which language should I use?" -msgstr "Какой язык мне следует использовать?" - -msgid "" -"If you're a beginner, we recommend to **start with GDScript**. We made this " -"language specifically for Godot and the needs of game developers. It has a " -"lightweight and straightforward syntax and provides the tightest integration " -"with Godot." -msgstr "" -"Если вы новичок, мы рекомендуем **начать с GDScript**. Мы создали этот язык " -"специально для Godot и нужд разработчиков. Он имеет лёгкий и простой " -"синтаксис и предоставляет наиболее плотную интеграцию с Godot." - -msgid "" -"For C#, you will need an external code editor like `VSCode `_ or Visual Studio. While C# support is now mature, you " -"will find fewer learning resources for it compared to GDScript. That's why " -"we recommend C# mainly to users who already have experience with the " -"language." -msgstr "" -"Для C# вам будет необходим внешний редактор кода, например `VSCode `_ или Visual Studio. Несмотря на то что поддержка C# " -"уже развита, для него вы найдете меньше обучающих ресурсов чем для GDScript. " -"Поэтому мы рекомендуем C# в основном тем пользователям, которые уже имеют " -"опыт работы с этим языком." - -msgid "Let's look at each language's features, as well as its pros and cons." -msgstr "" -"Давайте посмотрим свойства и особенности каждого языка, а также его плюсы и " -"минусы." - -msgid "GDScript" -msgstr "GDScript" - -msgid "" -":ref:`GDScript` is an `object-oriented `_ and `imperative `_ programming language built for " -"Godot. It's made by and for game developers to save you time coding games. " -"Its features include:" -msgstr "" -":ref:`GDScript` - `объектно-ориентированный `_ " -"и `императивный `_ " -"язык программирования, созданный для Godot. Сделан от и для разработчиков " -"игр, чтобы уменьшить затрачиваемое время на программирование игр. В его " -"особенности входят:" - -msgid "A simple syntax that leads to short files." -msgstr "" -"Простой синтаксис, который приводит к созданию маленьких по объёму файлов." - -msgid "Blazing fast compilation and loading times." -msgstr "Молниеносная компиляция и загрузка." - -msgid "" -"Tight editor integration, with code completion for nodes, signals, and more " -"information from the scene it's attached to." -msgstr "" -"Тесная интеграция редактора, с завершением кода для узлов, сигналов и " -"дополнительной информации из сцены, к которой он прикреплен." - -msgid "" -"Built-in vector and transform types, making it efficient for heavy use of " -"linear algebra, a must for games." -msgstr "" -"Встроенные типы векторов и преобразований, что делает его эффективным для " -"интенсивного использования линейной алгебры, так необходимых для игр." - -msgid "Supports multiple threads as efficiently as statically typed languages." -msgstr "" -"Поддерживает несколько потоков так же эффективно, как и языки со статической " -"типизацией." - -msgid "" -"No `garbage collection `_, as this feature eventually gets in " -"the way when creating games. The engine counts references and manages the " -"memory for you in most cases by default, but you can also control memory if " -"you need to." -msgstr "" -"Нет `сборщика мусора `_, " -"поскольку эта функция в конечном итоге мешает при создании игр. По умолчанию " -"движок считает ссылки и управляет памятью за вас в большинстве случаев, но " -"вы также можете управлять памятью, если вам это необходимо." - -msgid "" -"`Gradual typing `_. Variables " -"have dynamic types by default, but you also can use type hints for strong " -"type checks." -msgstr "" -"`Последовательная типизация `_. " -"Переменные по умолчанию имеют динамическую типизацию, но вы также можете " -"использовать подсказки типов для сильной проверки типов." - -msgid "" -"GDScript looks like Python as you structure your code blocks using " -"indentations, but it doesn't work the same way in practice. It's inspired by " -"multiple languages, including Squirrel, Lua, and Python." -msgstr "" -"GDScript похож на Python, поскольку вы структурируете свои блоки кода с " -"помощью отступов, но на практике он работает иначе. Он вдохновлён " -"несколькими языками, включая Squirrel, Lua и Python." - -msgid "Why don't we use Python or Lua directly?" -msgstr "Почему мы не используем напрямую Python или Lua?" - -msgid "" -"Years ago, Godot used Python, then Lua. Both languages' integration took a " -"lot of work and had severe limitations. For example, threading support was a " -"big challenge with Python." -msgstr "" -"Много лет назад Godot использовал Python, затем Lua. Интеграция обоих языков " -"требовала много работы и имела серьёзные ограничения. Например, поддержка " -"потоков была большой проблемой в Python." - -msgid "" -"Developing a dedicated language doesn't take us more work and we can tailor " -"it to game developers' needs. We're now working on performance optimizations " -"and features that would've been difficult to offer with third-party " -"languages." -msgstr "" -"Разработка отдельного языка не требует от нас больше работы, и мы можем " -"приспособить его к потребностям разработчиков игр. Сейчас мы работаем над " -"производительностью и функциями, которые было бы сложно предложить на " -"сторонних языках." - -msgid ".NET / C#" -msgstr ".NET / C#" - -msgid "" -"As Microsoft's `C# `_ is a favorite amongst game developers, we " -"officially support it. C# is a mature and flexible language with tons of " -"libraries written for it. We were able to add support for it thanks to a " -"generous donation from Microsoft." -msgstr "" -"Поскольку `C# `_ от Microsoft " -"является любимцем среди разработчиков игр, мы добавили официальную поддержку " -"для него. C# - это сформировавшийся и гибкий язык с огромным количеством " -"готовых библиотек. Его поддержка была добавлена благодаря щедрому " -"пожертвованию от Microsoft." - -msgid "" -"C# offers a good tradeoff between performance and ease of use, although you " -"should be aware of its garbage collector." -msgstr "" -"C# предлагает превосходный компромисс между производительностью и простотой " -"использования, но вы должны помнить о его сборщике мусора." - -msgid "" -"You must use the .NET edition of the Godot editor to script in C#. You can " -"download it on the Godot website's `download `_ page." -msgstr "" -"Для написания скриптов на C# необходимо использовать версию редактора Godot ." -"NET. Вы можете скачать его на `странице загрузки Godot `_." - -msgid "" -"Since Godot uses .NET 6, in theory, you can use any third-party .NET library " -"or framework in Godot, as well as any Common Language Infrastructure-" -"compliant programming language, such as F#, Boo, or ClojureCLR. However, C# " -"is the only officially supported .NET option." -msgstr "" -"Поскольку Godot использует .NET 6, теоретически в Godot можно использовать " -"любую стороннюю библиотеку или платформу .NET, а также любой язык " -"программирования, совместимый со структурой общего языка, например F#, Boo " -"или ClojureCLR. Однако C# — единственный официально поддерживаемый вариант ." -"NET." - -msgid "" -"GDScript code itself doesn't execute as fast as compiled C# or C++. However, " -"most script code calls functions written with fast algorithms in C++ code " -"inside the engine. In many cases, writing gameplay logic in GDScript, C#, or " -"C++ won't have a significant impact on performance." -msgstr "" -"Код на GDScript выполняется не так быстро, как скомпилированный С++ или C#. " -"Однако, большинство кода вызывает функции внутри движка, написанные на C++ с " -"использованием быстрых алгоритмов. В большинстве случаев, при написании " -"игровой логики, между языками GDScript, C#, или C++ нет значительного " -"отличия в производительности." - -msgid "" -"Projects written in C# using Godot 4 currently cannot be exported to the web " -"platform. To use C# on that platform, consider Godot 3 instead. Android and " -"iOS platform support is available as of Godot 4.2, but is experimental and :" -"ref:`some limitations apply `." -msgstr "" -"На данный момент проекты Godot 4, использующие C# в качестве языка скриптов, " -"не могут быть экспортированы на Web платформу. Для использования C# там, " -"пожалуйста, используйте Godot 3. Платформы Android и iOS доступны, начиная с " -"Godot 4.2, но в экспериментальном формате и :ref:`с ограничениями " -"`." - -msgid "" -"To learn more about C#, head to the :ref:`C# basics ` page." -msgstr "" -"За дополнительной информацией по C#, обратитесь к странице: :ref:`Основы C# " -"`." - -msgid "C++ via GDExtension" -msgstr "C++ через GDExtension" - -msgid "" -"GDExtension allows you to write game code in C++ without needing to " -"recompile Godot." -msgstr "" -"GDExtension позволяет писать код игры на C++ без необходимости " -"перекомпиляции Godot." - -msgid "" -"You can use any version of the language or mix compiler brands and versions " -"for the generated shared libraries, thanks to our use of an internal C API " -"Bridge." -msgstr "" -"Вы можете использовать любую версию языка или смешивать марки/бренды и " -"версии компиляторов для сгенерированных общих библиотек, благодаря " -"использованию нами внутреннего C API Bridge." - -msgid "" -"GDExtension is the best choice for performance. You don't need to use it " -"throughout an entire game, as you can write other parts in GDScript or C#." -msgstr "" -"GDExtension — лучший выбор с точки зрения производительности. Вам не " -"обязательно использовать его на протяжении всей разработки, так как другие " -"части вы можете написать на GDScript или C#." - -msgid "" -"When working with GDExtension, the available types, functions, and " -"properties closely resemble Godot's actual C++ API." -msgstr "" -"Во время работы с GDExtension, доступные типы, функции, и свойства очень " -"близки к API C++ движка Godot." - -msgid "Summary" -msgstr "Подведение итогов" - -msgid "" -"Scripts are files containing code that you attach to a node to extend its " -"functionality." -msgstr "" -"Скрипты ‐ это файлы, содержащие код, которые вы прикрепляете к узлу, для " -"расширения его функционала." - -msgid "" -"Godot supports four official scripting languages, offering you flexibility " -"between performance and ease of use." -msgstr "" -"Godot официально поддерживает четыре языка для написания скриптов, " -"предоставляя гибкий выбор между удобством и производительностью." - -msgid "" -"You can mix languages, for instance, to implement demanding algorithms with " -"C or C++ and write most of the game logic with GDScript or C#." -msgstr "" -"Вы можете смешивать языки, например, для создания ресурсоёмких алгоритмов на " -"C или C++, а для всей остальной игровой логики использовать GDScript или C#." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po deleted file mode 100644 index 48755677ee..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po +++ /dev/null @@ -1,240 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Listening to player input" -msgstr "Отслеживание ввода игрока" - -msgid "" -"Building upon the previous lesson, :ref:`doc_scripting_first_script`, let's " -"look at another important feature of any game: giving control to the player. " -"To add this, we need to modify our ``sprite_2d.gd`` code." -msgstr "" -"Основываясь на предыдущем уроке :ref:`doc_scripting_first_script`, давайте " -"рассмотрим еще одну важную особенность любой игры: предоставление контроля " -"игроку. Чтобы добавить это, нам нужно изменить наш код ``sprite_2d.gd``." - -msgid "You have two main tools to process the player's input in Godot:" -msgstr "" -"У вас есть два важных инструмента для обработки пользовательского ввода в " -"Godot:" - -msgid "" -"The built-in input callbacks, mainly ``_unhandled_input()``. Like " -"``_process()``, it's a built-in virtual function that Godot calls every time " -"the player presses a key. It's the tool you want to use to react to events " -"that don't happen every frame, like pressing :kbd:`Space` to jump. To learn " -"more about input callbacks, see :ref:`doc_inputevent`." -msgstr "" -"Встроенные обратные вызовы ввода, в основном ``_unhandled_input()``. Подобно " -"функции ``_process()`` функция ``_unhandled_input()`` — это встроенная " -"виртуальная функция, которую Godot вызывает каждый раз, когда игрок нажимает " -"клавишу. Это инструмент, который вы захотите использовать, чтобы реагировать " -"на события, которые не происходят каждый кадр, например, нажатие :kbd:" -"`Space` для прыжка. Чтобы узнать больше об обратных вызовах ввода, " -"посмотрите :ref:`doc_inputevent`." - -msgid "" -"The ``Input`` singleton. A singleton is a globally accessible object. Godot " -"provides access to several in scripts. It's the right tool to check for " -"input every frame." -msgstr "" -"Синглтон ``Input``. *Синглтон* - это глобально доступный объект. Godot " -"предоставляет доступ к нескольким из них в скриптах. Это подходящий " -"инструмент для проверки ввода в каждом кадре." - -msgid "" -"We're going to use the ``Input`` singleton here as we need to know if the " -"player wants to turn or move every frame." -msgstr "" -"Здесь мы будем использовать синглтон ``Input``, поскольку нам нужно знать в " -"каждом кадре, хочет ли игрок поворачиваться или двигаться." - -msgid "" -"For turning, we should use a new variable: ``direction``. In our " -"``_process()`` function, replace the ``rotation += angular_speed * delta`` " -"line with the code below." -msgstr "" -"Для поворота нам стоит использовать новую переменную: ``direction``. В нашей " -"функции ``_process()`` замените строку ``rotation += angular_speed * delta`` " -"на приведенный ниже код." - -msgid "" -"Our ``direction`` local variable is a multiplier representing the direction " -"in which the player wants to turn. A value of ``0`` means the player isn't " -"pressing the left or the right arrow key. A value of ``1`` means the player " -"wants to turn right, and ``-1`` means they want to turn left." -msgstr "" -"Наша локальная переменная ``direction`` - это множитель, представляющий " -"собой направление, в котором игрок хочет повернуть. Значение ``0`` означает, " -"что игрок не нажимает ни стрелку влево, ни стрелку вправо. Значение ``1`` " -"говорит, что игрок хочет повернуть вправо, а ``-1`` - что игрок хочет " -"повернуть влево." - -msgid "" -"To produce these values, we introduce conditions and the use of ``Input``. A " -"condition starts with the ``if`` keyword in GDScript and ends with a colon. " -"The condition is the expression between the keyword and the end of the line." -msgstr "" -"Для обработки этих значений мы вводим условие и используем ``Input``. " -"Условие в GDScript начинается с ключевого слова ``if`` и заканчивается " -"двоеточием. Условие - это выражение между ключевым словом и концом строки." - -msgid "" -"To check if a key was pressed this frame, we call ``Input." -"is_action_pressed()``. The method takes a text string representing an input " -"action and returns ``true`` if the action is pressed, ``false`` otherwise." -msgstr "" -"Чтобы проверить, была ли нажата клавиша в этом кадре, мы вызываем ``Input." -"is_action_pressed()``. Метод принимает текстовую строку, представляющую " -"действие ввода, и возвращает ``true``, если клавиша нажата, и ``false`` в " -"противном случае." - -msgid "" -"The two actions we use above, \"ui_left\" and \"ui_right\", are predefined " -"in every Godot project. They respectively trigger when the player presses " -"the left and right arrows on the keyboard or left and right on a gamepad's D-" -"pad." -msgstr "" -"Два действия, которые мы использовали выше, «ui_left» и «ui_right», " -"предопределены в каждом проекте Godot. Они соответственно срабатывают, когда " -"игрок нажимает стрелки влево и вправо на клавиатуре или же влево и вправо на " -"крестовине геймпада." - -msgid "" -"You can see and edit input actions in your project by going to Project -> " -"Project Settings and clicking on the Input Map tab." -msgstr "" -"Вы можете просматривать и редактировать действия ввода в своем проекте, " -"перейдя в Проект -> Настройки проекта и щелкнув вкладку Список действий." - -msgid "" -"Finally, we use the ``direction`` as a multiplier when we update the node's " -"``rotation``: ``rotation += angular_speed * direction * delta``." -msgstr "" -"Наконец, мы используем ``direction`` как множитель, когда обновляем " -"``rotation`` узла: ``rotation += angular_speed * direction * delta``." - -msgid "" -"Comment out the lines ``var velocity = Vector2.UP.rotated(rotation) * " -"speed`` and ``position += velocity * delta`` like this:" -msgstr "" -"Закомментируйте строки ``var velocity = Vector2.UP.rotated(rotation) * " -"speed`` и ``position += velocity * delta`` следующим образом:" - -msgid "" -"This will ignore the code that moved the icon's position in a circle without " -"user input from the previous exercise." -msgstr "" -"Это игнорирует код, который перемещал иконку по кругу без ввода пользователя " -"из предыдущего упражнения." - -msgid "" -"If you run the scene with this code, the icon should rotate when you press :" -"kbd:`Left` and :kbd:`Right`." -msgstr "" -"Если запустить сцену с этим кодом, иконка должна вращаться при нажатии :kbd:" -"`Влево` и :kbd:`Вправо`." - -msgid "Moving when pressing \"up\"" -msgstr "Перемещение при нажатии \"вверх\"" - -msgid "" -"To only move when pressing a key, we need to modify the code that calculates " -"the velocity. Uncomment the code and replace the line starting with ``var " -"velocity`` with the code below." -msgstr "" -"Чтобы двигаться только при нажатии клавиши, нам нужно изменить код, который " -"вычисляет скорость. Замените строку, начинающуюся с ``var velocity``, на " -"приведенный ниже код." - -msgid "" -"We initialize the ``velocity`` with a value of ``Vector2.ZERO``, another " -"constant of the built-in ``Vector`` type representing a 2D vector of length " -"0." -msgstr "" -"Мы инициализируем ``velocity`` со значением ``Vector2.ZERO``, еще одной " -"константой встроенного типа ``Vector``, представляющей двумерный вектор " -"нулевой длины." - -msgid "" -"If the player presses the \"ui_up\" action, we then update the velocity's " -"value, causing the sprite to move forward." -msgstr "" -"Когда игрок выполняет действие \"ui_up\", мы обновляем значение скорости, " -"заставляя спрайт двигаться вперёд." - -msgid "Complete script" -msgstr "Готовый скрипт" - -msgid "Here is the complete ``sprite_2d.gd`` file for reference." -msgstr "Это полный файл ``sprite_2d.gd`` для справки." - -msgid "" -"If you run the scene, you should now be able to rotate with the left and " -"right arrow keys and move forward by pressing :kbd:`Up`." -msgstr "" -"Если вы запустите сцену, вы должны иметь возможность вращаться с помощью " -"стрелок влево и вправо, а также двигаться нажатием :kbd:`Вверх`." - -msgid "Summary" -msgstr "Подведение итогов" - -msgid "" -"In summary, every script in Godot represents a class and extends one of the " -"engine's built-in classes. The node types your classes inherit from give you " -"access to properties, such as ``rotation`` and ``position`` in our sprite's " -"case. You also inherit many functions, which we didn't get to use in this " -"example." -msgstr "" -"В общем, каждый скрипт в Godot представляет собой класс и расширяет один из " -"встроенных классов движка. Типы узлов, от которых наследуются ваши классы, " -"дают вам доступ к таким свойствам, как ``rotation`` и ``position`` в случае " -"нашего спрайта. Вы также наследуете множество функций, которые мы не " -"использовали в этом примере." - -msgid "" -"In GDScript, the variables you put at the top of the file are your class's " -"properties, also called member variables. Besides variables, you can define " -"functions, which, for the most part, will be your classes' methods." -msgstr "" -"В GDScript переменные, которые вы помещаете в верхней части файла, являются " -"свойствами вашего класса, также называемыми переменными класса. Кроме " -"переменных, вы можете определять функции, которые, по сути, являются " -"методами ваших классов." - -msgid "" -"Godot provides several virtual functions you can define to connect your " -"class with the engine. These include ``_process()``, to apply changes to the " -"node every frame, and ``_unhandled_input()``, to receive input events like " -"key and button presses from the users. There are quite a few more." -msgstr "" -"Godot предоставляет несколько виртуальных функций, которые вы можете " -"определить для связи вашего класса с движком. К ним относятся " -"``_process()``, применяющая изменения к узлу каждый кадр, и " -"``_unhandled_input()``, получающая события ввода, такие как нажатие клавиш и " -"кнопок от пользователей. Есть еще множество других функций." - -msgid "" -"The ``Input`` singleton allows you to react to the players' input anywhere " -"in your code. In particular, you'll get to use it in the ``_process()`` loop." -msgstr "" -"Синглтон ``Input`` позволяет вам реагировать на ввод от игрока в любом месте " -"вашего кода. В первую очередь вы сможете применить его в цикле " -"``_process()``." - -msgid "" -"In the next lesson, :ref:`doc_signals`, we'll build upon the relationship " -"between scripts and nodes by having our nodes trigger code in scripts." -msgstr "" -"В следующем уроке :ref:`doc_signals`мы будем опираться на отношения между " -"скриптами и узлами так, чтобы узлы приводили код в скриптах в действие." diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/signals.po deleted file mode 100644 index 8de0edba8c..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/signals.po +++ /dev/null @@ -1,554 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Signal" -msgstr "Сигнал" - -msgid "Using signals" -msgstr "Использование сигналов" - -msgid "" -"In this lesson, we will look at signals. They are messages that nodes emit " -"when something specific happens to them, like a button being pressed. Other " -"nodes can connect to that signal and call a function when the event occurs." -msgstr "" -"В этом уроке рассмотрим сигналы. Это сообщения, которые выдает узел при " -"определенных событиях, например, при нажатии кнопки. Другие узлы могут " -"получать этот сигнал и вызывать функции, соответствующие событию." - -msgid "" -"Signals are a delegation mechanism built into Godot that allows one game " -"object to react to a change in another without them referencing one another. " -"Using signals limits `coupling `_ and keeps your code flexible." -msgstr "" -"Сигналы это механизм делегирования, встроенный в Godot, который позволяет " -"одному игровому объекту реагировать на изменение в другом без их привязки " -"друг к другу. Использование сигналов снижает `связность `_ " -"и делает код более гибким." - -msgid "" -"For example, you might have a life bar on the screen that represents the " -"player's health. When the player takes damage or uses a healing potion, you " -"want the bar to reflect the change. To do so, in Godot, you would use " -"signals." -msgstr "" -"Например, у вас на экране может быть шкала жизни, которая соответствует " -"здоровью игрока. Когда игрок получает урон или использует исцеляющее зелье, " -"вы хотите, чтобы шкала реагировала на изменения. Для этого в Godot, вы бы " -"использовали сигналы." - -msgid "" -"Like methods (:ref:`class_callable`), signals are a first-class type since " -"Godot 4.0. This means you can pass them around as method arguments directly " -"without having to pass them as strings, which allows for better " -"autocompletion and is less error-prone. See the :ref:`class_signal` class " -"reference for a list of what you can do with the Signal type directly." -msgstr "" -"Такие методы как (:ref:`class_callable`), говорят о том, что они являются " -"исходными, начиная с версии Godot 4.0. Это означает, что вы можете " -"передавать их как аргументы метода напрямую, не передавая их в виде строки, " -"что упрощает автодополнение и снижает вероятность ошибок. Смотрите ссылку на " -"класс :ref:`class_signal` для получения списка того, что вы можете сделать " -"непосредственно с сигналом." - -msgid "" -"As mentioned in the introduction, signals are Godot's version of the " -"observer pattern. You can learn more about it in `Game Programming Patterns " -"`__." -msgstr "" -"Как уже упоминалось во введении, сигналы - это версия шаблона наблюдателя в " -"Godot. Подробнее об этом можно узнать здесь: `Game Programming Patterns " -"`__." - -msgid "" -"We will now use a signal to make our Godot icon from the previous lesson (:" -"ref:`doc_scripting_player_input`) move and stop by pressing a button." -msgstr "" -"Теперь мы будем использовать сигнал, чтобы заставить нашу иконку Godot из " -"предыдущего урока (:ref:`doc_scripting_player_input`) двигаться и " -"останавливаться при нажатии кнопки." - -msgid "For this project, we will be following the Godot naming conventions." -msgstr "Для этого проекта мы будем следовать правилам именования Godot." - -msgid "" -"**GDScript**: Classes (nodes) use PascalCase, variables and functions use " -"snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." -msgstr "" -"**GDScript**: Классы (узлы) используют PascalCase, переменные и функции - " -"snake_case, константы - ALL_CAPS (см. :ref:`doc_gdscript_styleguide`)." - -msgid "" -"**C#**: Classes, export variables and methods use PascalCase, private fields " -"use _camelCase, local variables and parameters use camelCase (See :ref:" -"`doc_c_sharp_styleguide`). Be careful to type the method names precisely " -"when connecting signals." -msgstr "" -"**C#**: Классы, экспортные переменные и методы используют PascalCase, " -"приватные поля используют _camelCase, локальные переменные и параметры " -"используют camelCase (См. :ref:`doc_c_sharp_styleguide`). Будьте " -"внимательны, чтобы точно набирать имена методов при подключении сигналов." - -msgid "Scene setup" -msgstr "Настройка сцены" - -msgid "" -"To add a button to our game, we will create a new scene which will include " -"both a :ref:`Button ` and the ``sprite_2d.tscn`` scene we " -"created in the :ref:`doc_scripting_first_script` lesson." -msgstr "" -"Чтобы добавить кнопку в нашу игру, мы создадим новую главную сцену, которая " -"будет содержать как :ref:`Button `, так и сцену ``sprite_2d." -"tscn``, которую мы вписали в скрипт в предыдущем уроке." - -msgid "Create a new scene by going to the menu Scene -> New Scene." -msgstr "Создайте новую сцену через меню Сцена -> Новая сцена." - -msgid "" -"In the Scene dock, click the 2D Scene button. This will add a :ref:`Node2D " -"` as our root." -msgstr "" -"На панели Сцена (Scene) нажмите кнопку \"2D сцена\" (2D Scene). Это сделает :" -"ref:`Node2D ` корневым узлом сцены." - -msgid "" -"In the FileSystem dock, click and drag the ``sprite_2d.tscn`` file you saved " -"previously onto the Node2D to instantiate it." -msgstr "" -"В панели \"Файловая система\" (File System) зажмите и перетащите файл " -"``sprite_2d.tscn``, который вы сохранили ранее, на узел Node2D, чтобы " -"создать экземпляр его класса." - -msgid "" -"We want to add another node as a sibling of the Sprite2D. To do so, right-" -"click on Node2D and select Add Child Node." -msgstr "" -"Мы хотим добавить другой узел рядом с Sprite2D. Для этого нажмите ПКМ на " -"Node2D и выберите Добавить дочерний узел..." - -msgid "Search for the :ref:`Button ` node and add it." -msgstr "Найдите узел :ref:`Button ` и добавьте его." - -msgid "" -"The node is small by default. Click and drag on the bottom-right handle of " -"the Button in the viewport to resize it." -msgstr "" -"По умолчанию этот узел небольшой. Зажмите и потяните правый нижний маркер " -"кнопки в окне просмотра, чтобы изменить его размер." - -msgid "" -"If you don't see the handles, ensure the select tool is active in the " -"toolbar." -msgstr "" -"Если вы не видите маркеров, убедитесь, что на панели инструментов активен " -"инструмент выделения." - -msgid "Click and drag on the button itself to move it closer to the sprite." -msgstr "Зажмите и перетащите саму кнопку, чтобы подвинуть её ближе к спрайту." - -msgid "" -"You can also write a label on the Button by editing its Text property in the " -"Inspector. Enter ``Toggle motion``." -msgstr "" -"Вы также можете сделать надпись на кнопке, отредактировав свойство Text в " -"Инспекторе. Введите ``Toggle motion``." - -msgid "Your scene tree and viewport should look like this." -msgstr "Дерево сцены и область просмотра должны выглядеть следующим образом." - -msgid "" -"Save your newly created scene as ``node_2d.tscn``, if you haven't already. " -"You can then run it with :kbd:`F6` (:kbd:`Cmd + R` on macOS). At the moment, " -"the button will be visible, but nothing will happen if you press it." -msgstr "" -"Сохраните вашу только что созданную сцену как ``node_2d.tscn``, если этого " -"ещё не сделали. Вы можете запустить её с помощью :kbd:`F6` (:kbd:`Cmd + R` " -"на macOS). Теперь будет видна кнопка, но если вы её нажмёте, ничего не " -"произойдет." - -msgid "Connecting a signal in the editor" -msgstr "Подключение сигнала в редакторе" - -msgid "" -"Here, we want to connect the Button's \"pressed\" signal to our Sprite2D, " -"and we want to call a new function that will toggle its motion on and off. " -"We need to have a script attached to the Sprite2D node, which we do from the " -"previous lesson." -msgstr "" -"Теперь мы хотим присоединить сигнал \"нажат\" (pressed) кнопки (Button) к " -"нашему Sprite2D, и мы хотим вызвать новую функцию, которая будет включать и " -"отключать его передвижение. Нам нужно, чтобы скрипт, который мы писали на " -"предыдущем уроке, был прикреплён к узлу Sprite2D." - -msgid "" -"You can connect signals in the Node dock. Select the Button node and, on the " -"right side of the editor, click on the tab named \"Node\" next to the " -"Inspector." -msgstr "" -"Вы можете подключить сигналы в панели Узел. Выберите узел Button и на правой " -"стороне экрана нажмите вкладку \"Узел\" рядом с Инспектором." - -msgid "The dock displays a list of signals available on the selected node." -msgstr "На панели отображаются сигналы, доступные выбранному узлу." - -msgid "Double-click the \"pressed\" signal to open the node connection window." -msgstr "" -"Дважды кликните сигнал \"pressed\", откроется окно присоединения узлов." - -msgid "" -"There, you can connect the signal to the Sprite2D node. The node needs a " -"receiver method, a function that Godot will call when the Button emits the " -"signal. The editor generates one for you. By convention, we name these " -"callback methods \"_on_node_name_signal_name\". Here, it'll be " -"\"_on_button_pressed\"." -msgstr "" -"Теперь вы можете подключить сигнал к узлу Sprite2D. Узлу нужна функция-" -"приёмник, которую вызовет Godot, когда Button выдаст сигнал. Редактор " -"самостоятельно создаст её. По соглашению, мы называем эти обратные вызовы " -"\"_on_node_name_signal_name\". У нас это будет \"_on_button_pressed\"." - -msgid "" -"When connecting signals via the editor's Node dock, you can use two modes. " -"The simple one only allows you to connect to nodes that have a script " -"attached to them and creates a new callback function on them." -msgstr "" -"При подключении сигналов через вкладку Узел редактора, можно использовать " -"два режима. Можно просто подключить сигнал к узлу, имеющему скрипт, и будет " -"автоматически создана функция обратного вызова в нем." - -msgid "" -"The advanced view lets you connect to any node and any built-in function, " -"add arguments to the callback, and set options. You can toggle the mode in " -"the window's bottom-right by clicking the Advanced button." -msgstr "" -"В расширенном режиме можно присоединить сигнал к любому узлу и к любой " -"встроенной функции, добавить аргументы и установить параметры обратного " -"вызова. Режим можно изменить переключателем в правом-нижнем углу окна " -"кнопкой \"Дополнительно\" (Advanced)." - -msgid "" -"Click the Connect button to complete the signal connection and jump to the " -"Script workspace. You should see the new method with a connection icon in " -"the left margin." -msgstr "" -"Нажмите кнопку \"Connect\" (\"Присоединить\") для завершения соединения и " -"перейдите к редактированию скрипта. Вы увидите новый метод (функцию) с " -"иконкой соединения слева." - -msgid "" -"If you click the icon, a window pops up and displays information about the " -"connection. This feature is only available when connecting nodes in the " -"editor." -msgstr "" -"Если нажать иконку, всплывёт окно с информацией о соединении. Это доступно " -"только при присоединении узлов в редакторе." - -msgid "" -"Let's replace the line with the ``pass`` keyword with code that'll toggle " -"the node's motion." -msgstr "" -"Давайте заменим строку со словом ``pass`` кодом, который изменяет движение " -"узла." - -msgid "" -"Our Sprite2D moves thanks to code in the ``_process()`` function. Godot " -"provides a method to toggle processing on and off: :ref:`Node.set_process() " -"`. Another method of the Node class, " -"``is_processing()``, returns ``true`` if idle processing is active. We can " -"use the ``not`` keyword to invert the value." -msgstr "" -"Наш Sprite2D движется благодаря коду функции ``_process()``. Godot " -"предоставляет метод для включения и выключения обработки: :ref:`Node." -"set_process() `. Другой метод класса Node, " -"``is_processing()``, возвращает ``true``, если обработка активна. Мы можем " -"использовать ключевое слово ``not`` для инвертирования значения." - -msgid "" -"This function will toggle processing and, in turn, the icon's motion on and " -"off upon pressing the button." -msgstr "" -"Эта функция будет переключать обработку и, в том числе, движение иконки по " -"нажатию кнопки." - -msgid "" -"Before trying the game, we need to simplify our ``_process()`` function to " -"move the node automatically and not wait for user input. Replace it with the " -"following code, which we saw two lessons ago:" -msgstr "" -"Перед тем, как попробовать поиграть, нам необходимо упростить нашу функцию " -"``_process()``, чтобы движение узла было автоматическим и не ожидало команд " -"пользователя. Замените текущий код функции на тот, который мы видели два " -"урока назад:" - -msgid "Your complete ``sprite_2d.gd`` code should look like the following." -msgstr "Ваш полный код ``sprite_2d.gd`` должен выглядеть следующим образом." - -msgid "" -"Run the scene now and click the button to see the sprite start and stop." -msgstr "" -"Запустите сцену и нажмите кнопку, чтобы увидеть запуск и остановку спрайта." - -msgid "Connecting a signal via code" -msgstr "Подключение сигналов в коде" - -msgid "" -"You can connect signals via code instead of using the editor. This is " -"necessary when you create nodes or instantiate scenes inside of a script." -msgstr "" -"Вы можете присоединять сигналы в коде вместо использования редактора. Это " -"нужно, когда узлы или элементы сцены создаются в скрипте." - -msgid "" -"Let's use a different node here. Godot has a :ref:`Timer ` node " -"that's useful to implement skill cooldown times, weapon reloading, and more." -msgstr "" -"Давайте теперь используем различные узлы. У Godot есть узел :ref:`Timer " -"`, который полезен для реализации задержки перезарядки " -"способностей, перезарядки оружия и другого." - -msgid "" -"Head back to the 2D workspace. You can either click the \"2D\" text at the " -"top of the window or press :kbd:`Ctrl + F1` (:kbd:`Ctrl + Cmd + 1` on macOS)." -msgstr "" -"Вернёмся к рабочему пространству 2D. Для этого можно нажать \"2D\" вверху " -"окна, или нажать на клавиатуре :kbd:`Ctrl + F1` (:kbd:`Alt + 1` для macOS)." - -msgid "" -"In the Scene dock, right-click on the Sprite2D node and add a new child " -"node. Search for Timer and add the corresponding node. Your scene should now " -"look like this." -msgstr "" -"Нажмите правой кнопкой мыши на панели Сцена (Scene) на узел Спрайт " -"(Sprite2D) и добавьте дочерний узел. Найдите Таймер (Timer) и добавьте " -"соответствующий узел. Теперь ваша сцена должна выглядеть так." - -msgid "" -"With the Timer node selected, go to the Inspector and enable the " -"**Autostart** property." -msgstr "" -"Выбрав узел Timer, откройте инспектор (Inspector) и активируйте свойство " -"**Autostart**." - -msgid "" -"Click the script icon next to Sprite2D to jump back to the scripting " -"workspace." -msgstr "" -"Нажмите на иконку скрипта рядом со Sprite2D, чтобы вернуться к рабочей " -"области скрипта." - -msgid "We need to do two operations to connect the nodes via code:" -msgstr "Нам необходимо выполнить две операции для подключения узлов через код:" - -msgid "Get a reference to the Timer from the Sprite2D." -msgstr "Получить ссылку на Timer из Sprite2D." - -msgid "Call the ``connect()`` method on the Timer's \"timeout\" signal." -msgstr "Вызвать метод ``connect()`` для сигнала \"timeout\" таймера (Timer)." - -msgid "" -"To connect to a signal via code, you need to call the ``connect()`` method " -"of the signal you want to listen to. In this case, we want to listen to the " -"Timer's \"timeout\" signal." -msgstr "" -"Для подключения к сигналу через код вам нужно вызвать метод ``connect()`` " -"узла, который вы хотите прослушивать. В этом случае, мы хотим прослушать " -"сигнал \"timeout\" таймера." - -msgid "" -"We want to connect the signal when the scene is instantiated, and we can do " -"that using the :ref:`Node._ready() ` built-" -"in function, which is called automatically by the engine when a node is " -"fully instantiated." -msgstr "" -"Мы хотим подключить сигнал, когда сцена инстанцируется, и мы можем это " -"сделать, используя встроенную функцию :ref:`Node._ready() " -"`, которая автоматически вызывается движком, когда " -"узел полностью инстанцирован." - -msgid "" -"To get a reference to a node relative to the current one, we use the method :" -"ref:`Node.get_node() `. We can store the " -"reference in a variable." -msgstr "" -"Чтобы получить ссылку на узел, относящийся к действующему узлу, мы " -"используем метод :ref:`Node.get_node() `. Мы " -"можем сохранить ссылку в переменной." - -msgid "" -"The function ``get_node()`` looks at the Sprite2D's children and gets nodes " -"by their name. For example, if you renamed the Timer node to " -"\"BlinkingTimer\" in the editor, you would have to change the call to " -"``get_node(\"BlinkingTimer\")``." -msgstr "" -"Функция ``get_node()`` смотрит на дочерние узлы Sprite2D и получает узлы по " -"их имени. К примеру, если вы переименуете в редакторе узел Таймер в " -"\"BlinkingTimer\", то вам нужно будет поменять вызов на " -"``get_node(\"BlinkingTimer\")``." - -msgid "" -"We can now connect the Timer to the Sprite2D in the ``_ready()`` function." -msgstr "Сейчас мы можем подключить Timer к Sprite2D в функции ``_ready()``." - -msgid "" -"The line reads like so: we connect the Timer's \"timeout\" signal to the " -"node to which the script is attached. When the Timer emits ``timeout``, we " -"want to call the function ``_on_timer_timeout()``, that we need to define. " -"Let's add it at the bottom of our script and use it to toggle our sprite's " -"visibility." -msgstr "" -"Строка читается так: мы подключаем сигнал таймера \"timeout\" к узлу, к " -"которому прикреплён текущий скрипт. Когда таймер подаёт сигнал ``timeout``, " -"мы хотим вызвать функцию ``_on_timer_timeout()``, которую нам необходимо " -"определить. Давайте добавим её в нижней части нашего скрипта и используем её " -"для переключения видимости нашего спрайта." - -msgid "" -"By convention, we name these callback methods in GDScript as " -"\"_on_node_name_signal_name\" and in C# as \"OnNodeNameSignalName\". Here, " -"it'll be \"_on_timer_timeout\" for GDScript and OnTimerTimeout() for C#." -msgstr "" -"По соглашению в GDScript мы даём названия такие обратные вызовы так: " -"\"_on_node_name_signal_name\", а в C# так: \"OnNodeNameSignalName\". В " -"текущем примере оно будет выглядеть как \"_on_timer_timeout\" для GDScript и " -"\"OnTimerTimeout()\" для C#." - -msgid "" -"The ``visible`` property is a boolean that controls the visibility of our " -"node. The line ``visible = not visible`` toggles the value. If ``visible`` " -"is ``true``, it becomes ``false``, and vice-versa." -msgstr "" -"Свойство ``visible`` имеет логический тип (boolean), контролирующий " -"видимость нашего узла. Строка ``visible = not visible`` переключает " -"значение. Если ``visible`` равно ``true``, оно станет ``false``, и наоборот." - -msgid "" -"If you run the Node2D scene now, you will see that the sprite blinks on and " -"off, at one second intervals." -msgstr "" -"Если вы запустите сцену Node2D сейчас, то увидите, что спрайт мерцает, " -"появляясь и исчезая с интервалом в одну секунду." - -msgid "Complete script" -msgstr "Готовый скрипт" - -msgid "" -"That's it for our little moving and blinking Godot icon demo! Here is the " -"complete ``sprite_2d.gd`` file for reference." -msgstr "" -"Вот и всё для нашей маленькой движущейся и мигающей демонстрации с иконкой " -"Godot! Вот полный файл ``sprite_2d.gd`` для справки." - -msgid "Custom signals" -msgstr "Пользовательские сигналы" - -msgid "" -"This section is a reference on how to define and use your own signals, and " -"does not build upon the project created in previous lessons." -msgstr "" -"Этот раздел является справкой о том, как определять и использовать ваши " -"собственные сигналы, не опираясь на проект, созданный в предыдущих уроках." - -msgid "" -"You can define custom signals in a script. Say, for example, that you want " -"to show a game over screen when the player's health reaches zero. To do so, " -"you could define a signal named \"died\" or \"health_depleted\" when their " -"health reaches 0." -msgstr "" -"Вы можете определить собственные сигналы в скрипте. Например, вы хотите " -"вывести экран \"Конец игры\", когда здоровье игрока станет равным нулю. Для " -"этого вы можете определить сигнал \"died\" или \"health_depleted\", и выдать " -"его, когда здоровье игрока будет равно нулю." - -msgid "" -"As signals represent events that just occurred, we generally use an action " -"verb in the past tense in their names." -msgstr "" -"Поскольку сигналы представляют собой события, которые только что произошли, " -"мы обычно используем в их названиях глагол в прошедшем времени." - -msgid "" -"Your signals work the same way as built-in ones: they appear in the Node tab " -"and you can connect to them like any other." -msgstr "" -"Ваши сигналы работают таким же образом, как и встроенные: они появляются во " -"вкладке Узел (Node), и вы можете подключиться к ним, как и к любым другим." - -msgid "To emit a signal in your scripts, call ``emit()`` on the signal." -msgstr "" -"Чтобы передать сигнал в ваших скриптах, вызовите метод ``emit()`` в сигнале." - -msgid "" -"A signal can optionally declare one or more arguments. Specify the argument " -"names between parentheses:" -msgstr "" -"Сигнал может дополнительно объявить один или несколько аргументов. Укажите " -"имена аргументов между круглыми скобками:" - -msgid "" -"The signal arguments show up in the editor's node dock, and Godot can use " -"them to generate callback functions for you. However, you can still emit any " -"number of arguments when you emit signals. So it's up to you to emit the " -"correct values." -msgstr "" -"Аргументы сигнала показываются в панели узел редактора, и Godot может " -"использовать их, чтобы производить для вас функции обратного вызова. Однако, " -"вы всё ещё можете отправлять любое число аргументов при отправке сигналов. " -"Это значит, что отправка правильных значений зависит от вас." - -msgid "" -"To emit values along with the signal, add them as extra arguments to the " -"``emit()`` function:" -msgstr "" -"Чтобы передать значения вместе с сигналом, добавьте их в качестве " -"дополнительных аргументов к функции ``emit()``:" - -msgid "Summary" -msgstr "Подведение итогов" - -msgid "" -"Any node in Godot emits signals when something specific happens to them, " -"like a button being pressed. Other nodes can connect to individual signals " -"and react to selected events." -msgstr "" -"Любой узел в Godot передает сигналы, когда с ним происходит что-то " -"конкретное, например, нажатие на кнопку. Другие узлы могут подключиться к " -"отдельным сигналам и среагировать на выбранные события." - -msgid "" -"Signals have many uses. With them, you can react to a node entering or " -"exiting the game world, to a collision, to a character entering or leaving " -"an area, to an element of the interface changing size, and much more." -msgstr "" -"Сигналы имеют множество применений. С их помощью вы можете отреагировать на " -"узел при выходе и входе в игровой мир, на столкновение, на персонажа, " -"входящего или покидающего какую-либо область, на изменение размера элемента " -"интерфейса и на многое другое." - -msgid "" -"For example, an :ref:`Area2D ` representing a coin emits a " -"``body_entered`` signal whenever the player's physics body enters its " -"collision shape, allowing you to know when the player collected it." -msgstr "" -"Например, :ref:`Area2D `, представляющий монету, испускает " -"сигнал ``body_entered`` всякий раз, когда физическое тело игрока входит в " -"его форму столкновения, что позволяет узнать, когда игрок подобрал монету." - -msgid "" -"In the next section, :ref:`doc_your_first_2d_game`, you'll create a complete " -"2D game and put everything you learned so far into practice." -msgstr "" -"В следующем разделе, :ref:`doc_your_first_2d_game`, вы создадите полноценную " -"2D-игру и примените на практике всё, чему научились до сих пор." diff --git a/sphinx/po/ru/LC_MESSAGES/index.po b/sphinx/po/ru/LC_MESSAGES/index.po deleted file mode 100644 index 71832d2910..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/index.po +++ /dev/null @@ -1,168 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "About" -msgstr "О Godot Engine" - -msgid "Getting started" -msgstr "Начало работы" - -msgid "Manual" -msgstr "Руководство" - -msgid "Contributing" -msgstr "Вклад в развитие" - -msgid "Community" -msgstr "Сообщество" - -msgid "Class reference" -msgstr "Справочник по классам" - -msgid "" -"Godot's documentation is available in various languages and versions. Expand " -"the \"Read the Docs\" panel at the bottom of the sidebar to see the list." -msgstr "" -"Документация Godot доступна на различных языках и для разных версий. " -"Разверните панель \"Read the Docs\" в нижней части бокового меню, чтобы " -"увидеть весь список." - -msgid "" -"This documentation is translated from the `original English one `_ by community members on `Weblate `_." -msgstr "" -"Эта документация была переведена с оригинального `английского источника " -"`_ участниками сообщества на " -"`Weblate `_." - -msgid "" -"Depending on the translation effort's completion level, you may find " -"paragraphs or whole pages which are still in English. You can help the " -"community by providing new translations or reviewing existing ones on " -"Weblate." -msgstr "" -"В зависимости от степени завершённости перевода, вы можете наткнуться на " -"абзацы или целые страницы, которые всё ещё на английском языке. Вы можете " -"помочь сообществу добавить новые переводы или проверить уже существующие на " -"Weblate." - -msgid "" -"For the time being, localized translations are only available for the " -"\"stable\" branch. You can still view the English documentation for other " -"engine versions using the \"Read the Docs\" panel at the bottom of the " -"sidebar." -msgstr "" -"На данный момент переводы доступны только для «стабильной» ветки. Вы по-" -"прежнему можете просмотреть документацию на английском языке для других " -"версий движка, используя панель \"Read the Docs\" в нижней части бокового " -"меню." - -msgid "" -"Welcome to the official documentation of `Godot Engine `__, the free and open source community-driven 2D and 3D game engine! If " -"you are new to this documentation, we recommend that you read the :ref:" -"`introduction page ` to get an overview of what this " -"documentation has to offer." -msgstr "" -"Добро пожаловать в официальную документацию `Godot Engine `__, бесплатного и игрового 2D- и 3D- движка, с открытым " -"исходным кодом, который развивается сообществом добровольцев! Если вы " -"впервые знакомитесь с этой документацией, мы рекомендуем вам прочитать :ref:" -"`вводную страницу `, чтобы получить общее представление о " -"том, что эта документация может предложить." - -msgid "" -"The table of contents in the sidebar should let you easily access the " -"documentation for your topic of interest. You can also use the search " -"function in the top-left corner." -msgstr "" -"Оглавление в боковом меню позволяет легко перейти к документации по " -"интересующей вас теме. Вы также можете воспользоваться функцией поиска в " -"левом верхнем углу." - -msgid "Get involved" -msgstr "Участвуйте в развитии" - -msgid "" -"Godot Engine is an open source project developed by a community of " -"volunteers. The documentation team can always use your feedback and help to " -"improve the tutorials and class reference. If you don't understand " -"something, or cannot find what you are looking for in the docs, help us make " -"the documentation better by letting us know!" -msgstr "" -"Godot Engine — это проект с открытым исходным кодом, разрабатываемый " -"сообществом добровольцев. Команда документации всегда открыта к вашим " -"отзывам и помощи по улучшению уроков и справочнику классов. Если вы чего-то " -"не понимаете или не можете найти что-то в документации, помогите нам сделать " -"её лучше, рассказав нам об этом!" - -msgid "" -"Submit an issue or pull request on the `GitHub repository `_, help us `translate the documentation " -"`_ into your language, or " -"talk to us on the ``#documentation`` channel on the `Godot Contributors Chat " -"`_!" -msgstr "" -"Отправьте жалобу или pull request в `репозитории GitHub `_, помогите нам `перевести документацию " -"`_ на свой язык или " -"свяжитесь с нами в канале ``#documentation`` в `чате добровольцев Godot " -"`_!" - -msgid "weblate_widget" -msgstr "weblate_widget" - -msgid "Translation status" -msgstr "Статус перевода" - -msgid "Offline documentation" -msgstr "Офлайн документация" - -msgid "" -"To browse the documentation offline, you can download an HTML copy (updated " -"every Monday): `stable `__, `latest " -"`__, `3.6 `__. Extract the ZIP archive then open the top-level ``index." -"html`` in a web browser." -msgstr "" -"Чтобы просмотреть документацию офлайн, вы можете загрузить HTML-копию " -"(обновляется каждый понедельник): `stable `__, `latest `__, `3.6 `__. Распакуйте ZIP-архив и откройте корневой файл " -"``index.html`` в браузере." - -msgid "" -"For mobile devices or e-readers, you can also download an ePub copy (updated " -"every Monday): `stable `__, `latest " -"`__, `3.6 `__. Extract the ZIP archive then open the ``GodotEngine.epub`` " -"file in an e-book reader application." -msgstr "" -"Для мобильных устройств или электронных читалок вы также можете скачать " -"копию в формате ePub (обновляется каждый понедельник): `stable `__, `latest `__, `3.6 `__. Распакуйте ZIP-архив " -"и откройте файл ``GodotEngine.epub`` в программе для чтения электронных книг." diff --git a/sphinx/po/ru/LC_MESSAGES/sphinx.po b/sphinx/po/ru/LC_MESSAGES/sphinx.po deleted file mode 100644 index 8ef06c464f..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/sphinx.po +++ /dev/null @@ -1,30 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Languages" -msgstr "Языки" - -msgid "Versions" -msgstr "Версии" - -msgid "On Read the Docs" -msgstr "На \"Read the Docs\"" - -msgid "Project Home" -msgstr "Главная страница проекта" - -msgid "Builds" -msgstr "Сборки" - -msgid "Downloads" -msgstr "Загрузки" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_antialiasing.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_antialiasing.po deleted file mode 100644 index 05fa8e0dc5..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_antialiasing.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Введение" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po deleted file mode 100644 index 9af4b6958a..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ /dev/null @@ -1,255 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D lights and shadows" -msgstr "2D свет и тени" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"By default, 2D scenes in Godot are unshaded, with no lights and shadows " -"visible. While this is fast to render, unshaded scenes can look bland. Godot " -"provides the ability to use real-time 2D lighting and shadows, which can " -"greatly enhance the sense of depth in your project." -msgstr "" -"По умолчанию 2D-сцены в Godot не затенены, свет и тени не видны. Хотя " -"рендеринг выполняется быстро, незатененные сцены могут выглядеть скучными. " -"Godot предоставляет возможность использовать 2D-освещение и тени в реальном " -"времени, что может значительно усилить ощущение глубины в вашем проекте." - -msgid "No 2D lights or shadows, scene is unshaded" -msgstr "Нет 2D-света и теней, сцена не затенена" - -msgid "2D lights enabled (without shadows)" -msgstr "Включено 2D освещение (без теней)" - -msgid "2D lights and shadows enabled" -msgstr "2D-свет и тени включены" - -msgid "Nodes" -msgstr "Узлы" - -msgid "There are several nodes involved in a complete 2D lighting setup:" -msgstr "В полной настройке 2D-освещения задействовано несколько узлов:" - -msgid "" -":ref:`CanvasModulate ` (to darken the rest of the " -"scene)" -msgstr "" -":ref:`CanvasModulate ` (используется для затемнения " -"сцены)" - -msgid "" -":ref:`PointLight2D ` (for omnidirectional or spot lights)" -msgstr "" -":ref:`PointLight2D ` (для всенаправленных или точечных " -"источников света)" - -msgid "" -":ref:`DirectionalLight2D ` (for sunlight or " -"moonlight)" -msgstr "" -":ref:`DirectionalLight2D ` (для солнечного или " -"лунного света)" - -msgid "" -":ref:`CanvasModulate ` is used to darken the scene by " -"specifying a color that will act as the base \"ambient\" color. This is the " -"final lighting color in areas that are *not* reached by any 2D light. " -"Without a CanvasModulate node, the final scene would look too bright as 2D " -"lights would only brighten the existing unshaded appearance (which appears " -"fully lit)." -msgstr "" -":ref:`CanvasModulate ` используется для затемнения " -"сцены путем указания цвета, который будет выступать в роли базового " -"\"фонового\" цвета. Это итоговый цвет освещения в областях, *не* затронутых " -"никаким 2D-источником света. Без узла CanvasModulate финальная сцена " -"выглядела бы слишком яркой, так как 2D-источники света только усиливали бы " -"существующий незатененный внешний вид (который выглядит полностью " -"освещенным)." - -msgid "" -":ref:`PointLight2Ds ` are used to light the scene. The " -"way a light typically works is by adding a selected texture over the rest of " -"the scene to simulate lighting." -msgstr "" -":ref:`PointLight2D ` используются для освещения сцены. " -"Обычно свет работает путем добавления выбранной текстуры поверх остальной " -"части сцены для имитации освещения." - -msgid "" -"The shadows appear only on areas covered by the :ref:`PointLight2D " -"` and their direction is based on the center of the :ref:" -"`Light `." -msgstr "" -"Тени появляются только в покрытых :ref:`PointLight2D ` и " -"их направлением, зависищим от центра :ref:`Light `." - -msgid "" -"The background color does **not** receive any lighting. If you want light to " -"be cast on the background, you need to add a visual representation for the " -"background, such as a Sprite2D." -msgstr "" -"Фоновый цвет никак не освещается. Если вы хотите, чтобы свет освещал фон, то " -"вам нужно добавить визуальное представление фона, такое как Sprite2D." - -msgid "" -"The Sprite2D's **Region** properties can be helpful to quickly create a " -"repeating background texture, but remember to also set **Texture > Repeat** " -"to **Enabled** in the Sprite2D's properties." -msgstr "" -"Свойства **Региона** Sprite2D могут быть полезны для быстрого создания " -"повторяющейся текстуры фона, но помните также установить **Текстура > " -"Повтор** на **Включено** в свойствах Sprite2D." - -msgid "Point lights" -msgstr "Точечный свет" - -msgid "" -"Point lights (also called positional lights) are the most common element in " -"2D lighting. Point lights can be used to represent light from torches, fire, " -"projectiles, etc." -msgstr "" -"Точечный свет (также называемый позиционным светом) самый обычный элемент в " -"2D освещение. Точечный свет может использоваться, чтобы отобразить свет от " -"факелов, огня, снарядов и т.д." - -msgid "PointLight2D offers the following properties to tweak in the inspector:" -msgstr "PointLight2D предлагает следующие свойства для настройки в инспекторе:" - -msgid "" -"**Texture:** The texture to use as a light source. The texture's size " -"determines the size of the light. The texture may have an alpha channel, " -"which is useful when using Light2D's **Mix** blend mode, but it is not " -"required if using the **Add** (default) or **Subtract** blend modes." -msgstr "" -"**Текстура:** Текстура, используемая в качестве источника света. Размер " -"текстуры определяет размер света. Текстура может иметь альфа-канал, который " -"полезен при использовании режима смешивания **Смешивание** в Light2D, но не " -"является обязательным при использовании режимов смешивания **Добавление** " -"(по умолчанию) или **Вычитание**." - -msgid "" -"**Offset:** The offset for the light texture. Unlike when you move the light " -"node, changing the offset does *not* cause shadows to move." -msgstr "" -"**Смещение:** Смещение для текстуры света. В отличие от перемещения узла " -"света, изменение смещения *не* вызывает перемещение теней." - -msgid "" -"**Texture Scale:** The multiplier for the light's size. Higher values will " -"make the light extend out further. Larger lights have a higher performance " -"cost as they affect more pixels on screen, so consider this before " -"increasing a light's size." -msgstr "" -"**Масштаб текстуры:** Множитель размера света. Более высокие значения " -"увеличат распространение света. Более крупные источники света имеют большее " -"влияние на производительность, так как они влияют на большее количество " -"пикселей на экране, поэтому учитывайте это перед увеличением размера света." - -msgid "" -"**Height:** The light's virtual height with regards to normal mapping. By " -"default, the light is very close to surfaces receiving lights. This will " -"make lighting hardly visible if normal mapping is used, so consider " -"increasing this value. Adjusting the light's height only makes a visible " -"difference on surfaces that use normal mapping." -msgstr "" -"**Высота:** Виртуальная высота света относительно карты нормалей. По " -"умолчанию свет находится очень близко к поверхностям, получающим свет. Это " -"сделает освещение едва заметным при использовании карты нормалей, поэтому " -"рассмотрите возможность увеличения этого значения. Изменение высоты света " -"заметно только на поверхностях, использующих карту нормалей." - -msgid "" -"If you don't have a pre-made texture to use in a light, you can use this " -"\"neutral\" point light texture (right-click > **Save Image As…**):" -msgstr "" -"Если у вас нет готовой текстуры для использования в освещении, вы можете " -"использовать эту \"нейтральную\" текстуру точечного света (правый клик > " -"**Сохранить изображение как…**):" - -msgid "Neutral point light texture" -msgstr "Текстура нейтрального точечного света" - -msgid "Directional light" -msgstr "Направленный свет" - -msgid "" -"New in Godot 4.0 is the ability to have directional lighting in 2D. " -"Directional lighting is used to represent sunlight or moonlight. Light rays " -"are casted parallel to each other, as if the sun or moon was infinitely far " -"away from the surface that is receiving the light." -msgstr "" -"В Godot 4.0 была реализована возможность использования направленного " -"освещения в 2D. Направленное освещение используется для представления " -"солнечного или лунного света. Световые лучи отбрасываются параллельно друг " -"другу, как будто солнце или луна находятся бесконечно далеко от поверхности, " -"получающей свет." - -msgid "DirectionalLight2D offers the following properties:" -msgstr "DirectionalLight2D имеет следующие свойства:" - -msgid "" -"**Height:** The light's virtual height with regards to normal mapping " -"(``0.0`` = parallel to surfaces, ``1.0`` = perpendicular to surfaces). By " -"default, the light is fully parallel with the surfaces receiving lights. " -"This will make lighting hardly visible if normal mapping is used, so " -"consider increasing this value. Adjusting the light's height only makes a " -"visual difference on surfaces that use normal mapping. **Height** does not " -"affect shadows' appearance." -msgstr "" -"**Высота:** Виртуальная высота света относительно карты нормалей (``0.0`` = " -"параллельно поверхностям, ``1.0`` = перпендикулярно поверхностям). По " -"умолчанию свет полностью параллелен поверхностям, получающим освещение. Это " -"сделает освещение едва заметным при использовании карты нормалей, поэтому " -"рекомендуется увеличить это значение. Настройка высоты света визуально " -"влияет только на поверхности, использующие карту нормалей. **Высота** не " -"влияет на внешний вид теней." - -msgid "Common light properties" -msgstr "Основные свойства света" - -msgid "" -"Both PointLight2D and DirectionalLight2D offer common properties, which are " -"part of the Light2D base class:" -msgstr "" -"И PointLight2D, и DirectionalLight2D имеют обычные свойства, являющиеся " -"частью базового класса Light2D:" - -msgid "" -"**Enabled:** Allows toggling the light's visibility. Unlike hiding the light " -"node, disabling this property will not hide the light's children." -msgstr "" -"**Включен:** Позволяет переключать видимость света. По сравнению со скрытием " -"узла света, выключение этого свойства не скроет дочерние элементы света." - -msgid "" -"**Editor Only:** If enabled, the light is only visible within the editor. It " -"will be automatically disabled in the running project." -msgstr "" -"**Только для редактора:** Если включено, то свет будет виден только внутри " -"редактора. Он автоматически выключиться при запуске проекта." - -msgid "**Color:** The light's color." -msgstr "**Цвет:** Цвет света." - -msgid "" -"**Energy:** The light's intensity multiplier. Higher values result in a " -"brighter light." -msgstr "" -"**Энергия:** Множитель интенсивности света. Более высокие значения приведут " -"к более яркому освещению." - -msgid "Setting up shadows" -msgstr "Настройка теней" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_meshes.po deleted file mode 100644 index d0322d3573..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ /dev/null @@ -1,90 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D meshes" -msgstr "2D-сетки" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"In 3D, meshes are used to display the world. In 2D, they are rare as images " -"are used more often. Godot's 2D engine is a pure two-dimensional engine, so " -"it can't really display 3D meshes directly (although it can be done via " -"``Viewport`` and ``ViewportTexture``)." -msgstr "" -"В 3D сетки используются для отображения мира. В 2D они редки, так как " -"изображения используются намного чаще. 2D движёк в Godot полностью " -"двухмерен, поэтому он не может отображать 3D сетки напрямую (но это можно " -"сделать используя ``Viewport`` и ``ViewportTexture``)." - -msgid "" -"If you are interested in displaying 3D meshes on a 2D viewport, see the :ref:" -"`doc_viewport_as_texture` tutorial." -msgstr "" -"Если вас интересует отображение 3D сеток в 2D режиме, смотрите уроки :ref:" -"`doc_viewport_as_texture`." - -msgid "" -"2D meshes are meshes that contain two-dimensional geometry (Z can be omitted " -"or ignored) instead of 3D. You can experiment creating them yourself using " -"``SurfaceTool`` from code and displaying them in a ``MeshInstance2D`` node." -msgstr "" -"2D-сетки - это сетки, которые содержат двумерную геометрию (Z можно опустить " -"или игнорировать) вместо 3D. Вы можете поэкспериментировать, создав их " -"самостоятельно с помощью ``SurfaceTool`` из кода и отобразив их в узле " -"``MeshInstance2D``." - -msgid "Optimizing pixels drawn" -msgstr "Оптимизация нарисованного изображения" - -msgid "" -"This workflow is useful for optimizing 2D drawing in some situations. When " -"drawing large images with transparency, Godot will draw the whole quad to " -"the screen. The large transparent areas will still be drawn." -msgstr "" -"Этот рабочий процесс полезен для оптимизации 2D-изображений в некоторых " -"ситуациях. При отображении больших картинок с прозрачностью Godot будет " -"рисовать на экране изображение полностью. И большие прозрачные области все " -"равно будут нарисованы." - -msgid "" -"This can affect performance, especially on mobile devices, when drawing very " -"large images (generally screen sized), or layering multiple images on top of " -"each other with large transparent areas (for example, when using " -"``ParallaxBackground``)." -msgstr "" -"Это может повлиять на производительность, особенно на мобильных устройствах, " -"при рисовании очень больших изображений (размером с экран), или наложении " -"нескольких изображений друг на друга с большими прозрачными областями " -"(например, при использовании `ParallaxBackground`)." - -msgid "" -"Converting to a mesh will ensure that only the opaque parts will be drawn " -"and the rest will be ignored." -msgstr "" -"Конвертирование в сетку гарантирует, что только непрозрачные части будут " -"нарисованы, а остальные проигнорированы." - -msgid "" -"A dialog will appear, showing a preview of how the 2D mesh will be created:" -msgstr "" -"Появится диалоговое окно, показывающее предварительный просмотр того, как " -"будет выглядеть 2D сетка:" - -msgid "" -"The default values are good enough for many cases, but you can change growth " -"and simplification according to your needs:" -msgstr "" -"Значения по умолчанию достаточно хороши для многих случаев, но вы можете " -"изменить \"Рост\" и \"Упрощение\" в соответствии с вашими потребностями:" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_movement.po deleted file mode 100644 index 35b28dc39f..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_movement.po +++ /dev/null @@ -1,162 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D movement overview" -msgstr "Перемещение в 2D пространстве" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"Every beginner has been there: \"How do I move my character?\" Depending on " -"the style of game you're making, you may have special requirements, but in " -"general the movement in most 2D games is based on a small number of designs." -msgstr "" -"Каждый новичок задаётся вопросом: \"Как я могу перемещать свой персонаж?\". " -"В зависимости от стиля игры, у тебя могут быть специальные требования, но в " -"основном перемещения в большинстве 2D игр основаны на небольшом числе " -"различных способов." - -msgid "Setup" -msgstr "Настройка" - -msgid "" -"Open ``Project -> Project Settings`` and select the \"Input Map\" tab. Add " -"the following input actions (see :ref:`InputEvent ` for " -"details):" -msgstr "" -"Откройте ``Проект -> Настройки проекта`` и выберите вкладку \"Список " -"действий\". Добавьте следующие действия (для справки :ref:`InputEvent " -"`):" - -msgid "8-way movement" -msgstr "8-стороннее движение" - -msgid "" -"In this scenario, you want the user to press the four directional keys (up/" -"left/down/right or W/A/S/D) and move in the selected direction. The name \"8-" -"way movement\" comes from the fact that the player can move diagonally by " -"pressing two keys at the same time." -msgstr "" -"В этом примере мы хотим, чтобы игрок использовал четыре клавиши для выбора " -"движения в заданном направлении (клавиши - стрелки: вверх/влево/вниз/вправо " -"или W/A/S/D). Термин 8 - позиционное перемещение исходит из факта, что игрок " -"может перемещаться по диагонали удерживая одновременно две клавиши." - -msgid "" -"We can then set our velocity by multiplying this direction vector, which has " -"a length of ``1``, by our desired speed." -msgstr "" -"Тога мы сможем установить скорость умножением этого вектора направления, " -"который имеет длину ``1``, на нашу желаемую скорость." - -msgid "" -"If you've never used vector math before, or need a refresher, you can see an " -"explanation of vector usage in Godot at :ref:`doc_vector_math`." -msgstr "" -"Если вы никогда прежде не использовали векторную алгебру, или желаете " -"освежить память, то можете посмотреть применение векторной алгебры в Godot :" -"ref:`doc_vector_math`." - -msgid "" -"If the code above does nothing when you press the keys, double-check that " -"you've set up input actions correctly as described in the :ref:" -"`doc_2d_movement_setup` part of this tutorial." -msgstr "" -"Если код выше ничего не делает при нажатии клавиш, проверьте заново " -"установки входных действий как описано в :ref:`doc_2d_movement_setup` части " -"этого урока." - -msgid "Rotation + movement" -msgstr "Вращение + перемещение" - -msgid "" -"This type of movement is sometimes called \"Asteroids-style\" because it " -"resembles how that classic arcade game worked. Pressing left/right rotates " -"the character, while up/down moves it forward or backward in whatever " -"direction it's facing." -msgstr "" -"Этот стиль движения иногда называют \"Астероид-стиль\" потому что он похож " -"на классическую аркадную игру. Нажатие влево/вправо вращает персонаж, вверх/" -"вниз перемещает его вперёд или назад по направления персонажа." - -msgid "Rotation + movement (mouse)" -msgstr "Вращение + перемещение с помощью мыши" - -msgid "" -"This style of movement is a variation of the previous one. This time, the " -"direction is set by the mouse position instead of the keyboard. The " -"character will always \"look at\" the mouse pointer. The forward/back inputs " -"remain the same, however." -msgstr "" -"Этот стиль перемещения - вариация предыдущего. Сейчас направление " -"устанавливается перемещением мыши а не клавиатурой. Благодаря функции \"look " -"at\", персонаж будет всегда смотреть на курсор мыши. Перемещения вперёд/" -"назад остаются прежними." - -msgid "Click-and-move" -msgstr "Нажми и двигайся" - -msgid "" -"This last example uses only the mouse to control the character. Clicking on " -"the screen will cause the player to move to the target location." -msgstr "" -"В последнем примере для перемещения персонажа используется только мышь. " -"Нажатие на экран заставит игрока двигаться в указанном направлении." - -msgid "" -"Note the ``distance_to()`` check we make prior to movement. Without this " -"test, the body would \"jitter\" upon reaching the target position, as it " -"moves slightly past the position and tries to move back, only to move too " -"far and repeat." -msgstr "" -"Заметьте проверку``distance_to()``, которую мы выполняем перед перемещением. " -"Без этого теста, тела может начать дрожать пытаясь достичь заданной позиции, " -"так как оно может её проскакивать при перемещении и пытаться вернуться " -"назад, снова её проскакивая." - -msgid "" -"Uncommenting the ``look_at()`` line will also turn the body to point in its " -"direction of motion if you prefer." -msgstr "" -"Раскомментируя строку ``look_at()``заставит тело поворачиваться в " -"направлении своего перемещения." - -msgid "" -"This technique can also be used as the basis of a \"following\" character. " -"The ``target`` position can be that of any object you want to move to." -msgstr "" -"Этот приём ещё может использоваться как основа для \"следящего\" персонажа. " -"Позицией цели может быть любой объект в направлении которого вы хотите " -"перемещаться." - -msgid "Summary" -msgstr "Подведение итогов" - -msgid "" -"You may find these code samples useful as starting points for your own " -"projects. Feel free to use them and experiment with them to see what you can " -"make." -msgstr "" -"Вы можете найти эти примеры полезными как основа для вашего проекта. Не " -"стесняйтесь использовать их и экспериментировать с ними, чтобы увидеть, что " -"вы можете сделать." - -msgid "" -"You can download this sample project here: `2d_movement_starter.zip `_" -msgstr "" -"Вы можете загрузить проект примера здесь: `2d_movement_starter.zip `_" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_parallax.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_parallax.po deleted file mode 100644 index 4019d6a910..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_parallax.po +++ /dev/null @@ -1,51 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D Parallax" -msgstr "2D Параллакс" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"Parallax is an effect used to simulate depth by having textures move at " -"different speeds relative to the camera. Godot provides the :ref:" -"`Parallax2D` node to achieve this effect. It can still be " -"easy to get tripped up though, so this page provides in-depth descriptions " -"of some properties and how to fix some common mistakes." -msgstr "" -"Параллакс это эффект который используется для симуляции глубины текстурами, " -"двигающимися на различных скоростях относительно камеры. Godot предоставляет " -"узел :ref:`Parallax2D` для достижения этого эффекта. Это " -"все же может быть непросто, так что эта страница предоставляет описания " -"некоторых свойств и описания исправления распространенных ошибок." - -msgid "" -"This page only covers how to use :ref:`Parallax2D`. This " -"node is still experimental, so the implementation might change in future " -"versions of Godot. However, it is still recommended to use over the :ref:" -"`ParallaxLayer` and :ref:" -"`ParallaxBackground` nodes." -msgstr "" -"Эта страница только раскрывает как использовать :ref:" -"`Parallax2D`. Этот узел еще экспериментальный, так что его " -"реализация может измениться в будущих версиях Godot. Хотя, его использование " -"все равно рекомендуется вместо узлов :ref:" -"`ParallaxLayer`и :ref:" -"`ParallaxBackground`." - -msgid "Scroll scale" -msgstr "Шкала прокрутки" - -msgid "Scale the child nodes" -msgstr "Размер узлов-потомков" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po deleted file mode 100644 index 547ebe09c3..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ /dev/null @@ -1,212 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"In this scenario, you have a collection of images, each containing one of " -"your character's animation frames. For this example, we'll use the following " -"animation:" -msgstr "" -"В этом случае у вас есть коллекция изображений, каждое из которых содержит " -"один из анимационных кадров вашего персонажа. Для этого примера мы будем " -"использовать следующую анимацию:" - -msgid "" -"You can download the images here: `2d_sprite_animation_assets.zip `_" -msgstr "" -"Вы можете скачать изображения здесь: `2d_sprite_animation_assets.zip " -"`_" - -msgid "" -"Unzip the images and place them in your project folder. Set up your scene " -"tree with the following nodes:" -msgstr "" -"Распакуйте изображения и поместите их в папку вашего проекта. Настройте " -"дерево сцены со следующими узлами:" - -msgid "" -"The root node could also be :ref:`Area2D ` or :ref:" -"`RigidBody2D `. The animation will still be made in the " -"same way. Once the animation is completed, you can assign a shape to the " -"CollisionShape2D. See :ref:`Physics Introduction ` " -"for more information." -msgstr "" -"Корневым узлом также может быть :ref:`Area2D ` или :ref:" -"`RigidBody2D `. Анимация по - прежнему будет выполнена " -"таким же образом. Как только анимация будет завершена, вы можете назначить " -"фигуру CollisionShape2D. См. :ref:`Введение в физику " -"` для получения дополнительной информации." - -msgid "" -"Click on the new SpriteFrames resource and you'll see a new panel appear at " -"the bottom of the editor window:" -msgstr "" -"Нажмите на новый ресурс Sprite Frames, и вы увидите, что в нижней части окна " -"редактора появится новая панель:" - -msgid "" -"From the FileSystem dock on the left side, drag the 8 individual images into " -"the center part of the SpriteFrames panel. On the left side, change the name " -"of the animation from \"default\" to \"run\"." -msgstr "" -"Из панели \"Файловая система\" слева перетащите 8 отдельных изображений в " -"центральную часть панели \"Спрайт кадры\". С левой стороны измените название " -"анимации с \"default\" на \"run\"." - -msgid "Controlling the animation" -msgstr "Управление анимацией" - -msgid "" -"Once the animation is complete, you can control the animation via code using " -"the ``play()`` and ``stop()`` methods. Here is a brief example to play the " -"animation while the right arrow key is held, and stop it when the key is " -"released." -msgstr "" -"После завершения анимации вы можете управлять ею с помощью кода, используя " -"методы ``play()`` и ``stop()``. Вот краткий пример воспроизведения анимации " -"при удержании клавиши со стрелкой вправо и ее остановки при отпускании " -"клавиши." - -msgid "" -"Right-click the image and choose \"Save Image As\" to download it, and then " -"copy the image into your project folder." -msgstr "" -"Щелкните правой кнопкой мыши изображение и выберите \"Сохранить картинку " -"как\", чтобы загрузить его, а затем скопируйте изображение в папку вашего " -"проекта." - -msgid "" -"Click on the new SpriteFrames resource. This time, when the bottom panel " -"appears, select \"Add frames from a Sprite Sheet\"." -msgstr "" -"Нажмите на новый ресурс Sprite Frames. На этот раз, когда появится нижняя " -"панель, выберите \"Add frames from a Sprite Sheet\"." - -msgid "You will be prompted to open a file. Select your sprite sheet." -msgstr "Вам будет предложено открыть файл. Выберите свой спрайт-лист." - -msgid "" -"A new window will open, showing your sprite sheet. The first thing you will " -"need to do is to change the number of vertical and horizontal images in your " -"sprite sheet. In this sprite sheet, we have four images horizontally and two " -"images vertically." -msgstr "" -"Откроется новое окно, в котором будет показан ваш спрайт-лист. Первое, что " -"вам нужно будет сделать, это изменить количество вертикальных и " -"горизонтальных изображений на листе спрайта. На этом спрайт-листе у нас есть " -"четыре изображения по горизонтали и два изображения по вертикали." - -msgid "" -"Next, select the frames from the sprite sheet that you want to include in " -"your animation. We will select the top four, then click \"Add 4 frames\" to " -"create the animation." -msgstr "" -"Затем выберите кадры из спрайт-листа, которые вы хотите включить в анимацию. " -"Мы выберем четыре верхних кадра, затем нажмите \"Add 4 frames\", чтобы " -"создать анимацию." - -msgid "" -"You will now see your animation under the list of animations in the bottom " -"panel. Double click on default to change the name of the animation to jump." -msgstr "" -"Теперь вы увидите свою анимацию в списке анимаций в нижней панели. Дважды " -"щёлкните по \"default\", чтобы изменить название анимации на \"jump\"." - -msgid "Sprite sheet with AnimationPlayer" -msgstr "Спрайтовый лист с использованием AnimationPlayer" - -msgid "Consider this sprite sheet, which contains 6 frames of animation:" -msgstr "Рассмотрим этот спрайт-лист, который содержит 6 кадров анимации:" - -msgid "" -"Right-click the image and choose \"Save Image As\" to download, then copy " -"the image into your project folder." -msgstr "" -"Щелкните правой кнопкой мыши изображение и выберите \"Сохранить изображение " -"как\" для загрузки, затем скопируйте изображение в папку вашего проекта." - -msgid "" -"Our goal is to display these images one after another in a loop. Start by " -"setting up your scene tree:" -msgstr "" -"Наша цель состоит в том, чтобы отображать эти изображения одно за другим в " -"цикле. Начните с настройки дерева сцены:" - -msgid "" -"Drag the spritesheet into the Sprite's *Texture* property, and you'll see " -"the whole sheet displayed on the screen. To slice it up into individual " -"frames, expand the *Animation* section in the Inspector and set the " -"*Hframes* to ``6``. *Hframes* and *Vframes* are the number of horizontal and " -"vertical frames in your sprite sheet." -msgstr "" -"Перетащите спрайт-лист в свойство *Texture* спрайта, и вы увидите весь лист " -"на экране. Чтобы разделить его на отдельные кадры, разверните раздел " -"*Animation* в Инспекторе и установите для *Hframes* значение ``6``. " -"*Hframes* и *Vframes* - это количество горизонтальных и вертикальных кадров " -"на спрайт-листе." - -msgid "" -"Select the ``AnimationPlayer`` and click the \"Animation\" button followed " -"by \"New\". Name the new animation \"walk\". Set the animation length to " -"``0.6`` and click the \"Loop\" button so that our animation will repeat." -msgstr "" -"Выберите ``AnimationPlayer`` и нажмите кнопку \"Анимация\", за которой " -"следует \"Новый\". Назовите новую анимацию \"walk\". Установите длину " -"анимации на ``0.6`` и нажмите кнопку \"Зацикливание анимации\", чтобы наша " -"анимация повторялась." - -msgid "" -"Continue adding frames at each point in the timeline (``0.1`` seconds by " -"default), until you have all the frames from 0 to 5. You'll see the frames " -"actually appearing in the animation track:" -msgstr "" -"Продолжайте добавлять кадры в каждой точке временной шкалы (по " -"умолчанию``0.1`` секунды), пока не получите все кадры от 0 до 5. Вы увидите " -"кадры, которые на самом деле появляются в анимационной дорожке:" - -msgid "Press \"Play\" on the animation to see how it looks." -msgstr "" -"Нажмите \"Воспроизвести выбранную анимацию с текущей позиции\" , чтобы " -"увидеть, как она выглядит." - -msgid "Controlling an AnimationPlayer animation" -msgstr "Управление анимацией AnimationPlayer" - -msgid "" -"If updating both an animation and a separate property at once (for example, " -"a platformer may update the sprite's ``h_flip``/``v_flip`` properties when a " -"character turns while starting a 'turning' animation), it's important to " -"keep in mind that ``play()`` isn't applied instantly. Instead, it's applied " -"the next time the :ref:`AnimationPlayer ` is " -"processed. This may end up being on the next frame, causing a 'glitch' " -"frame, where the property change was applied but the animation was not. If " -"this turns out to be a problem, after calling ``play()``, you can call " -"``advance(0)`` to update the animation immediately." -msgstr "" -"Если обновлять одновременно анимацию и отдельное свойство (например, " -"платформер может обновлять свойства ``h_flip``/``v_flip`` спрайта, когда " -"персонаж поворачивается при запуске анимации 'поворота'), важно иметь в " -"виду, что ``play ()`` не применяется мгновенно. Вместо этого он применяется " -"при следующей обработке узла :ref:`AnimationPlayer `. " -"Это может оказаться в следующем кадре, что приведет к 'сбою' кадра, в " -"котором уже было применено изменение свойств, но еще не применено изменение " -"анимации. Если это окажется проблемой, после вызова ``play ()`` вы можете " -"вызвать ``advance(0)``, чтобы немедленно обновить анимацию." - -msgid "Summary" -msgstr "Подведение итогов" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_transforms.po deleted file mode 100644 index a19bb0c20a..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ /dev/null @@ -1,140 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Viewport and canvas transforms" -msgstr "Преобразование области просмотра и холста" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"This is an overview of the 2D transforms going on for nodes from the moment " -"they draw their content locally to the time they are drawn onto the screen. " -"This overview discusses very low level details of the engine." -msgstr "" -"Это обзор 2D преобразований, происходящих для узлов с момента их локального " -"рисования содержимого до момента их рисования на экране. В этом обзоре " -"обсуждаются детали движка очень низкого уровня." - -msgid "" -"The goal of this tutorial is to teach a way for feeding input events to the " -"Input with a position in the correct coordinate system." -msgstr "" -"Цель этого руководства - научить Вас способу передачи событий ввода в Input " -"с позицией в правильной системе координат." - -msgid "" -"A more extensive description of all coordinate systems and 2d transforms is " -"available in :ref:`doc_2d_coordinate_systems`." -msgstr "" -"Более подробное описание всех систем координат и 2D-преобразований доступно " -"в :ref:`doc_2d_coordinate_systems`." - -msgid "Canvas transform" -msgstr "Преобразования холста" - -msgid "" -"As mentioned in the previous tutorial, :ref:`doc_canvas_layers`, every " -"CanvasItem node (remember that Node2D and Control based nodes use CanvasItem " -"as their common root) will reside in a *Canvas Layer*. Every canvas layer " -"has a transform (translation, rotation, scale, etc.) that can be accessed as " -"a :ref:`Transform2D `." -msgstr "" -"Как упоминалось в предыдущем руководстве :ref:`doc_canvas_layers`, каждый " -"узел CanvasItem (помните, что узлы на основе Node2D и Control используют " -"CanvasItem в качестве общего корня) будет находиться в *Canvas Layer*. " -"Каждый слой холста имеет преобразование (перемещение, поворот, масштаб и т." -"д.), к которому можно получить доступ как :ref:`Transform2D " -"`." - -msgid "" -"Also covered in the previous tutorial, nodes are drawn by default in Layer " -"0, in the built-in canvas. To put nodes in a different layer, a :ref:" -"`CanvasLayer ` node can be used." -msgstr "" -"Как было сказано в предыдущем уроке, узлы по умолчанию рисуются на 0-ом слое " -"на встроенном холсте. Для того, чтобы поместить узлы на другой слой, можно " -"воспользоваться узлом :ref:`CanvasLayer `." - -msgid "Global canvas transform" -msgstr "Глобальное преобразование холста" - -msgid "Stretch transform" -msgstr "Преобразования растяжения" - -msgid "" -"Finally, viewports have a *Stretch Transform*, which is used when resizing " -"or stretching the screen. This transform is used internally (as described " -"in :ref:`doc_multiple_resolutions`), but can also be manually set on each " -"viewport." -msgstr "" -"Наконец, в видовых экранах есть функция *Stretch Transform*, которая " -"используется при изменении размера или растягивании экрана. Это " -"преобразование используется внутренне (как описано в :ref:" -"`doc_multiple_resolutions`), но также может быть вручную установлено для " -"каждого видового экрана." - -msgid "" -"The root viewport is a :ref:`Window `. In order to scale and " -"position the *Window's* content as described in :ref:" -"`doc_multiple_resolutions`, each :ref:`Window ` contains a " -"*window transform*. It is for example responsible for the black bars at the " -"*Window's* sides so that the *Viewport* is displayed with a fixed aspect " -"ratio." -msgstr "" -"Корневое окно просмотра представляет собой :ref:`Окно `. Чтобы " -"масштабировать и позиционировать содержимое *окна* в соответствии с " -"описанным в :ref:`doc_multiple_resolutions`, каждое :ref:`окно " -"` содержит *оконное преобразование*. Оно, например, отвечает " -"за черные полосы по краям *окна*, чтобы *Окно просмотра* отображалось с " -"фиксированным соотношением сторон." - -msgid "Transform order" -msgstr "Порядок преобразований" - -msgid "Transform functions" -msgstr "Функции преобразования" - -msgid "" -"The above graphic shows some available transform functions. All transforms " -"are directed from right to left, this means multiplying a transform with a " -"coordinate results in a coordinate system further to the left, multiplying " -"the :ref:`affine inverse ` of a " -"transform results in a coordinate system further to the right:" -msgstr "" -"График выше показывает некоторые доступные функции преобразования. Все " -"преобразования выполняются справа налево, что означает: умножение " -"преобразования на координату смещает систему координат влево, а умножение :" -"ref:`аффинного обратного преобразования " -"` смещает систему координат вправо:" - -msgid "" -"Finally, then, to convert a CanvasItem local coordinates to screen " -"coordinates, just multiply in the following order:" -msgstr "" -"Наконец, чтобы преобразовать локальные координаты CanvasItem в экранные " -"координаты, просто умножьте в следующем порядке:" - -msgid "" -"Keep in mind, however, that it is generally not desired to work with screen " -"coordinates. The recommended approach is to simply work in Canvas " -"coordinates (``CanvasItem.get_global_transform()``), to allow automatic " -"screen resolution resizing to work properly." -msgstr "" -"Однако имейте в виду, что обычно нежелательно работать с экранными " -"координатами. Рекомендуемый подход - просто работать в координатах холста " -"(``CanvasItem.get_global_transform ()``), чтобы автоматическое изменение " -"размера разрешения экрана работало правильно." - -msgid "Feeding custom input events" -msgstr "Передача пользовательских событий ввода" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/canvas_layers.po deleted file mode 100644 index 01ccbecbb2..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ /dev/null @@ -1,124 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Canvas layers" -msgstr "Слои холста" - -msgid "Viewport and Canvas items" -msgstr "Область просмотра и Предметы холста" - -msgid "" -":ref:`CanvasItem ` is the base for all 2D nodes, be it " -"regular 2D nodes, such as :ref:`Node2D `, or :ref:`Control " -"`. Both inherit from :ref:`CanvasItem `. " -"You can arrange canvas items in trees. Each item will inherit its parent's " -"transform: when the parent moves, its children move too." -msgstr "" -":ref:`CanvasItem ` является основой для всех 2D-узлов, " -"будь то обычные 2D-узлы, такие как :ref:`Node2D ` или :ref:" -"`Control `. Оба наследуют от :ref:`CanvasItem " -"`. Вы можете расположить предметы холста на деревьях. " -"Каждый элемент наследует преобразование своего родителя: когда родитель " -"перемещается, его потомки тоже перемещаются." - -msgid "" -"CanvasItem nodes, and nodes inheriting from them, are direct or indirect " -"children of a :ref:`Viewport `, that displays them." -msgstr "" -"Узлы CanvasItem и узлы, унаследованные от них, являются прямыми или " -"косвенными дочерними элементами :ref:`Viewport `, который их " -"отображает." - -msgid "" -"To achieve effects like scrolling, manipulating the canvas transform " -"property is more efficient than moving the root canvas item and the entire " -"scene with it." -msgstr "" -"Такие эффекты, как прокрутка, лучше всего достигаются путём изменения " -"свойства преобразования холста. Этот подход более эффективен, чем " -"перемещение корневого элемента холста (и, следовательно, всей сцены)." - -msgid "" -"Usually though, we don't want *everything* in the game or app to be subject " -"to the canvas transform. For example:" -msgstr "" -"Однако обычно мы не хотим, чтобы *всё* в игре или приложении подвергалось " -"преобразованию холста. Примеры:" - -msgid "" -"**Parallax Backgrounds**: Backgrounds that move slower than the rest of the " -"stage." -msgstr "" -"**Параллакс-фоны**: Фоновые изображения которые двигаются медленнее " -"остальной сцены." - -msgid "" -"**UI**: Think of a user interface (UI) or head-up display (HUD) superimposed " -"on our view of the game world. We want a life counter, score display and " -"other elements to retain their screen positions even when our view of the " -"game world changes." -msgstr "" -"**Интерфейс**: пользовательский интерфейс (UI) или проекционный дисплей " -"(HUD) накладываются поверх изображения игрового мира. Мы хотим, чтобы " -"счётчик жизней, отображение очков и другие элементы сохраняли свои позиции " -"на экране независимо от перемещений персонажа." - -msgid "" -"**Transitions**: We may want visual effects used for transitions (fades, " -"blends) to remain at a fixed screen location." -msgstr "" -"**Переходы**: нам может понадобиться, чтобы эффекты, используемые для " -"переходов (затухания, смешивания), постоянно оставались в определённой части " -"окна." - -msgid "CanvasLayers" -msgstr "Узел CanvasLayer" - -msgid "" -"The answer is :ref:`CanvasLayer `, which is a node that " -"adds a separate 2D rendering layer for all its children and grand-children. " -"Viewport children will draw by default at layer \"0\", while a CanvasLayer " -"will draw at any numeric layer. Layers with a greater number will be drawn " -"above those with a smaller number. CanvasLayers also have their own " -"transform and do not depend on the transform of other layers. This allows " -"the UI to be fixed in screen-space while our view on the game world changes." -msgstr "" -"Ответом будет :ref:`CanvasLayer ` - это узел, который " -"добавляет отдельный слой 2D-рендеринга для всех своих дочерних и внучатых " -"элементов. По умолчанию дочерние элементы Viewport будут рисоваться на " -"нулевом слое, а CanvasLayer - на любом слое с номером, отличным от нуля. " -"Слои с большим номером будут нарисованы над слоями с меньшим номером. При " -"этом каждый CanvasLayer имеет собственное преобразование и не зависит от " -"преобразования других слоёв. Это позволяет зафиксировать пользовательский " -"интерфейс в пространстве экрана, в то время как изображение игрового мира " -"будет изменяется." - -msgid "" -"An example of this is creating a parallax background. This can be done with " -"a CanvasLayer at layer \"-1\". The screen with the points, life counter and " -"pause button can also be created at layer \"1\"." -msgstr "" -"Примером этого является создание параллакс-фона. Его можно сделать с помощью " -"CanvasLayer на слое «-1». А отображение очков, счётчика жизней и кнопки " -"паузы при этом можно расположить на слое «1»." - -msgid "Here's a diagram of how it looks:" -msgstr "Вот схема того, как это выглядит:" - -msgid "" -"CanvasLayers are independent of tree order, and they only depend on their " -"layer number, so they can be instantiated when needed." -msgstr "" -"Обработка узлов CanvasLayer не зависит от их порядкового номера в дереве " -"сцены - только от номера их слоя; поэтому они могут создаться по мере " -"необходимости." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po deleted file mode 100644 index 5be6726d0e..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ /dev/null @@ -1,202 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Custom drawing in 2D" -msgstr "Пользовательская отрисовка в 2D" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"Custom drawing in a 2D node is *really* useful. Here are some use cases:" -msgstr "" -"Пользовательский рисунок в 2D узле *действительно* полезен.Вот несколько " -"примеров, почему:" - -msgid "" -"Drawing shapes or logic that existing nodes can't do, such as an image with " -"trails or a special animated polygon." -msgstr "" -"Рисование фигур или логики, которые не обрабатываются узлами (пример: " -"создание узла, который рисует круг, изображение со следами, особый вид " -"анимированного многоугольника и т. д.)." - -msgid "" -"Making a custom UI control. There are plenty of controls available, but when " -"you have unusual needs, you will likely need a custom control." -msgstr "" -"Создание пользовательского элемента управления пользовательского интерфейса " -"(UI). Существует множество доступных элементов управления, но когда у вас " -"есть нестандартные требования, вероятно, вам потребуется создать собственный " -"элемент управления." - -msgid "Drawing" -msgstr "Отрисовка" - -msgid "Updating" -msgstr "Обновление" - -msgid "Antialiased drawing" -msgstr "**Сглаживание**" - -msgid "Tools" -msgstr "Инструменты" - -msgid "Drawing circles" -msgstr "Отрисовка кругов" - -msgid "" -"To create the eyes, we are going to add 4 additional calls to draw the eye " -"shapes, in different sizes, colors and positions." -msgstr "" -"Чтобы создать глаза, мы добавим 4 дополнительных вызова для рисования форм " -"глаз, с различными размерами, цветами и позициями." - -msgid "" -"To draw a circle, you position it based on its center using the :ref:" -"`draw_circle ` method. The first " -"parameter is a :ref:`Vector2` with the coordinates of its " -"center, the second is its radius, and the third is its color:" -msgstr "" -"Чтобы отрисовать круг, вы располагаете его от центра используя метод :ref:" -"`draw_circle `. Первый параметр это :" -"ref:`Vector2` координат его центра, второй - его радиус, а " -"третий - его цвет." - -msgid "When executing it, you should have something like this:" -msgstr "При запуске, вы должны получить примерно это:" - -msgid "" -"For partial, unfilled arcs (portions of a circle shape between certain " -"arbitrary angles), you can use the method :ref:`draw_arc " -"`." -msgstr "" -"Для неполных, незаполненных дуг (частей формы круга между произвольными " -"углами), вы можете использовать метод :ref:`draw_arc " -"`." - -msgid "Drawing lines" -msgstr "Отрисовка линий" - -msgid "" -"To draw the final shape (the nose) we will use a line to approximate it." -msgstr "Что отрисовать последнюю часть (нос) мы используем линию." - -msgid "" -":ref:`draw_line ` can be used to draw a " -"single segment by providing its start and end coordinates as arguments, like " -"this:" -msgstr "" -":ref:`draw_line ` может быть использован " -"чтобы отрисовать одиночный сегмент используя начальные и конечные координаты " -"для аргументов, подобно этому:" - -msgid "You should now be able to see the following shape on screen:" -msgstr "Вы должны сейчас увидеть следующую форму на экране:" - -msgid "" -"Note that if multiple unconnected lines are going to be drawn at the same " -"time, you may get additional performance by drawing all of them in a single " -"call, using the :ref:`draw_multiline " -"` method." -msgstr "" -"Заметьте что при отрисовке множественных несоединенных линий, вы можете " -"получить дополнительную производительность рисуя все линии одним вызовом " -"метода :ref:`draw_multiline `." - -msgid "Drawing text" -msgstr "Отрисовка текста" - -msgid "" -"While using the :ref:`Label ` Node is the most common way to " -"add text to your application, the low level `_draw` function includes " -"functionality to add text to your custom Node drawing. We will use it to add " -"the name \"GODOT\" under the robot head." -msgstr "" -"В то время как использование узла :ref:`Label ` является самым " -"обычным способом добавить текст в ваше приложение, существует низкоуровневая " -"функция `_draw` включающая функциональность добавления текста на " -"пользовательский узел. Мы используем ее, чтобы добавить имя \"GODOT\" под " -"голову робота." - -msgid "" -"We will use the :ref:`draw_string ` " -"method to do it, like this:" -msgstr "" -"Мы будем использовать :ref:`draw_string " -"` метод, для того чтобы сделать это, " -"вот так:" - -msgid "Animation" -msgstr "Анимация" - -msgid "Example 2: drawing a dynamic line" -msgstr "Пример 2: рисование линии в динамике" - -msgid "Drawing an arc between 2 points" -msgstr "Рисование дуги между 2 точками" - -msgid "" -"The above example works, but we may want to join those 2 points with a " -"different shape or function, other than a straight line." -msgstr "" -"Пример выше работает, но мы можем захотеть присоединить эти 2 точки с другой " -"формой или функцией, отличной от прямой линии." - -msgid "" -"Let's try now creating an arc (a portion of a circumference) between both " -"points." -msgstr "Давайте попробуем создать дугу (часть окружности) между двумя точками." - -msgid "" -"Exporting the line starting point, segments, width, color, and antialiasing " -"will allow us to modify those properties very easily directly from the " -"editor inspector panel:" -msgstr "" -"Экспортируя стартовую точку линии, сегменты, длину, цвет и сглаживание " -"позволит нам очень просто модифицировать эти свойства напрямую из панели " -"инспектора:" - -msgid "Calculating this arc will be more complex than in the case of the line:" -msgstr "Вычисление этой дуги может быть более сложным чем в случае линии:" - -msgid "" -"The center of the semicircle will be the middle point between both points. " -"The radius will be half the distance between both points. The start and end " -"angles will be the angles of the vector from point1 to point2 and vice-" -"versa. Note we had to normalize the ``end_angle`` in positive values because " -"if ``end_angle`` is less than ``start_angle``, the arc will be drawn counter-" -"clockwise, which we don't want in this case (the arc would be upside-down)." -msgstr "" -"Центр полукруга будет точкой посередине между обеими точками. Радиус будет " -"половиной расстояния между обеими точками. Начальный и конечный углы будут " -"углами вектора от точки1 до точки2 и наоборот. Заметьте что мы нормализуем " -"``end_angle`` в позитивные значения поскольку если ``end_angle`` меньше чем " -"``start_angle``, дуга будет отрисована против часовой стрелки, что мы не " -"хотим в этом случае (дуга будет смотреть сверху-вниз)." - -msgid "" -"The result should be something like this, with the arc going down and " -"between the points:" -msgstr "" -"Результат будет выглядеть как-то так, с дугой смотрящей вниз и между точек:" - -msgid "" -"Feel free to play with the parameters in the inspector to obtain different " -"results: change the color, the width, the antialiasing, and increase the " -"number of segments to increase the curve smoothness, at the cost of extra " -"performance." -msgstr "" -"Не стесняйтесь поиграть с параметрами в инспекторе для получения различных " -"результатов: измените цвет, длину, сглаживание, и увеличьте количество " -"сегментов для усиления сглаживания кривой, за цену производительности." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/index.po deleted file mode 100644 index 5e23d60de9..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/index.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D" -msgstr "2D" - -msgid "Rendering" -msgstr "Отрисовка" - -msgid "Physics and movement" -msgstr "Физика и движение" - -msgid "Tools" -msgstr "Инструменты" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/introduction_to_2d.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/introduction_to_2d.po deleted file mode 100644 index 1befa40961..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/introduction_to_2d.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Coordinate system" -msgstr "Система координат" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/particle_systems_2d.po deleted file mode 100644 index 4a6c2c1277..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ /dev/null @@ -1,441 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Intro" -msgstr "Введение" - -msgid "" -"The idea is that a \"particle\" is emitted at a fixed interval and with a " -"fixed lifetime. During its lifetime, every particle will have the same base " -"behavior. What makes each particle different from the rest and provides a " -"more organic look is the \"randomness\" associated with each parameter. In " -"essence, creating a particle system means setting base physics parameters " -"and then adding randomness to them." -msgstr "" -"Идея состоит в том, что «частица» испускается через фиксированный интервал и " -"с фиксированным временем жизни. В течение своей жизни у каждой частицы будет " -"одно базовое поведение. Что отличает каждую частицу от остальных и " -"обеспечивает более натуральный вид, так это «случайность», связанная с " -"каждым параметром. По сути, создание системы частиц означает установку " -"основных физических параметров, а затем добавление к ним случайности." - -msgid "Particle nodes" -msgstr "Узлы частиц" - -msgid "" -"You can convert a GPUParticles2D node into a CPUParticles2D node by clicking " -"on the node in the inspector, selecting the 2D viewport, and selecting " -"**GPUParticles2D > Convert to CPUParticles2D** in the viewport toolbar." -msgstr "" -"Вы можете превратить узел GPUParticles2D в CPUParticles2D кликнув на узел в " -"инспекторе, выделяя 2D окно просмотра, и выбрав **GPUParticles2D > " -"Преобразовать в CPUParticles2D** в панели инструментов окна просмотра." - -msgid "Texture" -msgstr "Текстура" - -msgid "Time parameters" -msgstr "Параметры времени" - -msgid "Lifetime" -msgstr "Время жизни" - -msgid "" -"The time in seconds that every particle will stay alive. When lifetime ends, " -"a new particle is created to replace it." -msgstr "" -"Время в секундах, в течение которого каждая частица останется в живых. Когда " -"время жизни заканчивается, вместо нее создается новая частица." - -msgid "Lifetime: 0.5" -msgstr "Продолжительность жизни: 0,5" - -msgid "Lifetime: 4.0" -msgstr "Продолжительность жизни: 4,0" - -msgid "One Shot" -msgstr "Одноразовый" - -msgid "Preprocess" -msgstr "Предобработка" - -msgid "" -"Particle systems begin with zero particles emitted, then start emitting. " -"This can be an inconvenience when loading a scene and systems like a torch, " -"mist, etc. begin emitting the moment you enter. Preprocess is used to let " -"the system process a given number of seconds before it is actually drawn the " -"first time." -msgstr "" -"Системы частиц начинаются с нулевого испускания частиц, а затем начинают " -"испускаться. Это может быть неудобно при загрузке сцены и таких систем, как " -"факел, туман и т.д., которые начинают излучаться сразу после входа. " -"Предварительная обработка используется, чтобы позволить системе обработать " -"заданное количество секунд до того, как она будет фактически отрисована в " -"первый раз." - -msgid "Speed Scale" -msgstr "Масштаб скорости" - -msgid "" -"The speed scale has a default value of ``1`` and is used to adjust the speed " -"of a particle system. Lowering the value will make the particles slower " -"while increasing the value will make the particles much faster." -msgstr "" -"Шкала скорости имеет значение по умолчанию ``1`` и используется для " -"регулировки скорости системы частиц. Понижение значения сделает частицы " -"медленнее, в то время как увеличение значения сделает частицы намного " -"быстрее." - -msgid "Explosiveness" -msgstr "Взрывоопасность" - -msgid "" -"If lifetime is ``1`` and there are 10 particles, it means a particle will be " -"emitted every 0.1 seconds. The explosiveness parameter changes this, and " -"forces particles to be emitted all together. Ranges are:" -msgstr "" -"Если продолжительность жизни равна ``1`` и имеется 10 частиц, это означает, " -"что частица будет испускаться каждую 0,1 секунды. Параметр \"explosiveness\" " -"меняет это и заставляет частицы испускаться все вместе. Диапазоны:" - -msgid "0: Emit particles at regular intervals (default value)." -msgstr "" -"0: Испускать частицы через равные промежутки времени (значение по умолчанию)." - -msgid "1: Emit all particles simultaneously." -msgstr "1: Испускать все частицы одновременно." - -msgid "" -"Values in the middle are also allowed. This feature is useful for creating " -"explosions or sudden bursts of particles:" -msgstr "" -"Допускаются также значения в середине. Эта функция полезна для создания " -"взрывов или внезапных выбросов частиц:" - -msgid "Randomness" -msgstr "Случайность" - -msgid "" -"All physics parameters can be randomized. Random values range from ``0`` to " -"``1``. The formula to randomize a parameter is:" -msgstr "" -"Все физические параметры могут быть рандомизированы. Диапазон случайных " -"значений от ``0`` до ``1 ``. Формула рандомизации параметра:" - -msgid "Fixed FPS" -msgstr "Фиксированный FPS" - -msgid "" -"This setting can be used to set the particle system to render at a fixed " -"FPS. For instance, changing the value to ``2`` will make the particles " -"render at 2 frames per second. Note this does not slow down the particle " -"system itself." -msgstr "" -"Этот параметр можно использовать для установки системы частиц для рендеринга " -"с фиксированным FPS. Например, изменение значения на ``2`` приведет к " -"рендерингу частиц со скоростью 2 кадра в секунду. Обратите внимание, что это " -"не замедляет саму систему частиц." - -msgid "Fract Delta" -msgstr "**Fract Delta**" - -msgid "This can be used to turn Fract Delta on or off." -msgstr "Это можно использовать для включения или выключения Fract Delta." - -msgid "Drawing parameters" -msgstr "Параметры отрисовки" - -msgid "Visibility Rect" -msgstr "Видимый прямоугольник" - -msgid "" -"The visibility rectangle controls the visibility of the particles on screen. " -"If this rectangle is outside of the viewport, the engine will not render the " -"particles on screen." -msgstr "" -"Прямоугольник видимости контролирует видимость частиц на экране. Если этот " -"прямоугольник находится за пределами области просмотра, движок не будет " -"отображать частицы на экране." - -msgid "" -"The rectangle's ``W`` and ``H`` properties respectively control its Width " -"and its Height. The ``X`` and ``Y`` properties control the position of the " -"upper-left corner of the rectangle, relative to the particle emitter." -msgstr "" -"Свойства прямоугольника ``W`` и ``H`` соответственно управляют его шириной и " -"высотой. Свойства ``X`` и ``Y`` управляют положением верхнего левого угла " -"прямоугольника относительно излучателя частиц." - -msgid "" -"You can control the emit duration with the ``Generation Time (sec)`` option. " -"The maximum value is 25 seconds. If you need more time for your particles to " -"move around, you can temporarily change the ``preprocess`` duration on the " -"Particles2D node." -msgstr "" -"Вы можете контролировать длительность излучения с помощью опции ``Generation " -"Time (sec)``. Максимальное значение - 25 секунд. Если вам нужно больше " -"времени для перемещения частиц, вы можете временно изменить длительность " -"``preprocess`` на узле Particles2D." - -msgid "Local Coords" -msgstr "Локальные координаты" - -msgid "" -"By default this option is on, and it means that the space that particles are " -"emitted to is relative to the node. If the node is moved, all particles are " -"moved with it:" -msgstr "" -"По умолчанию эта опция включена, и это означает, что пространство, в которое " -"излучаются частицы определяется относительно узла. Если узел перемещается, " -"все частицы перемещаются вместе с ним:" - -msgid "" -"If disabled, particles will emit to global space, meaning that if the node " -"is moved, already emitted particles are not affected:" -msgstr "" -"Если этот параметр отключен, частицы будут излучаться в глобальное " -"пространство, что означает, что при перемещении узла уже испускаемые частицы " -"не затрагиваются:" - -msgid "Draw Order" -msgstr "Порядок рисования" - -msgid "" -"This controls the order in which individual particles are drawn. ``Index`` " -"means particles are drawn according to their emission order (default). " -"``Lifetime`` means they are drawn in order of remaining lifetime." -msgstr "" -"Это контролирует порядок, в котором отрисовываются отдельные частицы. " -"``Index`` означает, что частицы отрисовываются в соответствии с порядком их " -"выброса (по умолчанию). ``Lifetime`` означает, что они нарисованы в порядке " -"оставшегося времени жизни." - -msgid "Direction" -msgstr "Направление" - -msgid "" -"This is the base direction at which particles emit. The default is " -"``Vector3(1, 0, 0)`` which makes particles emit to the right. However, with " -"the default gravity settings, particles will go straight down." -msgstr "" -"Это основное направление, в котором испускаются частицы. По умолчанию это " -"``Vector3 (1, 0, 0)``, что заставляет частицы излучаться вправо. Однако с " -"настройками силы тяжести по умолчанию частицы будут идти прямо вниз." - -msgid "" -"For this property to be noticeable, you need an *initial velocity* greater " -"than 0. Here, we set the initial velocity to 40. You'll notice that " -"particles emit toward the right, then go down because of gravity." -msgstr "" -"Чтобы это свойство было заметным, вам нужна *начальная скорость* больше 0. " -"Здесь мы установили начальную скорость равной 40. Вы заметите, что частицы " -"испускаются вправо, а затем падают вниз из-за силы тяжести." - -msgid "Spread" -msgstr "Разброс" - -msgid "" -"This parameter is the angle in degrees which will be randomly added in " -"either direction to the base ``Direction``. A spread of ``180`` will emit in " -"all directions (+/- 180). For spread to do anything the \"Initial Velocity\" " -"parameter must be greater than 0." -msgstr "" -"Этот параметр - угол в градусах, который будет случайным образом добавлен к " -"основному направлению ``Direction``. Разброс ``180`` приведет к излучению во " -"всех направлениях (+/- 180). Для того, чтобы активировался разброс частиц, " -"параметр ``Initial Velocity`` должен быть больше 0." - -msgid "Flatness" -msgstr "Плоскостность" - -msgid "This property is only useful for 3D particles." -msgstr "Это свойство полезно только для 3D-частиц." - -msgid "Gravity" -msgstr "Гравитация" - -msgid "The gravity applied to every particle." -msgstr "Гравитация применяется к каждой частице." - -msgid "Initial Velocity" -msgstr "Начальная скорость" - -msgid "" -"Initial velocity is the speed at which particles will be emitted (in pixels/" -"sec). Speed might later be modified by gravity or other accelerations (as " -"described further below)." -msgstr "" -"Начальная скорость - это скорость, с которой будут испускаться частицы (в " -"пикселях/сек). Позднее скорость может быть изменена под действием силы " -"тяжести или других ускорений (как описано ниже)." - -msgid "Angular Velocity" -msgstr "Угловая скорость" - -msgid "Angular velocity is the initial angular velocity applied to particles." -msgstr "" -"Угловая скорость - это начальная угловая скорость, применяемая к частицам." - -msgid "Spin Velocity" -msgstr "Скорость Спина" - -msgid "" -"Spin velocity is the speed at which particles turn around their center (in " -"degrees/sec)." -msgstr "" -"Скорость спина - это скорость при которой частицы вращаются вокруг своих " -"центров (в градусах/сек)." - -msgid "Orbit Velocity" -msgstr "Орбитальная скорость" - -msgid "Orbit velocity is used to make particles turn around their center." -msgstr "Orbit Velocity используется для вращения частиц вокруг своего центра." - -msgid "Linear Acceleration" -msgstr "Линейное Ускорение" - -msgid "The linear acceleration applied to each particle." -msgstr "Линейное ускорение применяется к каждой частице." - -msgid "Radial Acceleration" -msgstr "Радиальное (Нормальное) Ускорение" - -msgid "" -"If this acceleration is positive, particles are accelerated away from the " -"center. If negative, they are absorbed towards it." -msgstr "" -"Если это ускорение положительное, частицы ускоряются от центра. Если " -"отрицательное, они поглощаются им." - -msgid "Tangential Acceleration" -msgstr "Касательное Ускорение" - -msgid "" -"This acceleration will use the tangent vector to the center. Combining with " -"radial acceleration can do nice effects." -msgstr "" -"Это ускорение будет использовать касательный вектор к центру. Комбинация с " -"радиальным ускорением может дать хорошие эффекты." - -msgid "Damping" -msgstr "Амортизация" - -msgid "" -"Damping applies friction to the particles, forcing them to stop. It is " -"especially useful for sparks or explosions, which usually begin with a high " -"linear velocity and then stop as they fade." -msgstr "" -"Демпфирование приводит к трению частиц, заставляя их останавливаться. Это " -"особенно полезно для искр или взрывов, которые обычно начинаются с высокой " -"линейной скорости и затем прекращаются по мере исчезновения." - -msgid "Angle" -msgstr "Угол" - -msgid "" -"Determines the initial angle of the particle (in degrees). This parameter is " -"mostly useful randomized." -msgstr "" -"Определяет начальный угол частицы (в градусах). Этот параметр в основном " -"полезен в случайном порядке." - -msgid "Scale" -msgstr "Масштаб" - -msgid "Determines the initial scale of the particles." -msgstr "Определяет начальный размер частиц." - -msgid "Color" -msgstr "Цвет" - -msgid "Used to change the color of the particles being emitted." -msgstr "Используется для изменения цвета испускаемых частиц." - -msgid "" -"The ``Variation`` value sets the initial hue variation applied to each " -"particle. The ``Variation Random`` value controls the hue variation " -"randomness ratio." -msgstr "" -"Значение ``Variation`` устанавливает начальное изменение оттенка, " -"применяемое к каждой частице. Значение ``Variation Random`` контролирует " -"коэффициент случайности изменения оттенка." - -msgid "Animation" -msgstr "Анимация" - -msgid "Emission Shapes" -msgstr "Формы излучения" - -msgid "Open it and select \"Load Emission Mask\":" -msgstr "Откройте его и выберите \"Загрузить маску излучения\":" - -msgid "Then select which texture you want to use as your mask:" -msgstr "" -"Затем выберите, какую текстуру вы хотите использовать в качестве маски:" - -msgid "A dialog box with several settings will appear." -msgstr "Появится диалоговое окно с несколькими настройками." - -msgid "Emission Mask" -msgstr "Маска излучения" - -msgid "Three types of emission masks can be generated from a texture:" -msgstr "Из текстуры могут быть сгенерированы три типа масок излучения:" - -msgid "" -"Solid Pixels: Particles will spawn from any area of the texture, excluding " -"transparent areas." -msgstr "" -"Залитые пиксели: Частицы будут появляться из любой области текстуры, за " -"исключением прозрачных областей." - -msgid "" -"Border Pixels: Particles will spawn from the outer edges of the texture." -msgstr "Граничные пиксели: Частицы будут появляться на внешних краях текстуры." - -msgid "" -"Directed Border Pixels: Similar to Border Pixels, but adds extra information " -"to the mask to give particles the ability to emit away from the borders. " -"Note that an ``Initial Velocity`` will need to be set in order to utilize " -"this." -msgstr "" -"Направленные пограничные пиксели: похожи на пограничные пиксели, но " -"добавляют дополнительную информацию к маске, чтобы дать частицам возможность " -"испускаться вдали от границ. Обратите внимание, что для того, чтобы " -"использовать это, необходимо установить ``Initial Velocity``." - -msgid "Emission Colors" -msgstr "Цвета излучения" - -msgid "" -"``Capture from Pixel`` will cause the particles to inherit the color of the " -"mask at their spawn points." -msgstr "" -"``Из пикселя`` заставит частицы унаследовать цвет маски в своих точках " -"появления." - -msgid "" -"All of the values within this section have been automatically generated by " -"the \"Load Emission Mask\" menu, so they should generally be left alone." -msgstr "" -"Все значения в этом разделе были автоматически сгенерированы меню «Загрузить " -"маску излучения», поэтому их, как правило, следует оставить в покое." - -msgid "" -"An image should not be added to ``Point Texture`` or ``Color Texture`` " -"directly. The \"Load Emission Mask\" menu should always be used instead." -msgstr "" -"Изображение не следует добавлять напрямую в ``Point Texture`` или ``Color " -"Texture``. Вместо этого всегда следует использовать меню «Загрузить маску " -"излучения»." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/using_tilemaps.po deleted file mode 100644 index 610b4602bc..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using TileMaps" -msgstr "Использование TileMaps (Тайловых Карт)" - -msgid "Introduction" -msgstr "Введение" - -msgid "Rendering" -msgstr "Отрисовка" - -msgid "Physics" -msgstr "Физика" - -msgid "Navigation" -msgstr "Навигация" - -msgid "Paint" -msgstr "Покрасить" - -msgid "Line" -msgstr "Строка" - -msgid "Bucket Fill" -msgstr "Заливка" - -msgid "Picker" -msgstr "Пипетка" - -msgid "Eraser" -msgstr "Стиралка" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/using_tilesets.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/using_tilesets.po deleted file mode 100644 index 588935aadd..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/using_tilesets.po +++ /dev/null @@ -1,28 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"If you also need navigation support, now is a good time to create a " -"navigation layer:" -msgstr "" -"Если вам также нужна поддержка навигации, то сейчас подходящее время создать " -"слой навигации:" - -msgid "Creating a terrain within the terrain set" -msgstr "Создание местности через набор местности" - -msgid "Painting tile properties using the TileSet editor" -msgstr "Рисование свойств тайла используя редактор наборов Тайлов" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/3d_antialiasing.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/3d_antialiasing.po deleted file mode 100644 index 05fa8e0dc5..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/3d_antialiasing.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Введение" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po deleted file mode 100644 index 5c4a982964..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ /dev/null @@ -1,167 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "3D rendering limitations" -msgstr "Ограничения 3D-рендеринга" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"Due to their focus on performance, real-time rendering engines have many " -"limitations. Godot's renderer is no exception. To work effectively with " -"those limitations, you need to understand them." -msgstr "" -"Из-за ориентированности на производительность движки рендеринга в реальном " -"времени имеют множество ограничений. Визуализатор Godot - не исключение. " -"Чтобы эффективно работать с этими ограничениями, вам необходимо их понимать." - -msgid "Texture size limits" -msgstr "Ограничения размера текстуры" - -msgid "" -"On desktops and laptops, textures larger than 8192×8192 may not be supported " -"on older devices. You can check your target GPU's limitations on `GPUinfo." -"org `__." -msgstr "" -"На настольных компьютерах и ноутбуках текстуры размером более 8192 × 8192 " -"могут не поддерживаться старыми устройствами. Вы можете узнать ограничения " -"вашего целевого графического процессора на `GPUinfo.org `__." - -msgid "" -"Mobile GPUs are typically limited to 4096×4096 textures. Also, some mobile " -"GPUs don't support repeating non-power-of-two-sized textures. Therefore, if " -"you want your texture to display correctly on all platforms, you should " -"avoid using textures larger than 4096×4096 and use a power of two size if " -"the texture needs to repeat." -msgstr "" -"Мобильные графические процессоры обычно ограничены текстурами 4096×4096. " -"Кроме того, некоторые мобильные графические процессоры не поддерживают " -"повторение текстур, размер которых не равен степени двойки. Поэтому, если вы " -"хотите, чтобы ваша текстура отображалась правильно на всех платформах, вам " -"следует избегать использования текстур размером более 4096 × 4096 и " -"использовать текстуры размерностью в степень двойки, если текстура должна " -"повторяться." - -msgid "Color banding" -msgstr "Цветовая полоса" - -msgid "There are two main ways to alleviate banding:" -msgstr "Есть две основные вещи, которые следует отметить:" - -msgid "Depth buffer precision" -msgstr "Точность буфера глубины" - -msgid "" -"To sort objects in 3D space, rendering engines rely on a *depth buffer* " -"(also called *Z-buffer*). This buffer has a finite precision: 24-bit on " -"desktop platforms, sometimes 16-bit on mobile platforms (for performance " -"reasons). If two different objects end up on the same buffer value, then Z-" -"fighting will occur. This will materialize as textures flickering back and " -"forth as the camera moves or rotates." -msgstr "" -"Для сортировки объектов в трёхмерном пространстве движки рендеринга " -"используют *буфер глубины* (также называемый *Z-буфером*). Этот буфер имеет " -"конечную точность: 24 разряда на настольных платформах, и иногда до 16 " -"разрядов на мобильных платформах (по соображениям производительности). Если " -"два разных объекта имеют одно и то же значение буфера, произойдет борьба за " -"внимание зрителя. Это будет выглядеть как мерцающие текстуры, когда камера " -"движется или вращается." - -msgid "" -"To make the depth buffer more precise over the rendered area, you should " -"*increase* the Camera node's **Near** property. However, be careful: if you " -"set it too high, players will be able to see through nearby geometry. You " -"should also *decrease* the Camera node's **Far** property to the lowest " -"permissible value for your use case, though keep in mind it won't impact " -"precision as much as the **Near** property." -msgstr "" -"Чтобы сделать буфер глубины более точным по визуализируемой области, вы " -"должны *увеличить* свойство **Near** узла Camera. Однако будьте осторожны: " -"если вы установите его слишком высоко, игроки смогут видеть сквозь " -"близлежащую геометрию. Вам также следует *уменьшить* свойство **Far** узла " -"Camera до минимально допустимого значения для вашего варианта использования, " -"но имейте в виду, что это не повлияет на точность так сильно, как свойство " -"**Near**." - -msgid "" -"If you only need high precision when the player can see far away, you could " -"change it dynamically based on the game conditions. For instance, if the " -"player enters an airplane, the **Near** property can be temporarily " -"increased to avoid Z-fighting in the distance. It can then be decreased once " -"the player leaves the airplane." -msgstr "" -"Если вам нужна высокая точность только тогда, когда игрок смотрит вдаль, вы " -"можете динамически изменять её в зависимости от условий игры. Например, если " -"игрок садится в самолёт, свойство **Near** может быть временно увеличено, " -"чтобы избежать мерцания текстур на расстоянии. Затем его можно уменьшить, " -"когда игрок покинет самолёт." - -msgid "" -"Depending on the scene and viewing conditions, you may also be able to move " -"the Z-fighting objects further apart without the difference being visible to " -"the player." -msgstr "" -"В зависимости от сцены и условий просмотра, вы также можете перемещать " -"конкурирующие объекты дальше друг от друга, чтобы игрок не видел разницы." - -msgid "Transparency sorting" -msgstr "Сортировка прозрачности" - -msgid "" -"Some rendering engines feature *order-independent transparency* techniques " -"to alleviate this, but this is costly on the GPU. Godot currently doesn't " -"provide this feature. There are still several ways to avoid this problem:" -msgstr "" -"Некоторые механизмы рендеринга используют методы *независимой от порядка " -"прозрачности*, но это дорого обходится для GPU-производительности. Godot в " -"настоящее время не предоставляет эту функцию. Есть ещё несколько способов " -"избежать эту проблему:" - -msgid "Multi-sample antialiasing" -msgstr "Множественная выборка сглаживания (MSAA)" - -msgid "" -"Multi-sample antialiasing (MSAA) takes multiple *coverage* samples at the " -"edges of polygons when rendering objects. It does not increase the number of " -"*color* samples used to render a scene. Here's what this means in practice:" -msgstr "" -"MSAA принимает несколько выборок *покрытия* на краях полигонов при " -"визуализации объектов. Он не увеличивает количество образцов *цвета*, " -"используемых для рендеринга сцены. Вот что это означает на практике:" - -msgid "" -"Edges of meshes will be smoothed out nicely (as well as supersampling would)." -msgstr "Края сеток будут хорошо сглажены (как и при суперсэмплинге)." - -msgid "" -"Transparent materials that use *alpha testing* (1-bit transparency) won't be " -"smoothed out." -msgstr "" -"Прозрачные материалы, использующие *альфа-тестирование* (1-битная " -"прозрачность), не будут сглажены." - -msgid "" -"Specular aliasing (\"sparkles\" that appear on reflective surfaces) won't be " -"reduced." -msgstr "" -"Зеркальное наложение (\"искры\", появляющиеся на отражающих поверхностях) не " -"будет уменьшено." - -msgid "" -"There are several ways to work around this limitation depending on your " -"performance budget:" -msgstr "" -"Есть несколько способов обойти это ограничение в зависимости от вашего " -"бюджета производительности:" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/3d_text.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/3d_text.po deleted file mode 100644 index 0eeec767ac..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/3d_text.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "3D text" -msgstr "3D текст" - -msgid "Introduction" -msgstr "Введение" - -msgid "Advantages" -msgstr "Преимущества" - -msgid "Limitations" -msgstr "Ограничения" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/csg_tools.po deleted file mode 100644 index 3f19b19ae1..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/csg_tools.po +++ /dev/null @@ -1,205 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Prototyping levels with CSG" -msgstr "Прототипирование уровней с помощью CSG" - -msgid "Introduction to CSG nodes" -msgstr "Знакомство с узлами CSG" - -msgid "" -"Like other features of Godot, CSG is supported in the form of nodes. These " -"are the CSG nodes:" -msgstr "" -"Как и другие функции Godot, CSG поддерживается в виде узлов. Это узлы CSG:" - -msgid "CSG tools features" -msgstr "Особенности инструментов CSG" - -msgid "Every CSG node supports 3 kinds of boolean operations:" -msgstr "Каждый узел CSG поддерживает 3 вида булевых операций:" - -msgid "" -"**Union:** Geometry of both primitives is merged, intersecting geometry is " -"removed." -msgstr "" -"**Union (объединение):** Геометрия обоих примитивов объединяется, " -"пересекающаяся геометрия удаляется." - -msgid "" -"**Intersection:** Only intersecting geometry remains, the rest is removed." -msgstr "" -"**Intersection (пересечение):** остаётся только пересекающаяся геометрия, " -"остальное удаляется." - -msgid "" -"**Subtraction:** The second shape is subtracted from the first, leaving a " -"dent with its shape." -msgstr "" -"**Subtraction (вычитание):** Вторая фигура вычитается из первой, оставляя " -"вмятину своей формы." - -msgid "CSGPolygon" -msgstr "CSGPolygоn" - -msgid "**Depth:** Extruded back a given amount." -msgstr "**Depth (глубина):** Выдавливается назад на заданную величину." - -msgid "**Spin:** Extruded while spinning around its origin." -msgstr "**Spin (вращение):** Выдавливается, вращаясь вокруг своего источника." - -msgid "" -"**Path:** Extruded along a Path node. This operation is commonly called " -"lofting." -msgstr "" -"**Path (путь):** Выдавливается вдоль узла Path. Эта операция обычно " -"называется лофтингом." - -msgid "Custom meshes" -msgstr "Пользовательские меши" - -msgid "it must be closed," -msgstr "он должен быть закрыт," - -msgid "it must not self-intersect," -msgstr "он не должен самопересекаться," - -msgid "it must not contain internal faces," -msgstr "он не должен содержать внутренних граней," - -msgid "every edge must connect to only two other faces." -msgstr "каждая грань должна соединяться только с двумя другими гранями." - -msgid "Processing order" -msgstr "Порядок обработки" - -msgid "" -"In the interest of performance, make sure CSG geometry remains relatively " -"simple, as complex meshes can take a while to process. If adding objects " -"together (such as table and room objects), create them as separate CSG " -"trees. Forcing too many objects in a single tree will eventually start " -"affecting performance. Only use binary operations where you actually need " -"them." -msgstr "" -"В интересах производительности убедитесь, что геометрия CSG остается " -"относительно простой, поскольку сложные сетки могут потребовать много " -"времени для обработки. Если объекты добавляются вместе (например, стол и " -"комната), создавайте их как отдельные деревья CSG. Слишком большое " -"количество объектов в одном дереве в конечном итоге начнет влиять на " -"производительность. Используйте бинарные операции только там, где они " -"действительно нужны." - -msgid "Prototyping a level" -msgstr "Прототипирование уровня" - -msgid "We will prototype a room to practice the use of CSG tools." -msgstr "" -"Мы создадим прототип комнаты для практического использования инструментов " -"CSG." - -msgid "" -"Working in **Orthogonal** projection gives a better view when combining the " -"CSG shapes." -msgstr "" -"Работа в **ортогональной** проекции даёт лучший вид при совмещении фигур CSG." - -msgid "Our level will contain these objects:" -msgstr "Наш уровень будет содержать эти объекты:" - -msgid "a room," -msgstr "комната," - -msgid "a bed," -msgstr "кровать," - -msgid "a lamp," -msgstr "лампу," - -msgid "a desk," -msgstr "стол," - -msgid "a bookshelf." -msgstr "книжную полку." - -msgid "" -"The default lighting of the environment doesn't provide clear shading at " -"some angles. Change the display mode using **Display Overdraw** in the 3D " -"viewport menu, or add a DirectionalLight node to help you see clearly." -msgstr "" -"Освещение среды по умолчанию не обеспечивает чёткого затенения под " -"некоторыми углами. Измените режим отображения, используя **Display " -"Overdraw** в меню 3D экрана, или добавьте узел DirectionalLight, чтобы " -"помочь вам видеть чётко." - -msgid "A desk has one surface and 4 legs:" -msgstr "Стол имеет одну поверхность и 4 ножки:" - -msgid "Adjust their placement to resemble a desk." -msgstr "Отрегулируйте их расположение, чтобы они напоминали стол." - -msgid "" -"Select the ``pillow`` node and switch the mode to **Subtraction**; the " -"combined spheres will cut a hole into the mattress." -msgstr "" -"Выберите узел ``pillow`` и переключите режим на **Subtraction**; " -"объединённые сферы прорежут отверстие в матрасе." - -msgid "" -"Undo the re-parent after observing the effect. The bed you've built should " -"look like this:" -msgstr "" -"Отмените re-parent после наблюдения за эффектом. Собранная вами кровать " -"должна выглядеть так:" - -msgid "Adjust the placement of the 3 parts to make it look like a lamp." -msgstr "Отрегулируйте расположение 3 частей, чтобы получилась лампа." - -msgid "" -"Position your furniture in your room as you like and your scene should look " -"this:" -msgstr "" -"Расставьте мебель в комнате так, как вам нравится, и ваша сцена должна " -"выглядеть следующим образом:" - -msgid "" -"You've successfully prototyped a room level with the CSG tools in Godot. CSG " -"tools can be used for designing all kinds of levels, such as a maze or a " -"city; explore its limitations when designing your game." -msgstr "" -"Вы успешно создали прототип уровня комнаты с помощью инструментов CSG в " -"Godot. Инструменты CSG можно использовать для проектирования всех видов " -"уровней, таких как лабиринт или город; изучите их возможности при разработке " -"своей игры." - -msgid "Using prototype textures" -msgstr "Использование прототипов текстур" - -msgid "" -"If you need some textures for prototyping, Kenney made a `set of CC0-" -"licensed prototype textures `__." -msgstr "" -"Если вам нужны текстуры для создания прототипов, Кенни сделал `набор текстур " -"для прототипов с лицензией CC0 `__." - -msgid "There are two ways to apply a material to a CSG node:" -msgstr "Существует два способа применения материала к узлу CSG:" - -msgid "" -"Applying a material to individual nodes (**Material** in the Inspector). " -"This way, each CSG node can have its own appearance. Subtractive CSG nodes " -"will apply their material to the nodes they're \"digging\" into." -msgstr "" -"Применение материала к отдельным узлам (**Material** в инспекторе). Таким " -"образом, каждый узел CSG может иметь свой собственный вид. Вычитаемые CSG-" -"узлы будут применять свой материал к узлам, в которых они \"копаются\"." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po deleted file mode 100644 index bc5ac59589..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ /dev/null @@ -1,307 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Environment and post-processing" -msgstr "Окружающая среда и постобработка" - -msgid "Environment" -msgstr "Окружение" - -msgid "" -"The WorldEnvironment node can be added to any scene, but only one can exist " -"per active scene tree. Adding more than one will result in a warning." -msgstr "" -"Узел WorldEnvironment может быть добавлен в любую сцену, но только один " -"может существовать в активном дереве сцены. Добавление более одного узла " -"приведет к предупреждению." - -msgid "" -"Any Environment added has higher priority than the default Environment " -"(explained below). This means it can be overridden on a per-scene basis, " -"which makes it quite useful." -msgstr "" -"Любое добавленное окружение имеет более высокий приоритет, чем окружение по " -"умолчанию (объясняется ниже). Это означает, что его можно переопределять для " -"каждой отдельной сцены, что делает его весьма полезным." - -msgid "Environment options" -msgstr "Параметры окружения" - -msgid "Background" -msgstr "Фон" - -msgid "**Custom Color** is like Clear Color, but with a custom color value." -msgstr "" -"**Custom Color** подобен Clear Color, но с пользовательским значением цвета." - -msgid "Ambient light" -msgstr "Окружающий свет" - -msgid "Here is a comparison of how different ambient light affects a scene:" -msgstr "Вот сравнение того, как разный окружающий свет влияет на сцену:" - -msgid "Fog" -msgstr "Туман" - -msgid "" -"**Depth Fog:** This one is applied based on the distance from the camera." -msgstr "**Depth Fog:** Применяется в зависимости от расстояния до камеры." - -msgid "" -"**Height Fog:** This one is applied to any objects below (or above) a " -"certain height, regardless of the distance from the camera." -msgstr "" -"**Height Fog:** Применяется к любым объектам ниже (или выше) определённой " -"высоты, независимо от расстояния до камеры." - -msgid "" -"Both of these fog types can have their curve tweaked, making their " -"transition more or less sharp." -msgstr "" -"Оба этих типа тумана можно настроить, сделав их кривую более или менее " -"резким переходом." - -msgid "Two properties can be tweaked to make the fog effect more interesting:" -msgstr "" -"Чтобы сделать эффект тумана более интересным, можно настроить два свойства:" - -msgid "" -"The first is **Sun Amount**, which makes use of the Sun Color property of " -"the fog. When looking towards a directional light (usually a sun), the color " -"of the fog will be changed, simulating the sunlight passing through the fog." -msgstr "" -"Первый - **Sun Amount**, который использует свойство Sun Color (цвет солнца) " -"тумана. Если смотреть на направленный свет (обычно солнце), цвет тумана " -"будет меняться, имитируя солнечный свет, проходящий сквозь туман." - -msgid "" -"The second is **Transmit Enabled** which simulates more realistic light " -"transmittance. In practice, it makes light stand out more across the fog." -msgstr "" -"Второй - **Transmit Enabled** имитирует более реалистичное пропускание " -"света. На практике это делает свет более заметным на фоне тумана." - -msgid "Volumetric Fog" -msgstr "Объемный туман" - -msgid "Tonemap" -msgstr "Карта тональности" - -msgid "The tone mapping options are:" -msgstr "Опции тонального отображения (Tone Mapping):" - -msgid "**Mode:** The tone mapping mode to use." -msgstr "**Mode:** Используемый режим отображения тонирования." - -msgid "" -"**Linear:** The default tonemapping mode. This is the fastest and simplest " -"tonemapping operator, but it causes bright lighting to look blown out, with " -"noticeable clipping in the output colors." -msgstr "" -"**Linear:** Режим тонового картирования по умолчанию. Это самый быстрый и " -"простой оператор тонового отображения, но он приводит к тому, что яркое " -"освещение выглядит передутым, с заметной обрезкой в выходных цветах." - -msgid "" -"**Reinhardt:** Performs a variation on rendered pixels' colors by this " -"formula: ``color = color / (1 + color)``. This avoids clipping bright " -"highlights, but the resulting image can look a bit dull." -msgstr "" -"**Reinhardt:** Выполняет изменение цветов рендеринга пикселей по такой " -"формуле: ``color = color / (1 + color)``. Это позволяет избежать обрезания " -"ярких бликов, но полученное изображение может выглядеть немного тусклым." - -msgid "" -"**Filmic:** This avoids clipping bright highlights, with a resulting image " -"that usually looks more vivid than Reinhardt." -msgstr "" -"**Filmic:** Это позволяет избежать обрезания ярких бликов, в результате чего " -"изображение обычно выглядит более ярким, чем при использовании Reinhardt." - -msgid "" -"**Exposure:** Tone mapping exposure which simulates amount of light received " -"over time (default: ``1.0``). Higher values result in an overall brighter " -"appearance. If the scene appears too dark as a result of a tonemapping " -"operator or whitepoint change, try increasing this value slightly." -msgstr "" -"**Exposure:** Экспозиция тонального отображения, имитирующая количество " -"света, получаемого с течением времени (по умолчанию: ``1.0``). Более высокие " -"значения приводят к общему более светлому виду. Если сцена кажется слишком " -"тёмной в результате применения оператора тонового отображения или изменения " -"точки белого, попробуйте немного увеличить это значение." - -msgid "" -"**White:** Tone mapping whitepoint, which simulates where in the scale white " -"is located (default: ``1.0``). For photorealistic lighting, recommended " -"values are between ``6.0`` and ``8.0``. Higher values result in less blown " -"out highlights, but make the scene appear slightly darker as a whole." -msgstr "" -"**White:** Точка белого в тональном отображении, которая моделирует, где в " -"шкале находится белый цвет (по умолчанию: ``1.0``). Для фотореалистичного " -"освещения рекомендуемые значения находятся между ``6.0`` и ``8.0``. Более " -"высокие значения дают менее яркие блики, но в целом сцена выглядит немного " -"темнее." - -msgid "Mid- and post-processing effects" -msgstr "Эффекты промежуточной и последующей обработки" - -msgid "Screen-Space Reflections (SSR)" -msgstr "Screen-Space Reflections (SSR) (отражения в экранном пространстве)" - -msgid "" -"A few user-controlled parameters are available to better tweak the technique:" -msgstr "" -"Для более точной настройки техники имеется несколько параметров, управляемых " -"пользователем:" - -msgid "Screen-Space Ambient Occlusion (SSAO)" -msgstr "Затенение окружающего пространства экрана (SSAO)" - -msgid "" -"Constant ambient color and Sky are the same everywhere, while GI and " -"Reflection probes have more local detail, but not enough to simulate " -"situations where light is not able to fill inside hollow or concave features." -msgstr "" -"Постоянный цвет окружающей среды и Sky везде одинаковы, в то время как зонды " -"GI и Reflection имеют больше локальных деталей, но недостаточно для " -"моделирования ситуаций, когда свет не может заполнить внутренние полые или " -"вогнутые элементы." - -msgid "" -"This can be simulated with Screen Space Ambient Occlusion. As you can see in " -"the image below, its purpose is to make sure concave areas are darker, " -"simulating a narrower path for the light to enter:" -msgstr "" -"Это можно смоделировать с помощью Screen Space Ambient Occlusion. Как видно " -"на изображении ниже, его цель - сделать вогнутые области темнее, имитируя " -"более узкий путь для проникновения света:" - -msgid "Glow" -msgstr "Свечение" - -msgid "" -"By default, even if the effect is enabled, it will be weak or invisible. One " -"of two conditions need to happen for it to actually show:" -msgstr "" -"По умолчанию, даже если эффект включен, он будет слабым или невидимым. Чтобы " -"он действительно проявился, должно произойти одно из двух условий:" - -msgid "" -"The light in a pixel surpasses the **HDR Threshold** (where 0 is all light " -"surpasses it, and 1.0 is light over the tonemapper **White** value). " -"Normally, this value is expected to be at 1.0, but it can be lowered to " -"allow more light to bleed. There is also an extra parameter, **HDR Scale**, " -"that allows scaling (making brighter or darker) the light surpassing the " -"threshold." -msgstr "" -"Свет в пикселе превышает значение **HDR Threshold** (где 0 - весь свет " -"превышает его, а 1.0 - свет превышает значение tonemapper **White** ). " -"Обычно ожидается, что это значение будет равно 1.0, но оно может быть " -"снижено, чтобы позволить пропустить больше света. Существует также " -"дополнительный параметр, **HDR Scale**, который позволяет масштабировать " -"(делать ярче или темнее) свет, превышающий порог." - -msgid "Both will cause the light to start bleeding out of the brighter areas." -msgstr "" -"И то, и другое приведёт к тому, что свет начнет вытекать из более ярких " -"участков." - -msgid "Once glow is visible, it can be controlled with a few extra parameters:" -msgstr "" -"Когда свечение становится видимым, им можно управлять с помощью нескольких " -"дополнительных параметров:" - -msgid "The **Blend Mode** of the effect can also be changed:" -msgstr "**Blend Mode** (режим смешивания) эффекта также можно изменить:" - -msgid "" -"**Screen** ensures glow never brightens more than itself and it works great " -"as an all around." -msgstr "" -"**Screen** гарантирует, что свечение никогда не будет ярче самого себя, и " -"отлично работает в качестве универсального средства." - -msgid "" -"**Softlight** is the default and weakest one, producing only a subtle color " -"disturbance around the objects. This mode works best on dark scenes." -msgstr "" -"**Softlight** - самый слабый режим по умолчанию, создающий лишь едва " -"заметное нарушение цвета вокруг объектов. Этот режим лучше всего работает в " -"тёмных сценах." - -msgid "" -"To change the glow effect size and shape, Godot provides **Levels**. Smaller " -"levels are strong glows that appear around objects, while large levels are " -"hazy glows covering the whole screen:" -msgstr "" -"Чтобы изменить размер и форму эффекта свечения, Godot предоставляет " -"**Levels**. Маленькие уровни - это сильное свечение, которое появляется " -"вокруг объектов, а большие уровни - это туманное свечение, покрывающее весь " -"экран:" - -msgid "" -"The real strength of this system, though, is to combine levels to create " -"more interesting glow patterns:" -msgstr "" -"Однако настоящая сила этой системы заключается в возможности комбинировать " -"уровни для создания более интересных узоров свечения:" - -msgid "Adjustments" -msgstr "Adjustments (настройки)" - -msgid "" -"At the end of processing, Godot offers the possibility to do some standard " -"image adjustments." -msgstr "" -"В конце обработки Godot предлагает возможность выполнить некоторые " -"стандартные корректировки изображения." - -msgid "" -"But creating custom ones will allow to map each channel to a different color:" -msgstr "" -"Но создание собственных позволит сопоставить каждый канал с отдельным цветом:" - -msgid "Depth of Field / Far Blur" -msgstr "Глубина резкости / Дальнее размытие" - -msgid "Depth of Field / Near Blur" -msgstr "Глубина резкости / Близкое размытие" - -msgid "" -"The **Amount** parameter controls the amount of blur. For larger blurs, " -"tweaking the **Quality** may be needed in order to avoid artifacts." -msgstr "" -"Параметр **Amount** управляет степенью размытия. Для больших размытий может " -"потребоваться настройка параметра **Quality**, чтобы избежать артефактов." - -msgid "" -"The simplest way to use auto exposure is to make sure outdoor lights (or " -"other strong lights) have energy beyond 1.0. This is done by tweaking their " -"**Energy** multiplier (on the Light itself). To make it consistent, the " -"**Sky** usually needs to use the energy multiplier too, to match with the " -"directional light. Normally, values between 3.0 and 6.0 are enough to " -"simulate indoor-outdoor conditions." -msgstr "" -"Самый простой способ использовать автоэкспозицию - убедиться, что наружное " -"освещение (или другое сильное освещение) имеет энергию больше 1.0. Это " -"делается путём изменения множителя **Energy** (на самом светильнике). Для " -"согласованности **Sky** обычно тоже нужно использовать множитель энергии, " -"чтобы соответствовать направленному свету. Обычно значений от 3.0 до 6.0 " -"достаточно для имитации условий внутри и снаружи помещения." - -msgid "" -"The user-controllable values in the Auto Exposure section come with sensible " -"defaults, but you can still tweak them:" -msgstr "" -"В разделе \"Auto Exposure\" пользовательские значения имеют разумные " -"значения по умолчанию, но вы всё равно можете их подстроить:" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po deleted file mode 100644 index f02f78c6a6..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/global_illumination/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/global_illumination/index.po deleted file mode 100644 index f02f78c6a6..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/global_illumination/index.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po deleted file mode 100644 index 1d3acb17b4..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Performance" -msgstr "Производительность" - -msgid "good" -msgstr "хорошо" - -msgid "Summary" -msgstr "Подведение итогов" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po deleted file mode 100644 index 473c7e1540..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Reflection probes" -msgstr "Датчики отражения" - -msgid "Visual comparison" -msgstr "Визуальное сравнение" - -msgid "Limitations" -msgstr "Ограничения" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po deleted file mode 100644 index 209699edb7..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po +++ /dev/null @@ -1,152 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual comparison" -msgstr "Визуальное сравнение" - -msgid "Setting up" -msgstr "Настройка" - -msgid "" -"There are a few ways to ensure your object has a unique UV2 layer and " -"texture size:" -msgstr "" -"Есть несколько способов убедиться, что ваш объект имеет уникальный слой UV2 " -"и размер текстуры:" - -msgid "" -"Select the imported scene in the filesystem dock, then go to the **Import** " -"dock. There, the following option can be modified:" -msgstr "" -"Выберите импортированную сцену в панели файловой системы, затем перейдите в " -"панель **Import**. Там можно изменить следующий параметр:" - -msgid "" -"The effect of setting this option is that all meshes within the scene will " -"have their UV2 maps properly generated." -msgstr "" -"Эффект от установки этой опции заключается в том, что все сетки в сцене " -"будут иметь правильно сгенерированные UV2 карты." - -msgid "" -"Also, the ``*.unwrap_cache`` files should *not* be ignored in version " -"control as these files guarantee that UV2 reimports are consistent across " -"platforms and engine versions." -msgstr "" -"Кроме того, файлы ``*.unwrap_cache`` должны *не* игнорироваться при контроле " -"версий, так как эти файлы гарантируют, что реимпорты UV2 будут согласованы " -"на разных платформах и версиях движка." - -msgid "Unwrap from within Godot" -msgstr "Развёртка изнутри Годо" - -msgid "Simply do an unwrap on the second UV2 layer." -msgstr "Просто разверните второй слой UV2." - -msgid "" -"Then import the 3D scene normally. Remember you will need to set the texture " -"size on the mesh after import." -msgstr "" -"Затем импортируйте 3D-сцену в обычном режиме. Помните, что вам нужно будет " -"установить размер текстуры на сетке после импорта." - -msgid "Checking UV2" -msgstr "Проверка UV2" - -msgid "Setting up the scene" -msgstr "Настраиваем сцену" - -msgid "Setting up meshes" -msgstr "Настройка мешей" - -msgid "" -"When auto-generating lightmaps on scene import, this is enabled " -"automatically." -msgstr "" -"При автоматической генерации карт освещения при импорте сцены этот параметр " -"включается автоматически." - -msgid "Setting up lights" -msgstr "Настройка освещения" - -msgid "" -"Lights can be disabled (no bake) or be fully baked (direct and indirect). " -"This can be controlled from the **Bake Mode** menu in lights:" -msgstr "" -"Свет может быть отключен (без запекания) или полностью запечён (прямой и не " -"прямой). Этим можно управлять из меню **Bake Mode** в источниках освещения:" - -msgid "The modes are:" -msgstr "Основные режимы:" - -msgid "Disabled" -msgstr "Отключённый" - -msgid "" -"This mode allows performing *subtle* changes to a light's color, energy and " -"position while still looking fairly correct. For example, you can use this " -"to create flickering static torches that have their indirect light baked." -msgstr "" -"Этот режим позволяет выполнять *тонкие* изменения цвета, энергии и положения " -"света, сохраняя при этом достаточно корректный вид. Например, его можно " -"использовать для создания мерцающих статичных факелов, у которых запекается " -"непрямой свет." - -msgid "Baking" -msgstr "Запекание" - -msgid "" -"This can take from seconds to minutes (or hours) depending on scene size, " -"bake method and quality selected." -msgstr "" -"Это может занять от нескольких секунд до нескольких минут (или часов) в " -"зависимости от размера сцены, выбранного метода запекания и качества." - -msgid "Tweaks" -msgstr "Tweaks (надстройки)" - -msgid "Balancing bake times with quality" -msgstr "Баланс между временем выпечки и качеством" - -msgid "OIDN (Open Image Denoise)" -msgstr "OIDN (Open Image Denoise)" - -msgid "On AMD GPUs, HIP must be installed and configured." -msgstr "На видеокартах от AMD необходимо установить и настроить HIP." - -msgid "" -"On NVIDIA GPUs, CUDA must be installed and configured. This may " -"automatically be done by the NVIDIA installer, but on Linux, CUDA libraries " -"may not be installed by default. Double-check that the CUDA packages from " -"your Linux distribution are installed." -msgstr "" -"На видеокартах от NVIDIA необходимо установить и настроить CUDA. Это может " -"быть автоматически выполнено установщиком NVIDIA, но в Linux библиотеки CUDA " -"могут быть не установлены по умолчанию. Убедитесь, что пакеты CUDA из вашего " -"дистрибутива Linux установлены." - -msgid "On Intel GPUs, SYCL must be installed and configured." -msgstr "На видеокартах от Intel необходимо установить и настроить SYCL." - -msgid "Dynamic objects" -msgstr "Динамические объекты" - -msgid "" -"The generated EXR file can be viewed and even edited using an image editor " -"to perform post-processing if needed. However, keep in mind that changes to " -"the EXR file will be lost when baking lightmaps again." -msgstr "" -"Созданный EXR-файл можно просмотреть и даже отредактировать с помощью " -"редактора изображений, чтобы при необходимости выполнить постобработку. " -"Однако следует помнить, что изменения в EXR-файле будут потеряны при " -"повторном запекании карт освещения." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po deleted file mode 100644 index 08d413ccbe..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual comparison" -msgstr "Визуальное сравнение" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po deleted file mode 100644 index 08d413ccbe..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visual comparison" -msgstr "Визуальное сравнение" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/high_dynamic_range.po deleted file mode 100644 index d21417a931..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ /dev/null @@ -1,221 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "High dynamic range lighting" -msgstr "Освещение с высоким динамическим диапазоном" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"So at what point does all this \"HDR\" business come into play? To " -"understand the answer, we need to look at how displays behave." -msgstr "" -"Так в какой момент все эти \"HDR\" вступают в игру? Чтобы понять ответ, нам " -"нужно посмотреть, как ведут себя дисплеи." - -msgid "" -"Your display outputs linear light ratios from some maximum to some minimum " -"intensity. Modern game engines perform complex math on linear light values " -"in their respective scenes. So what's the problem?" -msgstr "" -"Ваш дисплей выводит линейные соотношения света от некоторой максимальной до " -"некоторой минимальной интенсивности. Современные игровые движки выполняют " -"сложную математическую обработку линейных значений света в соответствующих " -"сценах. Так в чём же проблема?" - -msgid "" -"The display has a limited range of intensity, depending on the display type. " -"The game engine renders to an unlimited range of intensity values, however. " -"While \"maximum intensity\" means something to an sRGB display, it has no " -"bearing in the game engine; there is only a potentially infinitely wide " -"range of intensity values generated per frame of rendering." -msgstr "" -"Дисплей имеет ограниченный диапазон интенсивности, в зависимости от типа " -"дисплея. Однако игровой движок выполняет рендеринг в неограниченном " -"диапазоне значений интенсивности. Хотя \"максимальная интенсивность\" что-то " -"значит для дисплея sRGB, в игровом движке это не имеет никакого значения; " -"существует только потенциально бесконечно широкий диапазон значений " -"интенсивности, генерируемых в каждом кадре рендеринга." - -msgid "" -"This means that some transformation of the scene light intensity, also known " -"as *scene-referred* light ratios, need to be transformed and mapped to fit " -"within the particular output range of the chosen display. This can be most " -"easily understood if we consider virtually photographing our game engine " -"scene through a virtual camera. Here, our virtual camera would apply a " -"particular camera rendering transform to the scene data, and the output " -"would be ready for display on a particular display type." -msgstr "" -"Это означает, что некоторые преобразования интенсивности света сцены, также " -"известные как *scene-referred* light ratios, должны быть преобразованы и " -"отображены, чтобы вписаться в определённый диапазон вывода выбранного " -"дисплея. Это легче всего понять, если рассмотреть виртуальное " -"фотографирование сцены игрового движка через виртуальную камеру. Здесь наша " -"виртуальная камера применит определённое преобразование рендеринга камеры к " -"данным сцены, и результат будет готов для отображения на определённом типе " -"дисплея." - -msgid "" -"Godot does not support high dynamic range *output* yet. It can only perform " -"lighting in HDR and tonemap the result to a low dynamic range image." -msgstr "" -"Godot пока не поддерживает *вывод* изображения с высоким динамическим " -"диапазоном. Он может только выполнять освещение в HDR и тонировать результат " -"в изображение с низким динамическим диапазоном." - -msgid "" -"For advanced users, it is still possible to get a non-tonemapped image of " -"the viewport with full HDR data, which can then be saved to an OpenEXR file." -msgstr "" -"Для опытных пользователей всё ещё возможно получить нетонированное " -"изображение видового экрана с полными данными HDR, которое затем можно " -"сохранить в файл OpenEXR." - -msgid "Computer displays" -msgstr "Компьютерные дисплеи" - -msgid "" -"Almost all displays require a nonlinear encoding for the code values sent to " -"them. The display in turn, using its unique transfer characteristic, " -"\"decodes\" the code value into linear light ratios of output, and projects " -"the ratios out of the uniquely colored lights at each reddish, greenish, and " -"blueish emission site." -msgstr "" -"Почти все дисплеи требуют нелинейного кодирования передаваемых на них " -"кодовых значений. Дисплей, в свою очередь, используя свою уникальную " -"передаточную характеристику, \"декодирует\" кодовое значение в линейные " -"световые соотношения выхода и проецирует эти соотношения из уникально " -"окрашенных огней на каждом красноватом, зеленоватом и голубоватом участке " -"излучения." - -msgid "" -"For a majority of computer displays, the specifications of the display are " -"outlined in accordance with IEC 61966-2-1, also known as the 1996 sRGB " -"specification. This specification outlines how an sRGB display is to behave, " -"including the color of the lights in the LED pixels as well as the transfer " -"characteristics of the input (OETF) and output (EOTF)." -msgstr "" -"Для большинства компьютерных дисплеев характеристики дисплея определяются в " -"соответствии со стандартом IEC 61966-2-1, также известным как спецификация " -"sRGB 1996 года. Эта спецификация описывает, как должен вести себя дисплей " -"sRGB, включая цвет свечения светодиодных пикселей, а также характеристики " -"передачи входного (OETF) и выходного (EOTF) сигналов." - -msgid "" -"Not all displays use the same OETF and EOTF as a computer display. For " -"example, television broadcast displays use the BT.1886 EOTF. However, Godot " -"currently only supports sRGB displays." -msgstr "" -"Не все дисплеи используют те же OETF и EOTF, что и компьютерные дисплеи. " -"Например, дисплеи телевизионного вещания используют EOTF BT.1886. Однако в " -"настоящее время Godot поддерживает только дисплеи sRGB." - -msgid "" -"The sRGB standard is based around the nonlinear relationship between the " -"current to light output of common desktop computing CRT displays." -msgstr "" -"Стандарт sRGB основан на нелинейной зависимости между током и световым " -"потоком обычных ЭЛТ-дисплеев настольных компьютеров." - -msgid "" -"The mathematics of a scene-referred model require that we multiply the scene " -"by different values to adjust the intensities and exposure to different " -"light ranges. The transfer function of the display can't appropriately " -"render the wider dynamic range of the game engine's scene output using the " -"simple transfer function of the display. A more complex approach to encoding " -"is required." -msgstr "" -"Математика модели, связанной со сценой, требует, чтобы мы умножали сцену на " -"различные значения, чтобы настроить интенсивность и экспозицию для различных " -"диапазонов света. Передаточная функция дисплея не может надлежащим образом " -"отобразить более широкий динамический диапазон выходной сцены игрового " -"движка с помощью простой передаточной функции дисплея. Требуется более " -"сложный подход к кодированию." - -msgid "Scene linear & asset pipelines" -msgstr "Линейные сцены и конвейеры ассетов" - -msgid "There are two ways to do this:" -msgstr "Есть два способа что бы сделать это:" - -msgid "sRGB transfer function to display linear ratios on image import" -msgstr "" -"Функция передачи sRGB для отображения линейных соотношений при импорте " -"изображений" - -msgid "" -"This is the easiest method of using sRGB assets, but it's not the most " -"ideal. One issue with this is loss of quality. Using 8 bits per channel to " -"represent linear light ratios is not sufficient to quantize the values " -"correctly. These textures may also be compressed later, which can exacerbate " -"the problem." -msgstr "" -"Это самый простой метод использования активов sRGB, но он не самый " -"идеальный. Одна из проблем заключается в потере качества. Использование 8 " -"бит на канал для представления линейных соотношений света недостаточно для " -"правильного квантования значений. Кроме того, эти текстуры могут быть " -"впоследствии сжаты, что может усугубить проблему." - -msgid "Hardware sRGB transfer function to display linear conversion" -msgstr "Аппаратная функция передачи sRGB в линейное преобразование дисплея" - -msgid "" -"The GPU will do the conversion after reading the texel using floating-point. " -"This works fine on PC and consoles, but most mobile devices don't support " -"it, or they don't support it on compressed texture formats (iOS for example)." -msgstr "" -"Графический процессор выполняет преобразование после чтения текселя с " -"плавающей точкой. Это отлично работает на ПК и консолях, но большинство " -"мобильных устройств не поддерживают эту функцию, или не поддерживают её для " -"сжатых форматов текстур (например, iOS)." - -msgid "Scene linear to display-referred nonlinear" -msgstr "Сцена от линейной до нелинейной с привязкой к дисплею" - -msgid "" -"After all the rendering is done, the scene linear render requires " -"transforming to a suitable output such as an sRGB display. To do this, " -"enable sRGB conversion in the current :ref:`Environment ` " -"(more on that below)." -msgstr "" -"После выполнения всех операций рендеринга линейный рендер сцены необходимо " -"преобразовать в подходящий выходной сигнал, например, в sRGB. Для этого " -"включите преобразование sRGB в текущем :ref:`Окружении ` " -"(подробнее об этом ниже)." - -msgid "" -"Keep in mind that the **sRGB -> Display Linear** and **Display Linear -> " -"sRGB** conversions must always be **both** enabled. Failing to enable one of " -"them will result in horrible visuals suitable only for avant-garde " -"experimental indie games." -msgstr "" -"Помните, что преобразования **sRGB -> Display Linear** и **Display Linear -> " -"sRGB** всегда должны быть включены **оба** . Не включение одного из них " -"приведёт к ужасным визуальным эффектам, пригодным только для авангардных " -"экспериментальных инди-игр." - -msgid "Parameters of HDR" -msgstr "Параметры HDR" - -msgid "" -"HDR settings can be found in the :ref:`Environment ` " -"resource. Most of the time, these are found inside a :ref:`WorldEnvironment " -"` node or set in a Camera node. For more " -"information, see :ref:`doc_environment_and_post_processing`." -msgstr "" -"Настройки HDR можно найти в ресурсе :ref:`Environment `. " -"Чаще всего они находятся внутри узла :ref:`WorldEnvironment " -"` или задаются в узле Camera. Для получения " -"дополнительной информации смотрите :ref:" -"`doc_environment_and_post_processing`." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/index.po deleted file mode 100644 index b240d13721..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/index.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "3D" -msgstr "3D" - -msgid "Rendering" -msgstr "Отрисовка" - -msgid "Optimization" -msgstr "Оптимизация" - -msgid "Tools" -msgstr "Инструменты" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/introduction_to_3d.po deleted file mode 100644 index fa77f98ed8..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ /dev/null @@ -1,325 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to 3D" -msgstr "Введение в 3D" - -msgid "Coordinate system" -msgstr "Система координат" - -msgid "" -"Godot uses the `metric `__ " -"system for everything in 3D, with 1 unit being equal to 1 meter. Physics and " -"other areas are tuned for this scale. Therefore, attempting to use a " -"different scale is usually a bad idea (unless you know what you are doing)." -msgstr "" -"Godot использует `метрическую `__ систему для всего. 3D-физика и прочие области настроены на " -"неё, так что попытка использовать другую размерность обычно плохая идея " -"(если вы точно не уверены что делаете)." - -msgid "" -"When working with 3D assets, it's always best to work in the correct scale " -"(set the unit to metric in your 3D modeling software). Godot allows scaling " -"post-import and, while this works in most cases, in rare situations it may " -"introduce floating-point precision issues (and thus, glitches or artifacts) " -"in delicate areas such as rendering or physics. Make sure your artists " -"always work in the right scale!" -msgstr "" -"Во время работы с 3D-ассетами всегда лучше использовать правильный масштаб " -"(установите единицу измерения в метрику в программном обеспечении для 3D-" -"моделирования). Godot позволяет масштабировать их после импорта, и, это " -"работает в большинстве случаев, но, изредка, это может привести к проблемам " -"точности с плавающей запятой (и, следовательно, к сбоям или артефактам) в " -"таких деликатных областях, таких как рендеринг, или физика. Убедитесь , что " -"Ваши художники всегда работают в правильном масштабе!" - -msgid "" -"The Y coordinate is used for \"up\". As for the horizontal X/Z axes, Godot " -"uses a **right-handed** coordinate system. This means that for most objects " -"that need alignment (such as lights or cameras), the Z axis is used as a " -"\"pointing towards\" direction. This convention roughly means that:" -msgstr "" -"Координата Y используется для направления «вверх». Что касается " -"горизонтальных осей X/Z, Godot использует правую систему координат. Это " -"означает, что для большинства объектов, требующих выравнивания (например, " -"источников света или камер), ось Z используется в качестве направления " -"«указывающего на нас». Это соглашение означает, примерно, что:" - -msgid "**X** is sides" -msgstr "**X** это влево/вправо" - -msgid "**Y** is up/down" -msgstr "**Y** это вверх/вниз" - -msgid "**Z** is front/back" -msgstr "**Z** это вперед/назад" - -msgid "See this chart for comparison with other 3D software:" -msgstr "" -"Для сравнения с другим 3D программным обеспечением см. следующую таблицу:" - -msgid "Space and manipulation gizmos" -msgstr "Пространство и гизмо манипуляции" - -msgid "Some useful keybindings:" -msgstr "Некоторые полезные сочетания клавиш:" - -msgid "To center the view on the selected object, press :kbd:`F`." -msgstr "Чтобы центрировать вид на выбранном объекте, нажмите :kbd:`F`." - -msgid "Using Blender-style transform shortcuts" -msgstr "Использование горячих клавиш трансформации в стиле Blender" - -msgid "" -"Since Godot 4.2, you can enable Blender-style shortcuts for translating, " -"rotating and scaling nodes. In Blender, these shortcuts are:" -msgstr "" -"Начиная с версии Godot 4.2 можно включить горячие клавиши для перемещения, " -"поворота и масштабирования узлов в стиле Blender. В Blender такими горячими " -"клавишами являются:" - -msgid ":kbd:`G` for translating" -msgstr ":kbd:`G` для перемещения" - -msgid ":kbd:`R` for rotating" -msgstr ":kbd:`R` для вращения" - -msgid ":kbd:`S` for scaling" -msgstr ":kbd:`S` для масштабирования" - -msgid "" -"After pressing a shortcut key while focusing on the 3D editor viewport, move " -"the mouse or enter a number to move the selected node(s) by the specified " -"amount in 3D units. You can constrain movement to a specific axis by " -"specifying the axis as a letter, then the distance (if entering a value with " -"the keyboard)." -msgstr "" -"После нажатия горячей клавиши при наведении фокуса на видовой экран 3D-" -"редактора переместите мышь или введите число для перемещения выбранного узла " -"(узлов) на заданную величину в 3D-единицах. Можно ограничить перемещение для " -"определенной оси, указав ось в виде буквы, а так же расстояние (если ввести " -"значение с клавиатуры)." - -msgid "" -"For instance, to move the selection upwards by 2.5 units, enter the " -"following sequence in order (Y+ is upwards in Godot):" -msgstr "" -"Например, чтобы переместить выделение вверх на 2,5 единицы, введите " -"следующую последовательность (Y + - вверх в Godot):" - -msgid "" -"To use Blender-style transform shortcuts in Godot, go to the Editor " -"Settings' **Shortcuts** tab, then in the Spatial Editor section:" -msgstr "" -"Чтобы в Godot использовать горячие клавиши преобразования в стиле Blender, " -"перейдите на вкладку «Сочетания клавиш» параметров редактора, а затем в " -"разделе «Spatial Editor»:" - -msgid "Bind **Begin Translate Transformation** to :kbd:`G`." -msgstr "Назначьте **Начать трансформацию перемещения** на :kbd:`G`." - -msgid "Bind **Begin Rotate Transformation** to :kbd:`R`." -msgstr "Назначьте **Начать трансформацию поворота** на :kbd:`R`." - -msgid "Bind **Begin Scale Transformation** to :kbd:`S`." -msgstr "Назначьте **Начать трансформацию размера** на :kbd:`S`." - -msgid "" -"Finally, unbind **Scale Mode** so that its shortcut won't conflict with " -"**Begin Rotate Transformation**." -msgstr "" -"Наконец, отмените горячую клавишу для «Режим масштабирования», чтобы она не " -"конфликтовала с «Начать трансформацию поворота»." - -msgid "" -":ref:`Node2D ` is the base node for 2D. :ref:`Control " -"` is the base node for everything GUI. Following this " -"reasoning, the 3D engine uses the :ref:`Node3D ` node for " -"everything 3D." -msgstr "" -":ref:`Node2D ` является базовым узлом для 2D. :ref:`Control " -"` — базовый узел для всегоGUI. Следуя той же логике, движок " -"3D использует :ref:`Node3D ` для всего 3D." - -msgid "3D content" -msgstr "3D контент" - -msgid "" -"Unlike 2D, where loading image content and drawing is straightforward, 3D is " -"a little more difficult. The content needs to be created with special 3D " -"tools (also called Digital Content Creation tools, or DCCs) and exported to " -"an exchange file format to be imported in Godot. This is required since 3D " -"formats are not as standardized as images." -msgstr "" -"В отличие от 2D, где загрузка изображения и рисование происходит просто, в " -"3D немного сложнее. Контент должен быть создан с помощью специальных 3D-" -"инструментов (также называемых инструментами создания цифрового контента, " -"или DCC) и экспортирован в файл с форматом обмена для импорта в Godot. Это " -"необходимо, поскольку 3D-форматы не так стандартизированы, как изображения." - -msgid "Manually authored models (using 3D modeling software)" -msgstr "" -"Модели, созданные вручную (с использованием программного обеспечения для 3D-" -"моделирования)" - -msgid "Generated geometry" -msgstr "Генерация геометрии" - -msgid "" -"It is possible to create custom geometry by using the :ref:`ArrayMesh " -"` resource directly. Simply create your arrays and use the :" -"ref:`ArrayMesh.add_surface_from_arrays() " -"` function. A helper class " -"is also available, :ref:`SurfaceTool `, which provides a " -"more straightforward API and helpers for indexing, generating normals, " -"tangents, etc." -msgstr "" -"Возможно создание пользовательской геометрии используя ресурс :ref:" -"`ArrayMesh ` напрямую. Просто создавайте ваши массивы и " -"используйте функцию :ref:`ArrayMesh.add_surface_from_arrays() " -"`. Существует " -"вспомогательный класс :ref:`SurfaceTool `, который " -"предоставляет более простой API и вспомогательные функции для индексации, " -"генерации нормалей, тангенсов, итд." - -msgid "" -"In any case, this method is meant for generating static geometry (models " -"that will not be updated often), as creating vertex arrays and submitting " -"them to the 3D API has a significant performance cost." -msgstr "" -"В любом случае, этот метод предназначен для генерации статичной геометрии " -"(модели которая не будет обновляться часто), так как создание массивов " -"вершин и передача их в 3D API несет существенные затраты в " -"производительности." - -msgid "Immediate geometry" -msgstr "Непосредственная геометрия" - -msgid "" -"If, instead, you need to generate simple geometry that will be updated " -"often, Godot provides a special :ref:`ImmediateMesh ` " -"resource that can be used in a :ref:`MeshInstance3D ` " -"node. This provides an OpenGL 1.x-style immediate-mode API to create points, " -"lines, triangles, etc." -msgstr "" -"Если существует потребность в создании простой геометрии, которая будет " -"часто обновляться, Godot предоставляет специальный ресурс :ref:" -"`ImmediateMesh`, который можно использовать в узле :ref:" -"`MeshInstance3D `. Это предоставляет API для создания " -"точек, линий, треугольников и т. д. в стиле непосредственного режима OpenGL " -"1.x." - -msgid "2D in 3D" -msgstr "2D в 3D" - -msgid "" -"While Godot packs a powerful 2D engine, many types of games use 2D in a 3D " -"environment. By using a fixed camera (either orthogonal or perspective) that " -"does not rotate, nodes such as :ref:`Sprite3D ` and :ref:" -"`AnimatedSprite3D ` can be used to create 2D games " -"that take advantage of mixing with 3D backgrounds, more realistic parallax, " -"lighting/shadow effects, etc." -msgstr "" -"Хотя Godot обладает мощным 2D-движком, во многих играх 2D используется в 3D-" -"среде. Используя фиксированную камеру (ортогональную или перспективную), " -"которая не вращается, такие узлы как :ref:`Sprite3D ` и :ref:" -"`AnimatedSprite3D `, могут использоваться для " -"создания 2D-игр, в которых плоские фигуры сочетаются с 3D-фоном, более " -"реалистичным параллаксом, эффектами освещения / тенями и т. д." - -msgid "" -"The disadvantage is, of course, that added complexity and reduced " -"performance in comparison to plain 2D, as well as the lack of reference of " -"working in pixels." -msgstr "" -"Недостатком, конечно же, является увеличение сложности и снижение " -"производительности по сравнению с обычным 2D, а также отсутствие привязки к " -"работе в пикселях." - -msgid "Environment" -msgstr "Окружение" - -msgid "" -"Besides editing a scene, it is often common to edit the environment. Godot " -"provides a :ref:`WorldEnvironment ` node that allows " -"changing the background color, mode (as in, put a skybox), and applying " -"several types of built-in post-processing effects. Environments can also be " -"overridden in the Camera." -msgstr "" -"Помимо редактирования сцены, частенько требуется редактировать окружение. " -"Godot предоставляет узел :ref:`WorldEnvironment `, " -"который позволяет изменять цвет фона, режим (например, можно установить " -"скайбокс) и применять несколько типов встроенных эффектов постобработки. " -"Окружения также можно переопределить в камере." - -msgid "Cameras" -msgstr "Камеры" - -msgid "" -"No matter how many objects are placed in the 3D space, nothing will be " -"displayed unless a :ref:`Camera3D ` is also added to the " -"scene. Cameras can work in either orthogonal or perspective projections:" -msgstr "" -"Независимо от того, сколько объектов размещено в 3D пространстве, ничего не " -"будет отображаться, если :ref:`Camera3D ` также не будет " -"добавлена в сцену. Камеры могут работать как в ортогональных, так и в " -"перспективных проекциях:" - -msgid "" -"Cameras are associated with (and only display to) a parent or grandparent " -"viewport. Since the root of the scene tree is a viewport, cameras will " -"display on it by default, but if sub-viewports (either as render target or " -"picture-in-picture) are desired, they need their own children cameras to " -"display." -msgstr "" -"Камеры связаны с родительским окном просмотра и отображают только его. " -"Поскольку корнем дерева сцены является область просмотра, камеры будут " -"отображаться на ней по умолчанию, но если требуются дополнительные области " -"просмотра (либо в качестве цели рендеринга, либо в качестве изображения в " -"картинке), для отображения им нужны их собственные дочерние камеры." - -msgid "" -"When dealing with multiple cameras, the following rules are enforced for " -"each viewport:" -msgstr "" -"При работе с несколькими камерами для каждого окна просмотра применяются " -"следующие правила:" - -msgid "" -"If no cameras are present in the scene tree, the first one that enters it " -"will become the active camera. Further cameras entering the scene will be " -"ignored (unless they are set as *current*)." -msgstr "" -"Если в дереве сцены нет камер, то первая, которая войдет в него, станет " -"активной камерой. Дальнейшие камеры, входящие в сцену, будут игнорироваться " -"(если они не установлены как *текущие*)." - -msgid "" -"If a camera has the \"*current*\" property set, it will be used regardless " -"of any other camera in the scene. If the property is set, it will become " -"active, replacing the previous camera." -msgstr "" -"Если для камеры установлено свойство \"*текущая*\", она будет использоваться " -"независимо от любой другой камеры в сцене. Если свойство установлено, камера " -"станет активной, заменив предыдущую камеру." - -msgid "" -"If an active camera leaves the scene tree, the first camera in tree-order " -"will take its place." -msgstr "" -"Если активная камера покидает дерево сцены, её место займет первая камера в " -"древовидной структуре." - -msgid "Lights" -msgstr "Свет" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/lights_and_shadows.po deleted file mode 100644 index c7ad5102ea..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ /dev/null @@ -1,190 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "3D lights and shadows" -msgstr "3D свет и тени" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"Light sources emit light that mixes with the materials and produces a " -"visible result. Light can come from several types of sources in a scene:" -msgstr "" -"Источники света излучают свет, который смешивается с материалами и дает " -"видимый результат. Свет может исходить от нескольких типов источников в " -"сцене:" - -msgid "Light nodes" -msgstr "Узлы света" - -msgid "Shadow mapping" -msgstr "Наложение теней" - -msgid "" -"Lights can optionally cast shadows. This gives them greater realism (light " -"does not reach occluded areas), but it can incur a bigger performance cost. " -"There is a list of generic shadow parameters, each also has a specific " -"function:" -msgstr "" -"Свет может опционально создавать тени. Это придает им большую " -"реалистичность(свет не достигает закрытых областей), но это уменьшает " -"производительность. Здесь список основных параметров тебе, каждый имеет " -"специфичную функцию:" - -msgid "Directional light" -msgstr "Направленный свет" - -msgid "" -"This is the most common type of light and represents a light source very far " -"away (such as the sun). It is also the cheapest light to compute and should " -"be used whenever possible (although it's not the cheapest shadow-map to " -"compute, but more on that later)." -msgstr "" -"Это самый обычный тип освещения, который представляет собой очень удаленный " -"источник света (такой как солнце). Также это самый дешевый для вычислений " -"тип освещения, который стоит использовать при любой возможности (хотя при " -"этом не самый дешевый для вычисления карты теней, но об этом позже)." - -msgid "" -"Directional light models an infinite number of parallel light rays covering " -"the whole scene. The directional light node is represented by a big arrow " -"which indicates the direction of the light rays. However, the position of " -"the node does not affect the lighting at all and can be anywhere." -msgstr "" -"Направленный свет моделирует бесконечное число параллельных лучей света в " -"сцене. Узел направленного света можно представить в виде большой стрелкой " -"которая обозначает направление лучей света. Как всегда, позиция узла не " -"влияет на освещение всего и может быть где угодно." - -msgid "Directional shadow mapping" -msgstr "Направленное отображение теней" - -msgid "" -"To fix this, a technique named *Parallel Split Shadow Maps* (PSSM) is used. " -"This splits the view frustum in 2 or 4 areas. Each area gets its own shadow " -"map. This allows small areas close to the viewer to have the same shadow " -"resolution as a huge, far-away area. When shadows are enabled for " -"DirectionalLight3D, the default shadow mode is PSSM with 4 splits. In " -"scenarios where an object is large enough to appear in all four splits, it " -"results in increased draw calls. Specifically, such an object will be " -"rendered five times in total: once for each of the four shadow splits and " -"once for the final scene rendering. This can impact performance, " -"understanding this behavior is important for optimizing your scene and " -"managing performance expectations." -msgstr "" -"Чтобы исправить эту проблему, используется техника, называемая *Параллельные " -"карты теней* (PSSM). Эта техника разделяет объем обзора на 2 или 4 области, " -"каждая из которых получает свою карту теней. Это позволяет небольшим " -"областям, находящимся близко к зрителю, иметь такое же разрешение теней, как " -"и у большой, удаленной области. Когда тени включены для DirectionalLight3D, " -"режим теней по умолчанию - это PSSM с 4 разделениями. В сценариях, когда " -"объект достаточно велик, чтобы появляться во всех четырех разделениях, это " -"приводит к увеличению количества вызовов отрисовки. В частности, такой " -"объект будет отрисован пять раз: один раз для каждой из четырех карт теней и " -"один раз для финальной отрисовки сцены. Это может повлиять на " -"производительность, и понимание этого поведения важно для оптимизации вашей " -"сцены и управления ожиданиями по производительности." - -msgid "With this, shadows become more detailed:" -msgstr "При этом тени становятся более детализированными:" - -msgid "To control PSSM, a number of parameters are exposed:" -msgstr "Для управления PSSM воздействию подвергается ряд параметров:" - -msgid "Omni light" -msgstr "Омни-свет" - -msgid "" -"Omni light is a point source that emits light spherically in all directions " -"up to a given radius." -msgstr "" -"Омни-свет - это точечный источник, который излучает свет сферически во всех " -"направлениях до заданного радиуса." - -msgid "" -"In real life, light attenuation is an inverse function, which means omni " -"lights don't have a radius. This is a problem because it means computing " -"several omni lights would become demanding." -msgstr "" -"В реальной жизни ослабление света является обратной функцией, что означает, " -"что у омни-светильников нет радиуса. Это проблема, потому что это означает, " -"что вычисление нескольких омни-светильников станет требовательным." - -msgid "" -"These two parameters allow tweaking how this works visually in order to find " -"aesthetically pleasing results." -msgstr "" -"Эти два параметра позволяют визуально настраивать работу, чтобы получить " -"эстетически приятные результаты." - -msgid "Omni shadow mapping" -msgstr "Картографирование омни-тени" - -msgid "" -"Omni light shadow mapping is relatively straightforward. The main issue that " -"needs to be considered is the algorithm used to render it." -msgstr "" -"Сопоставление теней и света относительно простое. Основной вопрос, который " -"необходимо рассмотреть, - это алгоритм, используемый для рендеринга." - -msgid "Spot light" -msgstr "Точечный свет" - -msgid "" -"Spot lights are similar to omni lights, except they emit light only into a " -"cone (or \"cutoff\"). They are useful to simulate flashlights, car lights, " -"reflectors, spots, etc. This type of light is also attenuated towards the " -"opposite direction it points to." -msgstr "" -"Точечные светильники похожи на омни-светильники, за исключением того, что " -"они излучают свет только в конус (или \"срез\"). Они полезны для имитации " -"фонариков, автомобильных фар, отражателей, пятен и т.д. Этот тип света также " -"ослабляется в направлении, противоположном тому, на которое он направлен." - -msgid "Spot shadow mapping" -msgstr "Точечное отображение теней" - -msgid "Shadow atlas" -msgstr "Shadow atlas (Атлас теней)" - -msgid "" -"Each quadrant can be subdivided to allocate any number of shadow maps; the " -"following is the default subdivision:" -msgstr "" -"Каждый квадрант можно разделить на части, чтобы выделить любое количество " -"карт теней; по умолчанию используется следующее разделение:" - -msgid "Every frame, the following procedure is performed for all lights:" -msgstr "Каждый кадр для всех ламп выполняется следующая процедура:" - -msgid "" -"Check if the light is on a slot of the right size. If not, re-render it and " -"move it to a larger/smaller slot." -msgstr "" -"Проверьте, находится ли светильник на слоте нужного размера. Если нет, " -"перерисуйте его и переместите в слот большего/меньшего размера." - -msgid "" -"Check if any object affecting the shadow map has changed. If it did, re-" -"render the light." -msgstr "" -"Проверьте, не изменился ли какой-либо объект, влияющий на карту теней. Если " -"это произошло, перерендерите свет." - -msgid "" -"If neither of the above has happened, nothing is done, and the shadow is " -"left untouched." -msgstr "" -"Если ничего из вышеперечисленного не произошло, ничего не будет сделано и " -"тень останется нетронутой." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/mesh_lod.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/mesh_lod.po deleted file mode 100644 index b2582092f9..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/mesh_lod.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Введение" - -msgid "Visual comparison" -msgstr "Визуальное сравнение" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/occlusion_culling.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/occlusion_culling.po deleted file mode 100644 index e06ceed32a..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/occlusion_culling.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Устранение неполадок" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/attractors.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/attractors.po deleted file mode 100644 index 6e5bd5e99a..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/attractors.po +++ /dev/null @@ -1,102 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Sphere attractors have a spherical influence region. You control their size " -"with the ``Radius`` property. While box attractors don't have to be perfect " -"cubes, sphere attractors will always be spheres: You can't set width " -"independently from height. If you want to use a sphere attractor for " -"elongated shapes, you have to change its ``Scale`` in the attractor's " -"``Node3D`` section." -msgstr "" -"Сферические аттракторы имеют сферическую область влияния. Вы управляете их " -"размером с помощью свойства ``Radius``. Хотя коробчатые аттракторы не " -"обязательно должны быть идеальными кубами, сферические аттракторы всегда " -"будут сферами: невозможно установить ширину независимо от высоты. Если вы " -"хотите использовать сферический аттрактор для вытянутых фигур, вам " -"необходимо изменить его ``Scale`` in the attractor's ``Node3D``." - -msgid "" -"To create a sphere attractor, add a new child node to your scene and select " -"``GPUParticlesAttractorSphere3D`` from the list of available nodes. You can " -"animate the sphere position or attach it to a moving node for more dynamic " -"effects." -msgstr "" -"Чтобы создать сферический аттрактор, добавьте в сцену новый дочерний узел и " -"выберите ``GPUParticlesAttractorSphere3D`` из списка доступных узлов. Вы " -"можете анимировать положение сферы или прикрепить ее к движущемуся узлу для " -"получения более динамичных эффектов." - -msgid "Sphere attractor parts particle field" -msgstr "Сферический аттрактор разделяет поле частиц" - -msgid "" -"A sphere attractor with a negative strength value parts a particle field as " -"it moves through it." -msgstr "" -"Сферический аттрактор с отрицательным значением силы разделяет поле частицы " -"при движении через него." - -msgid "Particle attractor vector field" -msgstr "Векторное поле аттрактора частиц" - -msgid "Vector field attractor in the node list" -msgstr "Аттрактор векторного поля в списке узлов" - -msgid "" -"A vector field is a 3D area that contains vectors positioned on a grid. The " -"grid density controls how many vectors there are and how far they're spread " -"apart. Each vector in a vector field points in a specific direction. This " -"can be completely random or aligned in a way that forms distinct patterns " -"and paths." -msgstr "" -"Векторное поле — это трехмерная область, содержащая векторы, расположенные " -"на сетке. Плотность сетки определяет количество векторов и расстояние между " -"ними. Каждый вектор в векторном поле указывает в определенном направлении. " -"Это может быть полностью случайным или выровненным таким образом, чтобы " -"формировать отдельные шаблоны и пути." - -msgid "" -"When particles interact with a vector field, their movement direction " -"changes to match the nearest vector in the field. As a particle moves closer " -"to the next vector in the field, it changes direction to match that vector's " -"direction. The particle's speed depends on the vector's length." -msgstr "" -"Когда частицы взаимодействуют с векторным полем, направление их движения " -"меняется в соответствии с ближайшим вектором поля. Когда частица " -"приближается к следующему вектору в поле, она меняет направление, чтобы оно " -"соответствовало направлению этого вектора. Скорость частицы зависит от длины " -"вектора." - -msgid "" -"Like box attractors, vector field attractors have a box-shaped influence " -"region. You control their size with the ``Extents`` property, where a value " -"of ``(X=1.0,Y=1.0,Z=1.0)`` creates a box with an influence region that is 2 " -"meters wide on each side. The ``Texture`` property takes a :ref:`3D texture " -"` where every pixel represents a vector with the pixel's " -"color interpreted as the vector's direction and size." -msgstr "" -"Подобно коробчатым аттракторам, аттракторы векторного поля имеют область " -"влияния коробчатой формы. Вы управляете их размером с помощью свойства " -"``Extents``, где значение (X=1,0,Y=1,0,Z=1,0) создает прямоугольник с " -"областью влияния шириной 2 метра с каждой стороны. Свойство ``Texture`` " -"принимает :ref:`3D texture `, где каждый пиксель " -"представляет вектор, цвет которого интерпретируется как направление и размер " -"вектора." - -msgid "" -"When a texture is used as a vector field, there are two types of conversion " -"you need to be aware of:" -msgstr "" -"Когда текстура используется в качестве векторного поля, необходимо учитывать " -"два типа преобразования:" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/collision.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/collision.po deleted file mode 100644 index 8d3adb21e7..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/collision.po +++ /dev/null @@ -1,104 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Height field particle collision is very useful for large outdoor areas that " -"need to collide with particles. At runtime, the node creates a height field " -"from all the meshes within its bounds that match its cull mask. Particles " -"collide against the mesh that this height field represents. Since the height " -"field generation is done dynamically, it can follow the player camera around " -"and react to changes in the level. Different settings for the height field " -"density offer a wide range of performance adjustments." -msgstr "" -"Столкновение частиц в поле высот очень полезно для больших открытых " -"областей, которым необходимо сталкиваться с частицами. Во время выполнения " -"узел создает поле высоты из всех ячеек в пределах его границ, которые " -"соответствуют его маске отсечения. Частицы сталкиваются с сеткой, которую " -"представляет это поле высоты. Поскольку генерация поля высот выполняется " -"динамически, оно может следовать за камерой игрока и реагировать на " -"изменения уровня. Различные настройки плотности поля высот предлагают " -"широкий диапазон настроек производительности." - -msgid "" -"To create a height field collision node, add a new child node to your scene " -"and select ``GPUParticlesCollisionHeightField3D`` from the list of available " -"nodes." -msgstr "" -"Чтобы создать узел столкновения поля высот, добавьте в сцену новый дочерний " -"узел и выберите ``GPUParticlesCollisionHeightField3D`` из списка доступных " -"узлов." - -msgid "" -"The ``Resolution`` property controls how detailed the height field is. A " -"lower resolution performs faster at the cost of accuracy. If the height " -"field resolution is too low, it may look like particles penetrate level " -"geometry or get stuck in the air during collision events. They might also " -"ignore some smaller meshes completely." -msgstr "" -"Свойство ``Resolution`` управляет детализацией поля высоты. Более низкое " -"разрешение работает быстрее за счет точности. Если разрешение поля высот " -"слишком низкое, это может выглядеть так, будто частицы проникают в геометрию " -"уровня или застревают в воздухе во время столкновений. Они также могут " -"полностью игнорировать некоторые более мелкие сетки." - -msgid "Height field resolutions" -msgstr "Разрешение поля высот" - -msgid "" -"At low resolutions, height field collision misses some finer details (left)" -msgstr "" -"При низком разрешении при столкновении полей высот упускаются некоторые " -"мелкие детали (слева)" - -msgid "" -"It's important to remember that when ``Update Mode`` is set to ``When " -"Moved``, it is the *height field node* whose movement triggers an update. " -"The height field is not updated when one of the meshes inside it moves." -msgstr "" -"Важно помнить, что когда для параметра ``Update Mode`` установлено значение " -"``When Moved``, именно *height field node*, перемещение которого запускает " -"обновление. Поле высоты не обновляется, когда одна из ячеек внутри него " -"перемещается." - -msgid "" -"The ``Follow Camera Enabled`` property makes the height field follow the " -"current camera when enabled. It will update whenever the camera moves. This " -"property can be used to make sure that there is always particle collision " -"around the player while not wasting performance on regions that are out of " -"sight or too far away." -msgstr "" -"Свойство ``Follow Camera Enabled`` заставляет поле высоты следовать за " -"текущей камерой, если оно включено. Он будет обновляться при каждом движении " -"камеры. Это свойство можно использовать, чтобы гарантировать, что вокруг " -"игрока всегда происходит столкновение частиц, не теряя при этом " -"производительности в областях, которые находятся вне поля зрения или слишком " -"далеко." - -msgid "SDF collision" -msgstr "SDF столкновения" - -msgid "SDF collision in the node list" -msgstr "Столкновения SDF в списке узлов" - -msgid "Resolution comparison" -msgstr "Сравнение разрешения" - -msgid "" -"The same area covered by a signed distance field at different resolutions: " -"16 (left) and 256 (right)" -msgstr "" -"Одна и та же область, покрытая полем расстояний со знаком при разных " -"разрешениях: 16 (слева) и 256 (справа)" - -msgid "Troubleshooting" -msgstr "Устранение неполадок" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po deleted file mode 100644 index 358323b038..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po +++ /dev/null @@ -1,55 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Creating emission points" -msgstr "Создание точек выбросов" - -msgid "Create particle emission points..." -msgstr "Создать точки выброса частиц..." - -msgid "Select mesh for emission" -msgstr "Выберите сетку для выброса" - -msgid "\\...from a mesh instance as the source" -msgstr "\\...из экземпляра сетки в качестве источника" - -msgid "Set emission density" -msgstr "Установить плотность выбросов" - -msgid "More points = higher particle density" -msgstr "Больше очков = выше плотность частиц" - -msgid "" -"A dialog window will pop up and ask you to select a node as the emission " -"source. Choose one of the mesh instances in the scene and confirm your " -"selection. The next dialog window deals with the amount of points and how to " -"generate them." -msgstr "" -"Появится диалоговое окно и попросит вас выбрать узел в качестве источника " -"выброса. Выберите один из экземпляров сетки на сцене и подтвердите свой " -"выбор. Следующее диалоговое окно посвящено количеству очков и способу их " -"создания." - -msgid "" -"``Emission Points`` controls the total number of points that you are about " -"to generate. Particles will spawn from these points, so what to enter here " -"depends on the size of the source mesh (how much area you have to cover) and " -"the desired density of the particles." -msgstr "" -"``Emission Points`` контролируют общее количество очков, которые вы " -"собираетесь сгенерировать. Частицы будут появляться из этих точек, поэтому " -"то, что здесь вводить, зависит от размера исходной сетки (сколько площади " -"вам нужно покрыть) и желаемой плотности частиц." - -msgid "The available emission shape textures" -msgstr "Доступные текстуры формы выбросов" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po deleted file mode 100644 index dffb1fa096..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po +++ /dev/null @@ -1,72 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"To get started with particles, the first thing we need to do is add a " -"``GPUParticles3D`` node to the scene. Before we can actually see any " -"particles, we have to set up two parameters on the node: the ``Process " -"Material`` and at least one ``Draw Pass``." -msgstr "" -"Чтобы начать работу с частицами, первым делом нам нужно добавить в сцену " -"узел ``GPUParticles3D``. Прежде чем мы сможем увидеть частицы, нам нужно " -"задать два параметра узла: ``Process Material`` и хотя бы один ``Draw Pass``." - -msgid "" -":ref:`class_ParticleProcessMaterial` is a special kind of material. We don't " -"use it to draw any objects. We use it to update particle data and behavior " -"on the GPU instead of the CPU, which comes with a massive performance boost. " -"A click on the newly added material displays a long list of properties that " -"you can set to control each particle's behavior." -msgstr "" -":ref:`class_ParticleProcessMaterial` - это особый вид материала. Мы не " -"используем его для отрисовки объектов. Мы используем его для обновления " -"данных и поведения частиц на GPU, а не на CPU, что дает огромный прирост " -"производительности. Щелчок на только что добавленном материале отображает " -"длинный список свойств, которые вы можете установить для управления " -"поведением каждой частицы." - -msgid "" -"In order to render any particles, at least one draw pass needs to be " -"defined. To do that, go to ``Draw Passes`` in the inspector panel. Click on " -"the box next to ``Pass 1`` and select ``New QuadMesh`` from the dropdown " -"menu. After that, click on the mesh and set its ``Size`` to 0.1 for both " -"``x`` and ``y``. Reducing the mesh's size makes it a little easier to tell " -"the individual particle meshes apart at this stage." -msgstr "" -"Для рендеринга частиц необходимо определить хотя бы один проход отрисовки. " -"Для этого перейдите в раздел ``Draw Passes`` на панели инспектора. Щелкните " -"на поле рядом с ``Pass 1`` и выберите ``New QuadMesh`` из выпадающего меню. " -"После этого щелкните на сетке и установите ее ``Размер`` на 0,1 для ``x`` и " -"``y``. Уменьшение размера сетки позволяет немного легче различать отдельные " -"сетки частиц на данном этапе." - -msgid "" -"You can use up to 4 draw passes per particle system. Each pass can render a " -"different mesh with its own unique material. All draw passes use the data " -"that is computed by the process material, which is an efficient method for " -"composing complex effects: Compute particle behavior once and feed it to " -"multiple render passes." -msgstr "" -"Вы можете использовать до 4 проходов отрисовки для каждой системы частиц. " -"Каждый проход может отрисовывать отдельную сетку со своим уникальным " -"материалом. Все проходы отрисовки используют данные, вычисляемые материалом " -"процесса, что является эффективным методом для создания сложных эффектов: " -"Вычислите поведение частиц один раз и передайте его на несколько проходов " -"рендеринга." - -msgid "" -"Using multiple draw passes: yellow rectangles (pass1) and blue spheres (pass " -"2)" -msgstr "" -"Использование нескольких проходов рисования: желтые прямоугольники (проход " -"1) и синие сферы (проход 2)" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/index.po deleted file mode 100644 index f124683cb3..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/index.po +++ /dev/null @@ -1,139 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Particle systems (3D)" -msgstr "Системы частиц (3D)" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"Every particle system you create in Godot consists of two main parts: " -"particles and emitters." -msgstr "" -"Каждая система частиц, которую вы создаете в Godot, состоит из двух основных " -"частей: частиц и эмиттеров." - -msgid "" -"A particle is the visible part of a particle system. It's what you see on " -"the screen when a particle system is active: The tiny specks of dust, the " -"flames of a fire, the glowing orbs of a magical effect. You can have " -"anywhere between a couple hundred and tens of thousands of particles in a " -"single system. You can randomize a particle's size, its speed and movement " -"direction, and change its color over the course of its lifetime. When you " -"think of a fire, you can think of all the little embers flying away from it " -"as individual particles." -msgstr "" -"Частица - это видимая часть системы частиц. Это то, что вы видите на экране, " -"когда система частиц активна: Крошечные пылинки, пламя огня, светящиеся шары " -"магического эффекта. В одной системе может быть от пары сотен до десятков " -"тысяч частиц. Вы можете рандомизировать размер частицы, ее скорость и " -"направление движения, а также менять ее цвет в течение всего времени жизни. " -"Когда вы думаете о пожаре, вы можете представить себе все маленькие угольки, " -"разлетающиеся от него, как отдельные частицы." - -msgid "" -"An emitter is what's creating the particles. Emitters are usually not " -"visible, but they can have a shape. That shape controls where and how " -"particles are spawned, for example whether they should fill a room like dust " -"or shoot away from a single point like a fountain. Going back to the fire " -"example, an emitter would be the heat at the center of the fire that creates " -"the embers and the flames." -msgstr "" -"Эмиттер - это то, что создает частицы. Обычно эмиттеры не видны, но они " -"могут иметь форму. Эта форма определяет, где и как порождаются частицы, " -"например, должны ли они заполнять комнату, как пыль, или вылетать из одной " -"точки, как фонтан. Возвращаясь к примеру с огнем, эмиттер - это тепло в " -"центре огня, которое создает угли и пламя." - -msgid "A list of nodes related to 3D particles" -msgstr "Список узлов, относящихся к 3D-частицам" - -msgid "All 3D particle nodes available in Godot" -msgstr "Все узлы 3D-частиц, доступные в Godot" - -msgid "" -"There are two types of 3D particle systems in Godot: :ref:" -"`class_GPUParticles3D`, which are processed on the GPU, and :ref:" -"`class_CPUParticles3D`, which are processed on the CPU." -msgstr "" -"В Godot есть два типа систем 3D-частиц: :ref:`class_GPUParticles3D`, которые " -"обрабатываются на GPU, и :ref:`class_CPUParticles3D`, которые обрабатываются " -"на CPU." - -msgid "" -"CPU particle systems are less flexible than their GPU counterpart, but they " -"work on a wider range of hardware and provide better support for older " -"devices and mobile phones. Because they are processed on the CPU, they are " -"not as performant as GPU particle systems and can't render as many " -"individual particles. In addition they currently do not have all the " -"available options GPU particles have for control." -msgstr "" -"Системы частиц на CPU менее гибкие, чем их аналоги на GPU, но они работают " -"на более широком спектре оборудования и обеспечивают лучшую поддержку старых " -"устройств и мобильных телефонов. Поскольку они обрабатываются на CPU, они не " -"так производительны, как системы частиц GPU, и не могут отрисовывать такое " -"количество отдельных частиц. Кроме того, в настоящее время они не имеют всех " -"доступных опций для управления частицами GPU." - -msgid "" -"GPU particle systems run on the GPU and can render hundreds of thousands of " -"particles on modern hardware. You can write custom particle shaders for " -"them, which makes them very flexible. You can also make them interact with " -"the environment by using attractor and collision nodes." -msgstr "" -"GPU-системы частиц работают на GPU и могут рендерить сотни тысяч частиц на " -"современном оборудовании. Для них можно писать собственные шейдеры частиц, " -"что делает их очень гибкими. Вы также можете заставить их взаимодействовать " -"с окружением, используя узлы аттракторов и коллизий." - -msgid "" -"There are three particle attractor nodes: :ref:" -"`class_GPUParticlesAttractorBox3D`, :ref:" -"`class_GPUParticlesAttractorSphere3D`, and :ref:" -"`class_GPUParticlesAttractorVectorField3D`. An attractor node applies a " -"force to all particles in its reach and pulls them closer or pushes them " -"away based on the direction of that force." -msgstr "" -"Существует три узла аттрактора частиц: :ref:" -"`class_GPUParticlesAttractorBox3D`, :ref:" -"`class_GPUParticlesAttractorSphere3D` и :ref:" -"`class_GPUParticlesAttractorVectorField3D`. Узел аттрактора прикладывает " -"силу ко всем частицам в зоне его действия и притягивает или отталкивает их в " -"зависимости от направления этой силы." - -msgid "" -"There are several particle collision nodes. :ref:" -"`class_GPUParticlesCollisionBox3D` and :ref:" -"`class_GPUParticlesCollisionSphere3D` are the simple ones. You can use them " -"to create basic shapes like boxes, a floor, or a wall that particles collide " -"with. The other two nodes provide more complex collision behavior. The :ref:" -"`class_GPUParticlesCollisionSDF3D` is useful when you want indoor scenes to " -"collide with particles without having to create all the individual box and " -"sphere colliders by hand. If you want particles to collide with large " -"outdoor scenes, you would use the :ref:" -"`class_GPUParticlesCollisionHeightField3D` node. It creates a heightmap of " -"your world and the objects in it and uses that for large-scale particle " -"collisions." -msgstr "" -"Существует несколько узлов столкновения частиц. :ref:" -"`class_GPUParticlesCollisionBox3D` и :ref:" -"`class_GPUParticlesCollisionSphere3D` - самые простые. С их помощью можно " -"создать базовые фигуры, такие как коробки, пол или стена, с которыми " -"сталкиваются частицы. Два других узла обеспечивают более сложное поведение " -"столкновений. Узел :ref:`class_GPUParticlesCollisionSDF3D` полезен, когда вы " -"хотите, чтобы частицы сталкивались в закрытых сценах без необходимости " -"вручную создавать все отдельные коллайдеры для коробок и сфер. Если вы " -"хотите, чтобы частицы сталкивались с большими открытыми сценами, используйте " -"ноду :ref:`class_GPUParticlesCollisionHeightField3D`. Он создает карту высот " -"вашего мира и объектов в нем и использует ее для масштабных коллизий частиц." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po deleted file mode 100644 index fed6cc2438..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po +++ /dev/null @@ -1,33 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Angle" -msgstr "Угол" - -msgid "Direction" -msgstr "Направление" - -msgid "Gravity" -msgstr "Гравитация" - -msgid "Damping" -msgstr "Амортизация" - -msgid "Scale" -msgstr "Масштаб" - -msgid "Color" -msgstr "Цвет" - -msgid "Animation" -msgstr "Анимация" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/properties.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/properties.po deleted file mode 100644 index f02f78c6a6..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/properties.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/subemitters.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/subemitters.po deleted file mode 100644 index 6b7acd8343..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/subemitters.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Limitations" -msgstr "Ограничения" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/trails.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/trails.po deleted file mode 100644 index f02f78c6a6..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/trails.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/turbulence.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/turbulence.po deleted file mode 100644 index f02f78c6a6..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/turbulence.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po deleted file mode 100644 index f02f78c6a6..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po deleted file mode 100644 index 30ec73bd79..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po +++ /dev/null @@ -1,171 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the ArrayMesh" -msgstr "Использование ArrayMesh" - -msgid "" -"This tutorial will present the basics of using an :ref:`ArrayMesh " -"`." -msgstr "" -"В этом уроке будут представлены основы использования :ref:`ArrayMesh " -"`." - -msgid "" -"The first parameter is the ``PrimitiveType``, an OpenGL concept that " -"instructs the GPU how to arrange the primitive based on the vertices given, " -"i.e. whether they represent triangles, lines, points, etc. See :ref:`Mesh." -"PrimitiveType ` for the options available." -msgstr "" -"Первым параметром является ``PrimitiveType``, концепция OpenGL, которая " -"указывает GPU, как расположить примитив на основе заданных вершин, т.е. " -"представляют ли они треугольники, линии, точки и т.д. Доступные варианты см. " -"в :ref:`Mesh.PrimitiveType `." - -msgid "Index" -msgstr "Индекс" - -msgid "Mesh.ArrayType Enum" -msgstr "Mesh.ArrayType - перечисление" - -msgid "Array type" -msgstr "Тип массива" - -msgid "0" -msgstr "0" - -msgid "``ARRAY_VERTEX``" -msgstr "``ARRAY_VERTEX``" - -msgid "1" -msgstr "1" - -msgid "``ARRAY_NORMAL``" -msgstr "``ARRAY_NORMAL``" - -msgid "2" -msgstr "2" - -msgid "``ARRAY_TANGENT``" -msgstr "``ARRAY_TANGENT``" - -msgid "3" -msgstr "3" - -msgid "``ARRAY_COLOR``" -msgstr "``ARRAY_COLOR``" - -msgid "4" -msgstr "4" - -msgid "``ARRAY_TEX_UV``" -msgstr "``ARRAY_TEX_UV``" - -msgid "5" -msgstr "5" - -msgid "``ARRAY_TEX_UV2``" -msgstr "``ARRAY_TEX_UV2``" - -msgid "10" -msgstr "10" - -msgid "``ARRAY_BONES``" -msgstr "``ARRAY_BONES``" - -msgid "11" -msgstr "11" - -msgid "``ARRAY_WEIGHTS``" -msgstr "``ARRAY_WEIGHTS``" - -msgid "12" -msgstr "12" - -msgid "``ARRAY_INDEX``" -msgstr "``ARRAY_INDEX``" - -msgid "Under ``_ready()``, create a new Array." -msgstr "Ниже ``_ready()`` создайте новый массив." - -msgid "" -"This will be the array that we keep our surface information in - it will " -"hold all the arrays of data that the surface needs. Godot will expect it to " -"be of size ``Mesh.ARRAY_MAX``, so resize it accordingly." -msgstr "" -"Это будет массив, в котором мы храним нашу информацию о поверхности, он " -"будет содержать все массивы данных, которые нужны поверхности. Godot " -"ожидает, что он будет иметь размер ``Mesh.ARRAY_MAX``, поэтому измените его " -"размер соответствующим образом." - -msgid "Next create the arrays for each data type you will use." -msgstr "" -"Затем создайте массивы для каждого типа данных, который вы будете " -"использовать." - -msgid "" -"Once you have filled your data arrays with your geometry you can create a " -"mesh by adding each array to ``surface_array`` and then committing to the " -"mesh." -msgstr "" -"После того, как вы заполнили свои массивы данных своей геометрией, вы можете " -"создать сетку, добавив каждый массив в `surface_array`, а затем зафиксировав " -"его в сетке." - -msgid "" -"In this example, we used ``Mesh.PRIMITIVE_TRIANGLES``, but you can use any " -"primitive type available from mesh." -msgstr "" -"В этом примере мы использовали `Mesh.PRIMITIVE_TRIANGLES`, но вы можете " -"использовать любой примитивный тип, доступный из сетки." - -msgid "Put together, the full code looks like:" -msgstr "В совокупности полный код выглядит следующим образом:" - -msgid "" -"The code that goes in the middle can be whatever you want. Below we will " -"present some example code for generating a sphere." -msgstr "" -"Код, который находится в середине, может быть любым, каким вы захотите. Ниже " -"мы приведем пример кода для генерации сферы." - -msgid "Generating geometry" -msgstr "Создаём геометрию" - -msgid "" -"Here is sample code for generating a sphere. Although the code is presented " -"in GDScript, there is nothing Godot specific about the approach to " -"generating it. This implementation has nothing in particular to do with " -"ArrayMeshes and is just a generic approach to generating a sphere. If you " -"are having trouble understanding it or want to learn more about procedural " -"geometry in general, you can use any tutorial that you find online." -msgstr "" -"Здесь приведен пример кода для генерации сферы. Хотя код представлен на " -"GDScript, в подходе к генерации сферы нет ничего специфичного для Godot. Эта " -"реализация не имеет ничего общего с ArrayMeshes и является просто общим " -"подходом к генерации сферы. Если у вас возникли трудности с пониманием или " -"вы хотите узнать больше о процедурной геометрии в целом, вы можете " -"воспользоваться любым учебником, который найдете в Интернете." - -msgid "Saving" -msgstr "Сохранение" - -msgid "" -"Finally, we can use the :ref:`ResourceSaver ` class to " -"save the ArrayMesh. This is useful when you want to generate a mesh and then " -"use it later without having to re-generate it." -msgstr "" -"Наконец, мы можем использовать класс :ref:`ResourceSaver " -"` для сохранения ArrayMesh. Это полезно, когда вы " -"хотите сгенерировать сетку, а затем использовать ее позже без необходимости " -"повторной генерации." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po deleted file mode 100644 index f02f78c6a6..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po deleted file mode 100644 index cc3dd61f77..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po +++ /dev/null @@ -1,169 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Procedural geometry" -msgstr "Процедурная геометрия" - -msgid "What is geometry?" -msgstr "Что такое геометрия?" - -msgid "" -"Geometry is a fancy way of saying shape. In computer graphics, geometry is " -"typically represented by an array of positions called \"vertices\". In " -"Godot, geometry is represented by Meshes." -msgstr "" -"Геометрия - это причудливый способ обозначения формы. В компьютерной графике " -"геометрия обычно представлена массивом позиций, называемых \"вершинами\". В " -"Godot геометрия представлена сетками (Meshes)." - -msgid "What is a Mesh?" -msgstr "Что такое меш?" - -msgid "What a Mesh is" -msgstr "Что такое Сетка" - -msgid "Surfaces" -msgstr "Поверхности" - -msgid "Surface array" -msgstr "Массив поверхности" - -msgid "" -"The surface array can be indexed or non-indexed. Creating a non-indexed " -"array is as easy as not assigning an array at the index ``ArrayMesh." -"ARRAY_INDEX``. A non-indexed array stores unique vertex information for " -"every triangle, meaning that when two triangles share a vertex, the vertex " -"is duplicated in the array. An indexed surface array only stores vertex " -"information for each unique vertex and then also stores an array of indices " -"which maps out how to construct the triangles from the vertex array. In " -"general, using an indexed array is faster, but it means you have to share " -"vertex data between triangles, which is not always desired (e.g. when you " -"want per-face normals)." -msgstr "" -"Массив поверхности может быть индексированным или неиндексированным. Создать " -"неиндексированный массив так же просто, как не назначать массив по индексу " -"``ArrayMesh.ARRAY_INDEX``. Неиндексированный массив хранит уникальную " -"информацию о вершине для каждого треугольника, что означает, что когда два " -"треугольника имеют общую вершину, эта вершина дублируется в массиве. " -"Индексированный массив поверхностей хранит информацию о вершинах только для " -"каждой уникальной вершины, а затем также хранит массив индексов, которые " -"указывают, как построить треугольники из массива вершин. В целом, " -"использование индексированного массива быстрее, но это означает, что вам " -"придётся обмениваться вершинными данными между треугольниками, что не всегда " -"желательно (например, когда вам нужны нормали для каждой грани)." - -msgid "Tools" -msgstr "Инструменты" - -msgid "" -"Godot provides different ways of accessing and working with geometry. More " -"information on each will be provided in the following tutorials." -msgstr "" -"Godot предоставляет различные способы доступа к геометрии и работы с ней. " -"Более подробная информация по каждому из них будет предоставлена в следующих " -"уроках." - -msgid "ArrayMesh" -msgstr "ArrayMеsh" - -msgid "" -"The ArrayMesh resource extends Mesh to add a few different quality of life " -"functions and, most importantly, the ability to construct a Mesh surface " -"through scripting." -msgstr "" -"Ресурс ArrayMesh расширяет Mesh, добавляя несколько различных функций " -"качества жизни и, самое главное, возможность построения поверхности Mesh с " -"помощью скриптов." - -msgid "" -"For more information about the ArrayMesh, please see the :ref:`ArrayMesh " -"tutorial `." -msgstr "" -"Для получения дополнительной информации об ArrayMesh, пожалуйста, смотрите :" -"ref:`ArrayMesh tutorial `." - -msgid "MeshDataTool" -msgstr "Инструмент \"Данные Меша\"" - -msgid "" -"The MeshDataTool is a resource that converts Mesh data into arrays of " -"vertices, faces, and edges that can be modified at runtime." -msgstr "" -"MeshDataTool - это ресурс, преобразующий данные Mesh в массивы вершин, " -"граней и ребер, которые могут быть изменены во время выполнения." - -msgid "" -"For more information about the MeshDataTool, please see the :ref:" -"`MeshDataTool tutorial `." -msgstr "" -"Более подробную информацию о MeshDataTool можно найти в :ref:`MeshDataTool " -"tutorial `." - -msgid "SurfaceTool" -msgstr "SurfaceTool (Инструмент поверхности)" - -msgid "" -"The SurfaceTool allows the creation of Meshes using an OpenGL 1.x immediate " -"mode style interface." -msgstr "" -"Инструмент SurfaceTool позволяет создавать сетки, используя интерфейс OpenGL " -"1.x в стиле немедленного режима." - -msgid "" -"For more information about the SurfaceTool, please see the :ref:`SurfaceTool " -"tutorial `." -msgstr "" -"Для получения дополнительной информации о SurfaceTool, пожалуйста, " -"обратитесь к :ref:`SurfaceTool tutorial `." - -msgid "Which one should I use?" -msgstr "Какой из них мне следует использовать?" - -msgid "" -"Which approach you use depends on what you are trying to do and what kind of " -"procedure you are comfortable with." -msgstr "" -"Какой подход вы используете, зависит от того, что вы пытаетесь сделать и " -"какой вид процедуры вам удобен." - -msgid "" -"Both SurfaceTool and ArrayMesh are excellent for generating static geometry " -"(meshes) that don't change over time." -msgstr "" -"И SurfaceTool, и ArrayMesh отлично подходят для создания статической " -"геометрии (сетки), которая не меняется со временем." - -msgid "" -"Using an ArrayMesh is slightly faster than using a SurfaceTool, but the API " -"is a little more challenging. Additionally, SurfaceTool has a few quality of " -"life methods such as ``generate_normals()`` and ``index()``." -msgstr "" -"Использование ArrayMesh немного быстрее, чем использование SurfaceTool, но " -"API немного сложнее. Кроме того, SurfaceTool имеет несколько методов " -"качества жизни, таких как ``generate_normals()`` и ``index()``." - -msgid "" -"The MeshDataTool is not fast, but it gives you access to all kinds of " -"properties of the mesh that you don't get with the others (edges, faces, " -"etc.). It is incredibly useful when you need that sort of data to transform " -"the mesh, but it is not a good idea to use it if that extra information is " -"not needed. The MeshDataTool is best used if you are going to be using an " -"algorithm that requires access to the face or edge array." -msgstr "" -"MeshDataTool не является быстрым, но он даёт вам доступ ко всем видам " -"свойств сетки, которые вы не можете получить с помощью других инструментов " -"(рёбра, грани и т.д.). Он невероятно полезен, когда вам нужны такие данные " -"для преобразования сетки, но его не стоит использовать, если эта " -"дополнительная информация не нужна. Инструмент MeshDataTool лучше " -"использовать, если вы собираетесь использовать алгоритм, требующий доступа к " -"массиву граней или рёбер." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po deleted file mode 100644 index 0ad130ab26..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po +++ /dev/null @@ -1,141 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the MeshDataTool" -msgstr "Использование MeshDataTool" - -msgid "" -"The :ref:`MeshDataTool ` is not used to generate " -"geometry. But it is helpful for dynamically altering geometry, for example " -"if you want to write a script to tessellate, simplify, or deform meshes." -msgstr "" -"Инструмент :ref:`MeshDataTool ` не используется для " -"создания геометрии. Но он полезен для динамического изменения геометрии, " -"например, если вы хотите написать сценарий для тесселяции, упрощения или " -"деформации сетки." - -msgid "" -"The MeshDataTool is not as fast as altering arrays directly using ArrayMesh. " -"However, it provides more information and tools to work with meshes than the " -"ArrayMesh does. When the MeshDataTool is used, it calculates mesh data that " -"is not available in ArrayMeshes such as faces and edges, which are necessary " -"for certain mesh algorithms. If you do not need this extra information then " -"it may be better to use an ArrayMesh." -msgstr "" -"MeshDataTool работает не так быстро, как изменение массивов непосредственно " -"с помощью ArrayMesh. Однако он предоставляет больше информации и " -"инструментов для работы с сетками, чем ArrayMesh. Когда используется " -"MeshDataTool, он вычисляет данные сетки, которые недоступны в массивах, " -"таких как грани и ребра, которые необходимы для определенных алгоритмов " -"сетки. Если вам не нужна эта дополнительная информация, то, возможно, лучше " -"использовать ArrayMesh." - -msgid "" -"MeshDataTool can only be used on Meshes that use the PrimitiveType ``Mesh." -"PRIMITIVE_TRIANGLES``." -msgstr "" -"MeshDataTool можно использовать только в сетках, использующих примитивный " -"тип `Mesh.PRIMITIVE_TRIANGLES`." - -msgid "" -"We initialize the MeshDataTool from an ArrayMesh by calling " -"``create_from_surface()``. If there is already data initialized in the " -"MeshDataTool, calling ``create_from_surface()`` will clear it for you. " -"Alternatively, you can call ``clear()`` yourself before re-using the " -"MeshDataTool." -msgstr "" -"Предположим, что сетка хранится в ArrayMesh с именем `mesh`. Затем мы " -"инициализируем MeshDataTool из `mesh` вызовом `create_from_surface()`. Если " -"в MeshDataTool уже есть инициализированные данные, вызов " -"`create_from_surface()` очистит их. В качестве альтернативы, вы можете " -"вызвать `clear()` самостоятельно перед повторным использованием MeshDataTool." - -msgid "" -"In the examples below, assume an ArrayMesh called ``mesh`` has already been " -"created. See :ref:`ArrayMesh tutorial ` for an example of " -"mesh generation." -msgstr "" -"В приведенных ниже примерах предполагается, что сетка ArrayMesh под " -"названием ``mesh`` уже создана. Пример создания сетки см. в :ref:`ArrayMesh " -"tutorial `." - -msgid "" -"``create_from_surface()`` uses the vertex arrays from the ArrayMesh to " -"calculate two additional arrays, one for edges and one for faces, for a " -"total of three arrays." -msgstr "" -"``create_from_surface()`` использует массивы вершин из ArrayMesh для " -"вычисления двух дополнительных массивов, одного для рёбер и одного для " -"граней, всего три массива." - -msgid "" -"An edge is a connection between any two vertices. Each edge in the edge " -"array contains a reference to the two vertices it is composed of, and up to " -"two faces that it is contained within." -msgstr "" -"Ребро - это соединение между любыми двумя вершинами. Каждое ребро в массиве " -"ребер содержит ссылку на две вершины, из которых оно состоит, и до двух " -"граней, внутри которых оно содержится." - -msgid "" -"A face is a triangle made up of three vertices and three corresponding " -"edges. Each face in the face array contains a reference to the three " -"vertices and three edges it is composed of." -msgstr "" -"Грань - это треугольник, состоящий из трех вершин и трех соответствующих " -"ребер. Каждая грань в массиве граней содержит ссылку на три вершины и три " -"ребра, из которых она состоит." - -msgid "" -"The vertex array contains edge, face, normal, color, tangent, uv, uv2, bone, " -"and weight information connected with each vertex." -msgstr "" -"Массив вершин содержит информацию о грани, лице, нормали, цвете, " -"касательной, uv, uv2, кости и весе, связанную с каждой вершиной." - -msgid "" -"To access information from these arrays you use a function of the form " -"``get_****()``:" -msgstr "" -"Для доступа к информации из этих массивов вы используете функцию вида " -"`get_****()`:" - -msgid "" -"What you choose to do with these functions is up to you. A common use case " -"is to iterate over all vertices and transform them in some way:" -msgstr "" -"То, что вы решите делать с этими функциями, зависит от вас. Распространенным " -"вариантом использования является перебор всех вершин и их преобразование " -"каким-либо образом:" - -msgid "" -"These modifications are not done in place on the ArrayMesh. If you are " -"dynamically updating an existing ArrayMesh, first delete the existing " -"surface before adding a new one using :ref:`commit_to_surface() " -"`:" -msgstr "" -"Эти модификации не выполняются на месте ArrayMesh. Если вы динамически " -"обновляете существующий ArrayMesh, сначала удалите существующую поверхность, " -"прежде чем добавлять новую, используя :ref:`commit_to_surface() " -"`:" - -msgid "" -"Below is a complete example that turns a spherical mesh called ``mesh`` into " -"a randomly deformed blob complete with updated normals and vertex colors. " -"See :ref:`ArrayMesh tutorial ` for how to generate the base " -"mesh." -msgstr "" -"Ниже приведен пример, который превращает сферическую сетку ``mesh`` в " -"произвольно деформированный шар с обновленными нормалями и цветами вершин. " -"Как сгенерировать базовую сетку смотрите в :ref:`ArrayMesh tutorial " -"`." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po deleted file mode 100644 index 4107ce10c5..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po +++ /dev/null @@ -1,90 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the SurfaceTool" -msgstr "Использование SurfaceTool" - -msgid "" -"The SurfaceTool also provides some useful helper functions like ``index()`` " -"and ``generate_normals()``." -msgstr "" -"SurfaceTool также предоставляет некоторые полезные вспомогательные функции, " -"такие как ``index()`` и ``generate_normals()``." - -msgid "Attributes are added before each vertex is added:" -msgstr "Атрибуты добавляются перед добавлением каждой вершины:" - -msgid "" -"When finished generating your geometry with the :ref:`SurfaceTool " -"` call ``commit()`` to finish generating the mesh. If an :" -"ref:`ArrayMesh ` is passed to ``commit()`` then it appends " -"a new surface to the end of the ArrayMesh. While if nothing is passed in, " -"``commit()`` returns an ArrayMesh." -msgstr "" -"Когда вы закончите генерировать свою геометрию с помощью :ref:`SurfaceTool " -"`, вызовите ``commit()``, чтобы завершить генерацию " -"сетки. Если :ref:`ArrayMesh ` передается в ``commit()``, то " -"он добавляет новую поверхность в конец ArrayMesh. В то время как, если " -"ничего не передано, ``commit()`` возвращает ArrayMesh." - -msgid "Code creates a triangle with indices" -msgstr "Код создает треугольник с индексами" - -msgid "" -"You can optionally add an index array, either by calling ``add_index()`` and " -"adding vertices to the index array or by calling ``index()`` which shrinks " -"the vertex array to remove duplicate vertices." -msgstr "" -"Вы можете дополнительно добавить массив индексов, либо вызвав " -"``add_index()`` и добавив вершины в массив индексов, либо вызвав " -"``index()``, который сжимает массив вершин для удаления повторяющихся вершин." - -msgid "" -"Similarly, if you have an index array, but you want each vertex to be unique " -"(e.g. because you want to use unique normals or colors per face instead of " -"per-vertex), you can call ``deindex()``." -msgstr "" -"Аналогично, если у вас есть массив индексов, но вы хотите, чтобы каждая " -"вершина была уникальной (например, потому что вы хотите использовать " -"уникальные нормали или цвета для каждой грани, а не для каждой вершины), вы " -"можете вызвать ``deindex()``." - -msgid "" -"If you don't add custom normals yourself, you can add them using " -"``generate_normals()``, which should be called after generating geometry and " -"before committing the mesh using ``commit()`` or ``commit_to_arrays()``. " -"Calling ``generate_normals(true)`` will flip the resulting normals. As a " -"side note, ``generate_normals()`` only works if the primitive type is set to " -"``Mesh.PRIMITIVE_TRIANGLES``." -msgstr "" -"Если вы не добавляете пользовательские нормали самостоятельно, вы можете " -"добавить их с помощью ``generate_normals(0)``, который следует вызывать " -"после генерации геометрии и перед фиксацией сетки с помощью ``commit()`` или " -"``commit_to_arrays()``. Вызов ``generate_normals(true)`` перевернет " -"результирующие нормали. В качестве дополнительного примечания, " -"``generate_normals()`` работает только в том случае, если для примитивного " -"типа задано значение \"Mesh.PRIMITIVE_TRIANGLES`." - -msgid "" -"By default, when generating normals, they will be calculated on a per-face " -"basis. If you want smooth vertex normals, when adding vertices, call " -"``add_smooth_group()``. ``add_smooth_group()`` needs to be called while " -"building the geometry, e.g. before the call to ``add_vertex()`` (if non-" -"indexed) or ``add_index()`` (if indexed)." -msgstr "" -"По умолчанию, при генерации нормалей, они будут вычисляться для каждого " -"лица. Если вы хотите получить гладкие вершинные нормали, при добавлении " -"вершин вызовите ``add_smooth_group()``. ``add_smooth_group()`` нужно " -"вызывать во время построения геометрии, например, перед вызовом " -"``add_vertex()`` (если он не индексирован) или ``add_index()`` (если " -"индексирован)." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/resolution_scaling.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/resolution_scaling.po deleted file mode 100644 index e06ceed32a..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/resolution_scaling.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Устранение неполадок" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/spring_arm.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/spring_arm.po deleted file mode 100644 index 05fa8e0dc5..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/spring_arm.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Введение" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/standard_material_3d.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/standard_material_3d.po deleted file mode 100644 index 57bf656a6f..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/standard_material_3d.po +++ /dev/null @@ -1,648 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"If you add a material to the mesh itself, every time that mesh is used it " -"will have that material. If you add a material to the node using the mesh, " -"the material will only be used by that node, it will also override the " -"material property of the mesh. If a material is added in the *Material " -"Override* property of the node, it will only be used by that node. It will " -"also override the regular material property of the node and the material " -"property of the mesh." -msgstr "" -"Если вы добавите материал к самой сетке, каждый раз, когда эта сетка будет " -"использоваться, она будет иметь этот материал. Если вы добавите материал к " -"узлу, использующему сетку, материал будет использоваться только этим узлом, " -"он также переопределит свойство материала сетки. Если материал добавлен в " -"свойство *Material Override* узла, он будет использоваться только этим " -"узлом. Он также будет переопределять обычное свойство материала узла и " -"свойство материала сетки." - -msgid "" -"The *Material Overlay* property will render a material **over** the current " -"one being used by the mesh. As an example, this can be used to put a " -"transparent shield effect on a mesh." -msgstr "" -"Свойство *Material Overlay* (Наложение материала) будет отображать материал " -"**поверх** текущего материала, используемого сеткой. Например, это можно " -"использовать для наложения эффекта прозрачного щита на сетку." - -msgid "Blend Mode" -msgstr "Режим смешивания" - -msgid "" -"Controls the blend mode for the material. Keep in mind that any mode other " -"than *Mix* forces the object to go through the transparent pipeline." -msgstr "" -"Управляет режимом наложения материала. Имейте в виду, что любой режим, кроме " -"*Смешивания*, заставляет объект проходить через прозрачный конвейер." - -msgid "" -"**Mix:** Default blend mode, alpha controls how much the object is visible." -msgstr "" -"**Mix:** Режим наложения по умолчанию, альфа управляет тем, насколько объект " -"виден." - -msgid "Cull Mode" -msgstr "Режим отбраковки" - -msgid "" -"Determines which side of the object is not drawn when backfaces are rendered:" -msgstr "" -"Определяет, какая сторона объекта не рисуется при отрисовке задних граней:" - -msgid "**Back:** The back of the object is culled when not visible (default)." -msgstr "" -"**Back:** Задняя часть объекта обрезается, если она не видна (по умолчанию)." - -msgid "**Front:** The front of the object is culled when not visible." -msgstr "**Front:** Передняя часть объекта отсеивается, если она не видна." - -msgid "" -"**Disabled:** Used for objects that are double-sided (no culling is " -"performed)." -msgstr "" -"**Disabled:** Используется для объектов, которые являются двусторонними (не " -"производится выбраковка)." - -msgid "" -"By default, Blender has backface culling disabled on materials and will " -"export materials to match how they render in Blender. This means that " -"materials in Godot will have their cull mode set to **Disabled**. This can " -"decrease performance since backfaces will be rendered, even when they are " -"being culled by other faces. To resolve this, enable **Backface Culling** in " -"Blender's Materials tab, then export the scene to glTF again." -msgstr "" -"По умолчанию, в Blender отключено отсечение невидимых полигонов у материалов " -"и Blender будет экспортировать материалы так чтобы соответствовать тому как " -"они отрисовываются в Blender. Это значит что у материалов в Godot отсечение " -"материалов установлено на **Отключить**. Это может уменьшить " -"производительность при отрисовке невидимых граней, даже когда они были " -"отсечены другими гранями. Что бы решить это, включите **Отсечение невидимых " -"граней** во вкладке \"Материалы\" в Blender, после этого экспортируйте в 3d-" -"сцену в формате glTF снова." - -msgid "Depth Draw Mode" -msgstr "Режим прорисовки глубины" - -msgid "Specifies when depth rendering must take place." -msgstr "Указывает, когда должен происходить рендеринг глубины." - -msgid "**Opaque Only (default):** Depth is only drawn for opaque objects." -msgstr "" -"**Opaque Only (default):** Глубина рисуется только для непрозрачных объектов." - -msgid "" -"**Always:** Depth draw is drawn for both opaque and transparent objects." -msgstr "" -"**Всегда:** Отрисовка глубины рисуется как для непрозрачных, так и для " -"прозрачных объектов." - -msgid "" -"**Depth Pre-Pass:** For transparent objects, an opaque pass is made first " -"with the opaque parts, then transparency is drawn above. Use this option " -"with transparent grass or tree foliage." -msgstr "" -"**Предварительный проход глубины:** Для прозрачных объектов сначала " -"выполняется непрозрачный проход с непрозрачными частями, затем прозрачность " -"прорисовывается выше. Используйте этот вариант с прозрачной травой или " -"листвой деревьев." - -msgid "No Depth Test" -msgstr "Без теста глубины" - -msgid "" -"In order for close objects to appear over far away objects, depth testing is " -"performed. Disabling it has the result of objects appearing over (or under) " -"everything else." -msgstr "" -"Для того чтобы показывать близкие объекты над дальними объектами, проводится " -"тест глубины. Его выключение ведёт к тому что объекты будут показывать над " -"(или под) всеми остальными." - -msgid "" -"Disabling this makes the most sense for drawing indicators in world space, " -"and works very well with the *Render Priority* property of Material (see the " -"bottom of this page)." -msgstr "" -"Его отключение имеет смысл для отрисовки индикаторов в мировом пространстве, " -"и отлично работает в связке со свойством *Render Priority* на Материале " -"(смотрите внизу данной страницы)." - -msgid "Shading" -msgstr "Шейдинг (Затенение)" - -msgid "Diffuse Mode" -msgstr "Режим смешения" - -msgid "" -"**Burley:** Default mode, the original Disney Principled PBS diffuse " -"algorithm." -msgstr "" -"**Burley:** Режим по умолчанию, оригинальный алгоритм диффузии Disney " -"Principled PBS." - -msgid "**Lambert:** Is not affected by roughness." -msgstr "**Lambert:** Не подвержен влиянию шероховатости." - -msgid "" -"**Lambert Wrap:** Extends Lambert to cover more than 90 degrees when " -"roughness increases. Works great for hair and simulating cheap subsurface " -"scattering. This implementation is energy conserving." -msgstr "" -"**Lambert Wrap:** Расширяет Lambert для охвата более 90 градусов при " -"увеличении шероховатости. Отлично подходит для волос и моделирования " -"дешевого подповерхностного рассеяния. Эта реализация экономит энергию." - -msgid "Specular Mode" -msgstr "Зеркальный режим" - -msgid "" -"Specifies how the specular blob will be rendered. The specular blob " -"represents the shape of a light source reflected in the object." -msgstr "" -"Определяет, как будет отображаться спекулярный шар. Спекулярное пятно " -"представляет собой форму источника света, отраженного от объекта." - -msgid "" -"**Toon:** Creates a toon blob, which changes size depending on roughness." -msgstr "" -"**Toon:** Создает toon блоб, размер которого меняется в зависимости от " -"шероховатости." - -msgid "**Disabled:** Sometimes the blob gets in the way. Begone!" -msgstr "**Disabled:** Иногда блоб мешает. Прочь!" - -msgid "Disable Ambient Light" -msgstr "Отключить окружающие освещение" - -msgid "" -"Makes the object not receive any kind of ambient lighting that would " -"otherwise light it." -msgstr "" -"Заставляет объект не принимать окружающий свет который бы иначе осветил его." - -msgid "Vertex Color" -msgstr "Цвет вершин" - -msgid "Use as Albedo" -msgstr "Использовать как Альбедо" - -msgid "Choosing this option means vertex color is used as albedo color." -msgstr "" -"Использование этого параметра заставляет цвет вершин использовать цвет " -"альбедо." - -msgid "Is sRGB" -msgstr "Является SRGB" - -msgid "Albedo" -msgstr "Альбедо" - -msgid "" -"*Albedo* is the base color for the material, on which all the other settings " -"operate. When set to *Unshaded*, this is the only color that is visible. In " -"previous versions of Godot, this channel was named *Diffuse*. The change of " -"name mainly happened because, in PBR (Physically Based Rendering), this " -"color affects many more calculations than just the diffuse lighting path." -msgstr "" -"*Albedo* - это базовый цвет материала, на который опираются все остальные " -"настройки. Когда установлено значение *Unshaded*, это единственный видимый " -"цвет. В предыдущих версиях Godot этот канал назывался *Diffuse*. Изменение " -"названия произошло в основном потому, что в PBR (Physically Based Rendering) " -"этот цвет влияет на гораздо большее количество вычислений, чем просто " -"диффузный путь освещения." - -msgid "Albedo color and texture can be used together as they are multiplied." -msgstr "" -"Альбедо цвета и текстуры можно использовать вместе, так как они умножаются." - -msgid "" -"*Alpha channel* in albedo color and texture is also used for the object " -"transparency. If you use a color or texture with *alpha channel*, make sure " -"to either enable transparency or *alpha scissoring* for it to work." -msgstr "" -"*Альфа-канал* в цвете альбедо и текстуре также используется для прозрачности " -"объекта. Если вы используете цвет или текстуру с *альфа-каналом*, убедитесь, " -"что вы включили прозрачность или *alpha scissoring**, чтобы они работали." - -msgid "Metallic" -msgstr "Металлический" - -msgid "" -"Godot uses a metallic model over competing models due to its simplicity. " -"This parameter defines how reflective the material is. The more reflective, " -"the less diffuse/ambient light affects the material and the more light is " -"reflected. This model is called \"energy-conserving\"." -msgstr "" -"Godot использует металлическую модель вместо конкурирующих моделей из-за ее " -"простоты. Этот параметр определяет, насколько отражающим является материал. " -"Чем больше отражение, тем меньше рассеянный/внешний свет влияет на материал " -"и тем больше света отражается. Эта модель называется \"энергосберегающей\"." - -msgid "" -"The *Specular* parameter is a general amount for the reflectivity (unlike " -"*Metallic*, this is not energy-conserving, so leave it at ``0.5`` and don't " -"touch it unless you need to)." -msgstr "" -"Параметр *Specular* - это общая величина для отражения (в отличие от " -"*Metallic*, этот параметр не экономит энергию, поэтому оставьте его на " -"``0.5`` и не трогайте его, если вам это не нужно)." - -msgid "" -"The minimum internal reflectivity is ``0.04``, so it's impossible to make a " -"material completely unreflective, just like in real life." -msgstr "" -"Минимальная внутренняя отражательная способность составляет ``0,04``, " -"поэтому невозможно сделать материал полностью неотражающим, как и в реальной " -"жизни." - -msgid "Roughness" -msgstr "Шероховатость" - -msgid "" -"*Roughness* affects the way reflection happens. A value of ``0`` makes it a " -"perfect mirror while a value of ``1`` completely blurs the reflection " -"(simulating natural microsurfacing). Most common types of materials can be " -"achieved with the right combination of *Metallic* and *Roughness*." -msgstr "" -"*Roughness* влияет на то, как происходит отражение. Значение ``0`` делает " -"его идеальным зеркалом, а значение ``1`` полностью размывает отражение " -"(имитируя естественную микрошлифовку). Большинство распространенных типов " -"материалов могут быть получены при правильном сочетании *Металлик* и " -"*Шероховатость*." - -msgid "Emission" -msgstr "Излучение" - -msgid "Normal map" -msgstr "Карта нормалей" - -msgid "" -"Normal mapping allows you to set a texture that represents finer shape " -"detail. This does not modify geometry, only the incident angle for light. In " -"Godot, only the red and green channels of normal maps are used for better " -"compression and wider compatibility." -msgstr "" -"Нормальное отображение (Англа: нормал маппинг) позволяет задать текстуру, " -"которая отображает более мелкие детали формы. Это не изменяет геометрию, " -"только угол падения света. В Godot используются только красный и зеленый " -"каналы карт нормалей для лучшего сжатия и более широкой совместимости." - -msgid "" -"Godot requires the normal map to use the X+, Y+ and Z+ coordinates, this is " -"known as OpenGL style. If you've imported a material made to be used with " -"another engine it may be DirectX style, in which case the normal map needs " -"to be converted so its Y axis is flipped." -msgstr "" -"Godot требует, чтобы карта нормалей использовала координаты X+, Y+ и Z+, это " -"известно как стиль OpenGL. Если вы импортировали материал, созданный для " -"использования в другом движке, он может быть в стиле DirectX, в этом случае " -"карту нормалей нужно преобразовать так, чтобы ось Y была перевернута." - -msgid "" -"More information about normal maps (including a coordinate order table for " -"popular engines) can be found `here `__." -msgstr "" -"Более подробную информацию о картах нормалей (включая таблицу порядка " -"координат для популярных движков) можно найти `здесь `__." - -msgid "Rim" -msgstr "Обод" - -msgid "" -"Some fabrics have small micro-fur that causes light to scatter around it. " -"Godot emulates this with the *Rim* parameter. Unlike other rim lighting " -"implementations, which just use the emission channel, this one actually " -"takes light into account (no light means no rim). This makes the effect " -"considerably more believable." -msgstr "" -"Некоторые ткани имеют небольшой микромех, который заставляет свет " -"рассеиваться вокруг него. Godot эмулирует это с помощью параметра *Rim*. В " -"отличие от других реализаций освещения обода, которые просто используют " -"канал излучения, этот параметр действительно учитывает свет (нет света - нет " -"обода). Это делает эффект значительно более правдоподобным." - -msgid "" -"Rim size depends on roughness, and there is a special parameter to specify " -"how it must be colored. If *Tint* is ``0``, the color of the light is used " -"for the rim. If *Tint* is ``1``, then the albedo of the material is used. " -"Using intermediate values generally works best." -msgstr "" -"Размер обода зависит от шероховатости, и есть специальный параметр, " -"указывающий, как он должен быть окрашен. Если *Tint* равен ``0``, то для " -"обода используется цвет света. Если *Tint* равен ``1``, то используется " -"альбедо материала. Обычно лучше всего использовать промежуточные значения." - -msgid "Clearcoat" -msgstr "Прозрачное покрытие" - -msgid "" -"The *Clearcoat* parameter is used to add a secondary pass of transparent " -"coat to the material. This is common in car paint and toys. In practice, " -"it's a smaller specular blob added on top of the existing material." -msgstr "" -"Параметр *Clearcoat* используется для добавления к материалу вторичного " -"прозрачного слоя. Это часто встречается в автомобильных красках и игрушках. " -"На практике это меньший спекулярный слой, добавленный поверх существующего " -"материала." - -msgid "Anisotropy" -msgstr "Анизотропия" - -msgid "" -"This changes the shape of the specular blob and aligns it to tangent space. " -"Anisotropy is commonly used with hair, or to make materials such as brushed " -"aluminum more realistic. It works especially well when combined with " -"flowmaps." -msgstr "" -"Это изменяет форму спекулярного пятна и выравнивает его по касательной к " -"пространству. Анизотропия обычно используется в волосах или для придания " -"реалистичности таким материалам, как матовый алюминий. Она особенно хорошо " -"работает в сочетании с картами потоков." - -msgid "Ambient Occlusion" -msgstr "Внешнее перекрытие" - -msgid "" -"It is possible to specify a baked ambient occlusion map. This map affects " -"how much ambient light reaches each surface of the object (it does not " -"affect direct light by default). While it is possible to use Screen-Space " -"Ambient Occlusion (SSAO) to generate ambient occlusion, nothing beats the " -"quality of a well-baked AO map. It is recommended to bake ambient occlusion " -"whenever possible." -msgstr "" -"Можно указать запеченную карту окклюзии окружающего света. Эта карта влияет " -"на то, сколько окружающего света достигает каждой поверхности объекта (по " -"умолчанию она не влияет на прямой свет). Хотя для создания окклюзии можно " -"использовать Screen-Space Ambient Occlusion (SSAO), ничто не сравнится с " -"качеством хорошо пропеченной карты AO. Рекомендуется запекать окружающее " -"затенение всегда, когда это возможно." - -msgid "Subsurface Scattering" -msgstr "Подповерхностное рассеяние" - -msgid "" -"This effect emulates light that penetrates an object's surface, is " -"scattered, and then comes out. It is useful to create realistic skin, " -"marble, colored liquids, etc." -msgstr "" -"Этот эффект имитирует свет, который проникает через поверхность объекта, " -"рассеивается, а затем выходит наружу. Это полезно для создания реалистичной " -"кожи, мрамора, цветных жидкостей и т.д." - -msgid "" -"This controls how much light from the lit side (visible to light) is " -"transferred to the dark side (opposite from the light). This works well for " -"thin objects such as plant leaves, grass, human ears, etc." -msgstr "" -"Это определяет, сколько света с освещенной стороны (видимой для света) " -"передается на темную сторону (противоположную от света). Это хорошо работает " -"для тонких объектов, таких как листья растений, трава, человеческие уши и т. " -"д." - -msgid "Refraction" -msgstr "Преломление (рефрацкция)" - -msgid "Detail" -msgstr "Деталь" - -msgid "" -"Godot allows using secondary albedo and normal maps to generate a detail " -"texture, which can be blended in many ways. By combining this with secondary " -"UV or triplanar modes, many interesting textures can be achieved." -msgstr "" -"Godot позволяет использовать вторичное альбедо и карты нормалей для создания " -"детальной текстуры, которую можно смешивать многими способами. Комбинируя " -"это со вторичными ультрафиолетовыми или трехплоскостными режимами, можно " -"получить много интересных текстур." - -msgid "There are several settings that control how detail is used." -msgstr "" -"Существует несколько настроек, которые управляют тем, как используется " -"детализация." - -msgid "" -"Mask: The detail mask is a black and white image used to control where the " -"blending takes place on a texture. White is for the detail textures, Black " -"is for the regular material textures, different shades of gray are for " -"partial blending of the material textures and detail textures." -msgstr "" -"Маска детализации: это черно-белое изображение, используемое для управления " -"тем, где происходит смешивание текстуры. Белый - для текстур деталей, черный " -"- для обычных текстур материалов, различные оттенки серого - для частичного " -"смешивания текстур материалов и текстур деталей." - -msgid "" -"Blend Mode: These four modes control how the textures are blended together." -msgstr "" -"Режим наложения: Эти четыре режима управляют тем, как текстуры смешиваются " -"вместе." - -msgid "" -"Mix: Combines pixel values of both textures. At black, only show the " -"material texture, at white, only show the detail texture. Values of gray " -"create a smooth blend between the two." -msgstr "" -"Смешивание: Объединяет значения пикселей обеих текстур. В черном цвете " -"отображается только текстура материала, в белом - только текстура деталей. " -"Значения серого создают плавное смешение между ними." - -msgid "" -"Add: Adds pixel values of one Texture with the other. Unlike mix mode both " -"textures are completely mixed at white parts of a mask and not at gray " -"parts. The original texture is mostly unchanged at black" -msgstr "" -"Добавить: Добавляет пиксельные значения одной текстуры к другой. В отличие " -"от режима смешивания обе текстуры полностью смешиваются на белых участках " -"маски и не смешиваются на серых участках. Оригинальная текстура в основном " -"остается неизменной на черных участках" - -msgid "" -"Sub: Subtracts pixel values of one texture with the other. The second " -"texture is completely subtracted at white parts of a mask with only a little " -"subtraction in black parts, gray parts being different levels of subtraction " -"based on the exact texture." -msgstr "" -"Sub: Вычитание пиксельных значений одной текстуры из другой. Вторая текстура " -"полностью вычитается в белых частях маски и лишь немного вычитается в черных " -"частях, серые части имеют разный уровень вычитания в зависимости от " -"конкретной текстуры." - -msgid "" -"Mul: Multiplies the RGB channel numbers for each pixel from the top texture " -"with the values for the corresponding pixel from the bottom texture." -msgstr "" -"Mul: Перемножает номера каналов RGB для каждого пикселя из верхней текстуры " -"со значениями для соответствующего пикселя из нижней текстуры." - -msgid "" -"Albedo: This is where you put an albedo texture you want to blend. If " -"nothing is in this slot it will be interpreted as white by default." -msgstr "" -"Albedo: Поместите сюда текстуру альбедо, которую вы хотите смешать. Если " -"этот слот останется пустым, то цвет будет белым по умолчанию." - -msgid "" -"Normal: This is where you put a normal texture you want to blend. If nothing " -"is in this slot it will be interpreted as a flat normal map. This can still " -"be used even if the material does not have normal map enabled." -msgstr "" -"Normal: Сюда помещается нормальная текстура, которую вы хотите смешать. Если " -"в этом слоте ничего нет, он будет интерпретироваться как плоская карта " -"нормалей. Это можно использовать, даже если в материале не включена карта " -"нормалей." - -msgid "UV1 and UV2" -msgstr "UV1 и UV2" - -msgid "" -"Godot supports two UV channels per material. Secondary UV is often useful " -"for ambient occlusion or emission (baked light). UVs can be scaled and " -"offset, which is useful when using repeating textures." -msgstr "" -"Godot поддерживает два UV канала на материал. Вторичный UV часто полезен для " -"окружающей окклюзии или излучения (запеченный свет). UV можно масштабировать " -"и смещать, что полезно при использовании повторяющихся текстур." - -msgid "Triplanar Mapping" -msgstr "Трёхплоскостное наложение" - -msgid "" -"Triplanar mapping is supported for both UV1 and UV2. This is an alternative " -"way to obtain texture coordinates, sometimes called \"Autotexture\". " -"Textures are sampled in X, Y and Z and blended by the normal. Triplanar " -"mapping can be performed in either world space or object space." -msgstr "" -"Трёхплоскостное наложение выполнимо как для UV1, так и для UV2. Это другой " -"способ определения текстурных координат, известный также как " -"\"автотекстурирование\". Текстуры выбираются по X, Y и Z и смешиваются по " -"нормали. Трёхплоскостное наложение может быть выполнено как в местных, так и " -"в мировых координатах." - -msgid "" -"In the image below, you can see how all primitives share the same material " -"with world triplanar, so the brick texture continues smoothly between them." -msgstr "" -"На изображении ниже видно, что все примитивы имеют один и тот же материал с " -"мировым трипланаром, поэтому текстура кирпича плавно переходит между ними." - -msgid "World Triplanar" -msgstr "Мировая трипланарность" - -msgid "Filter" -msgstr "Фильтр" - -msgid "Repeat" -msgstr "Повторить" - -msgid "Shadows" -msgstr "Тени" - -msgid "Do Not Receive Shadows" -msgstr "Не получать тени" - -msgid "" -"Makes the object not receive any kind of shadow that would otherwise be cast " -"onto it." -msgstr "" -"Заставляет объект не принимать тени которые иначе были бы отброшены на него." - -msgid "Use Shadow to Opacity" -msgstr "Используйте тень для непрозрачности" - -msgid "" -"Lighting modifies the alpha so shadowed areas are opaque and non-shadowed " -"areas are transparent. Useful for overlaying shadows onto a camera feed in " -"AR." -msgstr "" -"Освещение изменяет альфа-канал так, что затененные области становятся " -"непрозрачными, а незатененные - прозрачными. Полезно для наложения теней на " -"камеру в AR." - -msgid "Billboard Mode" -msgstr "Режим рекламного щита" - -msgid "" -"Enables billboard mode for drawing materials. This controls how the object " -"faces the camera:" -msgstr "" -"Включает режим рекламного щита для рисования материалов. Это контролирует, " -"как объект смотрит в камеру:" - -msgid "**Disabled:** Billboard mode is disabled." -msgstr "**Отключено:** Режим рекламного щита отключен." - -msgid "Billboard Keep Scale" -msgstr "Сохранять масштаб рекламного щита" - -msgid "Enables scaling a mesh in billboard mode." -msgstr "Включает масштабирование сетки в режиме билборда." - -msgid "Grow" -msgstr "Расти" - -msgid "Grows the object vertices in the direction pointed by their normals:" -msgstr "Увеличивает вершины объекта в направлении, указанном их нормалями:" - -msgid "" -"This is commonly used to create cheap outlines. Add a second material pass, " -"make it black and unshaded, reverse culling (Cull Front), and add some grow:" -msgstr "" -"Это обычно используется для создания дешевых контуров. Добавьте второй " -"проход по материалу, сделайте его черным и незатененным, сделайте обратную " -"обработку (Cull Front) и добавьте растушевку:" - -msgid "Transform" -msgstr "Преобразование" - -msgid "Fixed Size" -msgstr "Фиксированный размер" - -msgid "" -"This causes the object to be rendered at the same size no matter the " -"distance. This is useful mostly for indicators (no depth test and high " -"render priority) and some types of billboards." -msgstr "" -"Этот флаг заставляет объект рисоваться в одинаковом размере вне зависимости " -"от расстояния. Это полезно для индикаторов (без теста глубины и высокого " -"приоритета отрисовки) и некоторых типов билбордов." - -msgid "Use Point Size" -msgstr "Использовать размер точки" - -msgid "Point Size" -msgstr "Размер точки" - -msgid "When drawing points, specify the point size in pixels." -msgstr "При рисовании точек укажите размер точки в пикселях." - -msgid "Transmission" -msgstr "Пропускание света" - -msgid "Render priority" -msgstr "Приоритет рендеринга" - -msgid "" -"The rendering order of objects can be changed, although this is mostly " -"useful for transparent objects (or opaque objects that perform depth draw " -"but no color draw, such as cracks on the floor)." -msgstr "" -"Порядок рендеринга объектов можно изменить, хотя это в основном полезно для " -"прозрачных объектов (или непрозрачных объектов, которые выполняют прорисовку " -"глубины, но не прорисовку цвета, например трещины на полу)." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_decals.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_decals.po deleted file mode 100644 index 619b50e532..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_decals.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Use cases" -msgstr "Случаи использования" - -msgid "Parameters" -msgstr "Параметры" - -msgid "Limitations" -msgstr "Ограничения" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_gridmaps.po deleted file mode 100644 index 79e4127a32..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ /dev/null @@ -1,211 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using GridMaps" -msgstr "Использование GridMaps (карты тайлов)" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -":ref:`Gridmaps ` are a tool for creating 3D game levels, " -"similar to the way :ref:`TileMap ` works in 2D. You " -"start with a predefined collection of 3D meshes (a :ref:`class_MeshLibrary`) " -"that can be placed on a grid, as if you were building a level with an " -"unlimited amount of Lego blocks." -msgstr "" -":ref:`Gridmaps ` - это инструмент для создания 3D уровней " -"игры, подобно тому, как :ref:`TileMap ` работает в 2D. " -"Вы начинаете с предопределённой коллекции 3D сеток (библиотека :ref:" -"`class_MeshLibrary`), которые могут быть размещены на сетке, как если бы вы " -"строили уровень из неограниченного количества блоков Lego." - -msgid "" -"Collisions and navigation can also be added to the meshes, just like you " -"would do with the tiles of a tilemap." -msgstr "" -"Столкновения и навигацию также можно добавить к сеткам, как это делается с " -"плитками карт тайлов." - -msgid "Example project" -msgstr "Пример проекта" - -msgid "" -"To learn how GridMaps work, start by downloading the sample project: " -"`gridmap_starter.zip `_." -msgstr "" -"Чтобы узнать как работают GridMaps, скачайте тестовый проект : " -"`gridmap_starter.zip `_." - -msgid "" -"Unzip this project and add it to the Project Manager using the \"Import\" " -"button." -msgstr "" -"Разархивируте этот проект и добавьте его в мэнеджер проекта используя кнопку " -"\"импортировать\"." - -msgid "Creating a MeshLibrary" -msgstr "Создание MeshLibrary" - -msgid "" -"To begin, you need a :ref:`class_MeshLibrary`, which is a collection of " -"individual meshes that can be used in the gridmap. Open the " -"\"mesh_library_source.tscn\" scene to see an example of how to set up the " -"mesh library." -msgstr "" -"Для начала вам понадобится :ref:`class_MeshLibrary`, которая представляет " -"собой коллекцию отдельных сеток, которые могут быть использованы в gridmap. " -"Откройте сцену \"mesh_library_source.tscn\", чтобы посмотреть пример " -"настройки библиотеки сеток." - -msgid "" -"As you can see, this scene has a :ref:`class_Node3D` node as its root, and a " -"number of :ref:`class_MeshInstance3D` node children." -msgstr "" -"Как вы можете видеть, в этой сцене :ref:`class_Node3D` - корневой узел, с " -"ним - несколько дочерних :ref:`class_MeshInstance3D` узлов." - -msgid "" -"If you don't need any physics in your scene, then you're done. However, in " -"most cases you'll want to assign collision bodies to the meshes." -msgstr "" -"Если вам не нужна физика в вашей сцене, то всё готово. Однако в большинстве " -"случаев вы захотите назначить тела столкновения сеткам." - -msgid "Collisions" -msgstr "Коллизии" - -msgid "" -"You can manually assign a :ref:`class_StaticBody3D` and :ref:" -"`class_CollisionShape3D` to each mesh. Alternatively, you can use the " -"\"Mesh\" menu to automatically create the collision body based on the mesh " -"data." -msgstr "" -"Вы можете вручную назначить :ref:`class_StaticBody` и :ref:" -"`class_CollisionShape` для каждой сетки. В качестве альтернативы можно " -"использовать меню \"Сетка\" для автоматического создания тела столкновения " -"на основе данных сетки." - -msgid "" -"Note that a \"Convex\" collision body will work better for simple meshes. " -"For more complex shapes, select \"Create Trimesh Static Body\". Once each " -"mesh has a physics body and collision shape assigned, your mesh library is " -"ready to be used." -msgstr "" -"Обратите внимание, что тело столкновения \"Convex\" будет лучше работать для " -"простых сеток. Для более сложных форм выберите \"Create Trimesh Static " -"Body\". После того как каждой сетке назначено физическое тело и форма " -"столкновения, ваша библиотека сеток готова к использованию." - -msgid "Materials" -msgstr "Материалы" - -msgid "" -"Only the materials from within the meshes are used when generating the mesh " -"library. Materials set on the node will be ignored." -msgstr "" -"При генерации библиотеки сеток используются только материалы из сеток. " -"Материалы, установленные на узле, игнорируются." - -msgid "NavigationMeshes" -msgstr "Навигационные сетки" - -msgid "" -"Like all mesh instances, MeshLibrary items can be assigned a :ref:" -"`class_NavigationMesh` resource, which can be created manually, or baked as " -"described below." -msgstr "" -"Как все экземпляры mesh, объекты MeshLibrary могут быть назначенными как " -"ресурс :ref:'class_NavigationMesh', которые могут быть созданными вручную, " -"или запеченными как описано ниже." - -msgid "" -"With small grid cells it is often necessary to reduce the NavigationMesh " -"properties for agent radius and region minimum size." -msgstr "" -"При использовании небольших ячеек сетки обычно необходимо уменьшить свойства " -"NavigationMesh для радиуса агента и минимального размера области." - -msgid "" -"The baked cell size of the NavigationMesh must match the NavigationServer " -"map cell size to properly merge the navigation meshes of different grid " -"cells." -msgstr "" -"Размер запеченной ячейки NavigationMesh должен соответствовать размеру " -"ячейки карты NavigationServer, чтобы правильно объединить навигационные " -"сетки разных ячеек сетки." - -msgid "Exporting the MeshLibrary" -msgstr "Экспорт MeshLibrary" - -msgid "" -"You can find an already exported MeshLibrary in the project named " -"\"MeshLibrary.tres\"." -msgstr "" -"Вы можете найти уже экспортированную MeshLibrary в проекте под названием " -"\"MeshLibrary.tres\"." - -msgid "Using GridMap" -msgstr "Использование GridMap" - -msgid "" -"Create a new scene and add a GridMap node. Add the mesh library by dragging " -"the resource file from the FileSystem dock and dropping it in the \"Theme\" " -"property in the Inspector." -msgstr "" -"Создайте новую сцену и добавьте узел GridMap. Добавьте библиотеку сетки, " -"перетащив файл ресурсов из панели FileSystem и поместив его в свойство " -"\"Theme\" в инспекторе." - -msgid "" -"The \"Cell/Size\" property should be set to the size of your meshes. You can " -"leave it at the default value for the demo. Set the \"Center Y\" property to " -"\"Off\"." -msgstr "" -"Свойство \"Cell/Size\" должно быть установлено на размер вашей сетки. Для " -"демонстрации можно оставить значение по умолчанию. Установите для свойства " -"\"Center Y\" значение \"Off\"." - -msgid "" -"Click on the \"GridMap\" menu to see options and shortcuts. For example, " -"pressing :kbd:`S` rotates a tile around the y-axis." -msgstr "" -"Нажмите на меню \"GridMap\", чтобы увидеть опции и сочетания клавиш. " -"Например, нажатие :kbd:`S` поворачивает плитку вокруг оси Y." - -msgid "" -"Holding :kbd:`Shift` and dragging with the left mouse button will draw a " -"selection box. You can duplicate or clear the selected area using the " -"respective menu options." -msgstr "" -"Удерживая :kbd:`Shift` и перетаскивая левой кнопкой мыши, можно нарисовать " -"поле выделения. Вы можете дублировать или очистить выделенную область, " -"используя соответствующие пункты меню." - -msgid "" -"In the menu, you can also change the axis you're drawing on, as well as " -"shift the drawing plane higher or lower on its axis." -msgstr "" -"В меню можно также изменить ось, по которой ведётся рисование, а также " -"сместить плоскость рисунка выше или ниже по оси." - -msgid "Using GridMap in code" -msgstr "Использование GridMap в коде" - -msgid "" -"See :ref:`class_GridMap` for details on the node's methods and member " -"variables." -msgstr "" -"Подробности о методах и переменных-членах узла см. в :ref:`class_GridMap`." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po deleted file mode 100644 index c983fe0d5e..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ /dev/null @@ -1,110 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Введение" - -msgid "Setting up the nodes" -msgstr "Настройка узлов" - -msgid "" -"The other node is used as the source, the mesh that you want to have " -"duplicated. In the tree case, this would be the tree itself." -msgstr "" -"Другой узел используется в качестве источника - сетки, которую вы хотите " -"продублировать. В случае с деревом это будет само дерево." - -msgid "For simplicity's sake, this tutorial uses built-in primitives." -msgstr "Для простоты в этом учебнике используются встроенные примитивы." - -msgid "MultiMesh settings" -msgstr "Настройки MultiMesh" - -msgid "Below are descriptions of the options." -msgstr "Ниже приведены описания вариантов." - -msgid "Target Surface" -msgstr "Целевая поверхность" - -msgid "" -"The mesh used as the target surface on which to place copies of your source " -"mesh." -msgstr "" -"Сетка, используемая в качестве целевой поверхности, на которой размещаются " -"копии исходной сетки." - -msgid "Source Mesh" -msgstr "Source Mesh (исходная сетка)" - -msgid "The mesh you want duplicated on the target surface." -msgstr "Сетка, которую нужно продублировать на целевой поверхности." - -msgid "Mesh Up Axis" -msgstr "Ось сетки вверх" - -msgid "The axis used as the up axis of the source mesh." -msgstr "Ось, используемая в качестве оси вверх исходной сетки." - -msgid "Random Rotation" -msgstr "Random Rotation (случайное вращение)" - -msgid "Randomizing the rotation around the up axis of the source mesh." -msgstr "Случайные вращения вокруг оси вверх исходной сетки." - -msgid "Random Tilt" -msgstr "Random Tilt (случайный наклон)" - -msgid "Randomizing the overall rotation of the source mesh." -msgstr "Случайность общего вращения исходной сетки." - -msgid "Random Scale" -msgstr "Random Scale (случайный масштаб)" - -msgid "Randomizing the scale of the source mesh." -msgstr "Случайность масштаба исходной сетки." - -msgid "Scale" -msgstr "Масштаб" - -msgid "" -"The scale of the source mesh that will be placed over the target surface." -msgstr "" -"Масштаб исходной сетки, которая будет размещена над целевой поверхностью." - -msgid "Amount" -msgstr "Количество" - -msgid "The amount of mesh instances placed over the target surface." -msgstr "Количество экземпляров сетки, размещённых на целевой поверхности." - -msgid "" -"Select the target surface. In the tree case, this should be the landscape " -"node. The source mesh should be the tree node. Adjust the other parameters " -"according to your preference. Press ``Populate`` and multiple copies of the " -"source mesh will be placed over the target mesh. If you are satisfied with " -"the result, you can delete the mesh instance used as the source mesh." -msgstr "" -"Выберите целевую поверхность. В случае с деревом это должен быть узел " -"ландшафта (landscape). Исходной сеткой должен быть узел дерева (tree). " -"Настройте остальные параметры в соответствии с вашими предпочтениями. " -"Нажмите ``Populate`` и несколько копий исходной сетки будут размещены поверх " -"целевой сетки. Если вы удовлетворены результатом, вы можете удалить " -"экземпляр сетки, использованный в качестве исходной сетки." - -msgid "The end result should look like this:" -msgstr "Конечный результат должен выглядеть так:" - -msgid "" -"To change the result, repeat the previous steps with different parameters." -msgstr "" -"Чтобы изменить результат, повторите предыдущие шаги с другими параметрами." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_transforms.po deleted file mode 100644 index 6a9fa3bc68..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_transforms.po +++ /dev/null @@ -1,454 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using 3D transforms" -msgstr "Использование 3D-преобразований" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"If you have never made 3D games before, working with rotations in three " -"dimensions can be confusing at first. Coming from 2D, the natural way of " -"thinking is along the lines of *\"Oh, it's just like rotating in 2D, except " -"now rotations happen in X, Y and Z\"*." -msgstr "" -"Если вы никогда раньше не делали 3D-игр, то работа с вращением в трёх " -"измерениях может сначала сбить с толку. Выходя из 2D, естественный образ " -"мышления лежит по линии *\"О, это как вращение в 2D, за исключением того, " -"что теперь вращения происходят в X, Y и Z \"*." - -msgid "" -"At first, this seems easy. For simple games, this way of thinking may even " -"be enough. Unfortunately, it's often incorrect." -msgstr "" -"Поначалу это кажется простым. Для простых игр такого образа мышления может " -"быть даже достаточно. К сожалению, зачастую это неверно." - -msgid "" -"Angles in three dimensions are most commonly referred to as \"Euler Angles\"." -msgstr "Углы в трёх измерениях чаще всего называют «углами Эйлера»." - -msgid "" -"Euler angles were introduced by mathematician Leonhard Euler in the early " -"1700s." -msgstr "" -"Углы Эйлера были описаны математиком Леонардом Эйлером в начале 1700-х годов." - -msgid "" -"This way of representing 3D rotations was groundbreaking at the time, but it " -"has several shortcomings when used in game development (which is to be " -"expected from a guy with a funny hat). The idea of this document is to " -"explain why, as well as outlining best practices for dealing with transforms " -"when programming 3D games." -msgstr "" -"Такой способ представления трехмерных вращений был новаторским в то время, " -"но у него есть несколько недостатков при использовании в разработке игр " -"(чего и следовало ожидать от парня в забавной шляпе). Идея этого документа " -"состоит в том, чтобы объяснить почему, а также в общих чертах изложить " -"передовые методы работы с преобразованиями при программировании 3D-игр." - -msgid "Problems of Euler angles" -msgstr "Проблемы углов Эйлера" - -msgid "" -"While it may seem intuitive that each axis has a rotation, the truth is that " -"it's just not practical." -msgstr "" -"Хотя может показаться интуитивно понятным, что каждая ось вращается, на " -"самом деле это просто непрактично." - -msgid "Axis order" -msgstr "Порядок осей координат" - -msgid "" -"The main reason for this is that there isn't a *unique* way to construct an " -"orientation from the angles. There isn't a standard mathematical function " -"that takes all the angles together and produces an actual 3D rotation. The " -"only way an orientation can be produced from angles is to rotate the object " -"angle by angle, in an *arbitrary order*." -msgstr "" -"Основная причина этого в том, что не существует *уникального* способа " -"построения ориентации по углам. Не существует стандартной математической " -"функции, которая складывала бы все углы вместе и производила бы фактическое " -"трехмерное вращение. Единственный способ получить ориентацию по углам - это " -"повернуть объект на угол в *произвольном порядке*." - -msgid "" -"This could be done by first rotating in *X*, then *Y* and then in *Z*. " -"Alternatively, you could first rotate in *Y*, then in *Z* and finally in " -"*X*. Anything works, but depending on the order, the final orientation of " -"the object will *not necessarily be the same*. Indeed, this means that there " -"are several ways to construct an orientation from 3 different angles, " -"depending on *the order of the rotations*." -msgstr "" -"Это можно сделать, сначала повернув *X*, затем *Y*, а затем *Z*. В качестве " -"альтернативы вы можете сначала повернуть по *Y*, затем по *Z* и, наконец, по " -"*X*. Все работает, но в зависимости от порядка окончательная ориентация " -"объекта *не обязательно будет одинаковой*. Это означает, что есть несколько " -"способов построить ориентацию с 3 разных углов, в зависимости от *порядка " -"поворотов*." - -msgid "" -"Following is a visualization of rotation axes (in X, Y, Z order) in a gimbal " -"(from Wikipedia). As you can see, the orientation of each axis depends on " -"the rotation of the previous one:" -msgstr "" -"Ниже представлена визуализация осей вращения (в порядке X, Y, Z) в подвесе " -"(из Википедии). Как видите, ориентация каждой оси зависит от поворота " -"предыдущей:" - -msgid "" -"You may be wondering how this affects you. Let's look at a practical example:" -msgstr "" -"Вам может быть интересно, как это на вас влияет. Давайте посмотрим на " -"практический пример:" - -msgid "" -"Imagine you are working on a first-person controller (e.g. an FPS game). " -"Moving the mouse left and right controls your view angle parallel to the " -"ground, while moving it up and down moves the player's view up and down." -msgstr "" -"Представьте, что вы работаете над контроллером от первого лица (например, " -"над игрой FPS). Перемещение мыши влево и вправо управляет углом обзора " -"параллельно земле, а перемещение её вверх и вниз перемещает взгляд игрока " -"вверх и вниз." - -msgid "" -"In this case to achieve the desired effect, rotation must be applied first " -"in the *Y* axis (\"up\" in this case, since Godot uses a \"Y-Up\" " -"orientation), followed by rotation in the *X* axis." -msgstr "" -"В этом случае для достижения желаемого эффекта сначала необходимо применить " -"вращение по оси *Y* (в данном случае \"вверх\", поскольку Godot использует " -"ориентацию \"Y-вверх\"), а затем - по оси *X*." - -msgid "" -"If we were to apply rotation in the *X* axis first, and then in *Y*, the " -"effect would be undesired:" -msgstr "" -"Если бы мы сначала применили вращение по оси *X*, а затем по *Y*, эффект был " -"бы нежелательным:" - -msgid "" -"Depending on the type of game or effect desired, the order in which you want " -"axis rotations to be applied may differ. Therefore, applying rotations in X, " -"Y, and Z is not enough: you also need a *rotation order*." -msgstr "" -"В зависимости от типа игры или желаемого эффекта порядок, в котором вы " -"хотите применить вращение оси, может отличаться. Следовательно, применения " -"вращения по осям X, Y и Z недостаточно: вам также понадобится *порядок " -"вращения*." - -msgid "Interpolation" -msgstr "Интерполяция" - -msgid "" -"Another problem with using Euler angles is interpolation. Imagine you want " -"to transition between two different camera or enemy positions (including " -"rotations). One logical way to approach this is to interpolate the angles " -"from one position to the next. One would expect it to look like this:" -msgstr "" -"Еще одна проблема с использованием углов Эйлера - интерполяция. Представьте, " -"что вы хотите переключаться между двумя разными позициями камеры или врага " -"(включая поворот). Один из логических способов приблизиться к этому - " -"интерполировать углы от одного положения к другому. Можно было бы ожидать, " -"что это будет выглядеть так:" - -msgid "But this does not always have the expected effect when using angles:" -msgstr "Но это не всегда дает ожидаемый эффект при использовании углов:" - -msgid "The camera actually rotated the opposite direction!" -msgstr "На самом деле камера вращалась в противоположном направлении!" - -msgid "There are a few reasons this may happen:" -msgstr "Это может произойти по нескольким причинам:" - -msgid "" -"Rotations don't map linearly to orientation, so interpolating them does not " -"always result in the shortest path (i.e., to go from ``270`` to ``0`` " -"degrees is not the same as going from ``270`` to ``360``, even though the " -"angles are equivalent)." -msgstr "" -"Повороты не отображаются линейно на ориентацию, поэтому их интерполяция не " -"всегда приводит к кратчайшему пути (т.е. Переход от ``270`` к ``0`` градусов " -"- не то же самое, что переход от ``270`` к ``360``, даже если углы " -"эквивалентны)." - -msgid "" -"Gimbal lock is at play (first and last rotated axis align, so a degree of " -"freedom is lost). See `Wikipedia's page on Gimbal Lock `_ for a detailed explanation of this problem." -msgstr "" -"Блокировка подвеса (первая и последняя повернутые оси совпадают, поэтому " -"степень свободы теряется). См. страницу `Википедии о Gimbal Lock `_ для подробного объяснения этой проблемы." - -msgid "Say no to Euler angles" -msgstr "Скажи нет углам Эйлера" - -msgid "Instead, there is a better way to solve your rotation problems." -msgstr "Есть более удобный способ решения проблемы с поворотом." - -msgid "Introducing transforms" -msgstr "Введение в трансформации" - -msgid "" -"It is also possible to access the world coordinate transform via the " -"``global_transform`` property." -msgstr "" -"Также возможно получить доступ к трансформациям в мировых координатах через " -"свойство ``global_transform``." - -msgid "" -"A transform has a :ref:`class_Basis` (transform.basis sub-property), which " -"consists of three :ref:`class_Vector3` vectors. These are accessed via the " -"``transform.basis`` property and can be accessed directly by ``transform." -"basis.x``, ``transform.basis.y``, and ``transform.basis.z``. Each vector " -"points in the direction its axis has been rotated, so they effectively " -"describe the node's total rotation. The scale (as long as it's uniform) can " -"also be inferred from the length of the axes. A *basis* can also be " -"interpreted as a 3x3 matrix and used as ``transform.basis[x][y]``." -msgstr "" -"Преобразование имеет :ref:`class_Basis` (подсвойство transform.basis), " -"которое состоит из трех векторов :ref:`class_Vector3`. К ним можно получить " -"доступ через свойство ``transform.basis``, либо напрямую к каждой оси через " -"``transform.basis.x``, ``transform.basis.y`` и ``transform.basis.z``. Каждый " -"вектор указывает направление вращения его оси, поэтому они эффективно " -"описывают полное вращение узла. Масштаб (если он однородный) также можно " -"определить по длине осей. *Базис* также можно интерпретировать как матрицу " -"3x3 и использовать как ``transform.basis[x][y]``." - -msgid "A default basis (unmodified) is akin to:" -msgstr "Базис по умолчанию (без изменений) похож на:" - -msgid "This is also an analog of a 3x3 identity matrix." -msgstr "Это также аналог единичной матрицы 3x3." - -msgid "" -"Following the OpenGL convention, ``X`` is the *Right* axis, ``Y`` is the " -"*Up* axis and ``Z`` is the *Forward* axis." -msgstr "" -"По соглашениям, принятым в OpenGL, ``X`` - это ось *вправо*, ``Y`` - ось " -"*вверх*, а ``Z`` - ось *вперёд*." - -msgid "" -"Together with the *basis*, a transform also has an *origin*. This is a " -"*Vector3* specifying how far away from the actual origin ``(0, 0, 0)`` this " -"transform is. Combining the *basis* with the *origin*, a *transform* " -"efficiently represents a unique translation, rotation, and scale in space." -msgstr "" -"Вместе с *базисом* преобразование также имеет *точку опоры*. Это *Vector3*, " -"определяющий, насколько далеко от фактической точки опоры ``(0, 0, 0)`` " -"находится это преобразование. Комбинируя *базис* с *точкой опоры*, " -"*преобразование* эффективно представляет собой уникальный перенос, поворот и " -"масштаб в пространстве." - -msgid "" -"One way to visualize a transform is to look at an object's 3D gizmo while in " -"\"local space\" mode." -msgstr "" -"Один из способов визуализировать преобразование - это посмотреть на " -"трехмерный гизмо объекта в режиме \"локального пространства\"." - -msgid "" -"The gizmo's arrows show the ``X``, ``Y``, and ``Z`` axes (in red, green, and " -"blue respectively) of the basis, while the gizmo's center is at the object's " -"origin." -msgstr "" -"Стрелки гизмо показывают оси ``X``, ``Y`` и ``Z`` (красным, зелёным и синим " -"цветом соответственно) основы, а центр гизмо находится в точке опоры объекта." - -msgid "" -"For more information on the mathematics of vectors and transforms, please " -"read the :ref:`doc_vector_math` tutorials." -msgstr "" -"Для получения дополнительной информации о математике векторов и " -"преобразований, пожалуйста, прочтите руководства :ref:`doc_vector_math`." - -msgid "Manipulating transforms" -msgstr "Управление преобразованиями" - -msgid "" -"Of course, transforms are not as straightforward to manipulate as angles and " -"have problems of their own." -msgstr "" -"Конечно, преобразованиями не так просто манипулировать, как углами, и у них " -"есть свои собственные проблемы." - -msgid "" -"It is possible to rotate a transform, either by multiplying its basis by " -"another (this is called accumulation), or by using the rotation methods." -msgstr "" -"Можно повернуть преобразование либо путем умножения его базиса на другой " -"(это называется накоплением), либо с помощью методов поворота." - -msgid "This rotates the node relative to the parent node." -msgstr "Таким образом поворачивается узел относительно родительского узла." - -msgid "" -"To rotate relative to object space (the node's own transform), use the " -"following:" -msgstr "" -"Для поворота относительно пространства объекта (собственное преобразование " -"узла) используйте следующее:" - -msgid "Precision errors" -msgstr "Ошибки точности" - -msgid "" -"Doing successive operations on transforms will result in a loss of precision " -"due to floating-point error. This means the scale of each axis may no longer " -"be exactly ``1.0``, and they may not be exactly ``90`` degrees from each " -"other." -msgstr "" -"Выполнение последовательных операций с преобразованиями приведет к потере " -"точности из-за ошибок вычислений с плавающей запятой. Это означает, что " -"масштаб каждой оси больше не может быть строго ``1.0``, и они могут не быть " -"повёрнуты строго на ``90`` градусов относительно друг от друга." - -msgid "" -"If a transform is rotated every frame, it will eventually start deforming " -"over time. This is unavoidable." -msgstr "" -"Если поворот осуществляется каждый кадр, со временем накапливается ошибка " -"точности. Это неизбежно." - -msgid "" -"There are two different ways to handle this. The first is to " -"*orthonormalize* the transform after some time (maybe once per frame if you " -"modify it every frame):" -msgstr "" -"Есть два разных способа справиться с этим. Первый - *ортонормировать* " -"преобразование через некоторое время (возможно, один раз за кадр, если вы " -"изменяете его каждый кадр):" - -msgid "" -"This will make all axes have ``1.0`` length again and be ``90`` degrees from " -"each other. However, any scale applied to the transform will be lost." -msgstr "" -"В результате все оси снова будут иметь длину ``1.0`` и будут повёрнуты на " -"``90`` градусов друг относительно друга. Однако любой масштаб, примененный к " -"преобразованию, будет утерян." - -msgid "Obtaining information" -msgstr "Получение информации" - -msgid "" -"You might be thinking at this point: **\"Ok, but how do I get angles from a " -"transform?\"**. The answer again is: you don't. You must do your best to " -"stop thinking in angles." -msgstr "" -"В этот момент вы можете подумать: **\"Хорошо, но как мне получить углы при " -"трансформации?\"**. И снова ответ: вам это не нужно. Вы должны любыми " -"способами избегать мыслей об углах." - -msgid "" -"Imagine you need to shoot a bullet in the direction your player is facing. " -"Just use the forward axis (commonly ``Z`` or ``-Z``)." -msgstr "" -"Представьте, что вам нужно выстрелить в направлении, в котором смотрит ваш " -"игрок. Просто используйте ось, направленную вперёд (обычно ``Z`` или ``-Z``)." - -msgid "" -"Is the enemy looking at the player? Use the dot product for this (see the :" -"ref:`doc_vector_math` tutorial for an explanation of the dot product):" -msgstr "" -"Враг смотрит на игрока? Используйте для этого скалярное произведение (см. " -"Руководство :ref:`doc_vector_math` для объяснения скалярного произведения):" - -msgid "Strafe left:" -msgstr "Атака слева:" - -msgid "Jump:" -msgstr "Прыжок:" - -msgid "All common behaviors and logic can be done with just vectors." -msgstr "" -"Всё обычное поведение и логику можно реализовать с помощью одних только " -"векторов." - -msgid "Setting information" -msgstr "Установка информации" - -msgid "" -"There are, of course, cases where you want to set information to a " -"transform. Imagine a first person controller or orbiting camera. Those are " -"definitely done using angles, because you *do want* the transforms to happen " -"in a specific order." -msgstr "" -"Конечно, есть случаи, когда вы хотите установить информацию для " -"преобразования. Представьте себе контроллер от первого лица или движущуюся " -"по орбите камеру. Это определенно делается с использованием углов, потому " -"что вы *действительно хотите*, чтобы преобразования происходили в " -"определенном порядке." - -msgid "Example of looking around, FPS style:" -msgstr "Пример осмотра вокруг в стиле FPS:" - -msgid "" -"As you can see, in such cases it's even simpler to keep the rotation " -"outside, then use the transform as the *final* orientation." -msgstr "" -"Как видите, в таких случаях ещё проще сохранить вращение снаружи, а затем " -"использовать преобразование в качестве *окончательной* ориентации." - -msgid "Interpolating with quaternions" -msgstr "Интерполяция с кватернионами" - -msgid "" -"Interpolating between two transforms can efficiently be done with " -"quaternions. More information about how quaternions work can be found in " -"other places around the Internet. For practical use, it's enough to " -"understand that pretty much their main use is doing a closest path " -"interpolation. As in, if you have two rotations, a quaternion will smoothly " -"allow interpolation between them using the closest axis." -msgstr "" -"Интерполяция между двумя преобразованиями может эффективно выполняться с " -"помощью кватернионов. Более подробную информацию о том, как работают " -"кватернионы, можно найти в других местах в Интернете. Для практического " -"использования достаточно понять, что в основном они используются для " -"интерполяции кратчайшего пути. Например, если у вас есть два поворота, " -"кватернион плавно выполнит интерполяцию между ними с использованием " -"ближайшей оси." - -msgid "Converting a rotation to quaternion is straightforward." -msgstr "Преобразовать вращение в кватернион несложно." - -msgid "" -"Quaternions are useful when doing camera/path/etc. interpolations, as the " -"result will always be correct and smooth." -msgstr "" -"Кватернионы полезны при выполнении интерполяции камеры, пути и т.д., так как " -"результат всегда будет правильным и плавным." - -msgid "Transforms are your friend" -msgstr "Трансформации - твои друзья" - -msgid "" -"For most beginners, getting used to working with transforms can take some " -"time. However, once you get used to them, you will appreciate their " -"simplicity and power." -msgstr "" -"Для большинства новичков привыкание к работе с преобразованиями может занять " -"некоторое время. Однако, как только вы к ним привыкнете, вы оцените их " -"простоту и мощность." - -msgid "" -"Don't hesitate to ask for help on this topic in any of Godot's `online " -"communities `_ and, once you become " -"confident enough, please help others!" -msgstr "" -"Не стесняйтесь обращаться за помощью по этой теме в любое из `онлайн-" -"сообществ Godot `_ и, как только вы " -"станете достаточно уверенными в теме, пожалуйста, помогите другим!" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/variable_rate_shading.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/variable_rate_shading.po deleted file mode 100644 index e25418d248..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/variable_rate_shading.po +++ /dev/null @@ -1,21 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "What is variable rate shading?" -msgstr "Что такое затенение с переменной скоростью?" - -msgid "Color" -msgstr "Цвет" - -msgid "Comment" -msgstr "Комментарий" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/visibility_ranges.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/visibility_ranges.po deleted file mode 100644 index c0bfdee8ee..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/visibility_ranges.po +++ /dev/null @@ -1,34 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "How to set up visibility ranges (manual LOD) in Godot." -msgstr "Как настроить дальность видимости (ручной LOD) в Godot." - -msgid "How to tune visibility ranges for best performance and quality." -msgstr "" -"Как настроить дальность видимости для лучшей производительности и качества." - -msgid "Rim" -msgstr "Обод" - -msgid "Clearcoat" -msgstr "Прозрачное покрытие" - -msgid "Anisotropy" -msgstr "Анизотропия" - -msgid "Subsurface Scattering" -msgstr "Подповерхностное рассеяние" - -msgid "Refraction" -msgstr "Преломление (рефрацкция)" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/volumetric_fog.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/volumetric_fog.po deleted file mode 100644 index 6876d444d0..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/volumetric_fog.po +++ /dev/null @@ -1,38 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Thin fog volumes may appear to flicker when the camera moves or rotates. " -"This can be alleviated by increasing the **Rendering > Environment > " -"Volumetric Fog > Volume Depth** project setting (at a performance cost) or " -"by decreasing **Length** in the Environment volumetric fog properties (at no " -"performance cost, but at the cost of lower fog range). Alternatively, the " -"FogVolume can be made thicker and use a lower density in the **Material**." -msgstr "" -"Тонкие объёмы тумана могут проскальзывать/мерцать когда камера в движении. " -"Это может быть предотвращено, изменив в настройках проекта **Рендеринг > " -"Среда > Объёмный Туман > Глубина объёма** (с ценой производительность), или " -"же уменьшив в свойствах объемного тумана среды **Длина** (без потери " -"произовительности, но с ценой уменьшенной дальности тумана). Можно также " -"уменьшить плотность FogVolume в **Материал**, или же сделать узел толще." - -msgid "" -"**Density:** The density of the FogVolume. Denser objects are more opaque, " -"but may suffer from under-sampling artifacts that look like stripes. " -"Negative values can be used to subtract fog from other FogVolumes or global " -"volumetric fog." -msgstr "" -"**Плотность:** Плотность FogVolume. Более плотные объекты будут казаться " -"более непрозрачным, но может страдать от недостатка сэмплов в виже полосок. " -"Отрицательные значения могут быть использованы для вычитания тумана от " -"других FogVolume или глобального объёмного тумана." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/2d_skeletons.po deleted file mode 100644 index 6fe38e2e30..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ /dev/null @@ -1,357 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D skeletons" -msgstr "2D-скелеты" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"Why would you want to do skeletal animations directly in Godot? The answer " -"is that there are many advantages to it:" -msgstr "" -"Зачем делать скелетную анимацию прямо в Godot? Ответ заключается в том, что " -"в этом есть много преимуществ:" - -msgid "" -"Better integration with the engine, so less hassle importing and editing " -"from an external tool." -msgstr "" -"Лучшая интеграция с движком, и поэтому меньше проблем с импортом и " -"редактированием из внешнего инструмента." - -msgid "" -"Ability to control particle systems, shaders, sounds, call scripts, colors, " -"transparency, etc. in animations." -msgstr "" -"Возможность управления системами частиц, шейдерами, звуками, вызовами " -"скриптов, цветами, прозрачностью и т.д. в анимациях." - -msgid "" -"The built-in skeletal system in Godot is very efficient and designed for " -"performance." -msgstr "" -"Встроенная скелетная система в Godot очень эффективна и ориентирована на " -"производительность." - -msgid "The following tutorial will, then, explain 2D skeletal deformations." -msgstr "В следующем учебном пособии объясняются деформации 2D скелета." - -msgid "Setup" -msgstr "Настройка" - -msgid "" -"Before starting, we recommend you to go through the :ref:" -"`doc_cutout_animation` tutorial to gain a general understanding of animating " -"within Godot." -msgstr "" -"Перед началом рекомендуется ознакомиться с учебным пособием по анимации " -"вырезок :ref:`doc_cutout_animation`, чтобы получить общее представление о " -"анимации в Godot." - -msgid "" -"For this tutorial, we will be using a single image to construct our " -"character. Download it from :download:`gBot_pieces.png ` or save the image below." -msgstr "" -"В данном учебном пособии для построения персонажа будет использоваться одно " -"изображение. Загрузите его из :download:`gBot_pieces.png ` или сохраните изображение ниже." - -msgid "" -"It is also advised to download the final character image :download:" -"`gBot_complete.png ` to have a good reference for " -"putting the different pieces together." -msgstr "" -"Также рекомендуется загрузить окончательное изображение персонажа :download:" -"`gBot_complete.png `, чтобы иметь хороший пример " -"объединения различных частей." - -msgid "Creating the polygons" -msgstr "Создание полигонов" - -msgid "" -"Create a new scene for your model (if it's going to be an animated " -"character, you may want to use a ``CharacterBody2D``). For ease of use, an " -"empty 2D node is created as a root for the polygons." -msgstr "" -"Создайте новую сцену для вашей модели (если это будет анимированный " -"персонаж, то лучше использовать ``CharacterBody2D``). Для простоты " -"использования в качестве корневого узла мы создадим пустой 2D-узел." - -msgid "" -"Begin with a ``Polygon2D`` node. There is no need to place it anywhere in " -"the scene for now, so simply create it like this:" -msgstr "" -"Начните с узла ``Polygon2D``. Пока нет необходимости размещать его где-либо " -"в сцене, так что просто создайте его так:" - -msgid "" -"Select it and assign the texture with the character pieces you have " -"downloaded before:" -msgstr "" -"Выберите его и назначьте текстуру с ранее загруженными частями тела " -"персонажа:" - -msgid "" -"Drawing a polygon directly is not advised. Instead, open the \"UV\" dialog " -"for the polygon:" -msgstr "" -"Рисование многоугольника напрямую не рекомендуется. Вместо этого откройте " -"диалоговое окно «UV» для полигона:" - -msgid "" -"Head over to the *Points* mode, select the pencil and draw a polygon around " -"the desired piece:" -msgstr "" -"Перейдите в режим *Точки*, выберите карандаш и нарисуйте многоугольник " -"вокруг нужной части тела:" - -msgid "" -"Duplicate the polygon node and give it a proper name. Then, enter the \"UV\" " -"dialog again and replace the old polygon with another one in the new desired " -"piece." -msgstr "" -"Скопируйте узел полигона и присвойте ему собственное имя. Затем снова " -"откройте диалоговое окно «UV» и замените старый многоугольник другим в новой " -"нужной части тела." - -msgid "" -"When you duplicate nodes and the next piece has a similar shape, you can " -"edit the previous polygon instead of drawing a new one." -msgstr "" -"При дублировании узлов и такой же форме следующего участка можно " -"редактировать предыдущий полигон, а не рисовать новый." - -msgid "Keep doing this until you mapped all pieces." -msgstr "Продолжайте делать это со всеми остальными частями." - -msgid "" -"You will notice that pieces for nodes appear in the same layout as they do " -"in the original texture. This is because by default, when you draw a " -"polygon, the UV and points are the same." -msgstr "" -"Можно заметить, что части тела для узлов отображаются в той же компоновке, " -"что и в исходной текстуре. Это происходит потому, что по умолчанию при " -"построении многоугольника UV и точки совпадают." - -msgid "" -"Rearrange the pieces and build the character. This should be pretty quick. " -"There is no need to change pivots, so don't bother making sure rotation " -"pivots for each piece are right; you can leave them be for now." -msgstr "" -"Передвиньте части тела и постройте персонажа. Это довольно быстро. Нет " -"необходимости менять оси вращения, поэтому не беспокойтесь, чтобы оси " -"вращения для каждой детали были правильными; можете пока их оставить." - -msgid "" -"Ah, the visual order of the pieces is not correct yet, as some are covering " -"wrong pieces. Rearrange the order of the nodes to fix this:" -msgstr "" -"Ох, визуальный порядок частей не верен, так как некоторые покрывают не те " -"части. Измените порядок узлов, чтобы исправить это:" - -msgid "" -"And there you go! It was definitely much easier than in the cutout tutorial." -msgstr "" -"А вот и ты! Это явно было намного проще, чем в учебном пособии по вырезкам." - -msgid "Creating the skeleton" -msgstr "Создание скелета" - -msgid "" -"Create a ``Skeleton2D`` node as a child of the root node. This will be the " -"base of our skeleton:" -msgstr "" -"Создайте узел ``Skeleton2D`` как дочерний от корневого узла. Это будет " -"основой нашего скелета:" - -msgid "" -"Create a ``Bone2D`` node as a child of the skeleton. Put it on the hip " -"(usually skeletons start here). The bone will be pointing to the right, but " -"you can ignore this for now." -msgstr "" -"Создайте узел ``Bone2D`` как дочерний элемент скелета. Положите его на бедро " -"(обычно здесь начинаются скелеты). Кость будет указывать вправо, но Вы " -"можете пока это игнорировать." - -msgid "Keep creating bones in hierarchy and naming them accordingly." -msgstr "" -"Продолжайте создавать кости в иерархии и присваивать им соответствующие " -"имена." - -msgid "" -"At the end of this chain, there will be a *jaw* node. It is, again, very " -"short and pointing to the right. This is normal for bones without children. " -"The length of *tip* bones can be changed with a property in the inspector:" -msgstr "" -"В конце этой цепочки будет узел *челюсти*. Он, опять же, очень короткий и " -"указывает вправо. Это нормально для костей без детей. Длина *конечных* " -"костей может быть изменена с помощью свойства в инспекторе:" - -msgid "" -"In this case, we don't need to rotate the bone (coincidentally the jaw " -"points right in the sprite), but in case you need to, feel free to do it. " -"Again, this is only really needed for tip bones as nodes with children don't " -"usually need a length or a specific rotation." -msgstr "" -"В этом случае нам не нужно вращать кость (так совпало, что точки челюсти " -"правильны прямо в спрайте), но в случае, если это понадобится, не " -"стесняйтесь это делать. Опять же, это действительно необходимо только для " -"конечных костей, так как узлы с детьми обычно не нуждаются в длине или " -"специфическом повороте." - -msgid "Keep going and build the whole skeleton:" -msgstr "Продолжайте строить весь остальной скелет:" - -msgid "" -"The warnings will go away. If you modify the skeleton (add/remove bones) you " -"will need to set the rest pose again." -msgstr "" -"Предупреждения исчезнут. При изменении скелета (добавления/удаления костей) " -"будет необходимо снова задать позу покоя." - -msgid "Deforming the polygons" -msgstr "Деформация полигонов" - -msgid "" -"Select the previously created polygons and assign the skeleton node to their " -"``Skeleton`` property. This will ensure that they can eventually be deformed " -"by it." -msgstr "" -"Выберите ранее созданные полигоны и назначьте скелетный узел их свойству " -"``Skeleton`` . Это гарантирует, что они, в конечном счёте, смогут быть им " -"деформированы." - -msgid "Click the property highlighted above and select the skeleton node:" -msgstr "Щелкните на свойстве, выделенном выше, и выберите скелетный узел:" - -msgid "" -"Again, open the UV editor for the polygon and go to the *Bones* section." -msgstr "Снова откройте UV редактор для полигона и перейдите в раздел *Кости*." - -msgid "" -"You will not be able to paint weights yet. For this you need to synchronize " -"the list of bones from the skeleton with the polygon. This step is done only " -"once and manually (unless you modify the skeleton by adding/removing/" -"renaming bones). It ensures that your rigging information is kept in the " -"polygon, even if a skeleton node is accidentally lost or the skeleton " -"modified. Push the \"Sync Bones to Polygon\" button to sync the list." -msgstr "" -"Пока Вы еще не сможете рисовать веса. Для этого необходимо синхронизировать " -"список костей из скелета с многоугольником. Этот шаг выполняется только один " -"раз и вручную (если скелет не изменен путем добавления/удаления/" -"переименования костей). Это гарантирует, что информация о настройках " -"сохранится в полигоне, даже если скелетный узел случайно потерян или скелет " -"изменен. Нажмите кнопку «Синхронизировать кости с полигоном», чтобы " -"синхронизировать список." - -msgid "" -"The list of bones will automatically appear. By default, your polygon has no " -"weight assigned to any of them. Select the bones you want to assign weight " -"to and paint them:" -msgstr "" -"Список костей появится автоматически. По умолчанию многоугольник не имеет " -"какого-либо назначенного ему веса. Выберите кости, которым требуется " -"назначить вес, и покрасьте их:" - -msgid "" -"Points in white have a full weight assigned, while points in black are not " -"influenced by the bone. If the same point is painted white for multiple " -"bones, the influence will be distributed amongst them (so usually there is " -"not that much need to use shades in-between unless you want to polish the " -"bending effect)." -msgstr "" -"Точки, окрашенные в белый цвет, имеют полный вес, в то время как точки, " -"окрашенные в чёрный цвет, не подвержены влиянию кости. Если одна и та же " -"точка окрашена в белый цвет для нескольких костей, влияние будет " -"распределено между ними (поэтому обычно нет необходимости использовать " -"промежуточные оттенки, если только вы не хотите отполировать эффект изгиба)." - -msgid "" -"After painting the weights, animating the bones (NOT the polygons!) will " -"have the desired effect of modifying and bending the polygons accordingly. " -"As you only need to animate bones in this approach, work becomes much easier!" -msgstr "" -"После рисования весов анимация костей (НЕ многоугольников!) будет " -"соответственно изменять и изгибать многоугольники. Поскольку при таком " -"подходе нам нужно только анимировать кости, работа становится намного проще!" - -msgid "" -"But it's not all roses. Trying to animate bones that bend the polygon will " -"often yield unexpected results:" -msgstr "" -"Но не всё на столько шоколадно. Попытка анимировать кости, которые сгибают " -"полигоны, часто приводит к неожиданным результатам:" - -msgid "" -"This happens because Godot generates internal triangles that connect the " -"points when drawing the polygon. They don't always bend the way you would " -"expect. To solve this, you need to set hints in the geometry to clarify how " -"you expect it to deform." -msgstr "" -"Это происходит потому, что Godot создаёт внутренние треугольники, которые " -"соединяют точки при рисовании многоугольника. Они не всегда имеют траекторию " -"изгиба, которую Вы ожидали. Для решения этой проблемы необходимо задать " -"подсказки в геометрии, чтобы уточнить способ её деформации." - -msgid "Internal vertices" -msgstr "Внутренние вершины" - -msgid "" -"Open the UV menu for each bone again and go to the *Points* section. Add " -"some internal vertices in the regions where you expect the geometry to bend:" -msgstr "" -"Снова откройте UV меню для каждой кости и перейдите в раздел *Точки*. " -"Добавьте несколько внутренних вершин в области, где ожидается изгиб " -"геометрии:" - -msgid "" -"Now, go to the *Polygon* section and redraw your own polygons with more " -"detail. Imagine that, as your polygons bend, you need to make sure they " -"deform the least possible, so experiment a bit to find the right setup." -msgstr "" -"Теперь перейдите к разделу *Полигон* и перерисуйте Ваши полигоны с более " -"детально. Представьте, как Ваши многоугольники изгибаются, и убедитесь, что " -"они деформируются как можно меньше, поэтому немного поэкспериментируйте, " -"чтобы найти правильные настройки." - -msgid "" -"Once you start drawing, the original polygon will disappear and you will be " -"free to create your own:" -msgstr "" -"После начала рисования исходный полигон исчезнет, и вы сможете создать свой " -"собственный:" - -msgid "" -"This amount of detail is usually fine, though you may want to have more fine-" -"grained control over where triangles go. Experiment by yourself until you " -"get the results you like." -msgstr "" -"Такой детализации обычно достаточно, хотя, Вы можете захотеть иметь более " -"тонкий контроль над тем, как треугольники двигаются. Экспериментируйте, пока " -"не получите желаемый результат." - -msgid "" -"**Note:** Don't forget that your newly added internal vertices also need " -"weight painting! Go to the *Bones* section again to assign them to the right " -"bones." -msgstr "" -"**Примечание:** Не забывайте, что Ваши недавно добавленные внутренние " -"вершины тоже нуждаются в указании весов! Снова перейдите в раздел *Кости*, " -"чтобы назначить их нужным костям." - -msgid "Once you are all set, you will get much better results:" -msgstr "" -"После того, как всё настроено, Вы получите гораздо более лучший результат:" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/animation_track_types.po b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/animation_track_types.po deleted file mode 100644 index f02f78c6a6..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/animation_track_types.po +++ /dev/null @@ -1,12 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/animation_tree.po deleted file mode 100644 index b56f40f07e..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/animation_tree.po +++ /dev/null @@ -1,462 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using AnimationTree" -msgstr "Использование AnimationTree" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"With :ref:`AnimationPlayer `, Godot has one of the " -"most flexible animation systems that you can find in any game engine. The " -"ability to animate almost any property in any node or resource, as well as " -"having dedicated transform, bezier, function calling, audio and sub-" -"animation tracks, is pretty much unique." -msgstr "" -"Благодаря :ref:`AnimationPlayer < class_AnimationPlayer>` Godot имеет одну " -"из самых гибких систем анимации, которые можно встретить в различных игровых " -"движках. Возможность анимировать практически любое свойство в любом узле или " -"ресурсе, а также наличие выделенных дорожек преобразования, кривые Безье, " -"вызовы функций, аудио и субанимации довольно уникальна." - -msgid "" -"However, the support for blending those animations via ``AnimationPlayer`` " -"is relatively limited, as only a fixed cross-fade transition time can be set." -msgstr "" -"Однако, поддержка смешения этих анимаций с помощью ``AnimationPlayer`` " -"относительно ограничена, так как может быть установлено только фиксированное " -"время между плавными переходами." - -msgid "Creating an AnimationTree" -msgstr "Создание AnimationTree" - -msgid "" -"Before starting, it must be made clear that an ``AnimationTree`` node does " -"not contain its own animations. Instead, it uses animations contained in an " -"``AnimationPlayer`` node. This way, you can edit your animations (or import " -"them from a 3D scene) as usual and then use this extra node to control the " -"playback." -msgstr "" -"Перед началом необходимо прояснить, что узел ``AnimationTree`` не содержит " -"собственных анимаций. Вместо этого используется анимация, содержащаяся в " -"узле ``AnimationPlayer``. Таким образом, можно редактировать анимации (или " -"импортировать их из сцены 3D) как обычно, а затем использовать этот " -"дополнительный узел для управления воспроизведением." - -msgid "" -"The most common way to use ``AnimationTree`` is in a 3D scene. When " -"importing your scenes from a 3D exchange format, they will usually come with " -"animations built-in (either multiple ones or split from a large one on " -"import). At the end, the imported Godot scene will contain the animations in " -"a ``AnimationPlayer`` node." -msgstr "" -"Наиболее распространено использование ``AnimationTree`` в 3D-сценах. При " -"импорте сцен из формата обмена 3D они, обычно, поставляются со встроенными " -"анимациями (либо несколькими, либо разделенными из одной большой при " -"импорте). В конце импортированная сцена Godot будет содержать анимации в " -"узле ``AnimationPlayer``." - -msgid "" -"As you rarely use imported scenes directly in Godot (they are either " -"instantiated or inherited from), you can place the ``AnimationTree`` node in " -"your new scene which contains the imported one. Afterwards, point the " -"``AnimationTree`` node to the ``AnimationPlayer`` that was created in the " -"imported scene." -msgstr "" -"Поскольку в Godot импортированные сцены редко используются непосредственно " -"(они либо созданы, либо унаследованы), можно поместить узел " -"``AnimationTree`` в новую сцену, содержащую импортированную. После этого " -"укажите узел ``AnimationTree`` на ``AnimationPlayer``, который был создан в " -"импортированной сцене." - -msgid "" -"This is how it's done in the `Third Person Shooter demo `_, for reference:" -msgstr "" -"Вот как это делается в демонстрации `Шутер от третьего лица `_, для примера:" - -msgid "Creating a tree" -msgstr "Создание дерева" - -msgid "" -"There are three main types of nodes that can be used in ``AnimationTree``:" -msgstr "В ``AnimationTree`` можно использовать три основных типа узлов:" - -msgid "Animation Root nodes, which are used to blend sub-nodes." -msgstr "Корневые узлы анимации, которые используются для смешения подузлов." - -msgid "" -"Animation Blend nodes, which are used within ``AnimationNodeBlendTree`` as " -"single-graph blending via multiple input ports." -msgstr "" -"Узлы смешивания анимаций, которые используются в ``AnimationNaseBlendTree`` " -"как смешение на одном и том же графике через несколько входных портов." - -msgid "To set a root node in ``AnimationTree``, a few types are available:" -msgstr "" -"Для установки корневого узла в ``AnimationTree`` доступны несколько типов:" - -msgid "" -"``AnimationNodeAnimation``: Selects an animation from the list and plays it. " -"This is the simplest root node, and generally not used directly as root." -msgstr "" -"``AnimationNiveAnimation``: выбирает анимацию из списка и воспроизводит ее. " -"Это простейший корневой узел, и он, обычно, не используется непосредственно " -"как корневой." - -msgid "" -"``AnimationNodeBlendTree``: Contains many *blend* type nodes, such as mix, " -"blend2, blend3, one shot, etc. This is one of the most commonly used roots." -msgstr "" -"``AnimationNiveBlendTree``: Содержит множество узлов типа *blend*, таких как " -"mix, blend2, blend3, one shot и т. д. Это один из наиболее часто " -"используемых корней." - -msgid "" -"``AnimationNodeStateMachine``: Contains multiple root nodes as children in a " -"graph. Each node is used as a *state*, and provides multiple functions to " -"alternate between states." -msgstr "" -"``AnimationNiveStateMachine``: содержит несколько корневых узлов в качестве " -"дочерних в графе. Каждый узел используется как *state* и предоставляет " -"несколько функций для переходов между состояниями." - -msgid "" -"``AnimationNodeBlendSpace2D``: Allows placing root nodes in a 2D blend " -"space. Control the blend position in 2D to mix between multiple animations." -msgstr "" -"``AnimationNodeBlendSpace2D``: позволяет размещать корневые узлы в 2D " -"пространстве смешения. Управляет смешением положений в 2D для смешивания " -"нескольких анимаций." - -msgid "``AnimationNodeBlendSpace1D``: Simplified version of the above (1D)." -msgstr "" -"``AnimationNodeBlendSpace1D``: Упрощенная версия вышеприведенного (1D)." - -msgid "Blend tree" -msgstr "Дерево смешения" - -msgid "" -"An ``AnimationNodeBlendTree`` can contain both root and regular nodes used " -"for blending. Nodes are added to the graph from a menu:" -msgstr "" -"``AnimationNaseBlendTree`` может содержать как корневые, так и обычные узлы, " -"используемые для смешения. Узлы добавляются в граф из меню:" - -msgid "" -"All blend trees contain an ``Output`` node by default, and something has to " -"be connected to it in order for animations to play." -msgstr "" -"Все деревья смешения по умолчанию содержат узел «Output», и для " -"воспроизведения анимации к нему необходимо что-то подключить." - -msgid "" -"The easiest way to test this functionality is to connect an ``Animation`` " -"node to it directly:" -msgstr "" -"Самый простой способ проверить эту функциональность — подключить к нему " -"непосредственно узел ``Animation``:" - -msgid "" -"This will simply play back the animation. Make sure that the " -"``AnimationTree`` is active for something to actually happen." -msgstr "" -"Это просто воспроизводит анимацию. Убедитесь, что ``AnimationTree`` активен, " -"чтобы что-то действительно произошло." - -msgid "Following is a short description of available nodes:" -msgstr "Ниже приведено краткое описание доступных узлов:" - -msgid "Blend2 / Blend3" -msgstr "Blend2 / Blеnd3" - -msgid "" -"These nodes will blend between two or three inputs by a user-specified blend " -"value:" -msgstr "" -"Эти узлы будут смешиваться между двумя или тремя входами по указанному " -"пользователем значению смешения:" - -msgid "For more complex blending, it is advised to use blend spaces instead." -msgstr "" -"Для более сложного смешения рекомендуется использовать пространства смешения." - -msgid "" -"Blending can also use filters, i.e. you can control individually which " -"tracks go through the blend function. This is very useful for layering " -"animations on top of each other." -msgstr "" -"При смешении также могут использоваться фильтры, т.е. можно по отдельности " -"управлять тем, какие дорожки проходят через функцию смешения. Это очень " -"полезно для наложения анимаций друг на друга." - -msgid "OneShot" -msgstr "OneShоt" - -msgid "" -"This node will execute a sub-animation and return once it finishes. Blend " -"times for fading in and out can be customized, as well as filters." -msgstr "" -"Этот узел выполнит субанимацию и вернется после ее завершения. Время " -"смешения для плавного замедления и ускорения можно настроить, так же как и " -"фильтры." - -msgid "TimeSeek" -msgstr "TimeSeek" - -msgid "" -"This node can be used to cause a seek command to happen to any sub-children " -"of the animation graph. Use this node type to play an ``Animation`` from the " -"start or a certain playback position inside the ``AnimationNodeBlendTree``." -msgstr "" -"Этот узел может использоваться для выполнения команды seek с любыми " -"нижестоящими элементами графа анимации. Этот тип узла используется для " -"воспроизведения ``Animation`` с начальной или любой другой позиции " -"воспроизведения внутри ``AnimationNaseBlendTree``." - -msgid "TimeScale" -msgstr "TimeScаle" - -msgid "Transition" -msgstr "Переход" - -msgid "BlendSpace2D" -msgstr "BlendSpacе2D" - -msgid "" -"``BlendSpace2D`` is a node to do advanced blending in two dimensions. Points " -"are added to a two-dimensional space and then a position can be controlled " -"to determine blending:" -msgstr "" -"``BlendSpace2D`` — это узел, выполняющий продвинутое смешение в двух " -"измерениях. В двумерное пространство добавляются точки, и затем можно " -"управлять их положением для определения смешения:" - -msgid "" -"It is also possible to draw the triangles manually by disabling the *auto " -"triangle* option, though this is rarely necessary:" -msgstr "" -"Можно также нарисовать треугольники вручную, отключив опцию *auto triangle*, " -"хотя это требуется редко:" - -msgid "" -"Finally, it is possible to change the blend mode. By default, blending " -"happens by interpolating points inside the closest triangle. When dealing " -"with 2D animations (frame by frame), you may want to switch to *Discrete* " -"mode. Alternatively, if you want to keep the current play position when " -"switching between discrete animations, there is a *Carry* mode. This mode " -"can be changed in the *Blend* menu:" -msgstr "" -"Наконец, можно изменить режим смешения. По умолчанию смешение происходит " -"путем интерполяции точек внутри ближайшего треугольника. При работе с 2D " -"анимациями (покадрово) можно переключиться в режим *Дискретный*. Кроме того, " -"если требуется сохранить текущее положение воспроизведения при переключении " -"между дискретными анимациями, используется режим *Перенос*. Этот режим можно " -"изменить в меню *Смешение*:" - -msgid "BlendSpace1D" -msgstr "BlendSpacе1D" - -msgid "" -"This is similar to 2D blend spaces, but in one dimension (so triangles are " -"not needed)." -msgstr "" -"Это похоже на 2D пространства смешивания, но в одном измерении (поэтому " -"треугольники не нужны)." - -msgid "StateMachine" -msgstr "StateMachinе (машина состояний)" - -msgid "" -"*Immediate*: Will switch to the next state immediately. The current state " -"will end and blend into the beginning of the new one." -msgstr "" -"*Immediate*: Немедленно перейдет в следующее состояние. Текущее состояние " -"завершается и происходит переход в новое состояние." - -msgid "" -"*Sync*: Will switch to the next state immediately, but will seek the new " -"state to the playback position of the old state." -msgstr "" -"*Sync*: Немедленно перейдет в следующее состояние, но будет установлено в " -"позицию воспроизведения старого состояния." - -msgid "" -"*At End*: Will wait for the current state playback to end, then switch to " -"the beginning of the next state animation." -msgstr "" -"*At End*: Дождется окончания воспроизведения текущего состояния, а затем " -"переключится в начало анимации следующего состояния." - -msgid "" -"Transitions also have a few properties. Click any transition and it will be " -"displayed in the inspector dock:" -msgstr "" -"Переходы также имеют несколько свойств. Щелкните любой переход и он будет " -"отображаться в доке инспектора:" - -msgid "" -"*Switch Mode* is the transition type (see above), it can be modified after " -"creation here." -msgstr "" -"*Switch Mode* — тип перехода (см. выше), его можно изменить после создания " -"здесь." - -msgid "" -"*Auto Advance* will turn on the transition automatically when this state is " -"reached. This works best with the *At End* switch mode." -msgstr "" -"*Auto Advance* включит переход автоматически при достижении этого состояния. " -"Это лучше всего подходит для режима переключения *At End*." - -msgid "" -"*Advance Condition* will turn on auto advance when this condition is set. " -"This is a custom text field that can be filled with a variable name. The " -"variable can be modified from code (more on this later)." -msgstr "" -"*Advance Condition* включит автоматический шаг при установке этого условия. " -"Это настраиваемое текстовое поле, которое может быть заполнено именем " -"переменной. Переменная может быть изменена из кода (подробнее об этом ниже)." - -msgid "*Xfade Time* is the time to cross-fade between this state and the next." -msgstr "" -"*Xfade Time* - время перекрестного затухания между этим состоянием и " -"следующим." - -msgid "Root motion" -msgstr "Корневое движение" - -msgid "" -"When working with 3D animations, a popular technique is for animators to use " -"the root skeleton bone to give motion to the rest of the skeleton. This " -"allows animating characters in a way where steps actually match the floor " -"below. It also allows precise interaction with objects during cinematics." -msgstr "" -"При работе с 3D-анимацией популярной техникой является использование " -"аниматорами корневой кости скелета для придания движения остальным частям " -"скелета. Это позволяет анимировать персонажей таким образом, что шаги " -"фактически соответствуют полу под ними. Это также позволяет точно " -"взаимодействовать с объектами в кинематографе." - -msgid "" -"When playing back the animation in Godot, it is possible to select this bone " -"as the *root motion track*. Doing so will cancel the bone transformation " -"visually (the animation will stay in place)." -msgstr "" -"При воспроизведении анимации в Godot можно выбрать эту кость в качестве " -"корневой дорожки движения ** . Это визуально отменит трансформацию кости " -"(анимация останется на месте)." - -msgid "" -"Afterwards, the actual motion can be retrieved via the :ref:`AnimationTree " -"` API as a transform:" -msgstr "" -"После этого фактическое движение может быть получено через API :ref:" -"`AnimationTree ` как преобразование:" - -msgid "" -"There is also a tool node, ``RootMotionView``, that can be placed in a scene " -"and will act as a custom floor for your character and animations (this node " -"is disabled by default during the game)." -msgstr "" -"Существует также узел инструментов, ``RootMotionView``, который может быть " -"помещен в сцену и будет действовать как пользовательский пол для вашего " -"персонажа и анимации (этот узел отключен по умолчанию во время игры)." - -msgid "Controlling from code" -msgstr "Контроль из кода" - -msgid "" -"After building the tree and previewing it, the only question remaining is " -"\"How is all this controlled from code?\"." -msgstr "" -"После построения дерева и его предварительного просмотра остается только " -"один вопрос: \"Как все это управляется из кода?\"." - -msgid "" -"Keep in mind that the animation nodes are just resources and, as such, they " -"are shared between all instances using them. Setting values in the nodes " -"directly will affect all instances of the scene that uses this " -"``AnimationTree``. This is generally undesirable, but does have some cool " -"use cases, e.g. you can copy and paste parts of your animation tree, or " -"reuse nodes with a complex layout (such as a state machine or blend space) " -"in different animation trees." -msgstr "" -"Помните, что узлы анимации - это всего лишь ресурсы, и как таковые они " -"являются общими для всех экземпляров, использующих их. Установка значений в " -"узлах напрямую повлияет на все экземпляры сцены, использующие этот " -"``AnimationTree``. Это в целом нежелательно, но имеет несколько интересных " -"случаев использования, например, вы можете копировать и вставлять части " -"дерева анимации или повторно использовать узлы со сложной схемой (например, " -"машину состояний или пространство смешивания) в разных деревьях анимации." - -msgid "" -"The actual animation data is contained in the ``AnimationTree`` node and is " -"accessed via properties. Check the \"Parameters\" section of the " -"``AnimationTree`` node to see all the parameters that can be modified in " -"real-time:" -msgstr "" -"Фактические данные анимации содержатся в узле ``AnimationTree`` и доступны " -"через свойства. Просмотрите раздел \"Параметры\" узла ``AnimationTree``, " -"чтобы увидеть все параметры, которые можно изменить в режиме реального " -"времени:" - -msgid "" -"This is handy because it makes it possible to animate them from an " -"``AnimationPlayer``, or even the ``AnimationTree`` itself, allowing the " -"realization of very complex animation logic." -msgstr "" -"Это удобно, поскольку позволяет анимировать их из ``AnimationPlayer``, или " -"даже из самого ``AnimationTree``, что позволяет реализовать очень сложную " -"логику анимации." - -msgid "" -"To modify these values from code, the property path must be obtained. This " -"is done easily by hovering the mouse over any of the parameters:" -msgstr "" -"Чтобы изменить эти значения из кода, необходимо получить путь к свойству. " -"Это легко сделать, наведя мышку на любой из параметров:" - -msgid "Which allows setting them or reading them:" -msgstr "Что позволяет их устанавливать или читать:" - -msgid "State machine travel" -msgstr "Путешествие конечного автомата" - -msgid "" -"To use the travel ability, you should first retrieve the :ref:" -"`AnimationNodeStateMachinePlayback " -"` object from the ``AnimationTree`` " -"node (it is exported as a property)." -msgstr "" -"Чтобы использовать способность путешествия, необходимо сначала получить " -"объект :ref:`AnimationNodeStateMachinePlayback " -"` из узла ``AnimationTree`` (он " -"экспортируется как свойство)." - -msgid "" -"Once retrieved, it can be used by calling one of the many functions it " -"offers:" -msgstr "" -"После извлечения его можно использовать, вызвав одну из многочисленных " -"функций, которые он предлагает:" - -msgid "" -"The state machine must be running before you can travel. Make sure to either " -"call ``start()`` or choose a node to **Autoplay on Load**." -msgstr "" -"Государственная машина должна быть запущена, прежде чем вы сможете " -"отправиться в путешествие. Обязательно вызовите ``start()`` или выберите " -"узел для **Autoplay on Load**." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/creating_movies.po b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/creating_movies.po deleted file mode 100644 index eeb1d1d596..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/creating_movies.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Custom" -msgstr "Настраиваемый" - -msgid "Configuration" -msgstr "Конфигурация" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/cutout_animation.po deleted file mode 100644 index 54e5d1cea1..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ /dev/null @@ -1,572 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Cutout animation" -msgstr "Вырезная анимация" - -msgid "What is it?" -msgstr "Что это?" - -msgid "" -"Traditionally, `cutout animation `__ is a type of `stop motion animation `__ in which pieces of paper (or other thin " -"material) are cut into special shapes and arranged in two-dimensional " -"representations of characters and objects. Characters' bodies are usually " -"made out of several pieces. The pieces are arranged and photographed once " -"for each frame of the film. The animator moves and rotates the parts in " -"small increments between each shot to create the illusion of movement when " -"the images are played back quickly in sequence." -msgstr "" -"Традиционно `вырезная анимация `__ — это вид `покадровой анимации `__, при котором куски бумаги (или другого тонкого " -"материала) разрезаются на специальные формы и располагаются в двумерных " -"пространстве, представляя собой персонажи и объекты. Тела персонажей обычно " -"изготавливаются из нескольких частей. Кусочки располагают и фотографируют " -"один раз для каждого кадра фильма. Аниматор перемещает и поворачивает детали " -"с небольшими изменениями между каждым снимком, создавая иллюзию движения при " -"быстром последовательном воспроизведении изображений." - -msgid "" -"Simulations of cutout animation can now be created using software as seen in " -"`South Park `__ and `Jake and the " -"Never Land Pirates `__." -msgstr "" -"Вырезная анимация теперь может быть создана с помощью программного " -"обеспечения, как, например, в `South Park `__ и `Jake and the Never Land Pirates `__." - -msgid "" -"In video games, this technique has also become popular. Examples of this are " -"`Paper Mario `__ or `Rayman " -"Origins `__ ." -msgstr "" -"В видеоиграх эта техника также стала популярной. Примерами этого являются " -"`Paper Mario `__ или " -"`Rayman Origins `__ ." - -msgid "Cutout animation in Godot" -msgstr "Вырезная анимация в Godot" - -msgid "" -"Godot provides tools for working with cutout rigs, and is ideal for the " -"workflow:" -msgstr "" -"Godot предоставляет инструменты для работы с вырезанными частями и идеально " -"подходит для следующих задач:" - -msgid "" -"**The animation system is fully integrated with the engine**: This means " -"animations can control much more than just motion of objects. Textures, " -"sprite sizes, pivots, opacity, color modulation, and more, can all be " -"animated and blended." -msgstr "" -"**Анимационная система полностью интегрирована с движком**: Это означает, " -"что анимация может управлять гораздо больше, чем просто движением объектов. " -"Текстуры, размеры спрайта, оси вращения, непрозрачность, цветовая модуляция " -"и многое другое могут быть анимированы и смешаны." - -msgid "" -"**Custom Shaped Elements**: Custom shapes can be created with :ref:" -"`Polygon2D ` allowing UV animation, deformations, etc." -msgstr "" -"**Пользовательские формы**: Пользовательские формы могут быть созданы с " -"помощью :ref:`Polygon2D ` и позволяют совершать UV " -"анимации, деформации и т.д." - -msgid "" -"**Particle Systems**: A cutout animation rig can be combined with particle " -"systems. This can be useful for magic effects, jetpacks, etc." -msgstr "" -"**Системы частиц**: Части вырезной анимации могут быть скомбинированы с " -"системами частиц. Это может быть полезно для создания магических эффектов, " -"реактивных ранцев и т.д." - -msgid "" -"**Custom Colliders**: Set colliders and influence areas in different parts " -"of the skeletons, great for bosses and fighting games." -msgstr "" -"**Пользовательские коллайдеры**: Установка коллайдеров и зон влияния в " -"различных частях скелета; отлично подходит для боссов и файтингов." - -msgid "" -"**Animation Tree**: Allows complex combinations and blending between several " -"animations, the same way it works in 3D." -msgstr "" -"**Дерево анимации**: Позволяет выполнять сложные комбинации и смешение между " -"несколькими анимациями так же, как и в 3D." - -msgid "And much more!" -msgstr "И многое другое!" - -msgid "Making of GBot" -msgstr "Делаем GBot-а" - -msgid "" -"For this tutorial, we will use as demo content the pieces of the `GBot " -"`__ character, created by " -"Andreas Esau." -msgstr "" -"Для этого учебного пособия мы будем использовать в качестве " -"демонстрационного контента фрагменты персонажа `GBot `__ , созданные " -"Андреасом Исау." - -msgid "Setting up the rig" -msgstr "Настройка конструкции" - -msgid "Create an empty Node2D as root of the scene, we will work under it:" -msgstr "Создайте пустой Node2D как корень сцены, мы будем работать в нём:" - -msgid "" -"The first node of the model is the hip. Generally, both in 2D and 3D, the " -"hip is the root of the skeleton. This makes it easier to animate:" -msgstr "" -"Первый узел модели - бедро. Как правило, как в 2D, так и в 3D бедро является " -"корнем скелета. Это упрощает анимацию:" - -msgid "" -"Next will be the torso. The torso needs to be a child of the hip, so create " -"a child sprite and load the torso texture, later accommodate it properly:" -msgstr "" -"Дальше будет туловище. Туловище должно быть потомком бедра, поэтому создайте " -"дочерний спрайт и загрузите текстуру туловища, чтобы потом его правильно " -"разместить:" - -msgid "" -"This looks good. Let's see if our hierarchy works as a skeleton by rotating " -"the torso. We can do this be pressing :kbd:`E` to enter rotate mode, and " -"dragging with the left mouse button. To exit rotate mode hit :kbd:`ESC`." -msgstr "" -"Выглядит хорошо. Давайте посмотрим, работает ли наша иерархия, как скелет, " -"вращая туловище. Это можно сделать, нажав клавишу :kbd:`E` для перехода в " -"режим вращения и двигая мышью с зажатой левой кнопкой. Для выхода из режима " -"вращения нажмите :kbd:`ESC`." - -msgid "The rotation pivot is wrong and needs to be adjusted." -msgstr "Точка вращения неверна и нуждается в настройке." - -msgid "Adjusting the pivot" -msgstr "Настройка точки вращения" - -msgid "" -"Continue adding body pieces, starting with the right arm. Make sure to put " -"each sprite in its correct place in the hierarchy, so its rotations and " -"translations are relative to its parent:" -msgstr "" -"Продолжайте добавлять части тела, начиная с правой руки. Убедитесь, что " -"каждый спрайт помещен на правильное место в иерархии, чтобы его вращения и " -"перемещения были относительно родителя:" - -msgid "" -"With the left arm there's a problem. In 2D, child nodes appear in front of " -"their parents:" -msgstr "" -"С левой рукой есть проблема. В 2D дочерние узлы располагаются поверх " -"родительских:" - -msgid "" -"We want the left arm to appear *behind* the hip and the torso. We could move " -"the left arm nodes behind the hip (above the hip node in the scene " -"hierarchy), but then the left arm is no longer in its proper place in the " -"hierarchy. This means it wouldn't be affected by the movement of the torso. " -"We'll fix this problem with ``RemoteTransform2D`` nodes." -msgstr "" -"Мы хотим, чтобы левая рука располагалась *за* бедром и туловищем. Можно было " -"бы переместить узлы левой руки за бедро (над узлом бедра в иерархии сцены), " -"но тогда левая рука больше не будет находиться на своем правильном месте в " -"иерархии. Это значит, что на неё не будет влиять движение туловища. Мы " -"исправим эту проблему с помощью узла ``RemoteTransform2D``." - -msgid "" -"You can also fix depth ordering problems by adjusting the Z property of any " -"node inheriting from Node2D." -msgstr "" -"Можно также исправить проблемы упорядочения глубины, настроив свойство Z " -"любого узла, наследующего от Node2D." - -msgid "RemoteTransform2D node" -msgstr "Узел RemoteTransform2D" - -msgid "" -"The :ref:`RemoteTransform2D ` node transforms nodes " -"somewhere else in the hierarchy. This node applies its own transform " -"(including any transformation it inherits from its parents) to the remote " -"node it targets." -msgstr "" -"Узел :ref:`RemoteTransform2D ` преобразует узлы в " -"другом месте иерархии. Этот узел применяет собственное преобразование " -"(включая любое преобразование, унаследованное от его родителей) к другому " -"узлу, указанному как цель." - -msgid "" -"This allows us to correct the visibility order of our elements, " -"independently of the locations of those parts in the cutout hierarchy." -msgstr "" -"Это позволяет нам корректировать порядок видимости наших элементов, " -"независимо от расположения этих частей в иерархии вырезок." - -msgid "" -"Create a ``RemoteTransform2D`` node as a child of the torso. Call it " -"``remote_arm_l``. Create another RemoteTransform2D node inside the first and " -"call it ``remote_hand_l``. Use the ``Remote Path`` property of the two new " -"nodes to target the ``arm_l`` and ``hand_l`` sprites respectively:" -msgstr "" -"Создайте узел ``RemoteTransform2D`` в качестве дочернего элемента туловища. " -"Назовите его ``remote_arm_l``. Создайте другой узел ``RemoteTransform2D`` " -"внутри первого узла и назовите его ``remote_hand_l``. Свойство ``Remote " -"Path`` двух новых узлов используется для назначения спрайтов arm_l и hand_l " -"соответственно:" - -msgid "" -"Moving the ``RemoteTransform2D`` nodes now moves the sprites. So we can " -"create animations by adjusting the ``RemoteTransform2D`` transforms:" -msgstr "" -"Перемещение узлов ``RemoteTransform2D`` теперь перемещает спрайты. Таким " -"образом, мы можем создавать анимации, настраивая трансформации " -"``RemoteTransform2D``:" - -msgid "Completing the skeleton" -msgstr "Завершение создания скелета" - -msgid "" -"Complete the skeleton by following the same steps for the rest of the parts. " -"The resulting scene should look similar to this:" -msgstr "" -"Завершите построение скелета, выполнив те же действия для остальных деталей. " -"Получившаяся сцена должна выглядеть примерно так:" - -msgid "" -"The resulting rig will be easy to animate. By selecting the nodes and " -"rotating them you can animate forward kinematics (FK) efficiently." -msgstr "" -"Полученный каркас будет легко анимировать. Выбирая узлы и вращая их можно " -"эффективно выполнять анимацию с прямой кинематикой (FK)." - -msgid "For simple objects and rigs this is fine, but there are limitations:" -msgstr "Для простых объектов и каркасов это нормально, но есть ограничения:" - -msgid "" -"Selecting sprites in the main viewport can become difficult in complex rigs. " -"The scene tree ends up being used to select parts instead, which can be " -"slower." -msgstr "" -"Выбор спрайтов в основном видовом окне может быть затруднён в сложных ригах. " -"Вместо этого для выбора частей используется дерево сцены, что может быть " -"медленнее." - -msgid "" -"Inverse Kinematics (IK) is useful for animating extremities like hands and " -"feet, and can't be used with our rig in its current state." -msgstr "" -"Обратная кинематика (IK), полезная для анимации конечностей, таких как руки " -"и ноги, не может использоваться с нашим каркасом в его текущем виде." - -msgid "To solve these problems we'll use Godot's skeletons." -msgstr "Для решения этих проблем мы используем скелетоны Godot." - -msgid "Skeletons" -msgstr "Скелеты" - -msgid "" -"In Godot there is a helper to create \"bones\" between nodes. The bone-" -"linked nodes are called skeletons." -msgstr "" -"В Godot есть помощник для создания «костей» между узлами. Связанные костями " -"узлы называются скелетонами." - -msgid "" -"As an example, let's turn the right arm into a skeleton. To create a " -"skeleton, a chain of nodes must be selected from top to bottom:" -msgstr "" -"В качестве примера давайте превратим правую руку в скелетон. Чтобы создать " -"скелетон, необходимо выбрать цепочку узлов сверху вниз:" - -msgid "Then, click on the Skeleton menu and select ``Make Bones``." -msgstr "Затем, щелкните по меню Скелетон и выберите пункт ``Создать кости``." - -msgid "This will add bones covering the arm, but the result may be surprising." -msgstr "Это добавит кости, покрывающие руку, но в результате нас ждёт сюрприз." - -msgid "" -"Why does the hand lack a bone? In Godot, a bone connects a node with its " -"parent. And there's currently no child of the hand node. With this knowledge " -"let's try again." -msgstr "" -"Почему в руке не хватает костей? В Godot кость соединяет узел со своим " -"родителем, и в настоящее время у нас нет потомка узла руки. Теперь зная это, " -"давайте попробуем еще раз." - -msgid "" -"Now select the whole chain, from the endpoint to the arm and create bones:" -msgstr "" -"Теперь выберите всю цепочку от конечной точки до руки и создайте кости:" - -msgid "" -"The result resembles a skeleton a lot more, and now the arm and forearm can " -"be selected and animated." -msgstr "" -"Результат намного больше напоминает скелетон, и руку с предплечьем теперь " -"можно выбирать и анимировать." - -msgid "" -"Create endpoints for all important extremities. Generate bones for all " -"articulable parts of the cutout, with the hip as the ultimate connection " -"between all of them." -msgstr "" -"Создайте конечные точки для всех важных конечностей. Создайте кости для всех " -"суставных частей вырезок, с бедром в качестве конечной связи между всеми " -"остальными." - -msgid "" -"You may notice that an extra bone is created when connecting the hip and " -"torso. Godot has connected the hip node to the scene root with a bone, and " -"we don't want that. To fix this, select the root and hip node, open the " -"Skeleton menu, click ``clear bones``." -msgstr "" -"Вы можете заметить, что при соединении бедра и туловища создаётся " -"дополнительная кость. Godot соединил бедренный узел с корнем сцены костью, " -"но мы этого не хотим. Чтобы это исправить, выберите корневой и бедренный " -"узел, откройте меню Скелетон, щелкните ``очистить кости``." - -msgid "Your final skeleton should look something like this:" -msgstr "В итоге ваша сцена должна выглядеть примерно так:" - -msgid "" -"You might have noticed a second set of endpoints in the hands. This will " -"make sense soon." -msgstr "" -"Возможно, вы заметили второй набор конечных точек на руках. Скоро это " -"обретёт смысл." - -msgid "" -"Now that the whole figure is rigged, the next step is setting up the IK " -"chains. IK chains allow for more natural control of extremities." -msgstr "" -"Теперь, когда вся фигура покрыта каркасом, следующим шагом является " -"настройка цепочек ИК. Цепочки ИК позволяют более естественно управлять " -"конечностями." - -msgid "IK chains" -msgstr "Цепочки ИК" - -msgid "" -"To create an IK chain, select a chain of bones from endpoint to the base for " -"the chain. For example, to create an IK chain for the right leg, select the " -"following:" -msgstr "" -"Чтобы создать цепочку IK, выберите цепочку из костей от конечной точки до " -"основания цепочки. Например, чтобы создать цепочку ИК для правой ноги, " -"выберите следующее:" - -msgid "Then enable this chain for IK. Go to Edit > Make IK Chain." -msgstr "" -"Затем включите эту цепочку в ИК. Перейдите в раздел Правка > Создать цепочку " -"ИК." - -msgid "As a result, the base of the chain will turn *Yellow*." -msgstr "В результате, основание цепи станет *жёлтым*." - -msgid "Animation tips" -msgstr "Советы по анимации" - -msgid "Setting keyframes and excluding properties" -msgstr "Установка ключевых кадров и исключение свойств" - -msgid "" -"Special contextual elements appear in the top toolbar when the animation " -"editor window is open:" -msgstr "" -"При открытом окне редактора анимации на верхней панели инструментов " -"появляются специальные контекстные элементы:" - -msgid "" -"The key button inserts location, rotation, and scale keyframes for the " -"selected objects or bones at the current playhead position." -msgstr "" -"Клавиша с ключом вставляет ключевые кадры положения, поворота и масштаба для " -"выбранных объектов или костей в текущей позиции точки воспроизведения." - -msgid "" -"The \"loc\", \"rot\", and \"scl\" toggle buttons to the left of the key " -"button modify its function, allowing you to specify which of the three " -"properties keyframes will be created for." -msgstr "" -"Кнопки переключения «loc», «rot» и «scl» слева от кнопки с ключом изменяют " -"её назначение, позволяя указать, для какого из трех свойств будут созданы " -"ключевые кадры." - -msgid "" -"Here's an illustration of how this can be useful: Imagine you have a node " -"which already has two keyframes animating its scale only. You want to add an " -"overlapping rotation movement to the same node. The rotation movement should " -"begin and end at different times from the scale change that's already set " -"up. You can use the toggle buttons to have only rotation information added " -"when you add a new keyframe. This way, you can avoid adding unwanted scale " -"keyframes which would disrupt the existing scale animation." -msgstr "" -"Вот пример того, как это может быть полезно: Представьте, что у Вас есть " -"узел, который уже имеет два ключевых кадра, анимирующих только его масштаб. " -"Требуется добавить перекрывающееся вращательное движение к тому же узлу. " -"Движение вращения должно начинаться и заканчиваться в разное время от уже " -"установленного изменения масштаба. С помощью кнопок переключения можно " -"добавлять только информацию о повороте при добавлении нового ключевого " -"кадра. Таким образом, можно избежать добавления нежелательных ключевых " -"кадров масштаба, что нарушило бы существующую анимацию масштаба." - -msgid "Creating a rest pose" -msgstr "Создание позы покоя" - -msgid "" -"Think of a rest pose as a default pose that your cutout rig should be set to " -"when no other pose is active in your game. Create a rest pose as follows:" -msgstr "" -"Думайте о позе покоя как о позе по умолчанию, в которую должен быть " -"установлен Ваш каркас во время, когда в Вашей игре никакая другая поза не " -"активна. Создайте позу покоя следующим образом:" - -msgid "" -"1. Make sure the rig parts are positioned in what looks like a \"resting\" " -"arrangement." -msgstr "" -"1. Убедитесь, что части каркаса расположены так, что бы это выглядело как " -"«отдыхающее» расположение." - -msgid "Create a new animation, rename it \"rest\"." -msgstr "Создайте новую анимацию, переименуйте ее в \"rest\"." - -msgid "Select all nodes in your rig (box selection should work fine)." -msgstr "Выберите все узлы в Вашем каркасе (подойдёт прямоугольное выделение)." - -msgid "" -"4. Make sure the \"loc\", \"rot\", and \"scl\" toggle buttons are all active " -"in the toolbar." -msgstr "" -"4. Убедитесь, что кнопки переключения «loc», «rot» и «scl» на панели " -"инструментов активны." - -msgid "" -"5. Press the key button. Keys will be inserted for all selected parts " -"storing their current arrangement. This pose can now be recalled when " -"necessary in your game by playing the \"rest\" animation you've created." -msgstr "" -"5. Нажмите кнопку с ключом. Ключи будут вставлены для всех выбранных частей " -"с их текущим расположением. Теперь эту позу можно будет установить, когда " -"это необходимо в Вашей игре, проигрывая анимацию «rest», которую Вы создали." - -msgid "Modifying rotation only" -msgstr "Изменение только поворота" - -msgid "" -"When animating a cutout rig, often it's only the rotation of the nodes that " -"needs to change. Location and scale are rarely used." -msgstr "" -"При анимации вырезок часто требуется только поворот узлов. Положение и " -"масштаб меняются редко." - -msgid "" -"So when inserting keys, you might find it convenient to have only the " -"\"rot\" toggle active most of the time:" -msgstr "" -"Поэтому, при вставке ключей может оказаться удобным большую часть времени " -"иметь активным только переключатель «rot»:" - -msgid "" -"This will avoid the creation of unwanted animation tracks for position and " -"scale." -msgstr "" -"Это позволит избежать создания нежелательных треков анимации для положения и " -"масштаба." - -msgid "Keyframing IK chains" -msgstr "ИК цепочки ключевых кадров" - -msgid "" -"When editing IK chains, it's not necessary to select the whole chain to add " -"keyframes. Selecting the endpoint of the chain and inserting a keyframe will " -"automatically insert keyframes for all other parts of the chain too." -msgstr "" -"При редактировании ИК цепочек нет необходимости выбирать всю цепочку для " -"добавления ключевых кадров. При выборе конечной точки цепочки и вставке " -"ключевого кадра также автоматически вставляются ключевые кадры для всех " -"остальных частей цепочки." - -msgid "Visually move a sprite behind its parent" -msgstr "Визуальное перемещение спрайта позади родителя" - -msgid "" -"Sometimes it is necessary to have a node change its visual depth relative to " -"its parent node during an animation. Think of a character facing the camera, " -"who pulls something out from behind his back and holds it out in front of " -"him. During this animation the whole arm and the object in his hand would " -"need to change their visual depth relative to the body of the character." -msgstr "" -"Иногда во время анимации необходимо, чтобы узел изменял свою визуальную " -"глубину относительно родительского узла. Подумайте о персонаже, обращенном " -"лицом к камере, который вытаскивает что-то из-за спины и держит это перед " -"собой. Во время этой анимации вся рука и объект в ней должны были изменить " -"свою визуальную глубину относительно тела персонажа." - -msgid "" -"To help with this there's a keyframable \"Behind Parent\" property on all " -"Node2D-inheriting nodes. When planning your rig, think about the movements " -"it will need to perform and give some thought to how you'll use \"Behind " -"Parent\" and/or RemoteTransform2D nodes. They provide overlapping " -"functionality." -msgstr "" -"Чтобы помочь с этим, все узлы, наследованные от Node2D, имеют свойство " -"«Behind Parent». При планировании каркаса подумайте о движениях, которые ему " -"потребуется выполнить, и подумайте, как использовать «Behind Parent» и/или " -"RemoteTransform2D узлов. Они обеспечивают функции перекрытия." - -msgid "Setting easing curves for multiple keys" -msgstr "Настройка кривых замедления для нескольких ключей" - -msgid "To apply the same easing curve to multiple keyframes at once:" -msgstr "" -"Чтобы применить одну и ту же кривую замедления сразу к нескольким ключевым " -"кадрам:" - -msgid "Select the relevant keys." -msgstr "Выберите соответствующие ключи." - -msgid "" -"Click on the pencil icon in the bottom right of the animation panel. This " -"will open the transition editor." -msgstr "" -"Щелкните значок карандаша в правом нижнем углу панели анимации. Откроется " -"редактор переходов." - -msgid "In the transition editor, click on the desired curve to apply it." -msgstr "В редакторе переходов щелкните нужную кривую, чтобы применить ее." - -msgid "2D Skeletal deform" -msgstr "2D Деформация скелета" - -msgid "" -"Skeletal deform can be used to augment a cutout rig, allowing single pieces " -"to deform organically (e.g. antennae that wobble as an insect character " -"walks)." -msgstr "" -"Деформация скелета может быть использована для увеличения вырезки, позволяя " -"отдельным деталям деформироваться органически (например, усики, которые " -"колеблются, когда ходит персонаж насекомое)." - -msgid "" -"This process is described in a :ref:`separate tutorial `." -msgstr "" -"Этот процесс описан в отдельном :ref:`учебном пособии `." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/index.po deleted file mode 100644 index 0ec08815ae..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "Анимация" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/introduction.po deleted file mode 100644 index a91f3268bd..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/introduction.po +++ /dev/null @@ -1,228 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction to the animation features" -msgstr "Введение в возможности анимации" - -msgid "" -"The :ref:`class_AnimationPlayer` node allows you to create anything from " -"simple to complex animations." -msgstr "" -"Узел :ref:`AnimationPlayer` позволяет создавать вам что угодно, от простой " -"до сложной анимации." - -msgid "In this guide you learn to:" -msgstr "В этом руководстве Вы узнаете:" - -msgid "Work with the Animation Panel" -msgstr "Работа с панелью анимации" - -msgid "Animate any property of any node" -msgstr "Анимация любого параметра узла" - -msgid "Create a simple animation" -msgstr "Создание простой анимации" - -msgid "Create an AnimationPlayer node" -msgstr "Создание узла AnimationPlayer" - -msgid "" -"To use the animation tools we first have to create an :ref:" -"`class_AnimationPlayer` node." -msgstr "" -"Чтобы использовать инструменты анимации, мы сначала должны создать узел :ref:" -"`class_AnimationPlayer`." - -msgid "The AnimationPlayer node" -msgstr "Узел AnimationPlayer" - -msgid "The animation panel position" -msgstr "Расположение панели анимации" - -msgid "The animation panel" -msgstr "Панель анимации" - -msgid "Animation controls (i.e. add, load, save, and delete animations)" -msgstr "" -"Управление анимацией (т.е. добавить, загрузить, сохранить и удалить анимацию)" - -msgid "The tracks listing" -msgstr "Список дорожек (треков)" - -msgid "The timeline with keyframes" -msgstr "Шкала времени (таймлайн) с ключевыми кадрами" - -msgid "Computer animation relies on keyframes" -msgstr "Компьютерная анимация опирается на ключевые кадры" - -msgid "Keyframes in Godot" -msgstr "Ключевые кадры в Godot" - -msgid "Two keyframes are all it takes to obtain a smooth motion" -msgstr "Два ключевых кадра — все, что нужно для получения плавного движения" - -msgid "The timeline in the animation panel" -msgstr "Шкала времени на панели анимации" - -msgid "Example of Normal animation tracks" -msgstr "Пример стандартной анимационной дорожки" - -msgid "Play from beginning" -msgstr "Воспроизвести с начала" - -msgid "Tutorial: Creating a simple animation" -msgstr "Руководство: Создание простой анимации" - -msgid "Scene setup" -msgstr "Настройка сцены" - -msgid "Our scene setup" -msgstr "Наши настройки сцены" - -msgid "" -"Therefore, it is not recommended to add nodes that have a 2D/3D transform as " -"a child of an AnimationPlayer node." -msgstr "" -"Поэтому не рекомендуется добавлять узлы с 2D/3D преобразованием в качестве " -"дочерних узлов узла AnimationPlayer." - -msgid "Add a new animation" -msgstr "Добавление новой анимации" - -msgid "Adding a track" -msgstr "Добавление трека" - -msgid "Convenience buttons" -msgstr "Удобные кнопки" - -msgid "The sprite track" -msgstr "Дорожка спрайта" - -msgid "The second keyframe" -msgstr "Второй ключевой кадр" - -msgid "Animation length" -msgstr "Длительность анимации" - -msgid "Run the animation" -msgstr "Запуск анимации" - -msgid "Click on the \"Play from beginning\" (|Play from beginning|) button." -msgstr "Нажмите на кнопку «Воспроизвести с начала» (|Play from beginning|)." - -msgid "Yay! Our animation runs:" -msgstr "Ура! Наша анимация работает:" - -msgid "The animation" -msgstr "Анимация" - -msgid "Back and forth" -msgstr "Назад и вперед" - -msgid "Animation loop" -msgstr "Цикл анимации" - -msgid "Track settings" -msgstr "Настройки трека" - -msgid "" -"The update mode of a track tells Godot when to update the property values. " -"This can be:" -msgstr "" -"Режим обновления дорожки сообщает Godot, когда обновлять значения свойств. " -"Это может быть:" - -msgid "Track mode" -msgstr "Режим трека" - -msgid "Nearest: Set the nearest keyframe value" -msgstr "Ближайший(Nearest): установить значение ближайшего ключевого кадра" - -msgid "" -"Linear: Set the value based on a linear function calculation between the two " -"keyframes" -msgstr "" -"Линейный(Linear): установить значение на основе вычисления линейной функции " -"между двумя ключевыми кадрами" - -msgid "" -"Cubic: Set the value based on a cubic function calculation between the two " -"keyframes" -msgstr "" -"Кубическая(Cubic): установить значение на основе вычисления кубической " -"функции между двумя ключевыми кадрами" - -msgid "Track interpolation" -msgstr "Переходы трека" - -msgid "Loop modes" -msgstr "Режимы циклов" - -msgid "" -"Clamp loop interpolation: When this is selected, the animation stops after " -"the last keyframe for this track. When the first keyframe is reached again, " -"the animation will reset to its values." -msgstr "" -"Обрезание Перехода Зацикливания: при выборе этого варианта анимация " -"останавливается после последнего ключевого кадра для этой дорожки. Когда " -"первый ключевой кадр будет достигнут снова, анимация вернется к своим " -"значениям." - -msgid "" -"Wrap loop interpolation: When this is selected, Godot calculates the " -"animation after the last keyframe to reach the values of the first keyframe " -"again." -msgstr "" -"Обработка Перехода Зацикливания: Godot рассчитывает анимацию после " -"последнего ключевого кадра, чтобы снова достичь значений первого ключевого " -"кадра." - -msgid "Keyframes for other properties" -msgstr "Ключевые кадры для других свойств" - -msgid "Edit keyframes" -msgstr "Редактирование ключевых кадров" - -msgid "Keyframe editor editing a key" -msgstr "Редактор ключевых кадров для редактирования ключа" - -msgid "" -"You can set up a special *RESET* animation to contain the \"default pose\". " -"This is used to ensure that the default pose is restored when you save the " -"scene and open it again in the editor." -msgstr "" -"Вы можете настроить специальную анимацию *RESET*, содержащую \"позу по " -"умолчанию\". Это используется для обеспечения восстановления позы по " -"умолчанию при сохранении сцены и повторном ее открытии в редакторе." - -msgid "" -"For existing tracks, you can add an animation called \"RESET\" (case-" -"sensitive), then add tracks for each property that you want to reset. The " -"only keyframe should be at time 0, and give it the desired default value for " -"each track." -msgstr "" -"Для существующих дорожек можно добавить анимацию под названием \"RESET\" (с " -"учетом регистра), а затем добавить дорожки для каждого свойства, которое вы " -"хотите сбросить. Единственный ключевой кадр должен быть в момент времени 0, " -"и задайте ему желаемое значение по умолчанию для каждой дорожки." - -msgid "" -"If AnimationPlayer's **Reset On Save** property is set to ``true``, the " -"scene will be saved with the effects of the reset animation applied (as if " -"it had been seeked to time ``0.0``). This only affects the saved file – the " -"property tracks in the editor stay where they were." -msgstr "" -"Если свойство AnimationPlayer **Reset On Save** установлено в ``true``, " -"сцена будет сохранена с эффектами анимации сброса (как если бы она была " -"искана по времени ``0.0``). Это влияет только на сохраненный файл - треки " -"свойств в редакторе остаются на своих местах." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/playing_videos.po b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/playing_videos.po deleted file mode 100644 index 70e1af8b72..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/playing_videos.po +++ /dev/null @@ -1,248 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Playing videos" -msgstr "Воспроизведение видео" - -msgid "" -"The only supported format in core is **Ogg Theora** (not to be confused with " -"Ogg Vorbis audio). It's possible for extensions to bring support for " -"additional formats, but no such extensions exist yet as of July 2022." -msgstr "" -"Единственный поддерживаемый формат в ядре - **Ogg Theora** (не путать с Ogg " -"Vorbis audio). Расширения могут обеспечить поддержку дополнительных " -"форматов, но по состоянию на июль 2022 года таких расширений пока не " -"существует." - -msgid "" -"H.264 and H.265 cannot be supported in core Godot, as they are both " -"encumbered by software patents. AV1 is royalty-free, but it remains slow to " -"decode on the CPU and hardware decoding support isn't readily available on " -"all GPUs in use yet." -msgstr "" -"H.264 и H.265 не могут поддерживаться в ядре Godot, поскольку оба они " -"обременены патентами на программное обеспечение. AV1 не требует авторских " -"отчислений, но он по-прежнему медленно декодируется на CPU, а аппаратная " -"поддержка декодирования пока доступна не на всех используемых GPU." - -msgid "" -"You may find videos with an ``.ogg`` or ``.ogx`` extensions, which are " -"generic extensions for data within an Ogg container." -msgstr "" -"Вы можете найти видео с расширениями ``.ogg`` или ``.ogx``, которые являются " -"общими расширениями для данных внутри контейнера Ogg." - -msgid "" -"Renaming these file extensions to ``.ogv`` *may* allow the videos to be " -"imported in Godot. However, not all files with ``.ogg`` or ``.ogx`` " -"extensions are videos - some of them may only contain audio." -msgstr "" -"Переименование расширений этих файлов в ``.ogv`` *может* позволить " -"импортировать видео в Godot. Однако не все файлы с расширениями ``.ogg`` или " -"``.ogx`` являются видео - некоторые из них могут содержать только аудио." - -msgid "" -"If you don't have your video in Ogg Theora format yet, jump to :ref:" -"`doc_playing_videos_recommended_theora_encoding_settings`." -msgstr "" -"Если у вас еще нет видео в формате Ogg Theora, перейдите к :ref:" -"`doc_playing_videos_recommended_theora_encoding_settings`." - -msgid "" -"Add an AspectRatioContainer node. Make sure it is not a child of any other " -"container node. Select the AspectRatioContainer node, then set its " -"**Layout** at the top of the 2D editor to **Full Rect**. Set **Ratio** in " -"the AspectRatioContainer node to match your video's aspect ratio. You can " -"use math formulas in the inspector to help yourself. Remember to make one of " -"the operands a float. Otherwise, the division's result will always be an " -"integer." -msgstr "" -"Добавьте узел AspectRatioContainer. Убедитесь, что он не является дочерним " -"узлом какого-либо другого узла контейнера. Выберите узел " -"AspectRatioContainer, затем установите для его **Layout** в верхней части 2D-" -"редактора значение **Full Rect**. Установите **Ratio** в узле " -"AspectRatioContainer в соответствии с соотношением сторон вашего видео. Вы " -"можете использовать математические формулы в инспекторе, чтобы помочь себе. " -"Не забудьте сделать один из операндов плавающей величиной. В противном " -"случае результатом деления всегда будет целое число." - -msgid "" -"AspectRatioContainer's Ratio property being modified in the editor inspector" -msgstr "" -"Изменение свойства Ratio контейнера AspectRatioContainer в инспекторе " -"редактора" - -msgid "This will evaluate to (approximately) 1.777778" -msgstr "Это составит (приблизительно) 1,777778" - -msgid "Displaying a video on a 3D surface" -msgstr "Отображение видео на 3D-поверхности" - -msgid "Video decoding conditions and recommended resolutions" -msgstr "Условия декодирования видео и рекомендуемые разрешения" - -msgid "" -"Video decoding is performed on the CPU, as GPUs don't have hardware " -"acceleration for decoding Theora videos. Modern desktop CPUs can decode Ogg " -"Theora videos at 1440p @ 60 FPS or more, but low-end mobile CPUs will likely " -"struggle with high-resolution videos." -msgstr "" -"Декодирование видео выполняется на CPU, поскольку GPU не имеют аппаратного " -"ускорения для декодирования видео Theora. Современные настольные процессоры " -"могут декодировать видео Ogg Theora с разрешением 1440p @ 60 FPS или более, " -"но мобильные процессоры низкого класса, скорее всего, не справятся с видео " -"высокого разрешения." - -msgid "To ensure your videos decode smoothly on varied hardware:" -msgstr "" -"Чтобы обеспечить плавное декодирование ваших видео на различном оборудовании:" - -msgid "" -"When developing games for desktop platforms, it's recommended to encode in " -"1080p at most (preferably at 30 FPS). Most people are still using 1080p or " -"lower resolution displays, so encoding higher-resolution videos may not be " -"worth the increased file size and CPU requirements." -msgstr "" -"При разработке игр для настольных платформ рекомендуется кодировать видео в " -"формате 1080p (желательно с частотой 30 кадров в секунду). Большинство людей " -"по-прежнему используют дисплеи с разрешением 1080p или ниже, поэтому " -"кодирование видео с более высоким разрешением может не стоить увеличения " -"размера файла и требований к процессору." - -msgid "" -"When developing games for mobile or web platforms, it's recommended to " -"encode in 720p at most (preferably at 30 FPS or even lower). The visual " -"difference between 720p and 1080p videos on a mobile device is usually not " -"that noticeable." -msgstr "" -"При разработке игр для мобильных или веб-платформ рекомендуется кодировать в " -"формате 720p (предпочтительно с частотой 30 кадров в секунду или даже ниже). " -"Визуальная разница между видео 720p и 1080p на мобильном устройстве обычно " -"не так заметна." - -msgid "" -"There are several limitations with the current implementation of video " -"playback in Godot:" -msgstr "" -"Текущая реализация воспроизведения видео в Godot имеет несколько ограничений:" - -msgid "Seeking a video to a certain point is not supported." -msgstr "Досмотр видео до определенной точки не поддерживается." - -msgid "Streaming a video from a URL is not supported." -msgstr "Потоковая передача видео из URL-адреса не поддерживается." - -msgid "Recommended Theora encoding settings" -msgstr "Рекомендуемые параметры кодировки Theora" - -msgid "" -"A word of advice is to **avoid relying on built-in Ogg Theora exporters** " -"(most of the time). There are 2 reasons you may want to favor using an " -"external program to encode your video:" -msgstr "" -"Небольшой совет: **Не полагайтесь на встроенные программы экспортирования " -"Ogg Theora** (в большинстве случаев). Есть 2 причины, по которым вы, " -"возможно, захотите использовать внешнюю программу для кодирования вашего " -"видео:" - -msgid "" -"Some programs such as Blender can render to Ogg Theora. However, the default " -"quality presets are usually very low by today's standards. You may be able " -"to increase the quality options in the software you're using, but you may " -"find the output quality to remain less than ideal (given the increased file " -"size). This usually means that the software only supports encoding to " -"constant bit rate (CBR), instead of variable bit rate (VBR). VBR encoding " -"should be preferred in most scenarios as it provides a better quality to " -"file size ratio." -msgstr "" -"Некоторые программы, такие как Blender, могут выполнять рендеринг в Ogg " -"Theora. Однако предустановки качества по умолчанию обычно очень низкие по " -"современным стандартам. Возможно, вы сможете увеличить параметры качества в " -"используемой программе, но качество на выходе может оказаться ниже " -"идеального (учитывая увеличенный размер файла). Обычно это означает, что " -"программное обеспечение поддерживает кодирование только с постоянной " -"скоростью передачи данных (CBR), а не с переменной скоростью передачи данных " -"(VBR). В большинстве сценариев предпочтение следует отдавать кодированию " -"VBR, поскольку оно обеспечивает лучшее соотношение качества и размера файла." - -msgid "Some other programs can't render to Ogg Theora at all." -msgstr "Другие программы совсем не могут рендерить в Ogg Theora." - -msgid "" -"In this case, you can **render the video to an intermediate high-quality " -"format** (such as a high-bitrate H.264 video) then re-encode it to Ogg " -"Theora. Ideally, you should use a lossless or uncompressed format as an " -"intermediate format to maximize the quality of the output Ogg Theora video, " -"but this can require a lot of disk space." -msgstr "" -"В этом случае можно **преобразовать видео в промежуточный высококачественный " -"формат** (например, высокобитрейтный H.264), а затем повторно закодировать " -"его в Ogg Theora. В идеале для достижения максимального качества выходного " -"видео Ogg Theora следует использовать в качестве промежуточного формата " -"формат без потерь или без сжатия, но это может потребовать большого объема " -"дискового пространства." - -msgid "" -"`HandBrake `__ (GUI) and `FFmpeg `__ (CLI) are popular open source tools for this purpose. FFmpeg has a " -"steeper learning curve, but it's more powerful." -msgstr "" -"Популярные инструменты с открытым кодом, подходящие для этой цели - " -"`HandBrake `__ (С графическим интерфейсом) и `FFmpeg " -"`__ (С консольным интерфейсом)." - -msgid "Balancing quality and file size" -msgstr "Балансирует между качеством и размером файла" - -msgid "" -"The **video quality** level (``-q:v``) must be between ``1`` and ``10``. " -"Quality ``6`` is a good compromise between quality and file size. If " -"encoding at a high resolution (such as 1440p or 4K), you will probably want " -"to decrease ``-q:v`` to ``5`` to keep file sizes reasonable. Since pixel " -"density is higher on a 1440p or 4K video, lower quality presets at higher " -"resolutions will look as good or better compared to low-resolution videos." -msgstr "" -"Уровень **качества видео** (``-q:v``) должен находиться в диапазоне от ``1`` " -"до ``10``. Качество ``6`` является хорошим компромиссом между качеством и " -"размером файла. При кодировании в высоком разрешении (например, 1440p или " -"4K) для сохранения приемлемого размера файла, вероятно, потребуется " -"уменьшить ``-q:v`` до ``5``. Поскольку плотность пикселей на видео с " -"разрешением 1440p или 4K выше, пресеты с более низким качеством при высоком " -"разрешении будут выглядеть так же или даже лучше, чем видео с низким " -"разрешением." - -msgid "FFmpeg: Convert while preserving original video resolution" -msgstr "FFmpeg: Конвертирование с сохранением исходного разрешения видео" - -msgid "" -"The following command converts the video while keeping its original " -"resolution. The video and audio's bitrate will be variable to maximize " -"quality while saving space in parts of the video/audio that don't require a " -"high bitrate (such as static scenes)." -msgstr "" -"Следующая команда преобразует видео с сохранением его исходного разрешения. " -"Битрейт видео и аудио будет изменяться, чтобы обеспечить максимальное " -"качество и одновременно сэкономить место в тех частях видео/аудио, которые " -"не требуют высокого битрейта (например, в статичных сценах)." - -msgid "FFmpeg: Resize the video then convert it" -msgstr "FFmpeg: Изменить размер видео, затем конвертировать" - -msgid "" -"The following command resizes a video to be 720 pixels tall (720p), while " -"preserving its existing aspect ratio. This helps decrease the file size " -"significantly if the source is recorded at a higher resolution than 720p:" -msgstr "" -"Следующая команда изменяет разрешение видео до 720 пикселей в высоту(720p), " -"при сохранении существующего соотношения сторон. Это поможет значительно " -"снизить размер файла, если он записан с разрешением выше чем 720p:" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po deleted file mode 100644 index ba2424ba48..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po +++ /dev/null @@ -1,141 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "Анимация" - -msgid "Animation supported:" -msgstr "Анимация поддерживается:" - -msgid "transform animation of all types of objects" -msgstr "анимация трансформаций всех типов объектов" - -msgid "transform animation of pose bones" -msgstr "анимация трансформаций позы костей" - -msgid "shape key animation" -msgstr "анимация по ключевым фигурам (shape key animation)" - -msgid "light animation" -msgstr "анимация света" - -msgid "camera animation" -msgstr "анимация камеры" - -msgid "Multiple Actions For Single Object" -msgstr "Несколько действий для одного объекта" - -msgid "" -"In most games, one object would have several animations to switch between. " -"This add-on has support for exporting multiple actions all at once into a " -"single AnimationPlayer and makes it easy to switch actions." -msgstr "" -"В большинстве игр один объект может переключаться между несколькими " -"анимациями. Это дополнение поддерживает экспорт нескольких действий " -"одновременно в один AnimationPlayer и позволяет легко переключать действия." - -msgid "" -"This workflow makes use of blender nla_tracks. Here is a brief guide on how " -"to use this feature:" -msgstr "" -"Этот рабочий процесс использует блендер nla_tracks. Вот краткое руководство " -"по использованию этой функции:" - -msgid "**1. Stash active action**" -msgstr "**1. Спрятать активное действие**" - -msgid "" -"New created action is always an active action bound to object. There are " -"several ways to place an active action into NLA track, one is of course " -"doing it in ``NLA Editor``" -msgstr "" -"Новое созданное действие всегда является активным действием, привязанным к " -"объекту. Есть несколько способов разместить активное действие в треке NLA, " -"один из которых, конечно, делает это в ``Редакторе NLA``" - -msgid "Or it can be done stashing the action in ``Dope Sheet``" -msgstr "Или это можно сделать, спрятав действие в ``Dope Sheet``" - -msgid "**2. Check mute status of NLA tracks**" -msgstr "**2.Проверка выключенного состояния для треков NLA**" - -msgid "**3. Export the scene**" -msgstr "**3. Экспорт сцены**" - -msgid "Make sure the ``Export Stashed Actions`` option has been turned on." -msgstr "Убедитесь, что включена опция ``Export Stashed Actions``." - -msgid "" -"Then all the stashed actions, as well as the active action, are exported to " -"an AnimationPlayer." -msgstr "" -"Затем, все сохраненные действия, а также активное действие, экспортируются в " -"AnimationPlayer." - -msgid "Constraints" -msgstr "Ограничения" - -msgid "" -"Sometimes complicated animation is built with object constraint; a usual " -"example is inverse kinematics. The add-on would automatically check if an " -"object has some constraint; if it does, all the constraints are baked into " -"actions and then exported along with the object." -msgstr "" -"Иногда сложная анимация строится с ограничением объекта; обычный пример - " -"обратная кинематика. Надстройка автоматически проверяет, есть ли у объекта " -"какие-либо ограничения; если это так, все ограничения запекаются в действия, " -"а затем экспортируются вместе с объектом." - -msgid "Animation Mode" -msgstr "Режим Анимации" - -msgid "**Mode 'Animation as Actions'**" -msgstr "**Режим 'Анимация как действия'**" - -msgid "" -"Treat all the animations as object actions, so in the exported scene, every " -"object would have its own AnimationPlayer and hold its actions." -msgstr "" -"Рассматривайте все анимации как действия с объектами, чтобы в " -"экспортированной сцене каждый объект имел свой собственный AnimationPlayer и " -"сохранял свои действия." - -msgid "**Mode 'Scene Animation'**" -msgstr "**Режим 'Анимация сцены'**" - -msgid "" -"If you want your animation to generate the same result as playing at " -"Blender's timeline, this is what you want. In this mode, all the animations " -"in the scene are placed in just one AnimationPlayer in the scene root." -msgstr "" -"Если вы хотите, чтобы ваша анимация давала такой же результат, как " -"воспроизведение на временной шкале Blender, это то, что вам нужно. В этом " -"режиме все анимации в сцене помещаются только в один AnimationPlayer в корне " -"сцены." - -msgid "**Mode 'Animation as Action with Squash'**" -msgstr "**Режим 'Анимация как действие со сжатием'**" - -msgid "" -"This mode has very similar behavior of mode 'Animation as Action', but it " -"can generate fewer AnimationPlayers; objects in parent-children relationship " -"would share their AnimationPlayer. It is useful when you have several rigs, " -"and each Skeleton and Mesh has actions; then one rig would have just one " -"AnimationPlayer." -msgstr "" -"Поведение этого режима очень похоже на поведение режима 'Анимация как " -"действие', но он может генерировать меньше AnimationPlayers; объекты в " -"отношениях родитель-потомок будут совместно использовать свой " -"AnimationPlayer. Это полезно, когда у вас несколько ригов и у каждого " -"скелета и сетки есть действия; тогда одна установка будет иметь только один " -"AnimationPlayer." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po deleted file mode 100644 index 0d614f9114..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po +++ /dev/null @@ -1,60 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Blender ESCN exporter" -msgstr "Экспортер Blender ESCN" - -msgid "" -"This chapter relates to the Blender plugin called \"Godot Blender " -"Exporter\", which can be downloaded here: https://github.com/godotengine/" -"godot-blender-exporter" -msgstr "" -"Эта глава относится к плагину Blender под названием «Godot Blender " -"Exporter», который можно скачать здесь: https://github.com/godotengine/godot-" -"blender-exporter" - -msgid "" -"This plugin can be used to export Blender scenes in a Godot-specific scene " -"format called ESCN, which is similar to TSCN (text format) but will be " -"imported as binary SCN for performance." -msgstr "" -"Этот плагин можно использовать для экспорта сцен Blender в формате сцены, " -"характерном для Godot, который называется ESCN, который похож на TSCN " -"(текстовый формат), но будет импортирован как двоичный SCN для " -"производительности." - -msgid "Details on exporting" -msgstr "Подробности по экспорту" - -msgid "Disabling specific objects" -msgstr "Отключение конкретных объектов" - -msgid "" -"Sometimes you don't want some objects exported (e.g. high-res models used " -"for baking). An object will not be exported if it is not rendered in the " -"scene. This can be set in the outliner:" -msgstr "" -"Иногда вам не нужно экспортировать некоторые объекты (например, модели с " -"высоким разрешением, используемые для запекания). Объект не будет " -"экспортирован, если он не отображается на сцене. Это можно установить в " -"планировщике:" - -msgid "" -"Objects hidden in the viewport will be exported, but will be hidden in the " -"Godot scene." -msgstr "" -"Объекты, спрятанные в области просмотра, будут экспортированы, но будут " -"скрыты в сцене Godot." - -msgid "Build pipeline integration" -msgstr "Интеграция в конвеер сборки" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po deleted file mode 100644 index 19d55903e8..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po +++ /dev/null @@ -1,68 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Lights" -msgstr "Свет" - -msgid "" -"By default, lamps in Blender have shadows enabled. This can cause " -"performance issues in Godot." -msgstr "" -"По умолчанию лампы в Blender имеют включенные тени. Это может вызвать " -"проблемы с производительностью в Godot." - -msgid "" -"Lamps are exported using their \"Blender Render\" settings. When Blender 2.8 " -"is released, this will be removed and this part of the exporter will change." -msgstr "" -"Лампы экспортируются с использованием настроек «Blender Render». Когда " -"выйдет Blender 2.8, они будут удалены, и эта часть экспорта изменится." - -msgid "" -"Sun, point and spot lamps are all exported from Blender along with many of " -"their properties:" -msgstr "" -"Солнце, точечный свет и прожекторы экспортируются из Blender вместе со " -"многими их свойствами:" - -msgid "There are some things to note:" -msgstr "Есть некоторые вещи, которые следует отметить:" - -msgid "" -"In Blender, a light casts light all the way to infinity. In Godot, it is " -"clamped by the attenuation distance. To most closely match between the " -"viewport and Godot, enable the \"Sphere\" checkbox. (Highlighted green)" -msgstr "" -"В Blender источники света излучают свет до бесконечности. В Godot он " -"ограничен расстоянием затухания. Чтобы наиболее точно сопоставить область " -"просмотра и Godot, установите флажок «Сфера». (Выделено зеленым)" - -msgid "" -"Light attenuation models differ between Godot and Blender. The exporter " -"attempts to make them match, but it isn't always very good." -msgstr "" -"Модели затухания света различаются между Godot и Blender. Экспортер пытается " -"сопоставить их, но это не всегда получается хорошо." - -msgid "" -"Spotlight angular attenuation models also differ between Godot and Blender. " -"The exporter attempts to make them similar, but it doesn't always look the " -"same." -msgstr "" -"Модели углового затухания прожектора также различаются между Godot и " -"Blender. Экспортер пытается сделать их похожими, но это не всегда выглядит " -"одинаково." - -msgid "" -"There is no difference between buffer shadow and ray shadow in the export." -msgstr "Нет никакой разницы между Buffer Shadow и Ray Shadow при экспорте." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po deleted file mode 100644 index 7dc6b63dfd..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po +++ /dev/null @@ -1,117 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Materials" -msgstr "Материалы" - -msgid "Using existing Godot materials" -msgstr "Использование существующих материалов Godot" - -msgid "" -"One way in which the exporter can handle materials is to attempt to match " -"the Blender material with an existing Godot material. This has the advantage " -"of being able to use all of the features of Godot's material system, but it " -"means that you cannot see your model with the material applied inside " -"Blender." -msgstr "" -"Один из способов, с помощью которого экспортер может обращаться с " -"материалами, - попытаться сопоставить материал Blender с существующим " -"материалом Godot. Преимущество этого подхода заключается в возможности " -"использовать все функции материальной системы Godot, но это означает, что вы " -"не можете видеть свою модель с материалом, примененным внутри Blender." - -msgid "" -"Where the exporter searches for the ``.tres`` file is determined by the " -"\"Material Search Paths\" option:" -msgstr "" -"Где экспортер ищет файл ``.tres`` определяется опцией «Пути поиска " -"материала» (Material Search Paths):" - -msgid "This can take the value of:" -msgstr "Она может принимать следующие значения:" - -msgid "" -"Project Directory - Attempts to find the ``project.Godot`` and recursively " -"searches through subdirectories. If ``project.Godot`` cannot be found it " -"will throw an error. This is useful for most projects where naming conflicts " -"are unlikely." -msgstr "" -"Каталог проектов (Project Directory) - Попытается найти файл ``project." -"Godot`` в текущей дериктории и рекурсивно по подкаталогам. Если файл " -"``project.Godot`` не может быть найден, то будет выдана ошибка. Это полезно " -"для большинства проектов, где конфликты имен маловероятны." - -msgid "" -"Export Directory - Look for materials in subdirectories of the export " -"location. This is useful for projects where you may have duplicate material " -"names and need more control over what material gets assigned." -msgstr "" -"Каталог экспорта (Export Directory) - поиск материалов в подкаталогах места " -"экспорта. Это полезно для проектов, где у вас могут быть повторяющиеся " -"названия материалов, и вам нужен больший контроль над тем, какой материал " -"будет назначен." - -msgid "None - Do not search for materials. Export them from the Blender file." -msgstr "" -"Нет (None) - не искать материалы. Материалы будут экспортированы из Blender " -"файла." - -msgid "Export of Cycles/EEVEE materials" -msgstr "Экспорт материалов Cycles/EEVEE" - -msgid "" -"The exporter has a primitive support for converting Cycles/EEVEE material " -"node tree to Godot Shader Material. Note that some of the Shader Node are " -"not supported yet due to difficulties in implementation, which are:" -msgstr "" -"Экспортер имеет примитивную поддержку для преобразования дерева узлов " -"материалов Cycles/EEVEE в формат Godot Shader Material. Обратите внимание, " -"что некоторые шейдерные узлы еще не поддерживаются из-за трудностей в " -"реализации, а именно:" - -msgid "all the ``noisy textures``" -msgstr "все ``noisy textures`` (\"шумные текстуры\")" - -msgid "``generated texture coordinates``" -msgstr "``сгенерированные текстурные координаты``" - -msgid "``group node``" -msgstr "``групповой узел``(или \"узел группы\")" - -msgid "" -"shader nodes except ``PrincipledBSDF``, ``Diffuse``, ``Glossy``, ``Glass``, " -"``add shader`` and ``mix shader``" -msgstr "" -"шейдерные узлы, кроме ``PrincipledBSDF``, ``Diffuse``, ``Glossy``, " -"``Glass``, ``add shader`` и ``mix shader``" - -msgid "" -"If possible, try to use PrincipledBSDF node with GGX distribution as the " -"output shader node, it is the only one guaranteed to be exactly correct. " -"Others are just based on approximation." -msgstr "" -"Если возможно, попробуйте использовать узел PrincipledBSDF с распределением " -"GGX в качестве выходного шейдерного узла, этот вариант гарантированно " -"точный. Другие просто основываются на приближении." - -msgid "Generate external materials" -msgstr "Генерация внешних материалов" - -msgid "" -"The default configuration of material exporting would keep all the materials " -"internal to the ``escn`` file. There is an option which could enable " -"generating external ``.material`` file when the ``escn`` file opens in Godot." -msgstr "" -"Конфигурация экспорта материала по умолчанию сохранит все материалы внутри " -"файла ``escn``. Есть опция, которая может позволить генерировать внешний " -"файл ``.material``, когда файл ``escn`` открывается в Godot." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po deleted file mode 100644 index 473cba1e04..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po +++ /dev/null @@ -1,53 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Mesh" -msgstr "Сетка" - -msgid "Modifiers" -msgstr "Модификаторы" - -msgid "" -"There is an exporting option :code:`Apply Modifiers` to control whether mesh " -"modifiers are applied to the exported mesh." -msgstr "" -"Существует опция экспорта: code: `Apply Modifiers`, чтобы контролировать, " -"применяются ли модификаторы сетки к экспортируемому мешу." - -msgid "Shape Key" -msgstr "Ключ формы" - -msgid "" -"Exporting mesh shape key is supported, however exporting each shape key is " -"almost like exporting the mesh again, so don't be surprised it takes a " -"relatively long time." -msgstr "" -"Экспорт ключевых сетки формы поддерживается, однако экспорт каждой ключевой " -"формы-это почти как еще раз экспортировать сетку, так что не удивляйтесь, " -"если это займет довольно много времени." - -msgid "" -"A lot of modifiers are not compatible with shape keys (e.g. subsurface " -"modifier), so if you found you have incorrect shape keys exported, try to " -"disable :code:`Apply Modifiers` and do the exporting again. Besides, it is " -"worthwhile to report the incompatible modifier to the `issue list `__, which helps to " -"develop the exporter to have a more precise check of modifiers." -msgstr "" -"Большинство модификаторов не совместимы с ключами формы (например, " -"подповерхностный модификатор - subsurface modifier), поэтому, если вы " -"обнаружили, что экспортируются ключи неправильной формы, попробуйте " -"отключить :code:`Apply Modifiers` и повторите экспорт. Кроме того, стоит " -"сообщить о несовместимом модификаторе в `issue list `__, что поможет улучшить " -"экспортер для более точной проверки модификаторов." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po deleted file mode 100644 index 3666d1ad89..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po +++ /dev/null @@ -1,102 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Physics properties" -msgstr "Физические свойства" - -msgid "" -"Exporting physics properties is done by enabling \"Rigid Body\" in Blender's " -"physics tab:" -msgstr "" -"Экспорт физических свойств выполняется путем включения «Жесткого тела» " -"(Rigid Body) на вкладке физики Блендера:" - -msgid "Body type" -msgstr "Тип тела" - -msgid "" -"Blender only has the concept of \"Active\" and \"Passive\" rigid bodies. " -"These turn into Static and RigidBody nodes. To create a kinematic body, " -"enable the \"animated\" checkbox on an \"Active\" body:" -msgstr "" -"В блендере имеются только «активные» и «пассивные» твердые тела. Они " -"превращаются в узлы Static (статичный, неподвижный) и RigidBody (твердое " -"тело). Чтобы создать кинематическое тело, включите " -"«анимированный»(\"Animated\") флажок в «Активном»(\"Active\") теле:" - -msgid "Collision shapes" -msgstr "Виды и формы коллизий (столкновений)" - -msgid "" -"Many of the parameters for collision shapes are missing from Blender, and " -"many of the collision shapes are also not present. However, almost all of " -"the options in Blender's rigid body collision and rigid body dynamics " -"interfaces are supported:" -msgstr "" -"Многие параметры для форм столкновения отсутствуют в Blender, и многие из " -"форм столкновения также отсутствуют. Однако поддерживаются почти все опции " -"столкновения и динамики твердого тела Блендера:" - -msgid "There are the following caveats:" -msgstr "Существуют следующие предостережения:" - -msgid "" -"Not all of the collision shapes are supported. Only ``Mesh``, ``Convex " -"Hull``, ``Capsule``, ``Sphere`` and ``Box`` are supported in both Blender " -"and Godot" -msgstr "" -"Не все формы столкновения поддерживаются. Только ``Mesh``, ``Convex Hull``, " -"``Capsule``, ``Sphere`` и ``Box`` поддерживаются как в Blender, так и в Godot" - -msgid "" -"In Godot, you can have different collision groups and collision masks. In " -"Blender you only have collision groups. As a result, the exported object's " -"collision mask is equal to its collision group. Most of the time, this is " -"what you want." -msgstr "" -"В Godot присутствуют различные группы и маски столкновений. В Blender у вас " -"есть только группы столкновений. В результате маска столкновения " -"экспортируемого объекта равна его группе столкновений. В большинстве случаев " -"это то, что вы хотите." - -msgid "" -"To build compound physics shapes, parent together multiple objects with " -"rigid body enabled. The physics properties are taken from the parent-most " -"rigid body, and the rest are used as collision shapes." -msgstr "" -"Чтобы создавать сложные физические фигуры, объедините несколько объектов с " -"включенным твердым телом. Физические свойства взяты из самого твердого тела-" -"родителя, а остальные используются как формы столкновения." - -msgid "Collision geometry only" -msgstr "Только геометрия столкновения" - -msgid "" -"Frequently you want different geometry for your collision meshes and your " -"graphical meshes, but by default, the exporter will export a mesh along with " -"the collision shape. To only export the collision shape, set the object's " -"maximum draw type to Wire:" -msgstr "" -"Часто вам требуется другая геометрия для ваших коллизионных сеток и ваших " -"графических сеток, но по умолчанию экспортер экспортирует сетку вместе с " -"формой коллизии. Чтобы экспортировать только форму столкновения, установите " -"максимальный тип рисования объекта на «Проводной» (Wire):" - -msgid "" -"This will also influence how the object is shown in Blender's viewport. Most " -"of the time, you want your collision geometry to be shown see-through when " -"working on the models, so this works out fairly nicely." -msgstr "" -"Это также повлияет на то, как объект отображается в окне просмотра Blender. " -"В большинстве случаев вы хотите, чтобы ваша геометрия столкновения была " -"прозрачной при работе с моделями, так что это работает довольно хорошо." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po deleted file mode 100644 index 88f549817c..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po +++ /dev/null @@ -1,69 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Skeleton" -msgstr "Скелет" - -msgid "Rest Bone" -msgstr "Начальная позиция Скелета" - -msgid "" -"Armature object in Blender is exported as a Skeleton node along with rest " -"position (transform in Godot) of bones." -msgstr "" -"Каркасные объекты в Blender'е экспортируется как узел скелета вместе с " -"начальным положением (покоя) - (transform в Godot) костей." - -msgid "" -"The three check boxes :code:`Inherit Rotation`, :code:`Inherit Scale`, :code:" -"`Local Location` (colored in red) must be ticked when building armature in " -"Blender, so that the exported bone transform be consistent between Blender " -"and Godot" -msgstr "" -"Три флажка :code:`Inherit Rotation`, :code:`Inherit Scale`, :code:`Local " -"Location` (окрашены красным) должны быть отмечены при построении арматуры в " -"Blender, чтобы экспортируемое преобразование кости было согласованным между " -"Blender и Godot" - -msgid "" -"It is important that the mesh is not deformed by bones when exporting in " -"Blender. Make sure that the skeleton is reset to its T-pose or default rest " -"pose." -msgstr "" -"Важно, чтобы сетка не деформировалась костями при экспорте в Blender. " -"Убедитесь, что скелет сброшен в Т-образную позу или позу покоя по умолчанию." - -msgid "Bone Weights" -msgstr "Вес костей" - -msgid "Non-Deform Bone" -msgstr "Не деформируемая кость" - -msgid "" -"Note that the non-deform bone can be configured as not exported by enabling " -"the :code:`Exclude Control Bones`; the deform bone checkbox is shown in the " -"picture." -msgstr "" -"Обратите внимание, что недеформированную кость можно настроить как " -"неэкспортируемую, включив :code:`Exclude Control Bones`; флажок " -"деформирования кости показан на рисунке." - -msgid "Bone Attachment" -msgstr "Присоединение кости" - -msgid "" -"A bone can be the parent of an object in Blender; this relation is exported " -"as a BoneAttachment node in the Godot scene." -msgstr "" -"Кость может быть родительским элементом объекта в Blender; это отношение " -"экспортируется как узел BoneAttachment в сцене Godot." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po deleted file mode 100644 index d3e816fe78..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po +++ /dev/null @@ -1,42 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting 3D scenes" -msgstr "Экспорт 3D сцен" - -msgid "Overview" -msgstr "Обзор" - -msgid "Only Blender 2.83 and newer can import glTF files exported by Godot." -msgstr "" -"Только Blender версии 2.83 и выше может импортировать glTF файлы " -"экспортированные Godot." - -msgid "Limitations" -msgstr "Ограничения" - -msgid "There are several limitations with glTF export." -msgstr "Есть несколько ограничений экспорта glTF." - -msgid "" -"No support for exporting particles since their implementation varies across " -"engines." -msgstr "" -"Не поддерживает экспортирование частиц т.к. их реализация различается среди " -"движков." - -msgid "ShaderMaterials cannot be exported." -msgstr "ShaderMaterials не может быть экспортирован." - -msgid "No support for exporting 2D scenes." -msgstr "Нет поддержки для экспорта 2D сцен." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/import_process.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/import_process.po deleted file mode 100644 index 0c56d15dab..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/import_process.po +++ /dev/null @@ -1,83 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Import process" -msgstr "Процесс импорта" - -msgid "Changing import parameters" -msgstr "Изменение параметров импорта" - -msgid "" -"Changing the import parameters of several assets at the same time is also " -"possible. Simply select all of them together in the resources dock and the " -"exposed parameters will apply to all of them when reimporting." -msgstr "" -"Также возможно изменение параметров импорта нескольких ассетов одновременно. " -"Просто выберите их все вместе в панели ресурсов и открытые параметры будут " -"применяться ко всем из них при повторном импорте." - -msgid "Reimporting multiple assets" -msgstr "Повторный импорт нескольких активов" - -msgid "" -"While working on a project you may find that several assets need to have the " -"same parameters changed, such as enabling mipmaps, but you only want those " -"specific parameters changed. To do this, select every asset you want to " -"reimport in the file system. In the import tab there will now be a checkbox " -"to the left of every import parameter." -msgstr "" -"Во время работы над проектом вы можете обнаружить, что для нескольких " -"ресурсов необходимо изменить одни и те же параметры, например включить MIP-" -"карты, но вам нужно изменить только эти конкретные параметры. Для этого " -"выберите каждый ресурс, который вы хотите повторно импортировать в файловую " -"систему. На вкладке импорта теперь будет флажок слева от каждого параметра " -"импорта." - -msgid "" -"Select the checkbox of the parameters you want to change on your imported " -"assets, then change the parameters normally. Finally, click the reimport " -"button and every selected asset will be reimported with only those " -"parameters changed." -msgstr "" -"Установите флажок для параметров, которые вы хотите изменить в " -"импортированных активах, затем измените параметры обычным образом. Наконец, " -"нажмите кнопку повторного импорта, и каждый выбранный актив будет повторно " -"импортирован с изменением только этих параметров." - -msgid "Automatic reimport" -msgstr "Автоматический реимпорт" - -msgid "" -"When the MD5 checksum of the source asset changes, Godot will perform an " -"automatic reimport of it, applying the preset configured for that specific " -"asset." -msgstr "" -"Когда контрольная сумма MD5 исходного актива изменится, Godot выполнит его " -"автоматический реимпорт, применив предустановку, настроенную для этого " -"конкретного ассета." - -msgid "Files generated" -msgstr "Генерируемые файлы" - -msgid "" -"Importing will add an extra ``.import`` file next to the source file, " -"containing the import configuration." -msgstr "" -"Импортирование добавит дополнительный файл ``.import``, содержащий " -"конфигурацию импорта." - -msgid "Changing import resource type" -msgstr "Изменение типа ресурса импорта" - -msgid "Changing default import parameters" -msgstr "Изменение параметров импорта по умолчанию" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po deleted file mode 100644 index 685d2d0828..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po +++ /dev/null @@ -1,39 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"When dealing with 3D assets, Godot has a flexible and configurable importer." -msgstr "При работе с 3D-активами Godot имеет гибкий и настраиваемый импортёр." - -msgid "Godot supports the following 3D *scene file formats*:" -msgstr "Godot поддерживает следующие форматы файлов 3D *сцен*:" - -msgid "" -"By default, Blender has backface culling disabled on materials and will " -"export materials to match how they render in Blender. This means that " -"materials in Godot will have their cull mode set to **Disabled**. This can " -"decrease performance since backfaces will be rendered, even when they are " -"being culled by other faces. To resolve this, enable **Backface Culling** in " -"Blender's Materials tab, then export the scene to glTF again." -msgstr "" -"По умолчанию, в Blender отключено отсечение невидимых полигонов у материалов " -"и Blender будет экспортировать материалы так чтобы соответствовать тому как " -"они отрисовываются в Blender. Это значит что у материалов в Godot отсечение " -"материалов установлено на **Отключить**. Это может уменьшить " -"производительность при отрисовке невидимых граней, даже когда они были " -"отсечены другими гранями. Что бы решить это, включите **Отсечение невидимых " -"граней** во вкладке \"Материалы\" в Blender, после этого экспортируйте в 3d-" -"сцену в формате glTF снова." - -msgid "Exporting DAE files from Blender" -msgstr "Экспорт файлов DAE из Blender" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po deleted file mode 100644 index 7dfb902650..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po +++ /dev/null @@ -1,145 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Import workflows" -msgstr "Рабочие процессы импорта" - -msgid "**Animation**" -msgstr "**Анимация**" - -msgid "**glTF**" -msgstr "**glTF**" - -msgid "" -"It is possible to specify a filter script in a special syntax to decide " -"which tracks from which animations should be kept." -msgstr "" -"Можно указать скрипт фильтра в специальном синтаксисе, чтобы решить, какие " -"дорожки и из каких анимаций следует сохранить." - -msgid "" -"The script must start with an animation filter statement (as denoted by the " -"line beginning with an ``@``). For example, if we would like to apply " -"filters to all imported animations which have a name ending in " -"``\"_Loop\"``::" -msgstr "" -"Скрипт должен начинаться с оператора фильтра анимации (обозначенного " -"строкой, начинающейся с символа ``@``). Например, если мы хотим применить " -"фильтры ко всем импортированным анимациям, имена которых заканчиваются на " -"``\"_Loop\"``::" - -msgid "" -"Similarly, additional patterns can be added to the same line, separated by " -"commas. Here is a modified example to additionally *include* all animations " -"with names that begin with ``\"Arm_Left\"``, but also *exclude* all " -"animations which have names ending in ``\"Attack\"``::" -msgstr "" -"Аналогичным образом в ту же строку можно добавить дополнительные шаблоны, " -"разделенные запятыми. Вот модифицированный пример, чтобы дополнительно " -"*включить* все анимации с именами, начинающихся с ``\"Arm_Left\"``, но также " -"*исключить* все анимации, имена которых заканчиваются на ``\"Attack\"``::" - -msgid "" -"Following the animation selection filter statement, we add track filtering " -"patterns to indicate which animation tracks should be kept or discarded. If " -"no track filter patterns are specified, then all tracks within the matched " -"animations will be discarded!" -msgstr "" -"Следуя инструкциям фильтра выбора анимации, мы добавляем шаблоны фильтрации " -"дорожек, чтобы указать, какие дорожки анимации следует сохранить или " -"отбросить. Если шаблоны фильтра дорожек не указаны, то все дорожки в " -"пределах согласованной анимации будут отброшены!" - -msgid "" -"It's important to note that track filter statements are applied in order for " -"each track within the animation, this means that one line may include a " -"track, a later rule can still discard it. Similarly, a track excluded by an " -"early rule may then be re-included once again by a filter rule further down " -"in the filter script." -msgstr "" -"Важно отметить, что операторы фильтра дорожек применяются по порядку для " -"каждой дорожки в анимации; это означает, что одна строка может включать " -"дорожку, а более позднее правило может ее отбросить. Точно так же трек, " -"исключенный более ранним правилом, может быть затем снова включен правилом " -"фильтрации ниже в сценарии фильтрации." - -msgid "" -"For example: include all tracks in animations with names ending in " -"``\"_Loop\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end " -"in ``\"Control\"``, unless they have ``\"Arm\"`` in their name::" -msgstr "" -"Например: включить в анимацию все дорожки с именами, заканчивающимися на " -"``\"_Loop\"``, но отбросить все дорожки, затрагивающие ``\"Skeleton\"`` и " -"заканчивающиеся на ``\"Control\"``, если только они не имеют в их имени " -"``\"Arm\"``::" - -msgid "" -"In the above example, tracks like ``\"Skeleton:Leg_Control\"`` would be " -"discarded, while tracks such as ``\"Skeleton:Head\"`` or ``\"Skeleton:" -"Arm_Left_Control\"`` would be retained." -msgstr "" -"В приведенном выше примере такие треки, как ``\"Skeleton:Leg_Control\"`` " -"будут отброшены, а треки, такие как ``\"Skeleton:Head\"`` или ``\"Skeleton:" -"Arm_Left_Control\"`` будут сохранены." - -msgid "" -"Any track filter lines that do not begin with a ``+`` or ``-`` are ignored." -msgstr "" -"Любые строки фильтра трека, которые не начинаются со знака ``+`` или ``-``, " -"игнорируются." - -msgid "Storage" -msgstr "Хранилище" - -msgid "" -"By default, animations are saved as built-in. It is possible to save them to " -"a file instead. This allows adding custom tracks to the animations and " -"keeping them after a reimport." -msgstr "" -"По умолчанию, анимация сохраняется как встроенная. Вместо этого её можно " -"сохранить в файл. Это позволяет добавлять к анимации собственные дорожки и " -"сохранять их после повторного импорта." - -msgid "Optimizer" -msgstr "Оптимизировать" - -msgid "" -"When animations are imported, an optimizer is run, which reduces the size of " -"the animation considerably. In general, this should always be turned on " -"unless you suspect that an animation might be broken due to it being enabled." -msgstr "" -"При импорте анимации запускается оптимизатор, который значительно уменьшает " -"размер анимации. В общем, это всегда следует включать, если вы не " -"подозреваете, что анимация может быть нарушена из-за ее включения." - -msgid "Clips" -msgstr "Клипы" - -msgid "" -"It is possible to specify multiple animations from a single timeline as " -"clips. For this to work, the model must have only one animation that is " -"named ``default``. To create clips, change the clip amount to something " -"greater than zero. You can then name a clip, specify which frames it starts " -"and stops on, and choose whether the animation loops or not." -msgstr "" -"Можно указать несколько анимаций из одной временной шкалы как клипы. Для " -"того, чтобы это работало, модель должна иметь только одну анимацию с именем " -"``default``. Чтобы создать клипы, измените размер клипа на значение больше " -"нуля. Затем вы можете дать клипу имя, указать, на каких кадрах он начинается " -"и на каких заканчивается, и выбрать, будет ли анимация повторяться или нет." - -msgid "Scene inheritance" -msgstr "Наследование сцен" - -msgid "Other than that, everything is allowed." -msgstr "Кроме этого, разрешено все." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po deleted file mode 100644 index ed0ea36547..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing 3D scenes" -msgstr "Импорт 3D сцен" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po deleted file mode 100644 index 486038811d..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po +++ /dev/null @@ -1,43 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Exporting textures separately" -msgstr "Экспортирование текстур раздельно" - -msgid "Exporting considerations" -msgstr "Размышления о экспорте" - -msgid "" -"Since GPUs can only render triangles, meshes that contain quads or N-gons " -"have to be *triangulated* before they can be rendered. Godot can triangulate " -"meshes on import, but results may be unpredictable or incorrect, especially " -"with N-gons. Regardless of the target application, triangulating *before* " -"exporting the scene will lead to more consistent results and should be done " -"whenever possible." -msgstr "" -"Поскольку графические процессоры могут отображать только треугольники, " -"сетки, содержащие квадраты или N-угольники, должны быть *триангулированы*, " -"прежде чем их можно будет визуализировать. Godot может триангулировать сетки " -"при импорте, но результаты могут быть непредсказуемыми или неверными, " -"особенно с N-угольниками. Независимо от целевого приложения, триангуляция " -"*перед* экспортом сцены приведет к более согласованным результатам и должна " -"выполняться по возможности." - -msgid "" -"It is important that the mesh is not deformed by bones when exporting. Make " -"sure that the skeleton is reset to its T-pose or default rest pose before " -"exporting with your favorite 3D editor." -msgstr "" -"Важно, чтобы при экспорте сетка не деформировалась костями. Перед экспортом " -"с помощью вашего любимого 3D-редактора убедитесь, что скелет сброшен в Т-" -"образную позу или позу покоя по умолчанию." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po deleted file mode 100644 index 14bf573c02..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po +++ /dev/null @@ -1,101 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Node type customization using name suffixes" -msgstr "Настройка типов узлов при помощи суффиксов в названиях" - -msgid "" -"Many times, when editing a scene, there are common tasks that need to be " -"done after exporting:" -msgstr "" -"Часто при редактировании сцены есть общие задачи, которые необходимо " -"выполнить после экспорта:" - -msgid "Adding collision detection to objects." -msgstr "Добавление обнаружения столкновений объектов." - -msgid "Setting objects as navigation meshes." -msgstr "Настройка объектов в качестве навигационной сетки." - -msgid "Remove nodes (-noimp)" -msgstr "Удаление узлов (-noimp)" - -msgid "" -"Objects that have the ``-noimp`` suffix will be removed at import-time no " -"matter what their type is. They will not appear in the imported scene." -msgstr "" -"Объекты с суффиксом`` -noimp`` будут удалены во время импорта независимо от " -"их типа. Они не появятся в импортированной сцене." - -msgid "Create collisions (-col, -convcol, -colonly, -convcolonly)" -msgstr "Создание столкновений (-col, -convcol, -colonly, -convcolonly)" - -msgid "" -"The option ``-col`` will work only for Mesh objects. If it is detected, a " -"child static collision node will be added, using the same geometry as the " -"mesh. This will create a triangle mesh collision shape, which is a slow, but " -"accurate option for collision detection. This option is usually what you " -"want for level geometry (but see also ``-colonly`` below)." -msgstr "" -"Параметр ``-col`` будет работать только для объектов Mesh. Если это " -"обнаружено, будет добавлен дочерний статический узел столкновения, " -"использующий ту же геометрию, что и сетка. Это создаст форму столкновения " -"треугольной сетки, которая является медленным, но точным вариантом для " -"обнаружения столкновений. Этот параметр обычно подходит для геометрии уровня " -"(но см. также ``-colonly`` ниже)." - -msgid "" -"When possible, **try to use a few primitive collision shapes** instead of " -"triangle mesh or convex shapes. Primitive shapes often have the best " -"performance and reliability." -msgstr "" -"По возможности, **попробуйте использовать несколько примитивных форм " -"столкновения** вместо треугольной сетки (triangle mesh) или выпуклых фигур " -"(convex shapes). Примитивные формы часто имеют лучшую производительность и " -"надёжность." - -msgid "" -"See :ref:`doc_collision_shapes_3d` for a comprehensive overview of collision " -"shapes." -msgstr "" -"См. :ref:`doc_collision_shapes_3d` для исчерпывающего обзора форм " -"столкновения." - -msgid "Create navigation (-navmesh)" -msgstr "Создание навигации (-navmesh) (создание навигации)" - -msgid "" -"A mesh node with the ``-navmesh`` suffix will be converted to a navigation " -"mesh. The original Mesh object will be removed at import-time." -msgstr "" -"Узел сетки с суффиксом ``-navmesh`` будет преобразован в сетку навигации. " -"Исходный объект Mesh будет удален во время импорта." - -msgid "Create a VehicleBody (-vehicle)" -msgstr "Создать VehicleBody (-vehicle) (тело-транспортное средство)" - -msgid "Create a VehicleWheel (-wheel)" -msgstr "Создать VehicleWheel (-wheel) (колесо транспортного средства)" - -msgid "Rigid Body (-rigid)" -msgstr "Твердое тело (-rigid)" - -msgid "Animation loop (-loop, -cycle)" -msgstr "Цикл анимации (-loop, -cycle)" - -msgid "" -"In Blender, this requires using the NLA Editor and naming the Action with " -"the ``loop`` or ``cycle`` prefix or suffix." -msgstr "" -"В Blender для этого требуется использование NLA редактора и именование " -"Действия (Action) с суффиксом или префиксом ``loop`` или ``cycle``." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po deleted file mode 100644 index b574266861..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po +++ /dev/null @@ -1,85 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing audio samples" -msgstr "Importing audio samples (импорт звуковых образцов)" - -msgid "" -"Ogg Vorbis files use a stronger compression that results in much smaller " -"file size, but require significantly more processing power to play back." -msgstr "" -"Файлы Ogg Vorbis используют более сильное сжатие, что приводит к гораздо " -"меньшему размеру файла, но требует значительно большей вычислительной " -"мощности для воспроизведения." - -msgid "" -"If you've compiled the Godot editor from source with specific modules " -"disabled, some formats may not be available." -msgstr "" -"Если вы скомпилировали редактор Godot из исходного кода с отключенными " -"определенными модулями, некоторые форматы могут быть недоступны." - -msgid "Format" -msgstr "Формат" - -msgid "1 second of audio" -msgstr "1 секунда звука" - -msgid "WAV 24-bit, 96 kHz, stereo" -msgstr "WAV 24-bit, 96 kHz, стерео" - -msgid "576 KB" -msgstr "576 KB" - -msgid "WAV 16-bit, 44 kHz, mono" -msgstr "WAV 16-bit, 44 kHz, моно" - -msgid "88 KB" -msgstr "88 KB" - -msgid "22 KB" -msgstr "22 KB" - -msgid "MP3 192 Kb/s, stereo" -msgstr "MP3 192 Kb/s, стерео" - -msgid "24 KB" -msgstr "24 килобайта" - -msgid "Ogg Vorbis 128 Kb/s, stereo" -msgstr "Ogg Vorbis 128 Kb/s, стерео" - -msgid "16 KB" -msgstr "16 KB" - -msgid "Ogg Vorbis 96 Kb/s, stereo" -msgstr "Ogg Vorbis 96 Kb/s, стерео" - -msgid "12 KB" -msgstr "12 KB" - -msgid "Loop" -msgstr "Цикл" - -msgid "Best practices" -msgstr "Лучшие практики" - -msgid "" -"Godot has an :ref:`extensive bus system ` with built-in " -"effects. This saves SFX artists the need to add reverb to the sound effects, " -"reducing their size greatly and ensuring correct trimming." -msgstr "" -"Godot имеет :ref:`обширную bus-систему ` со встроенными " -"эффектами. Это избавляет мастеров SFX от необходимости добавлять " -"реверберацию к звуковым эффектам, значительно уменьшая их размер и " -"обеспечивая правильную обрезку." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po deleted file mode 100644 index c906e6c284..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po +++ /dev/null @@ -1,181 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing images" -msgstr "Импорт изображений" - -msgid "Supported image formats" -msgstr "Поддерживаемые форматы изображения" - -msgid "Godot can import the following image formats:" -msgstr "Godot может импортировать данные форматы изображения:" - -msgid "" -"BMP (``.bmp``) - No support for 16-bit per pixel images. Only 1-bit, 4-bit, " -"8-bit, 24-bit, and 32-bit per pixel images are supported." -msgstr "" -"BMP (``.bmp``) - не поддерживает изображения с разрешением 16 бит на " -"пиксель. Поддерживаются только 1-битные, 4-битные, 8-битные, 24-битные и 32-" -"битные." - -msgid "" -"DirectDraw Surface (``.dds``) - If mipmaps are present in the texture, they " -"will be loaded directly. This can be used to achieve effects using custom " -"mipmaps." -msgstr "" -"DirectDraw Surface (``.dds``) - если MIP-карты присутствуют в текстуре, они " -"будут загружены напрямую. Это можно использовать для достижения эффектов с " -"помощью настраиваемых MIP-карт." - -msgid "" -"OpenEXR (``.exr``) - Supports HDR (highly recommended for panorama skies)." -msgstr "" -"OpenEXR (``.exr``) - поддерживает HDR (настоятельно рекомендуется для " -"панорамного неба)." - -msgid "" -"Radiance HDR (``.hdr``) - Supports HDR (highly recommended for panorama " -"skies)." -msgstr "" -"OpenEXR (``.exr``) - поддерживает HDR (настоятельно рекомендуется для " -"панорамного неба)." - -msgid "" -"JPEG (``.jpg``, ``.jpeg``) - Doesn't support transparency per the format's " -"limitations." -msgstr "" -"JPEG (``.jpg``, ``.jpeg``) - не поддерживает прозрачность в соответствии с " -"ограничениями формата." - -msgid "" -"PNG (``.png``) - Precision is limited to 8 bits per channel upon importing " -"(no HDR images)." -msgstr "" -"PNG (``.png``) - точность при импорте ограничена 8 битами на канал (без " -"изображений HDR)." - -msgid "Truevision Targa (``.tga``)" -msgstr "Truevision Targa (``.tgа``)" - -msgid "" -"WebP (``.webp``) - WebP files support transparency and can be compressed " -"lossily or losslessly. The precision is limited to 8 bits per channel." -msgstr "" -"WebP (``.webp``) - WebP файлы поддерживают прозрачность и могут быть сжаты с " -"потерей качества или без. Точность лимитированна 8 битами на канал." - -msgid "" -"If you've compiled the Godot editor from source with specific modules " -"disabled, some formats may not be available." -msgstr "" -"Если вы скомпилировали редактор Godot из исходного кода с отключенными " -"определенными модулями, некоторые форматы могут быть недоступны." - -msgid "Importing textures" -msgstr "Импортирование текстур" - -msgid "Detect 3D" -msgstr "Обнаружить 3D" - -msgid "Import options" -msgstr "Опции импорта" - -msgid "" -"Images are one of the largest assets in a game. To handle them efficiently, " -"they need to be compressed. Godot offers several compression methods, " -"depending on the use case." -msgstr "" -"Изображения - одни из важнейших активов в игре. Чтобы справиться с ними " -"эффективно, их нужно сжать. Godot предлагает несколько методов сжатия в " -"зависимости от варианта использования." - -msgid "good" -msgstr "хорошо" - -msgid "Lossless" -msgstr "Без потерь" - -msgid "Lossy" -msgstr "С потерями" - -msgid "**Description**" -msgstr "**Описание**" - -msgid "Stored as Lossless WebP / PNG" -msgstr "Сохранен как Lossless WebP /PNG" - -msgid "Stored as Lossy WebP" -msgstr "Сохранен как Lossy WebP" - -msgid "Stored as raw pixels" -msgstr "\"Сырые\" пиксели" - -msgid "|regular| Small" -msgstr "|обычный| Маленький" - -msgid "|bad| Large" -msgstr "|плохо| Большой" - -msgid "|good| Small" -msgstr "|хорошо| Маленький" - -msgid "**Performance**" -msgstr "**Производительность:**" - -msgid "|regular| Normal" -msgstr "|обычный| Нормальный" - -msgid "|good| Fast" -msgstr "|хорошо| Быстрый" - -msgid "|good| None" -msgstr "|хорошо| Нет" - -msgid "|regular| Slight" -msgstr "|обычно| Незначительно" - -msgid "|bad| Moderate" -msgstr "|плохо| Умеренно" - -msgid "|bad| Slow" -msgstr "|плохо| Медленно" - -msgid "**128×128**" -msgstr "**128×128**" - -msgid "**256×256**" -msgstr "**256×256**" - -msgid "**512×512**" -msgstr "**512×512**" - -msgid "**1024×1024**" -msgstr "**1024×1024**" - -msgid "**2048×2048**" -msgstr "**2048×2048**" - -msgid "**4096×4096**" -msgstr "**4096×4096**" - -msgid "" -"More information about normal maps (including a coordinate order table for " -"popular engines) can be found `here `__." -msgstr "" -"Более подробную информацию о картах нормалей (включая таблицу порядка " -"координат для популярных движков) можно найти `здесь `__." - -msgid "Best practices" -msgstr "Лучшие практики" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po deleted file mode 100644 index 4a322f6fed..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po +++ /dev/null @@ -1,222 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing translations" -msgstr "Импорт переводов" - -msgid "Games and internationalization" -msgstr "Игры и интернационализация" - -msgid "" -"In regular desktop or mobile applications, internationalized text is usually " -"located in resource files (or .po files for GNU stuff). Games, however, can " -"use several orders of magnitude more text than applications, so they must " -"support efficient methods for dealing with loads of multilingual text." -msgstr "" -"В обычных настольных или мобильных приложениях интернационализированный " -"текст обычно находится в файлах ресурсов (или файлах .po для материалов " -"GNU). Однако игры могут использовать на несколько порядков больше текста, " -"чем приложения, поэтому они должны поддерживать эффективные методы работы с " -"большим количеством многоязычного текста." - -msgid "" -"There are two approaches to generate multilingual language games and " -"applications. Both are based on a key:value system. The first is to use one " -"of the languages as the key (usually English), the second is to use a " -"specific identifier. The first approach is probably easier for development " -"if a game is released first in English, later in other languages, but a " -"complete nightmare if working with many languages at the same time." -msgstr "" -"Есть два подхода к созданию многоязычных игр и приложений. Оба основаны на " -"системе \"ключ:значение\". Первый - использовать в качестве ключа один из " -"языков (обычно английский), второй - использовать определенный " -"идентификатор. Первый подход, вероятно, проще для разработки, если игра " -"сначала выпускается на английском, а затем на других языках, но полный " -"кошмар при одновременной работе со многими языками." - -msgid "" -"In general, games use the second approach and a unique ID is used for each " -"string. This allows you to revise the text while it is being translated to " -"other languages. The unique ID can be a number, a string, or a string with a " -"number (it's just a unique string anyway)." -msgstr "" -"Как правило, в играх используется второй подход, и для каждой строки " -"используется уникальный идентификатор. Это позволяет вам редактировать текст " -"во время его перевода на другие языки. Уникальный идентификатор может быть " -"числом, строкой или строкой с числом (в любом случае это просто уникальная " -"строка)." - -msgid "" -"If you need a more powerful file format, Godot also supports loading " -"translations written in the gettext ``.po`` format. See :ref:" -"`doc_localization_using_gettext` for details." -msgstr "" -"Если вам нужен более мощный формат файла, Godot также поддерживает загрузку " -"переводов, написанных в формате gettext ``.po``. Смотрите для подробностей :" -"ref:`doc_localization_using_gettext`." - -msgid "Translation format" -msgstr "Translation format (формат перевода)" - -msgid "" -"To complete the picture and allow efficient support for translations, Godot " -"has a special importer that can read CSV files. Most spreadsheet editors can " -"export to this format, so the only requirement is that the files have a " -"special arrangement. The CSV files **must** be saved with UTF-8 encoding " -"without a `byte order mark `__." -msgstr "" -"Чтобы завершить картину и обеспечить эффективную поддержку переводов, Godot " -"имеет специальный импортер, который может читать файлы CSV. Большинство " -"редакторов электронных таблиц могут экспортировать в этот формат, поэтому " -"единственное требование - файлы должны иметь особое расположение. Файлы CSV " -"**должны** сохраняться в кодировке UTF-8 `без отметки порядка байтов " -" `__." - -msgid "CSV files must be formatted as follows:" -msgstr "Файлы CSV должны быть отформатированы следующим образом:" - -msgid "keys" -msgstr "ключи" - -msgid "" -msgstr "" - -msgid "" -msgstr "" - -msgid "" -msgstr "" - -msgid "KEY1" -msgstr "KEY1" - -msgid "string" -msgstr "string" - -msgid "KEY2" -msgstr "KEY2" - -msgid "KEYN" -msgstr "KEYN" - -msgid "en" -msgstr "en" - -msgid "es" -msgstr "es" - -msgid "ja" -msgstr "ja" - -msgid "GREET" -msgstr "GREET" - -msgid "Hello, friend!" -msgstr "Hello, friеnd!" - -msgid "Hola, amigo!" -msgstr "Hola, amigо!" - -msgid "こんにちは" -msgstr "こんにちは (Привет)" - -msgid "ASK" -msgstr "ASK" - -msgid "How are you?" -msgstr "Как ваши дела?" - -msgid "Cómo está?" -msgstr "Cómo está (Как дела)?" - -msgid "元気ですか" -msgstr "元気ですか (Как поживаешь?)" - -msgid "BYE" -msgstr "BYE" - -msgid "Goodbye" -msgstr "Goodbye (Прощай)" - -msgid "Adiós" -msgstr "Adiós (Прощай)" - -msgid "さようなら" -msgstr "\\ さようなら" - -msgid "QUOTE" -msgstr "QUOTE (ЦИТАТА)" - -msgid "\"Hello\" said the man." -msgstr "\"Hellо\" said the man." - -msgid "\"Hola\" dijo el hombre." -msgstr "\"Hоla\" dijo el hombre." - -msgid "「こんにちは」男は言いました" -msgstr "「こんにちは」男は言いました («Привет», — сказав человек)" - -msgid "" -"The same example is shown below as a comma-separated plain text file, which " -"should be the result of editing the above in a spreadsheet. When editing the " -"plain text version, be sure to enclose with double quotes any message that " -"contains commas, line breaks or double quotes, so that commas are not parsed " -"as delimiters, line breaks don't create new entries and double quotes are " -"not parsed as enclosing characters. Be sure to escape any double quotes a " -"message may contain by preceding them with another double quote. " -"Alternatively, you can select another delimiter than comma in the import " -"options." -msgstr "" -"Тот же пример показан ниже в виде простого текстового файла, разделённого " -"запятыми, который должен быть результатом редактирования указанного выше в " -"электронной таблице. При редактировании текстовой версии не забудьте " -"заключить в двойные кавычки любое сообщение, содержащее запятые, разрывы " -"строк или двойные кавычки, чтобы запятые не анализировались как разделители, " -"разрывы строк не создавали новые записи, а двойные кавычки не " -"анализировались как заключительные символы. Убедитесь, что в сообщении нет " -"двойных кавычек, поставив перед ними другую двойную кавычку. Кроме того, вы " -"можете выбрать другой разделитель, кроме запятой, в параметрах импорта." - -msgid "CSV importer" -msgstr "Импортёр CSV" - -msgid "" -"Godot will treat CSV files as translations by default. It will import them " -"and generate one or more compressed translation resource files next to it." -msgstr "" -"По умолчанию Godot обрабатывает файлы CSV как переводы. Он импортирует их и " -"сгенерирует рядом с собой один или несколько сжатых файлов ресурсов перевода." - -msgid "" -"Importing will also add the translation to the list of translations to load " -"when the game runs, specified in project.godot (or the project settings). " -"Godot allows loading and removing translations at runtime as well." -msgstr "" -"Импорт также добавит перевод в список переводов, загружаемых при запуске " -"игры, указанный в project.godot (или в настройках проекта). Godot также " -"позволяет загружать и удалять переводы во время выполнения." - -msgid "" -"Select the ``.csv`` file and access the **Import** dock to define import " -"options. You can toggle the compression of the imported translations, and " -"select the delimiter to use when parsing the CSV file." -msgstr "" -"Выберите файл ``.csv``и перейдите в панель **Импорт**, чтобы определить " -"параметры импорта. Вы можете переключить сжатие импортированных переводов и " -"выбрать разделитель, который будет использоваться при синтаксическом анализе " -"файла CSV." - -msgid "Be sure to click **Reimport** after any change to these options." -msgstr "" -"Не забудьте нажать **Reimport** после любого изменения этих параметров." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/index.po deleted file mode 100644 index 58ad62c0fd..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Assets pipeline" -msgstr "Последованность ассетов" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po deleted file mode 100644 index 5efcdb0fb0..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po +++ /dev/null @@ -1,24 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Retargeting 3D Skeletons" -msgstr "Ретаргетинг 3D-скелетов" - -msgid "Unmapped Bones" -msgstr "Ненайденные кости" - -msgid "Rest Fixer" -msgstr "Исправление покоя" - -msgid "Fix Silhouette" -msgstr "Исправить силуэт" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_buses.po deleted file mode 100644 index 6b43505839..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_buses.po +++ /dev/null @@ -1,234 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Audio buses" -msgstr "Аудиошины" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"Godot's audio processing code has been written with games in mind, with the " -"aim of achieving an optimal balance between performance and sound quality." -msgstr "" -"Код обработки звука Godot был написан специально игр с целью достижения " -"оптимального баланса между производительностью и качеством звука." - -msgid "" -"Godot's audio engine allows any number of audio buses to be created and any " -"number of effect processors can be added to each bus. Only the hardware of " -"the device running your game will limit the number of buses and effects that " -"can be used before performance starts to suffer." -msgstr "" -"Аудиосистема Godot позволяет создавать любое количество аудио шин и " -"добавлять к каждой шине любое количество эффектов. Только мощность " -"устройства на котором запущена ваша игра, может ограничить используемое " -"количество шин и эффектов до того, как производительность начнет падать." - -msgid "Decibel scale" -msgstr "Шкала децибел" - -msgid "" -"Godot's sound interface is designed to meet the expectations of sound design " -"professionals. To this end, it primarily uses the decibel scale." -msgstr "" -"Звуковой интерфейс Godot сделан специально для профессионалов звукового " -"дизайна. С этой целью он использует шкалу децибел." - -msgid "For those unfamiliar with it, it can be explained with a few facts:" -msgstr "Для тех, кто не знаком с ней, это можно объяснить следующими фактами:" - -msgid "" -"The decibel (dB) scale is a relative scale. It represents the ratio of sound " -"power by using 20 times the base 10 logarithm of the ratio (20 × log\\ :sub:" -"`10`\\ (P/P\\ :sub:`0`\\ ))." -msgstr "" -"Шкала децибел (дБ) является относительной шкалой. Он представляет отношение " -"звуковой мощности с использованием 20-кратного логарифма отношения по " -"основанию 10 (20 × log\\ :sub:`10`\\ (P/P\\ :sub:`0`\\ ))." - -msgid "" -"For every 6 dB, sound amplitude doubles or halves. 12 dB represents a factor " -"of 4, 18 dB a factor of 8, 20 dB a factor of 10, 40 dB a factor of 100, etc." -msgstr "" -"На каждые 6 дБ амплитуда звука удваивается или уменьшается вдвое. На 12 дБ " -"изменяется в 4 раза, на 18 дБ - изменяется в 8 раз, 20 дБ - изменяется в 10 " -"раз, 40 дБ - изменяется в 100 раз и т.д." - -msgid "" -"Since the scale is logarithmic, true zero (no audio) can't be represented." -msgstr "" -"Так как шкала логарифмическая, то полное уменьшение громкости (без звука) не " -"может быть осуществлено." - -msgid "" -"0 dB is the maximum amplitude possible in a digital audio system. This limit " -"is not the human limit, but a limit from the sound hardware. Audio with " -"amplitudes that are too high to be represented properly below 0 dB create a " -"kind of distortion called *clipping*." -msgstr "" -"0 дБ - это максимальная амплитуда, возможная в цифровой аудиосистеме. Она " -"является пределом ограничения звукового оборудования. Аудиозвуки с большими " -"амплитудами, которые выходят за пределы диапазона 0 дБ, создают своего рода " -"искажения, называемые *клиппинг*." - -msgid "" -"To avoid clipping, your sound mix should be arranged so that the output of " -"the *master bus* (more on that later) never exceeds 0 dB." -msgstr "" -"Чтобы избежать клиппинга, ваш звуковой микс должен быть настроен таким " -"образом, чтобы выход *мастер шины* (подробнее об этом позже) никогда не " -"превышал 0 дБ." - -msgid "" -"Every 6 dB below the 0 dB limit, sound energy is *halved*. It means the " -"sound volume at -6 dB is half as loud as 0dB. -12 dB is half as loud as -6 " -"dB and so on." -msgstr "" -"Каждые 6 дБ ниже предела 0 дБ звуковая энергия * уменьшается вдвое *. Это " -"означает, что громкость звука при -6 дБ вдвое меньше, чем при 0 дБ. -12 дБ " -"вдвое ниже, чем -6 дБ и так далее." - -msgid "" -"When working with decibels, sound is considered no longer audible between " -"-60 dB and -80 dB. This makes your working range generally between -60 dB " -"and 0 dB." -msgstr "" -"При работе с децибелами считается, что звук не слышен в диапазоне от -60 до " -"-80 дБ. Таким образом ваш рабочий диапазон в целом находится между -60 дБ и " -"0 дБ." - -msgid "" -"This can take a bit getting used to, but it's friendlier in the end and will " -"allow you to communicate better with audio professionals." -msgstr "" -"К этому нужно немного привыкнуть, но этот подход более правильный и позволит " -"вам лучше общаться с профессионалами в области аудио." - -msgid "Audio buses can be found in the bottom panel of the Godot editor:" -msgstr "Аудиошины можно найти на нижней панели редактора Godot:" - -msgid "" -"An *audio bus* (also called an *audio channel*) can be considered a place " -"that audio is channeled through on the way to playback through a device's " -"speakers. Audio data can be *modified* and *re-routed* by an audio bus. An " -"audio bus has a VU meter (the bars that light up when sound is played) which " -"indicates the amplitude of the signal passing through." -msgstr "" -"* Аудиошина * (также называемая * аудиоканалом *) может рассматриваться как " -"канал, через который проходит аудиосигнал который затем воспроизводится " -"через динамики устройства. Аудиоданные могут быть * обработаны * и * " -"перенаправлены * по аудиошине. Аудиошина имеет измеритель уровня громкости " -"(полоски, которые загораются при воспроизведении звука), который показывает " -"амплитуду проходящего сигнала." - -msgid "" -"The leftmost bus is the *master bus*. This bus outputs the mix to your " -"speakers so, as mentioned in the *Decibel scale* section above, make sure " -"that your mix level doesn't reach 0 dB in this bus. The rest of the audio " -"buses can be flexibly routed. After modifying the sound, they send it to " -"another bus to the left. The destination bus can be specified for each of " -"the non-master audio buses. Routing always passes audio from buses on the " -"right to buses further to the left. This avoids infinite routing loops." -msgstr "" -"Шина распложеная слева - это * мастер шина *. Эта шина выводит микс на ваши " -"динамики, поэтому, как упоминалось выше в разделе * Шкала децибел *, " -"убедитесь, что уровень вашего микса не достигает 0 дБ на этой шине. " -"Остальные аудиошины могут иметь гибкую маршрутизацию. После обработки звука " -"они посылают его на заданную шину. Шину назначения можно указать для любой " -"аудиошины, кроме мастер. При маршрутизации звук всегда передается от шин " -"справа к шинам слева. Это позволяет избежать бесконечных петель " -"маршрутизации." - -msgid "" -"In the above image, the output of *Bus 2* has been routed to the *Master* " -"bus." -msgstr "На изображении выше выход * Bus 2 * направлен на шину * Master *." - -msgid "Playback of audio through a bus" -msgstr "Воспроизведение аудио через шину" - -msgid "" -"To test passing audio to a bus, create an AudioStreamPlayer node, load an " -"AudioStream and select a target bus for playback:" -msgstr "" -"Для проверки проигрывания аудио на шине, создайте узел AudioStreamPlayer, " -"загрузите аудиоданные и выберите целевую шину для воспроизведения:" - -msgid "Finally, toggle the **Playing** property to **On** and sound will flow." -msgstr "" -"Затем, переключите свойство **Playing** в значение **On** и звук будет " -"воспроизведён." - -msgid "" -"You may also be interested in reading about :ref:`doc_audio_streams` now." -msgstr "Вам также может быть интересно прочитать :ref:`doc_audio_streams`." - -msgid "Adding effects" -msgstr "Добавление эффектов" - -msgid "" -"Audio buses can contain all sorts of effects. These effects modify the sound " -"in one way or another and are applied in order." -msgstr "" -"Аудиошины могут содержать всевозможные эффекты. Эти эффекты обрабатывают " -"звук и применяются по порядку." - -msgid "For information on what each effect does, see :ref:`doc_audio_effects`." -msgstr "" -"Информацию о том, что делает каждый эффект, см. в разделе :ref:" -"`doc_audio_effects`." - -msgid "Automatic bus disabling" -msgstr "Автоматическое отключение шин" - -msgid "" -"There is no need to disable buses manually when not in use. Godot detects " -"that the bus has been silent for a few seconds and disables it (including " -"all effects)." -msgstr "" -"Нет необходимости отключать шины вручную, когда они не нужны. Godot " -"определяет, что на шине нет сигнала в течение нескольких секунд, и отключает " -"её (включая все эффекты)." - -msgid "Disabled buses have a blue VU meter instead of a red-green one." -msgstr "" -"Отключенные шины имеют синюю шкалу уровня сигнала вместо красно-зеленой." - -msgid "Bus rearrangement" -msgstr "Перестановка шин" - -msgid "" -"Stream Players use bus names to identify a bus, which allows adding, " -"removing and moving buses around while the reference to them is kept. " -"However, if a bus is renamed, the reference will be lost and the Stream " -"Player will output to Master. This system was chosen because rearranging " -"buses is a more common process than renaming them." -msgstr "" -"Stream Player использует имена шин для идентификации, что позволяет " -"добавлять, удалять и перемещать шины, сохраняя ссылку на них. Однако, если " -"шина будет переименована, ссылка будет потеряна, и Stream Player будет " -"выводить звук на Master. Эта система была выбрана потому, что перестановка " -"шин - более распространенный процесс, чем их переименование." - -msgid "Default bus layout" -msgstr "Компоновка шин" - -msgid "" -"The default bus layout is automatically saved to the ``res://" -"default_bus_layout.tres`` file. Custom bus arrangements can be saved and " -"loaded from disk." -msgstr "" -"Компоновка шины по умолчанию автоматически сохраняется в файле res: // " -"default_bus_layout.tres. Пользовательские схемы шин могут быть сохранены и " -"загружены с диска." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_effects.po b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_effects.po deleted file mode 100644 index 554f65ac42..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_effects.po +++ /dev/null @@ -1,166 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "" -"Try them all out to get a sense of how they alter sound. Here follows a " -"short description of the available effects:" -msgstr "" -"Попробуйте их все, чтобы понять, как они изменяют звук. Далее следует " -"краткое описание доступных эффектов:" - -msgid "Amplify" -msgstr "Усилитель" - -msgid "BandLimit and BandPass" -msgstr "BandLimit и BandPass" - -msgid "" -"These are resonant filters which block frequencies around the *Cutoff* " -"point. BandPass can be used to simulate sound passing through an old " -"telephone line or megaphone. Modulating the BandPass frequency can simulate " -"the sound of a wah-wah guitar pedal, think of the guitar in Jimi Hendrix's " -"*Voodoo Child (Slight Return)*." -msgstr "" -"Это резонансные фильтры, которые блокируют частоты вокруг точки *Cutoff*. " -"BandPass можно использовать для имитации звука, проходящего через старый " -"телефон или мегафон. Модулируя частоту BandPass можно имитировать звук " -"гитарной педали wah-wah, как в *Voodoo Child (Slight Return)* Джими " -"Хендрикса." - -msgid "Capture" -msgstr "Захват" - -msgid "" -"The Capture effect copies the audio frames of the audio bus that it is on " -"into an internal buffer. This can be used to capture data from the " -"microphone or to transmit audio over the network in real-time." -msgstr "" -"Эффект Capture копирует аудиокадры аудиошины, на которой он находится, во " -"внутренний буфер. Это можно использовать для захвата данных с микрофона или " -"для передачи звука по сети в режиме реального времени." - -msgid "Chorus" -msgstr "Хор" - -msgid "Compressor" -msgstr "Компрессор" - -msgid "The compressor has many uses. For example:" -msgstr "Компрессор имеет множество применений. Например:" - -msgid "" -"It can be used in voice channels to ensure they sound as even as possible." -msgstr "" -"Его можно использовать в голосовых каналах, чтобы они звучали более ровно." - -msgid "" -"It can accentuate transients by using a slower attack. This can make sound " -"effects more punchy." -msgstr "" -"Он может акцентировать переходные процессы, используя более медленную атаку. " -"Что сделает звуковые эффекты более резкими." - -msgid "Delay" -msgstr "Задержка" - -msgid "Distortion" -msgstr "Искажение" - -msgid "EQ" -msgstr "Эквалайзер" - -msgid "EQ6, EQ10, EQ21" -msgstr "EQ6, EQ10, EQ21" - -msgid "Filter" -msgstr "Фильтр" - -msgid "" -"Filter is what all other filters inherit from and should not be used " -"directly." -msgstr "" -"Фильтр - это контейнер для остальных фильтров, и его не следует использовать " -"напрямую." - -msgid "HighPassFilter" -msgstr "HighPass фильтр" - -msgid "" -"Cuts frequencies below a specific *Cutoff* frequency. HighPassFilter is used " -"to reduce the bass content of a signal." -msgstr "" -"Обрезает частоты ниже определенной * Cutoff * частоты. HighPassFilter " -"используется для уменьшения басов в сигнале." - -msgid "HighShelfFilter" -msgstr "HighShelfFiltеr" - -msgid "Reduces all frequencies above a specific *Cutoff* frequency." -msgstr "Подавляет все частоты выше определенной * Cutoff * частоты." - -msgid "Limiter" -msgstr "Ограничитель" - -msgid "LowPassFilter" -msgstr "LowPass Фильтр" - -msgid "" -"Cuts frequencies above a specific *Cutoff* frequency and can also resonate " -"(boost frequencies close to the *Cutoff* frequency). Low pass filters can be " -"used to simulate \"muffled\" sound. For instance, underwater sounds, sounds " -"blocked by walls, or distant sounds." -msgstr "" -"Подавление частоты выше определенной частоты * Cutoff *, а также усиление " -"частот, близких к частоте * Cutoff * фильтрами нижних частот, можно " -"использовать для имитации «приглушенного» звука. Например, подводные звуки, " -"звуки заблокированные стенами, или далекие звуки." - -msgid "LowShelfFilter" -msgstr "LowShelfFiltеr" - -msgid "Reduces all frequencies below a specific *Cutoff* frequency." -msgstr "Уменьшение всех частоты ниже определенной * Cutoff * частоты." - -msgid "NotchFilter" -msgstr "Режекторный фильтр" - -msgid "" -"The opposite of the BandPassFilter, it removes a band of sound from the " -"frequency spectrum at a given *Cutoff* frequency." -msgstr "" -"В отличие от BandPassFilter, он удаляет полосу звука из частотного спектра " -"на заданной частоте * Cutoff *." - -msgid "Panner" -msgstr "Панель" - -msgid "Phaser" -msgstr "Фэйзер" - -msgid "PitchShift" -msgstr "PitсhShift" - -msgid "Record" -msgstr "Record (запись)" - -msgid "The Record effect allows the user to record sound from a microphone." -msgstr "Эффект Record позволяет пользователю записывать звук с микрофона." - -msgid "Reverb" -msgstr "Реверберация" - -msgid "SpectrumAnalyzer" -msgstr "SpectrumAnаlyzer" - -msgid "StereoEnhance" -msgstr "StereоEnhance" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_streams.po deleted file mode 100644 index 46ba8afb29..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_streams.po +++ /dev/null @@ -1,127 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Audio streams" -msgstr "Аудиопотоки" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"As you might have already read in :ref:`doc_audio_buses`, sound is sent to " -"each bus via an AudioStreamPlayer node. There are different kinds of " -"AudioStreamPlayers. Each one loads an AudioStream and plays it back." -msgstr "" -"Как вы возможно уже читали в: ref: `doc_audio_buses`, звук посылается на " -"каждую шину через узел AudioStreamPlayer. Существуют разные виды " -"AudioStreamPlayer, каждый из которых может загружать аудиоданные и " -"воспроизводить их." - -msgid "AudioStream" -msgstr "AudiоStream (аудиопоток)" - -msgid "" -"An audio stream is an abstract object that emits sound. The sound can come " -"from many places, but is most commonly loaded from the filesystem. Audio " -"files can be loaded as AudioStreams and placed inside an AudioStreamPlayer. " -"You can find information on supported formats and differences in :ref:" -"`doc_importing_audio_samples`." -msgstr "" -"Звуковой поток - это абстрактный объект, который отдаёт звук. Звук может " -"приходить из многих мест, но чаще всего он загружается из файловой системы. " -"Аудио файлы могут быть загружены как AudioStreams и помещены в " -"AudioStreamPlayer. Информацию о поддерживаемых форматах и их отличиях можно " -"найти в :ref:`doc_importing_audio_samples`." - -msgid "AudioStreamPlayer" -msgstr "AudioStreamPlayеr" - -msgid "" -"This is the standard, non-positional stream player. It can play to any bus. " -"In 5.1 sound setups, it can send audio to stereo mix or front speakers." -msgstr "" -"Это стандартный непозиционный потоковый проигрыватель. Он может " -"воспроизводить звук на любую шину. В настройках звука 5.1 он может " -"отправлять звук на стереомикс или на передние динамики." - -msgid "AudioStreamPlayer2D" -msgstr "AudioStreamPlayеr2D" - -msgid "" -"This is a variant of AudioStreamPlayer, but emits sound in a 2D positional " -"environment. When close to the left of the screen, the panning will go left. " -"When close to the right side, it will go right." -msgstr "" -"Это AudioStreamPlayer который проигрывает звук в 2D пространстве. Когда " -"источник звука ближе к левому краю экрана, панорамирование смещается влево. " -"Когда ближе к правой части, смещается вправо." - -msgid "" -"Area2Ds can be used to divert sound from any AudioStreamPlayer2Ds they " -"contain to specific buses. This makes it possible to create buses with " -"different reverb or sound qualities to handle action happening in a " -"particular parts of your game world." -msgstr "" -"Area2D может использоваться для перенаправления звука с любых " -"AudioStreamPlayer2D, которые расположены на определенных шинах. Это " -"позволяет создавать шины с разными звуковыми эффектами для звукового " -"сопровождения действий происходящих в определенных частях вашего игрового " -"мира." - -msgid "AudioStreamPlayer3D" -msgstr "AudioStreamPlayеr3D" - -msgid "" -"This is a variant of AudioStreamPlayer, but emits sound in a 3D positional " -"environment. Depending on the location of the player relative to the screen, " -"it can position sound in stereo, 5.1 or 7.1 depending on the chosen audio " -"setup." -msgstr "" -"Это вариант AudioStreamPlayer, но проигрывает звук в 3D пространстве. В " -"зависимости от расположения игрока относительно экрана он может " -"позиционировать звук в стерео, 5.1 или 7.1 в зависимости от выбранной " -"настройки звука." - -msgid "" -"Unlike for 2D, the 3D version of AudioStreamPlayer has a few more advanced " -"options:" -msgstr "" -"В отличие от 2D, 3D-версия AudioStreamPlayer имеет несколько дополнительных " -"параметров:" - -msgid "Reverb buses" -msgstr "Шины ревербирации" - -msgid "Doppler" -msgstr "Допплер" - -msgid "" -"When the relative velocity between an emitter and listener changes, this is " -"perceived as an increase or decrease in the pitch of the emitted sound. " -"Godot can track velocity changes in the AudioStreamPlayer3D and Camera " -"nodes. Both nodes have this property, which must be enabled manually:" -msgstr "" -"Когда относительная скорость между излучателем и слушателем изменяется, это " -"воспринимается как увеличение или уменьшение высоты излучаемого звука. Godot " -"может отслеживать изменения скорости в узлах AudioStreamPlayer3D и Camera. " -"Оба узла имеют это свойство, которое необходимо включить вручную:" - -msgid "" -"Enable it by setting it depending on how objects will be moved: use **Idle** " -"for objects moved using ``_process``, or **Physics** for objects moved using " -"``_physics_process``. The tracking will happen automatically." -msgstr "" -"Включите его в зависимости от того, как будут перемещаться объекты: " -"используйте ** Idle ** для объектов, перемещаемых с помощью _process, или ** " -"Physics ** для объектов, перемещаемых с помощью _physics_process. " -"Отслеживание будет происходить автоматически." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/index.po deleted file mode 100644 index baa374b60f..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Audio" -msgstr "Аудио" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/recording_with_microphone.po deleted file mode 100644 index 34ad1aed6d..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ /dev/null @@ -1,95 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Recording with microphone" -msgstr "Запись с микрофона" - -msgid "" -"Godot supports in-game audio recording for Windows, macOS, Linux, Android " -"and iOS." -msgstr "" -"Godot поддерживает запись звука в игре для Windows, macOS, Linux, Android и " -"iOS." - -msgid "" -"A simple demo is included in the official demo projects and will be used as " -"support for this tutorial: ``_." -msgstr "" -"Простая демонстрация включена в официальные демонстрационные проекты и будет " -"использоваться в качестве примера для этого руководства: `_." - -msgid "The structure of the demo" -msgstr "Структура демо" - -msgid "" -"The demo consists of a single scene. This scene includes two major parts: " -"the GUI and the audio." -msgstr "" -"Демо состоит из одной сцены. Эта сцена состоит из двух основных частей: " -"графическая часть и интерфейс звука." - -msgid "" -"We will focus on the audio part. In this demo, a bus named ``Record`` with " -"the effect ``Record`` is created to handle the audio recording. An " -"``AudioStreamPlayer`` named ``AudioStreamRecord`` is used for recording." -msgstr "" -"Мы сосредоточимся на звуковой части. В этой демо для обработки аудиозаписи " -"создается шина с именем Record и эффектом Record. Для записи используется " -"AudioStreamPlayer с именем AudioStreamRecord." - -msgid "" -"The audio recording is handled by the :ref:`class_AudioEffectRecord` " -"resource which has three methods: :ref:`get_recording() " -"`, :ref:`is_recording_active() " -"`, and :ref:" -"`set_recording_active() " -"`." -msgstr "" -"Аудиозапись обрабатывается с помощью: ref: `class_AudioEffectRecord`, " -"который имеет три метода:: ref:` get_recording () " -" `,: ref:` is_recording_active " -"() `." - -msgid "" -"At the start of the demo, the recording effect is not active. When the user " -"presses the ``RecordButton``, the effect is enabled with " -"``set_recording_active(true)``." -msgstr "" -"В начале демо запись не активна. Когда пользователь нажимает кнопку " -"RecordButton, запись включается с помощью set_recording_active (true)." - -msgid "" -"On the next button press, as ``effect.is_recording_active()`` is ``true``, " -"the recorded stream can be stored into the ``recording`` variable by calling " -"``effect.get_recording()``." -msgstr "" -"При следующем нажатии кнопки, так как effect.is_recording_active () имеет " -"значение true, записанный поток можно сохранить в переменной record, вызвав " -"метод effect.get_recording ()." - -msgid "" -"To playback the recording, you assign the recording as the stream of the " -"``AudioStreamPlayer`` and call ``play()``." -msgstr "" -"Чтобы воспроизвести запись, вы назначаете её как поток 'AudioStreamPlayer' и " -"вызываете ''play.)'." - -msgid "" -"To save the recording, you call ``save_to_wav()`` with the path to a file. " -"In this demo, the path is defined by the user via a ``LineEdit`` input box." -msgstr "" -"Чтобы сохранить запись, вы вызываете save_to_wav () с указанием пути к " -"файлу. В этой демо путь определяется пользователем через поле ввода LineEdit." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/sync_with_audio.po deleted file mode 100644 index a4abcb0ff3..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ /dev/null @@ -1,202 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Sync the gameplay with audio and music" -msgstr "Синхронизация игры со звуками и музыкой" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"In any application or game, sound and music playback will have a slight " -"delay. For games, this delay is often so small that it is negligible. Sound " -"effects will come out a few milliseconds after any play() function is " -"called. For music this does not matter as in most games it does not interact " -"with the gameplay." -msgstr "" -"В приложении или игре воспроизведения звуков и музыки имеют небольшую " -"задержку. Для игр эта задержка часто настолько мала, что ей пренебрегают. " -"Звуковые эффекты появятся через несколько миллисекунд после вызова функции " -"play (). Для музыки это не имеет значения, поскольку в большинстве игр она " -"не влияет на игровой процесс." - -msgid "" -"Still, for some games (mainly, rhythm games), it may be required to " -"synchronize player actions with something happening in a song (usually in " -"sync with the BPM). For this, having more precise timing information for an " -"exact playback position is useful." -msgstr "" -"Тем не менее, для некоторых игр (в основном, ритм-игр) может потребоваться " -"синхронизировать действия игрока с тем, что происходит в песне (обычно " -"синхронно с BPM). Для этого полезно иметь более точную информацию о времени " -"воспроизведения." - -msgid "" -"Achieving very low playback timing precision is difficult. This is because " -"many factors are at play during audio playback:" -msgstr "" -"Достичь низкой задержки воспроизведения трудно. Это происходит потому, что " -"во время воспроизведения аудио работают много других процессов :" - -msgid "" -"Audio is mixed in chunks (not continuously), depending on the size of audio " -"buffers used (check latency in project settings)." -msgstr "" -"Аудио микшируется кусочками (не непрерывно), в зависимости от размера " -"используемых аудио буферов, (проверьте задержку в настройках проекта)." - -msgid "Mixed chunks of audio are not played immediately." -msgstr "Микшированные фрагменты звука воспроизводятся не сразу." - -msgid "Graphics APIs display two or three frames late." -msgstr "API графики имеют задержку на два или три кадра." - -msgid "When playing on TVs, some delay may be added due to image processing." -msgstr "" -"При воспроизведении на телевизоре может добавляться некоторая задержка из-за " -"передачи изображения." - -msgid "" -"The most common way to reduce latency is to shrink the audio buffers (again, " -"by editing the latency setting in the project settings). The problem is that " -"when latency is too small, sound mixing will require considerably more CPU. " -"This increases the risk of skipping (a crack in sound because a mix callback " -"was lost)." -msgstr "" -"Самый распространенный способ уменьшить задержку - уменьшить аудиобуфер " -"(опять же, отредактировав настройку задержки в настройках проекта). Проблема " -"в том, что когда задержка слишком мала, для микширования звука требуется " -"значительно больше процессорного времени. Это увеличивает риск пропуска " -"звука из-за того, что процессор не успел подготовить микс." - -msgid "" -"This is a common tradeoff, so Godot ships with sensible defaults that should " -"not need to be altered." -msgstr "" -"Это распространенный компромисс, поэтому Godot поставляется с настройками по " -"умолчанию, которые не требуется изменять." - -msgid "Using the system clock to sync" -msgstr "Использование системных часов для синхронизации" - -msgid "" -"As mentioned before, If you call :ref:`AudioStreamPlayer." -"play()`, sound will not begin " -"immediately, but when the audio thread processes the next chunk." -msgstr "" -"Как упоминалось ранее, если вы вызовете: ref: `AudioStreamPlayer.play () " -"`, звук начнется не сразу, а когда " -"процессор обработает фрагмент." - -msgid "" -"This delay can't be avoided but it can be estimated by calling :ref:" -"`AudioServer." -"get_time_to_next_mix()`." -msgstr "" -"Этой задержки нельзя избежать, но ее можно оценить, вызвав: ref: " -"`AudioServer.get_time_to_next_mix () " -"`." - -msgid "" -"The output latency (what happens after the mix) can also be estimated by " -"calling :ref:`AudioServer." -"get_output_latency()`." -msgstr "" -"Выходную задержку (ту, что происходит после микширования) также можно " -"оценить, вызвав: ref: `AudioServer.get_output_latency () " -"`." - -msgid "" -"Add these two and it's possible to guess almost exactly when sound or music " -"will begin playing in the speakers during *_process()*:" -msgstr "" -"Добавьте эти два метода, и можно почти точно предсказать, когда звук или " -"музыка будут услышаны в динамиках во время * _process () *:" - -msgid "" -"In the long run, though, as the sound hardware clock is never exactly in " -"sync with the system clock, the timing information will slowly drift away." -msgstr "" -"В долгосрочной перспективе, звуковые аппаратные часы никогда не " -"синхронизируются точно с системными часами, информация о времени будет " -"постепенно расстраиваться." - -msgid "" -"For a rhythm game where a song begins and ends after a few minutes, this " -"approach is fine (and it's the recommended approach). For a game where " -"playback can last a much longer time, the game will eventually go out of " -"sync and a different approach is needed." -msgstr "" -"Для ритм-игры, в которой песня начинается и заканчивается через несколько " -"минут, этот подход подходит (и это рекомендуемый подход). Для игры, в " -"которой воспроизведение может длиться намного дольше, игра в конечном итоге " -"выйдет из синхронизации, и потребуется другой подход." - -msgid "Using the sound hardware clock to sync" -msgstr "Использование звуковых аппаратных часов для синхронизации" - -msgid "" -"Using :ref:`AudioStreamPlayer." -"get_playback_position()` " -"to obtain the current position for the song sounds ideal, but it's not that " -"useful as-is. This value will increment in chunks (every time the audio " -"callback mixed a block of sound), so many calls can return the same value. " -"Added to this, the value will be out of sync with the speakers too because " -"of the previously mentioned reasons." -msgstr "" -"Использование: ref: `AudioStreamPlayer.get_playback_position () " -"` для получения " -"текущей позиции воспроизведения кажется идеально, но это не так. Это " -"значение будет увеличиваться по частям (каждый раз, когда обрабатывается " -"очередной блок звука), поэтому многие вызовы могут возвращать одно и то же " -"значение. Кроме того, значение будет не синхронизировано с динамиками по " -"ранее упомянутым причинам." - -msgid "" -"To compensate for the \"chunked\" output, there is a function that can " -"help: :ref:`AudioServer." -"get_time_since_last_mix()`." -msgstr "" -"Чтобы компенсировать \"фрагментированный\" вывод, есть функция, которая " -"может помочь:: ref: `AudioServer.get_time_since_last_mix () " -"`." - -msgid "" -"Adding the return value from this function to *get_playback_position()* " -"increases precision:" -msgstr "" -"Добавление возвращаемого значения из этой функции в * get_playback_position " -"() * увеличивает точность:" - -msgid "" -"To increase precision, subtract the latency information (how much it takes " -"for the audio to be heard after it was mixed):" -msgstr "" -"Чтобы повысить точность, вычтите информацию о задержке (чтобы звук был " -"слышен сразу после его микширования):" - -msgid "" -"The result may be a bit jittery due how multiple threads work. Just check " -"that the value is not less than in the previous frame (discard it if so). " -"This is also a less precise approach than the one before, but it will work " -"for songs of any length, or synchronizing anything (sound effects, as an " -"example) to music." -msgstr "" -"Результат может быть немного нестабильным из-за того, что работают несколько " -"потоков. Просто убедитесь, что значение не меньше, чем в предыдущем кадре " -"(не используйте этот метод, если это не так). Это также менее точный подход, " -"чем предыдущий, но он будет работать для песен любой длины или для " -"синхронизации чего-либо (например, звуковых эффектов) с музыкой." - -msgid "Here is the same code as before using this approach:" -msgstr "Вот тот же код, что и до использования этого подхода:" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/text_to_speech.po b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/text_to_speech.po deleted file mode 100644 index 5bdb8fc665..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/text_to_speech.po +++ /dev/null @@ -1,18 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Troubleshooting" -msgstr "Устранение неполадок" - -msgid "Best practices" -msgstr "Лучшие практики" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po deleted file mode 100644 index c11cefb4a9..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po +++ /dev/null @@ -1,228 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Autoloads versus regular nodes" -msgstr "Автозагрузки против обычных узлов" - -msgid "" -"Godot offers a feature to automatically load nodes at the root of your " -"project, allowing you to access them globally, that can fulfill the role of " -"a Singleton: :ref:`doc_singletons_autoload`. These autoloaded nodes are not " -"freed when you change the scene from code with :ref:`SceneTree." -"change_scene_to_file `." -msgstr "" -"Godot предлагает функцию автоматической загрузки узлов в корень проекта, " -"позволяющую получить к ним глобальный доступ, которые могут выполнять роль " -"синглтонов: :ref:`doc_singletons_autoload`. Эти узлы автозагрузки не " -"освобождаются при изменении сцены из кода с помощью :ref:`SceneTree." -"change_scene_to_file `." - -msgid "" -"In this guide, you will learn when to use the Autoload feature, and " -"techniques you can use to avoid it." -msgstr "" -"В этом руководстве вы узнаете, когда использовать функцию автозагрузки, и " -"какие приемы можно использовать, чтобы избежать её." - -msgid "The cutting audio issue" -msgstr "Проблема с прерыванием звука" - -msgid "" -"Other engines can encourage the use of creating manager classes, singletons " -"that organize a lot of functionality into a globally accessible object. " -"Godot offers many ways to avoid global state thanks to the node tree and " -"signals." -msgstr "" -"Другие движки могут стимулировать создание классов-менеджеров, синглтонов, " -"которые организуют множество функциональных возможностей в глобально " -"доступный объект. Godot предлагает множество способов избежать глобального " -"состояния благодаря дереву узлов и сигналам." - -msgid "" -"For example, let's say we are building a platformer and want to collect " -"coins that play a sound effect. There's a node for that: the :ref:" -"`AudioStreamPlayer `. But if we call the " -"``AudioStreamPlayer`` while it is already playing a sound, the new sound " -"interrupts the first." -msgstr "" -"Например, предположим, что мы создаём платформер и хотим собирать монеты, " -"которые воспроизводят звуковой эффект. Для этого есть узел :ref:" -"`AudioStreamPlayer `. Но если мы вызываем " -"AudioStreamPlayer, когда он уже воспроизводит звук, новый звук прервет " -"первый." - -msgid "" -"A solution is to code a global, autoloaded sound manager class. It generates " -"a pool of ``AudioStreamPlayer`` nodes that cycle through as each new request " -"for sound effects comes in. Say we call that class ``Sound``, you can use it " -"from anywhere in your project by calling ``Sound.play(\"coin_pickup." -"ogg\")``. This solves the problem in the short term but causes more problems:" -msgstr "" -"Решением является создание глобального, автозагружаемого класса-менеджера " -"звуковых эффектов. Он генерирует пул узлов ``AudioStreamPlayer``, которые " -"циклически перебираются при каждом новом запросе на звуковые эффекты. " -"Назовем этот класс ``Sound``, и вы сможете использовать его из любого места " -"проекта, вызвав ``Sound.play(\"coin_pickup.ogg\")``. Это решает проблему в " -"краткосрочной перспективе, но порождает дополнительные проблемы:" - -msgid "" -"**Global state**: one object is now responsible for all objects' data. If " -"the ``Sound`` class has errors or doesn't have an AudioStreamPlayer " -"available, all the nodes calling it can break." -msgstr "" -"**Глобальное состояние**: теперь один объект отвечает за данные всех " -"объектов. Если в классе ``Sound`` есть ошибки или отсутствует " -"AudioStreamPlayer, то все вызывающие его узлы могут сломаться." - -msgid "" -"**Global access**: now that any object can call ``Sound.play(sound_path)`` " -"from anywhere, there's no longer an easy way to find the source of a bug." -msgstr "" -"**Глобальный доступ**: теперь, когда любой объект может вызвать ``Sound." -"play(sound_path)`` откуда угодно, более нет простого способа найти источник " -"ошибки." - -msgid "" -"**Global resource allocation**: with a pool of ``AudioStreamPlayer`` nodes " -"stored from the start, you can either have too few and face bugs, or too " -"many and use more memory than you need." -msgstr "" -"**Глобальное распределение ресурсов**: с пулом узлов ``AudioStreamPlayer``, " -"хранящихся с самого начала, вы можете либо иметь слишком мало и сталкиваются " -"с ошибками, или слишком много и использовать больше памяти, чем вам нужно." - -msgid "" -"About global access, the problem is that any code anywhere could pass wrong " -"data to the ``Sound`` autoload in our example. As a result, the domain to " -"explore to fix the bug spans the entire project." -msgstr "" -"Что касается глобального доступа, то проблема заключается в том, что любой " -"код в любом месте может передать неверные данные в автозагрузку ``Sound`` в " -"нашем примере. В результате область, которую необходимо исследовать для " -"устранения ошибки, охватывает весь проект." - -msgid "" -"When you keep code inside a scene, only one or two scripts may be involved " -"in audio." -msgstr "" -"Когда вы храните код внутри сцены, только один или два скрипта могут быть " -"задействованы в аудио." - -msgid "" -"Contrast this with each scene keeping as many ``AudioStreamPlayer`` nodes as " -"it needs within itself and all these problems go away:" -msgstr "" -"Сравните это с тем, что каждая сцена содержит столько узлов " -"``AudioStreamPlayer``, сколько нужно, внутри себя, и все эти проблемы " -"исчезнут:" - -msgid "" -"Each scene manages its own state information. If there is a problem with the " -"data, it will only cause issues in that one scene." -msgstr "" -"Каждая сцена управляет собственной информацией о состоянии. Если есть " -"проблема с данными, то она будет вызывать проблемы только в этой одной сцене." - -msgid "" -"Each scene accesses only its own nodes. Now, if there is a bug, it's easy to " -"find which node is at fault." -msgstr "" -"Каждая сцена получает доступ только к своим узлам. Теперь, если есть ошибка, " -"легко найти, какой из узлов виноват." - -msgid "Each scene allocates exactly the amount of resources it needs." -msgstr "" -"Каждая сцена выделяет именно то количество ресурсов, которое ей необходимо." - -msgid "Managing shared functionality or data" -msgstr "Управление общей функциональностью или данными" - -msgid "" -"Another reason to use an Autoload can be that you want to reuse the same " -"method or data across many scenes." -msgstr "" -"Другой причиной использования автозагрузку может быть то, что вы хотите " -"повторно использовать один и тот же метод или данные во многих сценах." - -msgid "" -"In the case of functions, you can create a new type of ``Node`` that " -"provides that feature for an individual scene using the :ref:`class_name " -"` keyword in GDScript." -msgstr "" -"В случае с функциями можно создать новый тип ``Node``, который обеспечивает " -"эту функцию для отдельной сцены, используя ключевое слово :ref:`class_name " -"` в GDScript." - -msgid "When it comes to data, you can either:" -msgstr "Когда дело доходит до данных, вы можете:" - -msgid "" -"Create a new type of :ref:`Resource ` to share the data." -msgstr "" -"Создайте новый тип :ref:`Resource ` для совместного " -"использования данных." - -msgid "" -"Store the data in an object to which each node has access, for example using " -"the ``owner`` property to access the scene's root node." -msgstr "" -"Хранить данные в объекте, к которому имеет доступ каждый узел, например, " -"используя свойство ``owner`` для доступа к корневому узлу сцены." - -msgid "When you should use an Autoload" -msgstr "Когда вы должны использовать Autoload (автозагрузку)" - -msgid "" -"GDScript supports the creation of ``static`` functions using ``static " -"func``. When combined with ``class_name``, this makes it possible to create " -"libraries of helper functions without having to create an instance to call " -"them. The limitation of static functions is that they can't reference member " -"variables, non-static functions or ``self``." -msgstr "" -"GDScript поддерживает создание ``статических`` функций с помощью ``static " -"func``. В сочетании с ``class_name`` это позволяет создавать библиотеки " -"вспомогательных функций без необходимости создавать экземпляр для их вызова. " -"Ограничением статических функций является то, что они не могут ссылаться на " -"переменные-члены, нестатические функции или ``self``." - -msgid "" -"Still, autoloaded nodes can simplify your code for systems with a wide " -"scope. If the autoload is managing its own information and not invading the " -"data of other objects, then it's a great way to create systems that handle " -"broad-scoped tasks. For example, a quest or a dialogue system." -msgstr "" -"Тем не менее узлы автозагрузки могут упростить код для систем с широкой " -"областью применения. Если автозагрузка управляет своей собственной " -"информацией и не вторгается в данные других объектов, то это отличный способ " -"создания систем, решающих широкомасштабные задачи. Например, квест или " -"диалоговая система." - -msgid "" -"An autoload is *not* necessarily a singleton. Nothing prevents you from " -"instantiating copies of an autoloaded node. An autoload is only a tool that " -"makes a node load automatically as a child of the root of your scene tree, " -"regardless of your game's node structure or which scene you run, e.g. by " -"pressing the :kbd:`F6` key." -msgstr "" -"Автозагрузка *не* обязательно является синглтоном. Ничто не мешает вам " -"инстанцировать копии узла, загружаемого в автозагрузку. Автозагрузка - это " -"только инструмент, который заставляет узел автоматически загружаться в " -"качестве дочернего узла корня дерева сцены, независимо от структуры узлов " -"игры или запущенной сцены, например, при нажатии клавиши :kbd:`F6`." - -msgid "" -"As a result, you can get the autoloaded node, for example an autoload called " -"``Sound``, by calling ``get_node(\"/root/Sound\")``." -msgstr "" -"В результате вы можете получить узел автозагрузки, например, автозагрузку с " -"именем ``Sound``, вызвав ``get_node(\"/root/Sound\")``." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/data_preferences.po b/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/data_preferences.po deleted file mode 100644 index ec15cb2960..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/data_preferences.po +++ /dev/null @@ -1,632 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Data preferences" -msgstr "Настройка сцены" - -msgid "" -"Ever wondered whether one should approach problem X with data structure Y or " -"Z? This article covers a variety of topics related to these dilemmas." -msgstr "" -"Вы когда-нибудь задумывались, следует ли подходить к проблеме X со " -"структурой данных Y или Z? В этой статье рассматриваются различные темы, " -"связанные с этими дилеммами." - -msgid "" -"This article makes references to \"[something]-time\" operations. This " -"terminology comes from algorithm analysis' `Big O Notation `_." -msgstr "" -"В этой статье есть ссылки на операции \"[что-то] -время\". Эта терминология " -"взята из анализа алгоритмов `\"О\" большое и \"о\" малое `_." - -msgid "" -"Long-story short, it describes the worst-case scenario of runtime length. In " -"laymen's terms:" -msgstr "" -"Короче говоря, он описывает наихудший сценарий продолжительности времени " -"выполнения. Проще говоря:" - -msgid "" -"\"As the size of a problem domain increases, the runtime length of the " -"algorithm...\"" -msgstr "" -"«По мере увеличения размера проблемной области время выполнения " -"алгоритма ...»" - -msgid "Constant-time, ``O(1)``: \"...does not increase.\"" -msgstr "Постоянное время, ``O(1)``: \"...не увеличивается.\"" - -msgid "Logarithmic-time, ``O(log n)``: \"...increases at a slow rate.\"" -msgstr "" -"Логарифмическое время, ``O(log n)``: \"... увеличивается с медленной " -"скоростью.\"" - -msgid "Linear-time, ``O(n)``: \"...increases at the same rate.\"" -msgstr "Линейное время, ``O(n)``: \"... увеличивается с той же скоростью.\"" - -msgid "Etc." -msgstr "И т.п." - -msgid "" -"Imagine if one had to process 3 million data points within a single frame. " -"It would be impossible to craft the feature with a linear-time algorithm " -"since the sheer size of the data would increase the runtime far beyond the " -"time allotted. In comparison, using a constant-time algorithm could handle " -"the operation without issue." -msgstr "" -"Представьте, что нужно обработать 3 миллиона точек данных в одном кадре. " -"Было бы невозможно создать эту функцию с помощью алгоритма линейного " -"времени, поскольку сам размер данных увеличит время выполнения намного " -"больше отведенного времени. Для сравнения, использование алгоритма с " -"постоянным временем может справиться с операцией без проблем." - -msgid "" -"By and large, developers want to avoid engaging in linear-time operations as " -"much as possible. But, if one keeps the scale of a linear-time operation " -"small, and if one does not need to perform the operation often, then it may " -"be acceptable. Balancing these requirements and choosing the right " -"algorithm / data structure for the job is part of what makes programmers' " -"skills valuable." -msgstr "" -"По большому счету, разработчики хотят по возможности избегать операций с " -"линейным временем. Но если сохранить небольшой масштаб операции с линейным " -"временем, и если нет необходимости выполнять операцию часто, то это может " -"быть приемлемым. Уравновешивание этих требований и выбор правильного " -"алгоритма / структуры данных для работы - это часть того, что делает навыки " -"программистов ценными." - -msgid "Array vs. Dictionary vs. Object" -msgstr "Array против Dictionary против Object" - -msgid "" -"Godot stores all variables in the scripting API in the :ref:`Variant " -"` class. Variants can store Variant-compatible data " -"structures such as :ref:`Array ` and :ref:`Dictionary " -"` as well as :ref:`Objects `." -msgstr "" -"Godot хранит все переменные в API скрипта в классе `Variant " -"`_. Варианты могут хранить Variant-совместимые структуры " -"данных, такие как :ref:`Array ` и :ref:`Dictionary " -"`, а также :ref:`Object `." - -msgid "" -"Godot implements Array as a ``Vector``. The engine stores the Array " -"contents in a contiguous section of memory, i.e. they are in a row adjacent " -"to each other." -msgstr "" -"Godot реализует Array как ``Vector``. Движок хранит содержимое " -"Array в непрерывном разделе памяти, то есть они находятся в строке рядом " -"друг с другом." - -msgid "" -"For those unfamiliar with C++, a Vector is the name of the array object in " -"traditional C++ libraries. It is a \"templated\" type, meaning that its " -"records can only contain a particular type (denoted by angled brackets). So, " -"for example, a :ref:`PackedStringArray ` would be " -"something like a ``Vector``." -msgstr "" -"Для тех, кто не знаком с C++, вектор - это имя массива в традиционных " -"библиотеках C++. Это \"шаблонный\" тип, что означает, что его записи могут " -"содержать только определенный тип (обозначенный угловыми скобками). Так, " -"например, a :ref:`PackedStringArray ` будет чем-то " -"вроде `` Vector ``." - -msgid "Contiguous memory stores imply the following operation performance:" -msgstr "" -"Непрерывные хранилища памяти подразумевают следующую производительность " -"операций:" - -msgid "**Iterate:** Fastest. Great for loops." -msgstr "**Итерация:** Самый быстрый. Отлично подходит для циклов." - -msgid "Op: All it does is increment a counter to get to the next record." -msgstr "" -"Операции: всё, что он делает, это увеличивает счётчик, чтобы перейти к " -"следующей записи." - -msgid "**Insert, Erase, Move:** Position-dependent. Generally slow." -msgstr "" -"**Вставка, стирание, перемещение:** В зависимости от позиции. Обычно " -"медленно." - -msgid "" -"Op: Adding/removing/moving content involves moving the adjacent records over " -"(to make room / fill space)." -msgstr "" -"Операции: добавление/удаление/перемещение содержимого включает перемещение " -"соседних записей (чтобы освободить место/заполнить пространство)." - -msgid "Fast add/remove *from the end*." -msgstr "Быстрое добавление/удаление *с конца*." - -msgid "Slow add/remove *from an arbitrary position*." -msgstr "Медленное добавление/удаление *из произвольной позиции*." - -msgid "Slowest add/remove *from the front*." -msgstr "Самое медленное добавление/удаление *спереди*." - -msgid "If doing many inserts/removals *from the front*, then..." -msgstr "Если делать много вставок/удалений *спереди*, то ..." - -msgid "invert the array." -msgstr "инвертировать массив." - -msgid "do a loop which executes the Array changes *at the end*." -msgstr "выполнить цикл, который выполняет изменения Array *в конце*." - -msgid "re-invert the array." -msgstr "повторно инвертировать массив." - -msgid "" -"This makes only 2 copies of the array (still constant time, but slow) versus " -"copying roughly 1/2 of the array, on average, N times (linear time)." -msgstr "" -"Это делает только 2 копии массива (по-прежнему с постоянным временем, но " -"медленно) по сравнению с копированием примерно 1/2 массива, в среднем, N раз " -"(линейное время)." - -msgid "" -"**Get, Set:** Fastest *by position*. E.g. can request 0th, 2nd, 10th record, " -"etc. but cannot specify which record you want." -msgstr "" -"**Получить, установить:** Самый быстрый *по позиции*. Может запрашивать 0-ю, " -"2-ю, 10-ю запись и т. д., но не может указать, какую запись вы хотите." - -msgid "Op: 1 addition operation from array start position up to desired index." -msgstr "" -"Операции: 1 операция сложения от начальной позиции массива до желаемого " -"индекса." - -msgid "**Find:** Slowest. Identifies the index/position of a value." -msgstr "**Поиск:** Самый медленный. Определяет индекс/позицию значения." - -msgid "" -"Op: Must iterate through array and compare values until one finds a match." -msgstr "" -"Операции: необходимо перебирать массив и сравнивать значения, пока не будет " -"найдено совпадение." - -msgid "" -"Performance is also dependent on whether one needs an exhaustive search." -msgstr "" -"Производительность также зависит от того, нужен ли вам исчерпывающий поиск." - -msgid "" -"If kept ordered, custom search operations can bring it to logarithmic time " -"(relatively fast). Laymen users won't be comfortable with this though. Done " -"by re-sorting the Array after every edit and writing an ordered-aware search " -"algorithm." -msgstr "" -"Если сохранять порядок, пользовательские операции поиска могут привести его " -"к логарифмическому времени (относительно быстро). Однако пользователям-" -"непрофессионалам это не понравится. Выполняется путем повторной сортировки " -"массива после каждого редактирования и написания алгоритма сортированного " -"поиска." - -msgid "" -"Godot implements Dictionary as an ``OrderedHashMap``. The " -"engine stores a small array (initialized to 2^3 or 8 records) of key-value " -"pairs. When one attempts to access a value, they provide it a key. It then " -"*hashes* the key, i.e. converts it into a number. The \"hash\" is used to " -"calculate the index into the array. As an array, the OHM then has a quick " -"lookup within the \"table\" of keys mapped to values. When the HashMap " -"becomes too full, it increases to the next power of 2 (so, 16 records, then " -"32, etc.) and rebuilds the structure." -msgstr "" -"Godot реализует Dictionary как ``OrderedHashMap``. Движок " -"хранит небольшой массив (инициализированный 2^3 = 8 записями) пар ключ-" -"значение. Когда кто-то пытается получить доступ к значению, они " -"предоставляют ему ключ. Затем он *хеширует* ключ, т.е. преобразует его в " -"число. «Хеш» используется для вычисления индекса в массиве. В качестве " -"массива OHM затем выполняет быстрый поиск в «таблице» ключей, сопоставленных " -"со значениями. Когда HashMap становится слишком полным, он увеличивается до " -"следующей степени 2 (например, 16, затем 32 и т.д.) и перестраивает " -"структуру." - -msgid "" -"Hashes are to reduce the chance of a key collision. If one occurs, the table " -"must recalculate another index for the value that takes the previous " -"position into account. In all, this results in constant-time access to all " -"records at the expense of memory and some minor operational efficiency." -msgstr "" -"Хеши предназначены для уменьшения вероятности конфликта ключей. Если это " -"произойдет, таблица должна пересчитать другой индекс для значения, " -"учитывающего предыдущую позицию. В целом это приводит к константному времени " -"доступу ко всем записям за счет памяти и некоторой незначительной " -"операционной эффективности." - -msgid "Hashing every key an arbitrary number of times." -msgstr "Хеширование каждого ключа произвольное количество раз." - -msgid "" -"Hash operations are constant-time, so even if an algorithm must do more than " -"one, as long as the number of hash calculations doesn't become too dependent " -"on the density of the table, things will stay fast. Which leads to..." -msgstr "" -"Операции хеширования выполняются с постоянным временем, поэтому, даже если " -"алгоритм должен выполнять несколько раз, пока количество вычислений хеша не " -"станет слишком зависимым от плотности таблицы, все будет оставаться быстрым. " -"Что приведет к..." - -msgid "Maintaining an ever-growing size for the table." -msgstr "Поддержанию постоянно растущего размера таблицы." - -msgid "" -"HashMaps maintain gaps of unused memory interspersed in the table on purpose " -"to reduce hash collisions and maintain the speed of accesses. This is why it " -"constantly increases in size exponentially by powers of 2." -msgstr "" -"HashMap сохраняют промежутки неиспользуемой памяти, разбросанные по таблице, " -"с целью уменьшения хеш-коллизий и поддержания скорости доступа. Вот почему " -"он постоянно увеличивается в размере квадратично в степени 2." - -msgid "" -"As one might be able to tell, Dictionaries specialize in tasks that Arrays " -"do not. An overview of their operational details is as follows:" -msgstr "" -"Как можно догадаться, Dictionary специализируются на задачах, которых Array " -"не выполняют. Ниже приводится обзор их рабочих характеристик:" - -msgid "**Iterate:** Fast." -msgstr "**Итерация:** Быстро." - -msgid "" -"Op: Iterate over the map's internal vector of hashes. Return each key. " -"Afterwards, users then use the key to jump to and return the desired value." -msgstr "" -"Операции: обойти внутренний вектор хешей. Вернуть каждый ключ. После этого " -"пользователи используют ключ, чтобы перейти к желаемому значению и получить " -"его." - -msgid "**Insert, Erase, Move:** Fastest." -msgstr "**Вставка, стирание, перемещение:** Самый быстрый." - -msgid "" -"Op: Hash the given key. Do 1 addition operation to look up the appropriate " -"value (array start + offset). Move is two of these (one insert, one erase). " -"The map must do some maintenance to preserve its capabilities:" -msgstr "" -"Операции: Хешировать данный ключ. Выполнить 1 операцию сложения, чтобы найти " -"соответствующее значение (начало массива + смещение). Ход - два таких (одна " -"вставка, одна стирание). Карта должна быть обновлена, чтобы сохранить свои " -"возможности:" - -msgid "update ordered List of records." -msgstr "обновлению упорядоченного List записей." - -msgid "determine if table density mandates a need to expand table capacity." -msgstr "определению того, требует ли плотность таблицы увеличения ее размера." - -msgid "" -"The Dictionary remembers in what order users inserted its keys. This enables " -"it to execute reliable iterations." -msgstr "" -"Dictionary запоминает, в каком порядке пользователи вставляли его ключи. Это " -"позволяет ему выполнять надежные итерации." - -msgid "**Get, Set:** Fastest. Same as a lookup *by key*." -msgstr "" -"**Получить, установить:** Самый быстрый. То же, что и поиск *по ключу*." - -msgid "Op: Same as insert/erase/move." -msgstr "Операции: То же, что и вставка/стирание/перемещение." - -msgid "**Find:** Slowest. Identifies the key of a value." -msgstr "**Поиск:** Самый медленный. Определяет индекс/позицию значения." - -msgid "" -"Op: Must iterate through records and compare the value until a match is " -"found." -msgstr "" -"Операции: необходимо перебирать записи и сравнивать значение, пока не будет " -"найдено совпадение." - -msgid "" -"Note that Godot does not provide this feature out-of-the-box (because they " -"aren't meant for this task)." -msgstr "" -"Обратите внимание, что Godot не предоставляет эту функцию \"из коробки\" " -"(потому что она не предназначены для этой задачи)." - -msgid "" -"Godot implements Objects as stupid, but dynamic containers of data content. " -"Objects query data sources when posed questions. For example, to answer the " -"question, \"do you have a property called, 'position'?\", it might ask its :" -"ref:`script ` or the :ref:`ClassDB `. One can " -"find more information about what objects are and how they work in the :ref:" -"`doc_what_are_godot_classes` article." -msgstr "" -"Godot реализует Object как глупые, но динамические контейнеры содержимого " -"данных. Object запрашивают источники данных, когда задают вопросы. Например, " -"чтобы ответить на вопрос \"есть ли у вас свойство под названием 'position'?" -"\", Он может спросить его у :ref:`script ` или :ref:`ClassDB " -"`. Более подробную информацию о том, что такое объекты и как " -"они работают, можно найти в статье :ref:`doc_what_are_godot_classes`." - -msgid "" -"The important detail here is the complexity of the Object's task. Every time " -"it performs one of these multi-source queries, it runs through *several* " -"iteration loops and HashMap lookups. What's more, the queries are linear-" -"time operations dependent on the Object's inheritance hierarchy size. If the " -"class the Object queries (its current class) doesn't find anything, the " -"request defers to the next base class, all the way up until the original " -"Object class. While these are each fast operations in isolation, the fact " -"that it must make so many checks is what makes them slower than both of the " -"alternatives for looking up data." -msgstr "" -"Важной деталью здесь является сложность задачи Object. Каждый раз, когда он " -"выполняет один из этих запросов с несколькими источниками, он проходит через " -"*несколько* итерационных циклов и поисков HashMap. Более того, запросы " -"представляют собой линейные операции, зависящие от размера иерархии " -"наследования объекта. Если класс, который запрашивает Object (его текущий " -"класс), ничего не находит, запрос передается следующему базовому классу, " -"вплоть до исходного класса Object. Хотя каждая из этих операций является " -"быстрой по отдельности, тот факт, что она должна выполнять так много " -"проверок, делает их медленнее, чем обе альтернативы для поиска данных." - -msgid "" -"When developers mention how slow the scripting API is, it is this chain of " -"queries they refer to. Compared to compiled C++ code where the application " -"knows exactly where to go to find anything, it is inevitable that scripting " -"API operations will take much longer. They must locate the source of any " -"relevant data before they can attempt to access it." -msgstr "" -"Когда разработчики упоминают, насколько медленным является API скриптов, они " -"ссылаются именно на эту цепочку запросов. По сравнению со скомпилированным " -"кодом C++, в котором приложение точно знает, куда идти, чтобы что-то найти, " -"операции API скриптов неизбежно займут гораздо больше времени. Они должны " -"найти источник любых соответствующих данных, прежде чем они смогут " -"попытаться получить к нему доступ." - -msgid "" -"The reason GDScript is slow is because every operation it performs passes " -"through this system." -msgstr "" -"Причина по которой GDScript работает медленно, является то, что каждая " -"операция должна проходит через эту систему." - -msgid "" -"C# can process some content at higher speeds via more optimized bytecode. " -"But, if the C# script calls into an engine class' content or if the script " -"tries to access something external to it, it will go through this pipeline." -msgstr "" -"C# может обрабатывать некоторый контент на более высоких скоростях за счет " -"более оптимизированного байт-кода. Но если скрипт на C# вызывает содержимое " -"класса движка или если скрипт пытается получить доступ к чему-то внешнему по " -"отношению к нему, он будет проходить через этот конвейер." - -msgid "" -"NativeScript C++ goes even further and keeps everything internal by default. " -"Calls into external structures will go through the scripting API. In " -"NativeScript C++, registering methods to expose them to the scripting API is " -"a manual task. It is at this point that external, non-C++ classes will use " -"the API to locate them." -msgstr "" -"NativeScript C++ идет еще дальше и по умолчанию сохраняет все внутри. Вызовы " -"во внешние структуры будут проходить через скриптовый API. В NativeScript C+" -"+ регистрация методов для предоставления их скриптовому API выполняется " -"вручную. Именно в этот момент внешние классы, не относящиеся к C++, будут " -"использовать API для их поиска." - -msgid "" -"So, assuming one extends from Reference to create a data structure, like an " -"Array or Dictionary, why choose an Object over the other two options?" -msgstr "" -"Итак, если предположить, что один из них расширяется от Reference для " -"создания структуры данных, таких как Array или Dictionary, то зачем тогда " -"выбирать Object вместо двух других вариантов?" - -msgid "" -"**Control:** With objects comes the ability to create more sophisticated " -"structures. One can layer abstractions over the data to ensure the external " -"API doesn't change in response to internal data structure changes. What's " -"more, Objects can have signals, allowing for reactive behavior." -msgstr "" -"**Контроль:** С объектами появляется возможность создавать более сложные " -"структуры. Можно накладывать абстракции на данные, чтобы гарантировать, что " -"внешний API не изменится в ответ на изменения внутренней структуры данных. " -"Более того, Object могут иметь сигналы, позволяющие реагировать на них." - -msgid "" -"**Clarity:** Objects are a reliable data source when it comes to the data " -"that scripts and engine classes define for them. Properties may not hold the " -"values one expects, but one doesn't need to worry about whether the property " -"exists in the first place." -msgstr "" -"**Ясность:** Объекты являются надежным источником данных, когда речь идет о " -"данных, которые для них определяют сценарии и классы движка. Свойства могут " -"не содержать ожидаемых значений, но не нужно беспокоиться о том, существует " -"ли это свойство вообще." - -msgid "" -"**Convenience:** If one already has a similar data structure in mind, then " -"extending from an existing class makes the task of building the data " -"structure much easier. In comparison, Arrays and Dictionaries don't fulfill " -"all use cases one might have." -msgstr "" -"**Удобство:** Если кто-то уже имеет в виду аналогичную структуру данных, то " -"расширение существующего класса значительно упростит задачу построения " -"структуры данных. Для сравнения: Array и Dictionary не подходят для всех " -"возможных вариантов использования." - -msgid "" -"Objects also give users the opportunity to create even more specialized data " -"structures. With it, one can design their own List, Binary Search Tree, " -"Heap, Splay Tree, Graph, Disjoint Set, and any host of other options." -msgstr "" -"Object также дают пользователям возможность создавать еще более " -"специализированные структуры данных. С его помощью можно создать собственный " -"список, дерево двоичного поиска, кучу, дерево двоичного поиска, граф, " -"непересекающийся множество и любые другие варианты." - -msgid "" -"\"Why not use Node for tree structures?\" one might ask. Well, the Node " -"class contains things that won't be relevant to one's custom data structure. " -"As such, it can be helpful to construct one's own node type when building " -"tree structures." -msgstr "" -"\"Почему бы не использовать Node для древовидных структур?\" можно спросить. " -"Ну, класс Node содержит вещи, которые не имеют отношения к пользовательской " -"структуре данных. Таким образом, при построении древовидных структур может " -"быть полезно создать собственный тип дерева." - -msgid "" -"From here, one can then create their own structures with specific features, " -"limited only by their imagination." -msgstr "" -"Здесь можно создавать свои собственные структуры с определенными функциями, " -"ограниченными только собственным воображением." - -msgid "Enumerations: int vs. string" -msgstr "Перечисления: int vs. string" - -msgid "" -"Most languages offer an enumeration type option. GDScript is no different, " -"but unlike most other languages, it allows one to use either integers or " -"strings for the enum values (the latter only when using the ``@export_enum`` " -"annotation in GDScript). The question then arises, \"which should one use?\"" -msgstr "" -"Большинство языков предлагают выбор типа перечисления. GDScript ничем не " -"отличается, но, в отличие от большинства других языков, позволяет " -"использовать для значений перечисления либо целые числа, либо строки " -"(последнее только при использовании ключевого слова ``@export_enum`` в " -"GDScript). Тогда возникает вопрос: \"какой использовать?\"" - -msgid "" -"The short answer is, \"whichever you are more comfortable with.\" This is a " -"feature specific to GDScript and not Godot scripting in general; The " -"languages prioritizes usability over performance." -msgstr "" -"Короткий ответ: «то, что вам удобнее». Это особенность, специфическая для " -"GDScript, а не для скриптов Godot в целом; Языки ставят удобство " -"использования выше производительности." - -msgid "" -"On a technical level, integer comparisons (constant-time) will happen faster " -"than string comparisons (linear-time). If one wants to keep up other " -"languages' conventions though, then one should use integers." -msgstr "" -"На техническом уровне, сравнения целых чисел (время константы) будут " -"происходить быстрее, чем сравнения строк (линейное время). Однако, если кто-" -"то хочет сохранить конвенции других языков, то следует использовать целые " -"числа." - -msgid "" -"The primary issue with using integers comes up when one wants to *print* an " -"enum value. As integers, attempting to print ``MY_ENUM`` will print ``5`` or " -"what-have-you, rather than something like ``\"MyEnum\"``. To print an " -"integer enum, one would have to write a Dictionary that maps the " -"corresponding string value for each enum." -msgstr "" -"Основная проблема с использованием целых чисел возникает, когда кто-то хочет " -"*распечатать* значение перечисления. В качестве целых чисел при попытке " -"вывести MY_ENUM будет выведено ``5`` или что-то ещё, а не что-то вроде " -"``«MyEnum»``. Чтобы напечатать целочисленное перечисление, нужно написать " -"Dictionary, который отображает соответствующее строковое значение для " -"каждого перечисления." - -msgid "" -"If the primary purpose of using an enum is for printing values and one " -"wishes to group them together as related concepts, then it makes sense to " -"use them as strings. That way, a separate data structure to execute on the " -"printing is unnecessary." -msgstr "" -"Если основной целью использования перечисления является печать значений и " -"кто-то желает сгруппировать их вместе как связанные концепции, то имеет " -"смысл использовать их как строки. Таким образом, отдельная структура данных " -"для выполнения при печати не нужна." - -msgid "" -"AnimatedTexture vs. AnimatedSprite2D vs. AnimationPlayer vs. AnimationTree" -msgstr "" -"AnimatedTexture против AnimatedSprite2D против AnimationPlayer против " -"AnimationTree" - -msgid "" -"Under what circumstances should one use each of Godot's animation classes? " -"The answer may not be immediately clear to new Godot users." -msgstr "" -"При каких обстоятельствах следует использовать каждый из классов анимации " -"Godot? Ответ может быть не сразу понятен новым пользователям Godot." - -msgid "" -":ref:`AnimatedTexture ` is a texture that the engine " -"draws as an animated loop rather than a static image. Users can manipulate..." -msgstr "" -":ref:`AnimatedTexture ` - это текстура, которую " -"движок рисует как анимированный цикл, а не как статическое изображение. " -"Пользователи могут манипулировать ..." - -msgid "the rate at which it moves across each section of the texture (FPS)." -msgstr "" -"скоростью, с которой он перемещается по каждому участку текстуры (кадров в " -"секунду)." - -msgid "the number of regions contained within the texture (frames)." -msgstr "количеством областей, содержащихся в текстуре (кадрах)." - -msgid "" -"Godot's :ref:`RenderingServer ` then draws the " -"regions in sequence at the prescribed rate. The good news is that this " -"involves no extra logic on the part of the engine. The bad news is that " -"users have very little control." -msgstr "" -"Затем :ref:`RenderingServer ` Godot последовательно " -"рисует регионы с заданной скоростью. Хорошая новость заключается в том, что " -"это не требует дополнительной логики со стороны движка. Плохая новость в " -"том, что у пользователей очень мало контроля." - -msgid "" -"AnimationPlayers are also the tool one will need to use if they wish to " -"design more complex 2D animation systems, such as..." -msgstr "" -"AnimationPlayer - это также инструмент, который необходимо использовать, " -"если вы хотите создавать более сложные системы 2D-анимации, такие как ..." - -msgid "**Cut-out animations:** editing sprites' transforms at runtime." -msgstr "" -"**Перекладная мультипликация:** редактирование преобразований спрайтов во " -"время выполнения." - -msgid "" -"**2D Mesh animations:** defining a region for the sprite's texture and " -"rigging a skeleton to it. Then one animates the bones which stretch and bend " -"the texture in proportion to the bones' relationships to each other." -msgstr "" -"**Анимации 2D-мешей:** определяют области для текстуры спрайта и привязки к " -"ней скелета. Затем анимируются кости, которые растягивают и изгибают " -"текстуру пропорционально соотношению костей друг с другом." - -msgid "A mix of the above." -msgstr "Смесь вышеперечисленного." - -msgid "" -"While one needs an AnimationPlayer to design each of the individual " -"animation sequences for a game, it can also be useful to combine animations " -"for blending, i.e. enabling smooth transitions between these animations. " -"There may also be a hierarchical structure between animations that one plans " -"out for their object. These are the cases where the :ref:`AnimationTree " -"` shines. One can find an in-depth guide on using the " -"AnimationTree :ref:`here `." -msgstr "" -"Несмотря на то, что для разработки каждой отдельной последовательности " -"анимации для игры нужен AnimationPlayer, также может быть полезно " -"комбинировать анимации для смешивания, то есть для обеспечения плавных " -"переходов между этими анимациями. Также может существовать иерархическая " -"структура между анимациями, которую человек планирует для своего объекта. " -"Это случаи, когда нужен :ref:`AnimationTree `. Можно " -"найти подробное руководство по использованию AnimationTree :ref:`здесь " -"`." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po b/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po deleted file mode 100644 index f08f40eb56..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po +++ /dev/null @@ -1,216 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot interfaces" -msgstr "Интерфейсы Godot" - -msgid "" -"Often one needs scripts that rely on other objects for features. There are 2 " -"parts to this process:" -msgstr "" -"Часто требуются скрипты, которые полагаются на другие объекты для работы с " -"функциями. Этот процесс состоит из 2-х частей:" - -msgid "Acquiring a reference to the object that presumably has the features." -msgstr "" -"Получение ссылки на объект, который предположительно имеет характеристики." - -msgid "Accessing the data or logic from the object." -msgstr "Доступ к данным или логике из объекта." - -msgid "The rest of this tutorial outlines the various ways of doing all this." -msgstr "" -"В оставшейся части этого руководства описаны различные способы сделать всё " -"это." - -msgid "Acquiring object references" -msgstr "Получение ссылок на объект" - -msgid "" -"For all :ref:`Object `\\s, the most basic way of referencing " -"them is to get a reference to an existing object from another acquired " -"instance." -msgstr "" -"Для всех :ref:`Object `, самый простой способ ссылки на них - " -"это получить ссылку на существующий объект из другого полученного экземпляра." - -msgid "" -"The same principle applies for :ref:`RefCounted ` objects. " -"While users often access :ref:`Node ` and :ref:`Resource " -"` this way, alternative measures are available." -msgstr "" -"Тот же принцип применим и к объектам :ref:`RefCounted `. " -"Хотя пользователи часто обращаются к :ref:`Node ` и :ref:" -"`Resource ` таким образом, существуют и альтернативные меры." - -msgid "" -"Instead of property or method access, one can get Resources by load access." -msgstr "" -"Вместо доступа к свойствам или методам, можно получить доступ к ресурсам при " -"загрузке." - -msgid "Note the following:" -msgstr "Обратите внимание на следующее:" - -msgid "There are many ways in which a language can load such resources." -msgstr "" -"Существует множество способов, которыми язык может загружать такие ресурсы." - -msgid "" -"When designing how objects will access data, don't forget that one can pass " -"resources around as references as well." -msgstr "" -"При проектировании того, как объекты будут получать доступ к данным, не " -"забывайте, что можно передавать ресурсы и в виде ссылок." - -msgid "" -"Keep in mind that loading a resource fetches the cached resource instance " -"maintained by the engine. To get a new object, one must :ref:`duplicate " -"` an existing reference or instantiate one " -"from scratch with ``new()``." -msgstr "" -"Имейте в виду, что загрузка ресурса извлекает кэшированный экземпляр " -"ресурса, обслуживаемый движком. Чтобы получить новый объект, необходимо :ref:" -"`дублировать ` существующую ссылку или " -"создать её экземпляр с нуля с помощью ``new()``." - -msgid "Nodes likewise have an alternative access point: the SceneTree." -msgstr "" -"Узлы также имеют альтернативную точку доступа: Дерево cцены (SceneTree)." - -msgid "Accessing data or logic from an object" -msgstr "Доступ к данным или логике из объекта" - -msgid "" -"Godot's scripting API is duck-typed. This means that if a script executes an " -"operation, Godot doesn't validate that it supports the operation by " -"**type**. It instead checks that the object **implements** the individual " -"method." -msgstr "" -"Скриптовый API движка Godot имеет \"утиную типизацию\". Это означает, что " -"если скрипт выполняет операцию, Godot не проверяет, поддерживает ли он " -"операцию по **типу**. Вместо этого он проверяет, **реализует ли объект** " -"отдельный метод." - -msgid "" -"For example, the :ref:`CanvasItem ` class has a " -"``visible`` property. All properties exposed to the scripting API are in " -"fact a setter and getter pair bound to a name. If one tried to access :ref:" -"`CanvasItem.visible `, then Godot would " -"do the following checks, in order:" -msgstr "" -"Например, класс :ref:`CanvasItem ` имеет свойство " -"``visible`` (видимый). Все свойства, предоставляемые скриптовому API, на " -"самом деле являются парой сеттера и геттера, привязанной к имени. Если кто-" -"то попытается получить доступ к :ref:`CanvasItem.visible " -"`, тогда Godot выполнит следующие " -"проверки в следующем порядке:" - -msgid "" -"If the object has a script attached, it will attempt to set the property " -"through the script. This leaves open the opportunity for scripts to override " -"a property defined on a base object by overriding the setter method for the " -"property." -msgstr "" -"Если к объекту прикреплён скрипт, он попытается установить свойство через " -"скрипт. Это оставляет открытой возможность для скриптов переопределять " -"свойство, определённое для базового объекта, путем переопределения метода-" -"сеттера для свойства." - -msgid "" -"If the script does not have the property, it performs a HashMap lookup in " -"the ClassDB for the \"visible\" property against the CanvasItem class and " -"all of its inherited types. If found, it will call the bound setter or " -"getter. For more information about HashMaps, see the :ref:`data preferences " -"` docs." -msgstr "" -"Если у скрипта нет свойства, он выполняет поиск HashMap в ClassDB для " -"«видимого» свойства для класса CanvasItem и всех его унаследованных типов. " -"Если он найден, он вызовет связанный сеттер или геттер. Дополнительную " -"информацию о HashMap см. в документации о :ref:`настройке данных " -"`." - -msgid "" -"If not found, it does an explicit check to see if the user wants to access " -"the \"script\" or \"meta\" properties." -msgstr "" -"Если не найдено, то производится явная проверка, хочет ли пользователь " -"получить доступ к свойствам \"скрипта\" или \"мета\"-свойствам." - -msgid "" -"If not, it checks for a ``_set``/``_get`` implementation (depending on type " -"of access) in the CanvasItem and its inherited types. These methods can " -"execute logic that gives the impression that the Object has a property. This " -"is also the case with the ``_get_property_list`` method." -msgstr "" -"Если нет, то проверяется реализация ``_set``/``_get`` (в зависимости от типа " -"доступа) в CanvasItem и его унаследованных типах. Эти методы могут выполнять " -"логику, создающую впечатление, что у Object есть свойство. Это также " -"относится и к методу ``_get_property_list``." - -msgid "" -"Note that this happens even for non-legal symbol names, such as names " -"starting with a digit or containing a slash." -msgstr "" -"Обратите внимание, что это происходит даже для нелегальных имен символов, " -"таких как имена, начинающиеся с цифры или содержащие косую черту." - -msgid "" -"As a result, this duck-typed system can locate a property either in the " -"script, the object's class, or any class that object inherits, but only for " -"things which extend Object." -msgstr "" -"В результате эта система с утиной типизацией может найти свойство либо в " -"скрипте, либо в классе объекта, либо в любом классе, который наследует " -"объект, но только для вещей, которые расширяют Object." - -msgid "" -"Godot provides a variety of options for performing runtime checks on these " -"accesses:" -msgstr "" -"Godot предоставляет различные возможности для выполнения проверки времени " -"выполнения этих обращений:" - -msgid "" -"A duck-typed property access. These will be property checks (as described " -"above). If the operation isn't supported by the object, execution will halt." -msgstr "" -"Доступ к свойствам утиной типизации. Это будет проверка свойств (как описано " -"выше). Если операция не поддерживается объектом, выполнение будет " -"остановлено." - -msgid "" -"A method check. In the case of :ref:`CanvasItem.visible " -"`, one can access the methods, " -"``set_visible`` and ``is_visible`` like any other method." -msgstr "" -"Проверка метода. В случае :ref:`CanvasItem.visible " -"`, можно получить доступ к методам " -"``set_visible`` и ``is_visible``, как и к любому другому методу." - -msgid "" -"Outsource the access to a :ref:`Callable `. These may be " -"useful in cases where one needs the max level of freedom from dependencies. " -"In this case, one relies on an external context to setup the method." -msgstr "" -"Передача доступа к :ref:`Callable `. Это может быть полезно " -"в случаях, когда требуется максимальная степень свободы от зависимостей. В " -"этом случае при настройке метода полагаются на внешний контекст." - -msgid "" -"These strategies contribute to Godot's flexible design. Between them, users " -"have a breadth of tools to meet their specific needs." -msgstr "" -"Эти стратегии способствуют гибкости дизайна Godot. Вместе с тем у " -"пользователей есть широкий спектр инструментов для удовлетворения их " -"конкретных потребностей." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/godot_notifications.po b/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/godot_notifications.po deleted file mode 100644 index 68cebb8851..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/godot_notifications.po +++ /dev/null @@ -1,294 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot notifications" -msgstr "Уведомления Godot" - -msgid "" -"Every Object in Godot implements a :ref:`_notification " -"` method. Its purpose is to allow " -"the Object to respond to a variety of engine-level callbacks that may relate " -"to it. For example, if the engine tells a :ref:`CanvasItem " -"` to \"draw\", it will call " -"``_notification(NOTIFICATION_DRAW)``." -msgstr "" -"Каждый Object в Godot реализует метод :ref:`_notification " -"`. Его цель - позволить объекту " -"реагировать на различные обратные вызовы на уровне движка, которые могут " -"иметь к нему отношение. Например, если движок сообщает :ref:`CanvasItem " -"` \"draw\" (рисовать), то он вызовет " -"``_notification(NOTIFICATION_DRAW)``." - -msgid "" -"Some of these notifications, like draw, are useful to override in scripts. " -"So much so that Godot exposes many of them with dedicated functions:" -msgstr "" -"Некоторые из этих уведомлений, например рисование (draw), полезно " -"переопределить в скриптах. Настолько, что Godot предоставляет многие из них " -"специальные функции:" - -msgid "``_ready()``: ``NOTIFICATION_READY``" -msgstr "``_ready()``: ``NOTIFICATION_READY``" - -msgid "``_enter_tree()``: ``NOTIFICATION_ENTER_TREE``" -msgstr "``_enter_tree()``: ``NOTIFICATION_ENTER_TREE``" - -msgid "``_exit_tree()``: ``NOTIFICATION_EXIT_TREE``" -msgstr "``_exit_tree()``: ``NOTIFICATION_EXIT_TREE``" - -msgid "``_process(delta)``: ``NOTIFICATION_PROCESS``" -msgstr "``_process(delta)``: ``NOTIFICATION_PROCESS``" - -msgid "``_physics_process(delta)``: ``NOTIFICATION_PHYSICS_PROCESS``" -msgstr "``_physics_process(delta)``: ``NOTIFICATION_PHYSICS_PROCESS``" - -msgid "``_draw()``: ``NOTIFICATION_DRAW``" -msgstr "``_draw()``: ``NOTIFICATION_DRAW``" - -msgid "" -"What users might *not* realize is that notifications exist for types other " -"than Node alone, for example:" -msgstr "" -"Что пользователи могут *не* осознавать, так это то, что уведомления " -"существуют и для других типов, не только для Node, например:" - -msgid "" -":ref:`Object::NOTIFICATION_POSTINITIALIZE " -"`: a callback that " -"triggers during object initialization. Not accessible to scripts." -msgstr "" -":ref:`Объект::NOTIFICATION_POSTINITIALIZE " -"`: обратный вызов, " -"который срабатывает при инициализации объекта. Не доступен для скриптов." - -msgid "" -":ref:`Object::NOTIFICATION_PREDELETE " -"`: a callback that triggers " -"before the engine deletes an Object, i.e. a \"destructor\"." -msgstr "" -":ref:`Object::NOTIFICATION_PREDELETE " -"`: обратный вызов, который " -"срабатывает до того, как движок удалит Object, т.е. 'деструктор'." - -msgid "" -"And many of the callbacks that *do* exist in Nodes don't have any dedicated " -"methods, but are still quite useful." -msgstr "" -"И многие обратные вызовы, которые *действительно* существуют в Node (узлах), " -"не имеют специальных методов, но по-прежнему весьма полезны." - -msgid "" -":ref:`Node::NOTIFICATION_PARENTED " -"`: a callback that triggers " -"anytime one adds a child node to another node." -msgstr "" -":ref:`Node::NOTIFICATION_PARENTED " -"`: обратный вызов, который " -"срабатывает при добавлении дочернего узла к другому узлу." - -msgid "" -":ref:`Node::NOTIFICATION_UNPARENTED " -"`: a callback that triggers " -"anytime one removes a child node from another node." -msgstr "" -":ref:`Node::NOTIFICATION_UNPARENTED " -"`: обратный вызов, который " -"срабатывает в любой момент, когда удаляется дочерний узел из другого узла." - -msgid "" -"One can access all these custom notifications from the universal " -"``_notification()`` method." -msgstr "" -"Доступ ко всем этим пользовательским уведомлениям можно получить из " -"универсального метода ``_notification()``." - -msgid "" -"Methods in the documentation labeled as \"virtual\" are also intended to be " -"overridden by scripts." -msgstr "" -"Методы в документации, помеченные как \"виртуальные\" (virtual), также " -"должны быть переопределены скриптами." - -msgid "" -"A classic example is the :ref:`_init ` " -"method in Object. While it has no ``NOTIFICATION_*`` equivalent, the engine " -"still calls the method. Most languages (except C#) rely on it as a " -"constructor." -msgstr "" -"Классическим примером является метод :ref:`_init " -"` в Object. Хотя у него нет эквивалента " -"``NOTIFICATION_*``, движок по-прежнему вызывает метод. Большинство языков " -"(кроме C#) полагаются на него, как на конструктор." - -msgid "" -"So, in which situation should one use each of these notifications or virtual " -"functions?" -msgstr "" -"Так в какой же ситуации следует использовать уведомления, а в какой " -"виртуальные функции?" - -msgid "_process vs. _physics_process vs. \\*_input" -msgstr "_process против _physics_process против \\*_input" - -msgid "" -"Use ``_process()`` when one needs a framerate-dependent delta time between " -"frames. If code that updates object data needs to update as often as " -"possible, this is the right place. Recurring logic checks and data caching " -"often execute here, but it comes down to the frequency at which one needs " -"the evaluations to update. If they don't need to execute every frame, then " -"implementing a Timer-timeout loop is another option." -msgstr "" -"Используйте ``_process()``, когда требуется дельта время между кадрами. Если " -"код, обновляющий данные объекта, должен обновляться как можно чаще, то это " -"самое подходящее место. Здесь часто выполняются повторяющиеся логические " -"проверки и кэширование данных, но все сводится к тому, с какой частотой " -"нужно обновлять. Если обновляться каждый кадр не нужно, то можно " -"использовать цикл Timer-timeout." - -msgid "" -"Use ``_physics_process()`` when one needs a framerate-independent delta time " -"between frames. If code needs consistent updates over time, regardless of " -"how fast or slow time advances, this is the right place. Recurring kinematic " -"and object transform operations should execute here." -msgstr "" -"Используйте ``_physics_process()``, когда требуется код независимый от " -"дельта времени между кадрами. Если коду требуется последовательное " -"обновление данных во времени, независимо от того, насколько быстро или " -"медленно движется время, то это самое подходящее место. Повторяющиеся " -"кинематические операции и операции преобразования объектов должны " -"выполняться здесь." - -msgid "" -"While it is possible, to achieve the best performance, one should avoid " -"making input checks during these callbacks. ``_process()`` and " -"``_physics_process()`` will trigger at every opportunity (they do not " -"\"rest\" by default). In contrast, ``*_input()`` callbacks will trigger only " -"on frames in which the engine has actually detected the input." -msgstr "" -"Хотя это и возможно, для достижения наилучшей производительности следует " -"избегать проверки ввода во время этих обратных вызовов. ``_process()`` и " -"``_physics_process()`` будут срабатывать при каждой возможности (по " -"умолчанию они не \"отдыхают\"). Обратные вызовы ``*_input()``, напротив, " -"будут срабатывать только на кадрах, в которых движок действительно обнаружил " -"вход." - -msgid "" -"One can check for input actions within the input callbacks just the same. If " -"one wants to use delta time, one can fetch it from the related delta time " -"methods as needed." -msgstr "" -"Аналогично можно проверять действия по вводу в рамках обратных вызовов " -"ввода. Если необходимо использовать дельта-время, то при необходимости его " -"можно получить из соответствующих методов дельта-времени." - -msgid "_init vs. initialization vs. export" -msgstr "_init против initialization против export" - -msgid "" -"If the script initializes its own node subtree, without a scene, that code " -"should execute in ``_init()``. Other property or SceneTree-independent " -"initializations should also run here." -msgstr "" -"Если скрипт инициализирует своё собственное поддерево узлов, без сцены, то " -"этот код должен выполняться ``_init()``. Другие свойства или независимые от " -"SceneTree инициализации должны также запускаться в ``_init()``." - -msgid "The C# equivalent to GDScript's ``_init()`` method is the constructor." -msgstr "Конструктор в C#, является эквивалентом метода GDScript ``_init()``." - -msgid "" -"``_init()`` triggers before ``_enter_tree()`` or ``_ready()``, but after a " -"script creates and initializes its properties. When instantiating a scene, " -"property values will set up according to the following sequence:" -msgstr "" -"``_init()`` срабатывает до ``_enter_tree()`` или ``_ready()``, но после " -"скрипт создает и инициализирует его свойства. При инстанцировании сцены " -"значения свойств будут установлены в соответствии со следующей " -"последовательностью:" - -msgid "" -"**Initial value assignment:** the property is assigned its initialization " -"value, or its default value if one is not specified. If a setter exists, it " -"is not used." -msgstr "" -"**Присвоение начального значения:** при создании экземпляра будет назначено " -"либо значение инициализации, либо значение по умолчанию, если не указано " -"другое. Если сеттер существует, то он не будет использован." - -msgid "" -"**``_init()`` assignment:** the property's value is replaced by any " -"assignments made in ``_init()``, triggering the setter." -msgstr "" -"**``_init()`` назначение:** значение свойства заменяется любыми " -"назначениями, сделанными в ``_init()``, с использованием сеттера." - -msgid "" -"**Exported value assignment:** an exported property's value is again " -"replaced by any value set in the Inspector, triggering the setter." -msgstr "" -"**Присвоение экспортируемого значения:** значение экспортируемого свойства " -"снова заменяется любым значением, установленным в инспекторе, вызывая сеттер." - -msgid "" -"As a result, instantiating a script versus a scene may affect both the " -"initialization *and* the number of times the engine calls the setter." -msgstr "" -"В результате создание экземпляра скрипта вместо сцены повлияет как на " -"инициализацию, *так и на* количество вызовов сеттера движком." - -msgid "_ready vs. _enter_tree vs. NOTIFICATION_PARENTED" -msgstr "_ready против _enter_tree против NOTIFICATION_PARENTED" - -msgid "" -"When instantiating a scene connected to the first executed scene, Godot will " -"instantiate nodes down the tree (making ``_init()`` calls) and build the " -"tree going downwards from the root. This causes ``_enter_tree()`` calls to " -"cascade down the tree. Once the tree is complete, leaf nodes call " -"``_ready``. A node will call this method once all child nodes have finished " -"calling theirs. This then causes a reverse cascade going up back to the " -"tree's root." -msgstr "" -"При создании экземпляра сцены, связанной с первой выполненной сценой, Godot " -"будет создавать экземпляры узлов вниз по дереву (выполняя вызовы ``_init``) " -"и строить дерево, идущее вниз от корня. Это вызывает каскадирование вызовов " -"``_enter_tree`` по дереву. Когда дерево готово, листовые узлы вызывают " -"``_ready``. Узел вызовет этот метод, как только все дочерние узлы закончат " -"свои вызовы. Затем это вызывает обратный каскад, возвращающийся к корню " -"дерева." - -msgid "" -"When instantiating a script or a standalone scene, nodes are not added to " -"the SceneTree upon creation, so no ``_enter_tree()`` callbacks trigger. " -"Instead, only the ``_init()`` call occurs. When the scene is added to the " -"SceneTree, the ``_enter_tree()`` and ``_ready()`` calls occur." -msgstr "" -"При создании скрипта или автономной сцены узлы не добавляются в SceneTree " -"при создании, поэтому обратные вызовы ``_enter_tree`` не запускаются. Вместо " -"этого выполняются только вызовы ``_init``. При добавлении сцены в SceneTree " -"происходит вызов ``_enter_tree()`` и ``_enter_tree()``." - -msgid "" -"If one needs to trigger behavior that occurs as nodes parent to another, " -"regardless of whether it occurs as part of the main/active scene or not, one " -"can use the :ref:`PARENTED ` " -"notification. For example, here is a snippet that connects a node's method " -"to a custom signal on the parent node without failing. Useful on data-" -"centric nodes that one might create at runtime." -msgstr "" -"Если нужно инициировать поведение, которое возникает в качестве родительских " -"узлов для другого, независимо от того, происходит ли оно как часть " -"основной / активной сцены или нет, можно использовать уведомление :ref:" -"`PARENTED `. Например, вот " -"фрагмент, который без сбоев соединяет метод узла с настраиваемым сигналом на " -"родительском узле. Полезно для узлов, ориентированных на данные, которые " -"можно создать во время выполнения." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/index.po deleted file mode 100644 index 3427c39946..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/index.po +++ /dev/null @@ -1,15 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Best practices" -msgstr "Лучшие практики" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po b/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po deleted file mode 100644 index dede17aa84..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po +++ /dev/null @@ -1,74 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"This series is a collection of best practices to help you work efficiently " -"with Godot." -msgstr "" -"В этом разделе представлены примеры лучших практик, которые помогут вам " -"эффективно работать с Godot." - -msgid "" -"Godot allows for a great amount of flexibility in how you structure a " -"project's codebase and break it down into scenes. Each approach has its pros " -"and cons, and they can be hard to weigh until you've worked with the engine " -"for long enough." -msgstr "" -"Godot предоставляет большую гибкость в структурировании кодовой базы проекта " -"и разбиения проекта на сцены. У каждого подхода свои плюсы и минусы, и их " -"будет сложно взвесить, пока вы не поработаете в движке достаточно долго." - -msgid "" -"There are always many ways to structure your code and solve specific " -"programming problems. It would be impossible to cover them all here." -msgstr "" -"Существует много способов структурировать свой код и решать специфические " -"задачи в программировании. Однако, невозможно охватить их все здесь." - -msgid "" -"That is why each article starts from a real-world problem. We will break " -"down each problem in fundamental questions, suggest solutions, analyze the " -"pros and cons of each option, and highlight the best course of action for " -"the problem at hand." -msgstr "" -"По этой причине, каждая статья будет начинаться с постановки реальной " -"задачи, которая может встретиться при разработке. Мы разберем каждую задачу " -"на основополагающие вопросы, предложим решения, проанализируем все плюсы и " -"минусы каждого варианта и выделим наилучшие способы решения данной задачи." - -msgid "" -"You should start by reading :ref:`doc_what_are_godot_classes`. It explains " -"how Godot's nodes and scenes relate to classes and objects in other Object-" -"Oriented programming languages. It will help you make sense of the rest of " -"the series." -msgstr "" -"Вам следует начать с чтения :ref:`doc_what_are_godot_classes`. Он объясняет, " -"как узлы и сцены Godot связаны с классами и объектами в других объектно-" -"ориентированных языках программирования. Это поможет вам разобраться в " -"остальной части серии." - -msgid "" -"The best practices in Godot rely on Object-Oriented design principles. We " -"use tools like the `single responsibility `_ principle and `encapsulation `_." -msgstr "" -"Лучшие практики в Godot основаны на принципах объектно-ориентированного " -"дизайна. Мы используем такие инструменты, как `принцип единственной " -"ответственности `_ " -"и `инкапсуляцию `_." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/logic_preferences.po b/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/logic_preferences.po deleted file mode 100644 index 5161c2394a..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/logic_preferences.po +++ /dev/null @@ -1,259 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Logic preferences" -msgstr "Настройки логики" - -msgid "" -"Ever wondered whether one should approach problem X with strategy Y or Z? " -"This article covers a variety of topics related to these dilemmas." -msgstr "" -"Вы когда-нибудь задумывались, следует ли подходить к проблеме X со " -"стратегией Y или Z? В этой статье рассматриваются различные темы, связанные " -"с этими дилеммами." - -msgid "Adding nodes and changing properties: which first?" -msgstr "Добавление узлов и изменение свойств: что сначала?" - -msgid "" -"When initializing nodes from a script at runtime, you may need to change " -"properties such as the node's name or position. A common dilemma is, when " -"should you change those values?" -msgstr "" -"При инициализации узлов из скрипта во время выполнения может потребоваться " -"изменить такие свойства, как имя или положение узла. Часто возникающая " -"дилемма: когда следует изменять эти значения?" - -msgid "" -"It is the best practice to change values on a node before adding it to the " -"scene tree. Some property's setters have code to update other corresponding " -"values, and that code can be slow! For most cases, this code has no impact " -"on your game's performance, but in heavy use cases such as procedural " -"generation, it can bring your game to a crawl." -msgstr "" -"Лучше всего изменять значения узла перед добавлением его в дерево сцены. " -"Некоторые сеттеры свойств содержат код для обновления других соответствующих " -"значений, и этот код может быть медленным! В большинстве случаев этот код не " -"влияет на производительность игры, но в тяжелых случаях, таких как " -"процедурная генерация, он может замедлить работу игры." - -msgid "" -"For these reasons, it is always a best practice to set the initial values of " -"a node before adding it to the scene tree." -msgstr "" -"По этим причинам лучше всего задавать начальные значения узла перед его " -"добавлением в дерево сцены." - -msgid "Loading vs. preloading" -msgstr "Загрузка против предварительной загрузки" - -msgid "" -"In GDScript, there exists the global :ref:`preload " -"` method. It loads resources as early as " -"possible to front-load the \"loading\" operations and avoid loading " -"resources while in the middle of performance-sensitive code." -msgstr "" -"В GDScript существует глобальный метод :ref:`preload `. Он загружает ресурсы как можно раньше, чтобы " -"предварительно загрузить «загрузочные» операции и избежать загрузки ресурсов " -"в середине кода, чувствительного к производительности." - -msgid "" -"Its counterpart, the :ref:`load ` method, loads " -"a resource only when it reaches the load statement. That is, it will load a " -"resource in-place which can cause slowdowns when it occurs in the middle of " -"sensitive processes. The ``load()`` function is also an alias for :ref:" -"`ResourceLoader.load(path) ` which is " -"accessible to *all* scripting languages." -msgstr "" -"Его аналог, метод :ref:`load `, загружает " -"ресурс только тогда, когда он достигает оператора load. То есть он загрузит " -"ресурс на месте, что может вызвать замедление, когда это произойдет в " -"середине важных процессов. Функция ``load`` также является псевдонимом для :" -"ref:`ResourceLoader.load(path) `, который " -"доступен для *всех* скриптовых языков." - -msgid "" -"So, when exactly does preloading occur versus loading, and when should one " -"use either? Let's see an example:" -msgstr "" -"Итак, когда именно происходит предварительная загрузка во время загрузки и " -"когда следует ее использовать? Посмотрим на пример:" - -msgid "" -"Preloading allows the script to handle all the loading the moment one loads " -"the script. Preloading is useful, but there are also times when one doesn't " -"wish for it. To distinguish these situations, there are a few things one can " -"consider:" -msgstr "" -"Предварительная загрузка позволяет скрипту обрабатывать всю загрузку в " -"момент загрузки скрипта. Предварительная загрузка полезна, но бывают случаи, " -"когда этого не хочется. Чтобы различать эти ситуации, следует учесть " -"несколько вещей:" - -msgid "" -"If one cannot determine when the script might load, then preloading a " -"resource, especially a scene or script, could result in further loads one " -"does not expect. This could lead to unintentional, variable-length load " -"times on top of the original script's load operations." -msgstr "" -"Если невозможно определить, когда может загрузиться сценарий, то " -"предварительная загрузка ресурса, особенно сцены или сценария, может " -"привести к дальнейшим загрузкам, которых нельзя было ожидать. Это может " -"привести к непреднамеренной загрузке переменной длины поверх операций " -"загрузки исходного сценария." - -msgid "" -"If something else could replace the value (like a scene's exported " -"initialization), then preloading the value has no meaning. This point isn't " -"a significant factor if one intends to always create the script on its own." -msgstr "" -"Если что-то еще может заменить значение (например, экспортированная " -"инициализация сцены), то предварительная загрузка значения не имеет смысла. " -"Этот момент не является существенным фактором, если кто-то намеревается " -"всегда создавать скрипт самостоятельно." - -msgid "" -"If one wishes only to 'import' another class resource (script or scene), " -"then using a preloaded constant is often the best course of action. However, " -"in exceptional cases, one may wish not to do this:" -msgstr "" -"Если кто-то хочет только 'импортировать' ресурс другого класса (скрипт или " -"сцену), то использование предварительно загруженной константы часто является " -"лучшим способом действий. Однако в исключительных случаях стоит не делать " -"этого:" - -msgid "" -"If the 'imported' class is liable to change, then it should be a property " -"instead, initialized either using an ``@export`` or a ``load()`` (and " -"perhaps not even initialized until later)." -msgstr "" -"Если 'импортированный' класс подлежит изменению, то вместо этого он должен " -"быть свойством, инициализированным либо с помощью ``export``, либо ``load`` " -"(и, возможно, даже не инициализированного до более позднего времени)." - -msgid "" -"If the script requires a great many dependencies, and one does not wish to " -"consume so much memory, then one may wish to, load and unload various " -"dependencies at runtime as circumstances change. If one preloads resources " -"into constants, then the only way to unload these resources would be to " -"unload the entire script. If they are instead loaded properties, then one " -"can set them to ``null`` and remove all references to the resource entirely " -"(which, as a :ref:`RefCounted `-extending type, will cause " -"the resources to delete themselves from memory)." -msgstr "" -"Если для сценария требуется очень много зависимостей, и кто-то не желает " -"расходовать так много памяти, то может потребоваться загружать и выгружать " -"различные зависимости во время выполнения по мере изменения обстоятельств. " -"Если предварительно загрузить ресурсы в константы, то единственный способ " -"выгрузить эти ресурсы — это выгрузить весь сценарий. Если вместо этого, " -"ресурсы это загруженные свойства, то можно установить для них значение как " -"`` null `` и полностью удалить все ссылки на ресурс (что, как расширяющийся " -"тип :ref:`Reference `, приведет к самоудалению ресурсов из " -"памяти)." - -msgid "Large levels: static vs. dynamic" -msgstr "Большие уровни: статические против динамических" - -msgid "" -"If one is creating a large level, which circumstances are most appropriate? " -"Should they create the level as one static space? Or should they load the " -"level in pieces and shift the world's content as needed?" -msgstr "" -"Если кто-нибудь создает большой уровень, какие обстоятельства являются " -"самыми подходящими? Должны ли они создавать уровень как одно статичное " -"пространство? Или они должны загружать уровень по частям и перемещать " -"содержимое мира по мере необходимости?" - -msgid "" -"Well, the simple answer is, \"when the performance requires it.\" The " -"dilemma associated with the two options is one of the age-old programming " -"choices: does one optimize memory over speed, or vice versa?" -msgstr "" -"Что ж, простой ответ: «когда этого требует производительность». Дилемма, " -"связанная с этими двумя вариантами, является одним из старых вопросов " -"программирования: оптимизировать ли память вместо скорости или наоборот?" - -msgid "" -"The naive answer is to use a static level that loads everything at once. " -"But, depending on the project, this could consume a large amount of memory. " -"Wasting users' RAM leads to programs running slow or outright crashing from " -"everything else the computer tries to do at the same time." -msgstr "" -"Наивный ответ - использовать статический уровень, который загружает все " -"сразу. Но, в зависимости от проекта, это может потреблять большой объем " -"памяти. Исчерпание оперативной памяти пользователей приводит к тому, что " -"программы работают медленно или полностью вылетают из-за всего остального, " -"что компьютер пытается делать одновременно." - -msgid "" -"No matter what, one should break larger scenes into smaller ones (to aid in " -"reusability of assets). Developers can then design a node that manages the " -"creation/loading and deletion/unloading of resources and nodes in real-time. " -"Games with large and varied environments or procedurally generated elements " -"often implement these strategies to avoid wasting memory." -msgstr "" -"Несмотря ни на что, нужно разбивать большие сцены на более мелкие (чтобы " -"способствовать повторному использованию ресурсов). Затем разработчики могут " -"проектировать узел, который управляет созданием/загрузкой и удалением/" -"выгрузкой ресурсов и узлов в режиме реального времени. Игры с большими и " -"разнообразными средами или процедурно генерируемыми элементами часто " -"реализуют эти стратегии, чтобы избежать траты памяти." - -msgid "" -"On the flip side, coding a dynamic system is more complex, i.e. uses more " -"programmed logic, which results in opportunities for errors and bugs. If one " -"isn't careful, they can develop a system that bloats the technical debt of " -"the application." -msgstr "" -"С другой стороны, кодирование динамической системы является более сложным, т." -"к. использует больше программируемой логики, которая приводит к возможностям " -"для ошибок и багов. Если кто-то не будет осторожен, то может быть " -"разработана система, которая раздувает технический долг приложения." - -msgid "As such, the best options would be..." -msgstr "Таким образом, лучшими вариантами были бы ..." - -msgid "To use a static level for smaller games." -msgstr "Использование статических уровней для небольших игр." - -msgid "" -"If one has the time/resources on a medium/large game, create a library or " -"plugin that can code the management of nodes and resources. If refined over " -"time, so as to improve usability and stability, then it could evolve into a " -"reliable tool across projects." -msgstr "" -"Если у вас есть время/ресурсы для средней/большой игры, создайте библиотеку " -"или плагин, который может кодировать управление узлами и ресурсами. Если со " -"временем доработать его, чтобы улучшить удобство использования и " -"стабильность, то он может превратиться в надежный инструмент для всех " -"проектов." - -msgid "" -"Code the dynamic logic for a medium/large game because one has the coding " -"skills, but not the time or resources to refine the code (game's gotta get " -"done). Could potentially refactor later to outsource the code into a plugin." -msgstr "" -"Программируйте динамическую логику для средней/большой игры, если у вас есть " -"навыки программирования, но нет времени или ресурсов для улучшения кода " -"(игра должна быть завершена). Позже потенциально можно провести рефакторинг, " -"чтобы создать из кода плагин." - -msgid "" -"For an example of the various ways one can swap scenes around at runtime, " -"please see the :ref:`\"Change scenes manually\" " -"` documentation." -msgstr "" -"Примеры различных способов, которыми можно менять местами сцены во время " -"выполнения, можно найти в документации :ref:`«Изменить сцены вручную» " -"`." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/node_alternatives.po b/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/node_alternatives.po deleted file mode 100644 index 2ffed5aa58..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/node_alternatives.po +++ /dev/null @@ -1,140 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "When and how to avoid using nodes for everything" -msgstr "Когда и как избежать использования узлов для всего" - -msgid "" -"Nodes are cheap to produce, but even they have their limits. A project may " -"have tens of thousands of nodes all doing things. The more complex their " -"behavior though, the larger the strain each one adds to a project's " -"performance." -msgstr "" -"Узлы дёшевы в производстве, но даже они имеют свои пределы. В проекте могут " -"быть десятки тысяч узлов, которые всё делают. Однако чем сложнее их " -"поведение, тем большее напряжение они вносят в работу проекта." - -msgid "" -"Godot provides more lightweight objects for creating APIs which nodes use. " -"Be sure to keep these in mind as options when designing how you wish to " -"build your project's features." -msgstr "" -"Godot предоставляет более лёгкие объекты для создания API, которые " -"используют узлы. Обязательно помните об этом как о вариантах при разработке " -"того, как вы хотите построить функции своего проекта." - -msgid "" -":ref:`Object `: The ultimate lightweight object, the original " -"Object must use manual memory management. With that said, it isn't too " -"difficult to create one's own custom data structures, even node structures, " -"that are also lighter than the :ref:`Node ` class." -msgstr "" -":ref:`Object `: максимально лёгкий объект, исходный Object " -"должен использовать ручное управление памятью. С учётом сказанного, нетрудно " -"создать свои собственные структуры данных, даже структуры узлов, которые " -"также легче, чем класс :ref:`Node `." - -msgid "" -"**Example:** See the :ref:`Tree ` node. It supports a high level " -"of customization for a table of content with an arbitrary number of rows and " -"columns. The data that it uses to generate its visualization though is " -"actually a tree of :ref:`TreeItem ` Objects." -msgstr "" -"**Пример:** Смотрите узел :ref:`Tree `. Он поддерживает высокий " -"уровень настройки таблицы содержимого с произвольным количеством строк и " -"столбцов. Данные, которые он использует для создания своей визуализации, на " -"самом деле представляют собой дерево объектов :ref:`TreeItem " -"`." - -msgid "" -"**Advantages:** Simplifying one's API to smaller scoped objects helps " -"improve its accessibility and improve iteration time. Rather than working " -"with the entire Node library, one creates an abbreviated set of Objects from " -"which a node can generate and manage the appropriate sub-nodes." -msgstr "" -"**Преимущества:** Упрощение API до объектов меньшего масштаба позволяет " -"повысить его доступность и сократить время итерации. Вместо того чтобы " -"работать со всей библиотекой Node, можно создать сокращённый набор объектов, " -"из которых узел может генерировать и управлять соответствующими подузлами." - -msgid "" -"One should be careful when handling them. One can store an Object into a " -"variable, but these references can become invalid without warning. For " -"example, if the object's creator decides to delete it out of nowhere, this " -"would trigger an error state when one next accesses it." -msgstr "" -"С ними нужно быть осторожным. Можно сохранить объект в переменной, но эти " -"ссылки могут стать недействительными без предупреждения. Например, если " -"создатель объекта решит удалить его из ниоткуда, это вызовет состояние " -"ошибки при следующем доступе к нему." - -msgid "" -":ref:`RefCounted `: Only a little more complex than " -"Object. They track references to themselves, only deleting loaded memory " -"when no further references to themselves exist. These are useful in the " -"majority of cases where one needs data in a custom class." -msgstr "" -":ref:`RefCounted `: Только немного сложнее, чем Object. " -"Они отслеживают ссылки на себя, удаляя загруженную память только тогда, " -"когда больше не существует ссылок на себя. Они полезны в большинстве " -"случаев, когда нужны данные в пользовательском классе." - -msgid "" -"**Example:** See the :ref:`FileAccess ` object. It " -"functions just like a regular Object except that one need not delete it " -"themselves." -msgstr "" -"**Пример:** См. объект :ref:`FileAccess `. Он " -"функционирует так же, как и обычный объект, за исключением того, что его не " -"нужно удалять самостоятельно." - -msgid "**Advantages:** same as the Object." -msgstr "**Преимущества:** такие же, как и у объекта." - -msgid "" -":ref:`Resource `: Only slightly more complex than " -"RefCounted. They have the innate ability to serialize/deserialize (i.e. save " -"and load) their object properties to/from Godot resource files." -msgstr "" -":ref:`Resource `: Лишь немного сложнее, чем RefCounted. Он " -"обладает врожденной способностью сериализовать/десериализовать (т.е. " -"сохранять и загружать) свойства своих объектов в/из файлов ресурсов Godot." - -msgid "" -"**Example:** Scripts, PackedScene (for scene files), and other types like " -"each of the :ref:`AudioEffect ` classes. Each of these " -"can be saved and loaded, therefore they extend from Resource." -msgstr "" -"**Пример:** Scripts, PackedScene (для файлов сцены) и другие типы, например " -"каждый из классов :ref:`AudioEffect `. Каждый из них " -"может быть сохранён и загружен, поскольку они расширяют Resource." - -msgid "" -"**Advantages:** Much has :ref:`already been said ` on :ref:" -"`Resource `'s advantages over traditional data storage " -"methods. In the context of using Resources over Nodes though, their main " -"advantage is in Inspector-compatibility. While nearly as lightweight as " -"Object/RefCounted, they can still display and export properties in the " -"Inspector. This allows them to fulfill a purpose much like sub-Nodes on the " -"usability front, but also improve performance if one plans to have many such " -"Resources/Nodes in their scenes." -msgstr "" -"**Преимущества:** О преимуществах :ref:`Ресурса ` перед " -"традиционными методами хранения данных :ref:`уже много сказано " -"`. Однако при сравнении ресурсов с узлами основным " -"преимуществом ресурсов является совместимости с Инспектором. Будучи почти " -"такими же легковесными, как Object/RefCounted, они все же могут отображать и " -"экспортировать свойства в Инспекторе. Это позволяет им выполнять ту же " -"задачу, что и вложенным узлам, с точки зрения удобства использования, но при " -"этом повышает производительность, если планируется иметь много таких " -"ресурсов/узлов в сцене." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/project_organization.po b/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/project_organization.po deleted file mode 100644 index 704b9fc97a..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/project_organization.po +++ /dev/null @@ -1,218 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Project organization" -msgstr "Организация проекта" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"Since Godot has no restrictions on project structure or filesystem usage, " -"organizing files when learning the engine can seem challenging. This " -"tutorial suggests a workflow which should be a good starting point. We will " -"also cover using version control with Godot." -msgstr "" -"Поскольку Godot не имеет ограничений по структуре проекта или использованию " -"файловой системы, организация файлов при изучении движка может показаться " -"сложной задачей. Это руководство предлагает рабочий процесс, который должен " -"быть хорошей отправной точкой. Мы также рассмотрим использование контроля " -"версий с Godot." - -msgid "Organization" -msgstr "Организация" - -msgid "" -"Godot is scene-based in nature, and uses the filesystem as-is, without " -"metadata or an asset database." -msgstr "" -"Godot по своей природе основан на сценах и использует файловую систему как " -"есть, без базы данных или метаданных." - -msgid "" -"Unlike other engines, many resources are contained within the scene itself, " -"so the amount of files in the filesystem is considerably lower." -msgstr "" -"В отличие от других движков, многие ресурсы содержатся внутри самой сцены, " -"поэтому количество файлов в файловой системе значительно ниже." - -msgid "" -"Considering that, the most common approach is to group assets as close to " -"scenes as possible; when a project grows, it makes it more maintainable." -msgstr "" -"Учитывая это, наиболее распространённым подходом является группирование " -"ресурсов как можно ближе к сценам; когда проект начнёт расти, это упростит " -"его обслуживание." - -msgid "" -"As an example, one can usually place into a single folder their basic " -"assets, such as sprite images, 3D model meshes, materials, and music, etc. " -"They can then use a separate folder to store built levels that use them." -msgstr "" -"Например, можно поместить в одну папку основные ассеты, такие, как " -"изображения спрайтов, 3D-модели, материалы, музыку и т.д. Затем можно " -"использовать отдельную папку для хранения созданных уровней, которые их " -"используют." - -msgid "Style guide" -msgstr "Руководство по стилю" - -msgid "" -"For consistency across projects, we recommend following these guidelines:" -msgstr "Для единообразия проектов мы рекомендуем следовать следующим советам:" - -msgid "" -"Use **snake_case** for folder and file names (with the exception of C# " -"scripts). This sidesteps case sensitivity issues that can crop up after " -"exporting a project on Windows. C# scripts are an exception to this rule, as " -"the convention is to name them after the class name which should be in " -"PascalCase." -msgstr "" -"Используйте стиль **snake_case** для имён папок и файлов (за исключением " -"скриптов на C#). Это позволяет обойти проблемы со стилем, которые могут " -"появиться после экспорта проекта в Windows. Скрипты на C# являются " -"исключением, так как по правилам этого языка файлы должны называться по " -"имени класса, которое должно быть в стиле PascalCase." - -msgid "" -"Use **PascalCase** for node names, as this matches built-in node casing." -msgstr "" -"Используйте **PascalCase** для имён узлов, так как это соответствует " -"внутреннему стилю именования узлов." - -msgid "" -"In general, keep third-party resources in a top-level ``addons/`` folder, " -"even if they aren't editor plugins. This makes it easier to track which " -"files are third-party. There are some exceptions to this rule; for instance, " -"if you use third-party game assets for a character, it makes more sense to " -"include them within the same folder as the character scenes and scripts." -msgstr "" -"В общем случае храните сторонние ресурсы в папке верхнего уровня ``addons/" -"``, даже если они не являются плагинами редактора. Это упрощает отслеживание " -"того, какие файлы являются сторонними. Есть несколько исключений из этого " -"правила - например, если вы используете ресурсы для персонажа из сторонней " -"игры, есть смысл включить их в ту же папку, где находятся сцены и скрипты " -"персонажа." - -msgid "Importing" -msgstr "Импорт" - -msgid "" -"Godot versions prior to 3.0 did the import process from files outside the " -"project. While this can be useful in large projects, it resulted in an " -"organization hassle for most developers." -msgstr "" -"До версии 3.0 Godot импортировал ресурсы из файлов, находящихся вне проекта. " -"Хоть это и могло быть полезно в больших проектах, но доставляло лишние " -"хлопоты в организации проекта большинству разработчиков." - -msgid "" -"Because of this, assets are now transparently imported from within the " -"project folder." -msgstr "Поэтому теперь ресурсы прозрачно импортируются из папки проекта." - -msgid "Ignoring specific folders" -msgstr "Игнорирование определённых папок" - -msgid "" -"To prevent Godot from importing files contained in a specific folder, create " -"an empty file called ``.gdignore`` in the folder (the leading ``.`` is " -"required). This can be useful to speed up the initial project importing." -msgstr "" -"Чтобы запретить Godot импортировать файлы, содержащиеся в определённой " -"папке, создайте в этой папке пустой файл с именем ``.gdignore`` (именно с " -"точкой в начале). Это может оказаться полезным для ускорения первоначального " -"импорта проекта." - -msgid "" -"To create a file whose name starts with a dot on Windows, place a dot at " -"both the beginning and end of the filename (\".gdignore.\"). Windows will " -"automatically remove the trailing dot when you confirm the name." -msgstr "" -"Чтобы создать файл, имя которого начинается с точки в Windows, поставьте " -"точку в начале и в конце имени файла (\".gdignore.\"). Windows автоматически " -"удалит точку, когда вы подтвердите имя." - -msgid "" -"Alternatively, you can use a text editor such as Notepad++ or use the " -"following command in a command prompt: ``type nul > .gdignore``" -msgstr "" -"Чтобы создать файл, имя которого начинается с точки, в Windows, вы можете " -"использовать текстовый редактор, например Notepad++, или ввести в командной " -"строке следующую команду: ``type nul > .gdignore``" - -msgid "" -"Once the folder is ignored, resources in that folder can't be loaded anymore " -"using the ``load()`` and ``preload()`` methods. Ignoring a folder will also " -"automatically hide it from the FileSystem dock, which can be useful to " -"reduce clutter." -msgstr "" -"Если папка игнорируется, ресурсы из неё не могут быть загружены с " -"использованием методов ``load()`` и ``preload()``. Игнорирование папки " -"автоматически скрывает ее в панели Файловой системы, которая может быть " -"полезна для уменьшения беспорядка." - -msgid "" -"Note that the ``.gdignore`` file's contents are ignored, which is why the " -"file should be empty. It does not support patterns like ``.gitignore`` files " -"do." -msgstr "" -"Обратите внимание, что содержимое файла ``.gdignore`` игнорируется, поэтому " -"файл должен быть пустым. Он не поддерживает шаблоны, как файл ``.gitignore``." - -msgid "Case sensitivity" -msgstr "Чувствительность к регистру" - -msgid "" -"Windows and recent macOS versions use case-insensitive filesystems by " -"default, whereas Linux distributions use a case-sensitive filesystem by " -"default. This can cause issues after exporting a project, since Godot's PCK " -"virtual filesystem is case-sensitive. To avoid this, it's recommended to " -"stick to ``snake_case`` naming for all files in the project (and lowercase " -"characters in general)." -msgstr "" -"Windows и современные версии macOS используют по умолчанию файловые системы, " -"нечувствительные к регистру; в отличие от них дистрибутивы Linux используют " -"по умолчанию файловые системы, чувствительные к регистру. Это может вызвать " -"проблемы после экспорта проекта, так как PCK - виртуальная файловая система " -"Godot - чувствительна к регистру. Чтобы избежать этого, рекомендуется " -"использовать стиль ``snake_case`` (и строчные буквы в целом) для именования " -"всех файлов проекта." - -msgid "" -"You can break this rule when style guides say otherwise (such as the C# " -"style guide). Still, be consistent to avoid mistakes." -msgstr "" -"Вы можете нарушать это правило, когда руководства по стилю говорят иное " -"(например, руководство по стилю C#). И всё же будьте последовательны, чтобы " -"избежать ошибок." - -msgid "" -"On Windows 10, to further avoid mistakes related to case sensitivity, you " -"can also make the project folder case-sensitive. After enabling the Windows " -"Subsystem for Linux feature, run the following command in a PowerShell " -"window::" -msgstr "" -"В Windows 10, чтобы в дальнейшем избежать ошибок, связанных с " -"чувствительностью к регистру, вы также можете сделать папку проекта " -"чувствительной к регистру. После включения функции Windows Subsystem for " -"Linux выполните следующую команду в окне PowerShell::" - -msgid "" -"If you haven't enabled the Windows Subsystem for Linux, you can enter the " -"following line in a PowerShell window *running as Administrator* then reboot " -"when asked::" -msgstr "" -"Если у вас не включён компонент Windows Subsystem for Linux, вы можете " -"ввести в PowerShell, *запущенный от имени администратора*, следующее (для " -"вступления изменений в силу потребуется перезагрузка)::" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/scene_organization.po b/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/scene_organization.po deleted file mode 100644 index d5c87426f7..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/scene_organization.po +++ /dev/null @@ -1,234 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Scene organization" -msgstr "Организация сцены" - -msgid "How to build relationships effectively" -msgstr "Как эффективно строить зависимости" - -msgid "" -"When Godot users begin crafting their own scenes, they often run into the " -"following problem:" -msgstr "" -"Когда пользователи Godot начинают создавать собственные сцены, они часто " -"приходят к подобной проблеме:" - -msgid "" -"They create their first scene and fill it with content only to eventually " -"end up saving branches of their scene into separate scenes as the nagging " -"feeling that they should split things up starts to accumulate. However, they " -"then notice that the hard references they were able to rely on before are no " -"longer possible. Re-using the scene in multiple places creates issues " -"because the node paths do not find their targets and signal connections " -"established in the editor break." -msgstr "" -"Они создают свою первую сцену и заполняют её содержимым, чтобы в конечном " -"итоге прийти к тому, чтобы сохранить ветки узлов в отдельные сцены, так как " -"начинает накапливаться мучительное чувство, что нужно разделить их. Однако " -"затем они замечают, что ссылок, по которым они могли обращаться к узлам, " -"больше нет. Использование одной и той же сцены в разных местах " -"проблематично, потому что пути узлов не находят своих целей, а сигналы, " -"установленные в редакторе, разрываются." - -msgid "" -"One of the biggest things to consider in OOP is maintaining focused, " -"singular-purpose classes with `loose coupling `_ to other parts of the codebase. This keeps the size of " -"objects small (for maintainability) and improves their reusability." -msgstr "" -"Одна из важнейших вещей, которую следует учитывать в ООП — это поддержка " -"целевых классов единственного назначения со `слабым зацеплением `_ " -"с другими частями кодовой базы. Это сохраняет размеры объектов небольшими " -"(для удобства поддержки) и улучшает их переиспользование." - -msgid "" -"These OOP best practices have *several* implications for best practices in " -"scene structure and script usage." -msgstr "" -"Этот наилучшие практики ООП имеет *некоторую* причастность к наилучшему " -"практикам в структурировании сцены и использования скриптов." - -msgid "" -"If a scene must interact with an external context, experienced developers " -"recommend the use of `Dependency Injection `_. This technique involves having a high-level API " -"provide the dependencies of the low-level API. Why do this? Because classes " -"which rely on their external environment can inadvertently trigger bugs and " -"unexpected behavior." -msgstr "" -"Если сцена должна взаимодействовать с внешним контекстом, то опытные " -"разработчики рекомендуют использовать `Внедрение Зависимости `_. " -"Эта техника включает в себя наличие высокоуровневого API, который " -"предоставит зависимости для низкоуровневого API. Почему так стоит делать? " -"Потому что классы, которые полагаются на внешнее окружение могут ненароком " -"вызвать баги и неожиданное поведение." - -msgid "" -"Connect to a signal. Extremely safe, but should be used only to \"respond\" " -"to behavior, not start it. By convention, signal names are usually past-" -"tense verbs like \"entered\", \"skill_activated\", or \"item_collected\"." -msgstr "" -"Подключение к сигналу. Очень безопасно, но должно использоваться только для " -"\"реагирования\" на поведение, а не для его запуска. По традиции, именами " -"сигналов обычно служат глаголы прошедшего времени типа \"вошел\" (entered), " -"\"навык_активирован\" (skill_activated) или \"предмет_собран\" " -"(item_collected)." - -msgid "Call a method. Used to start behavior." -msgstr "Вызов метода. Используется для запуска поведения." - -msgid "" -"Initialize a :ref:`Callable ` property. Safer than a method " -"as ownership of the method is unnecessary. Used to start behavior." -msgstr "" -"Инициализация свойства :ref:`Callable `. Безопаснее, чем " -"метод, так как нет необходимости владеть методом. Используется для запуска " -"поведения." - -msgid "Initialize a Node or other Object reference." -msgstr "Инициализация ссылки на Node или другой Object." - -msgid "Initialize a NodePath." -msgstr "Инициализация NodePath." - -msgid "" -"A GUI like this can better inform project users of critical information " -"about a Node. Does it have external dependencies? Have those dependencies " -"been satisfied? Other programmers, and especially designers and writers, " -"will need clear instructions in the messages telling them what to do to " -"configure it." -msgstr "" -"Подобный графический интерфейс может лучше информировать пользователей " -"проекта о важной информации об узлах. Есть ли у него внешние зависимости? " -"Удовлетворены ли эти зависимости? Другим программистам, особенно дизайнерам " -"и писателям, потребуются чёткие инструкции в сообщениях, говорящие им, что " -"делать, чтобы настроить его." - -msgid "" -"Scripts and scenes, as extensions of engine classes, should abide by *all* " -"OOP principles. Examples include..." -msgstr "" -"Скрипты и сцены, как расширения классов движков, должны соответствовать " -"*всем* принципам ООП. Примеры включают..." - -msgid "`SOLID `_" -msgstr "" -"`SOLID `_" - -msgid "`DRY `_" -msgstr "`DRY `_" - -msgid "`KISS `_" -msgstr "" -"`KISS `_" - -msgid "`YAGNI `_" -msgstr "`YAGNI `_" - -msgid "Choosing a node tree structure" -msgstr "Выбор структуры дерева нод" - -msgid "Node \"Main\" (main.gd)" -msgstr "Узел \"Main\" (main.gd)" - -msgid "Node2D/Node3D \"World\" (game_world.gd)" -msgstr "Node2D/Node3D \"Мир\" (game_world.gd)" - -msgid "Control \"GUI\" (gui.gd)" -msgstr "Управление \"GUI\" (gui.gd)" - -msgid "tracks all of its data internally" -msgstr "отслеживает все свои данные изнутри" - -msgid "should be globally accessible" -msgstr "должна быть доступна глобально" - -msgid "should exist in isolation" -msgstr "может существовать изолированно" - -msgid "" -"For smaller games, a simpler alternative with less control would be to have " -"a \"Game\" singleton that simply calls the :ref:`SceneTree." -"change_scene_to_file() ` method " -"to swap out the main scene's content. This structure more or less keeps the " -"\"World\" as the main game node." -msgstr "" -"Для небольших игр более простой альтернативой с меньшим контролем может быть " -"синглтон \"Game\", который просто вызывает метод :ref:`SceneTree." -"change_scene_to_file() ` для " -"смены содержимого основной сцены. Эта структура более или менее сохраняет " -"\"World\" в качестве основного игрового узла." - -msgid "" -"A reliable third party, likely a parent node, to mediate the assignment." -msgstr "" -"Надёжная третья сторона, вероятно, родительский узел, для посредничества при " -"назначении." - -msgid "Add a \"player\" node to a \"room\"." -msgstr "Добавьте узел \"player\" в \"room\"." - -msgid "Move the player somewhere else in the tree." -msgstr "Переместите игрока в другое место в дереве." - -msgid "Delete the room." -msgstr "Удалить комнату." - -msgid "Instantiate and add the new room." -msgstr "Создать и добавить новую комнату." - -msgid "More consistency." -msgstr "Большей согласованности." - -msgid "No \"special cases\" that must be documented and maintained somewhere." -msgstr "" -"Отсутствию \"особых случаев\", которые нужно где-то документировать и " -"поддерживать." - -msgid "" -"No opportunity for errors to occur because these details are not accounted " -"for." -msgstr "" -"Отсутствию возможности допустить ошибку, так как эти детали не учитываются." - -msgid "" -"The **imperative** solution: Use the ``top_level`` property for the :ref:" -"`CanvasItem ` or :ref:`Node3D " -"` node. This will make the node ignore its " -"inherited transform." -msgstr "" -"**Императивное** решение: Используйте свойство ``top_level`` для узла :ref:" -"`CanvasItem ` или :ref:`Node3D " -"`. Это заставит узел игнорировать " -"унаследованную трансформацию." - -msgid "" -"The key to scene organization is to consider the SceneTree in relational " -"terms rather than spatial terms. Are the nodes dependent on their parent's " -"existence? If not, then they can thrive all by themselves somewhere else. If " -"they are dependent, then it stands to reason that they should be children of " -"that parent (and likely part of that parent's scene if they aren't already)." -msgstr "" -"Ключ к организации сцены - рассматривать дерево сцены в терминах отношений, " -"а не в пространственных терминах. Зависимы ли узлы от существования их " -"родителей? Если нет, то они могут развиваться сами по себе где-нибудь ещё. " -"Если они зависимы, то логично предположить, что они должны быть потомками " -"этого родителя (и, вероятно, частью сцены родителя, если они ещё не являются " -"таковыми)." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po b/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po deleted file mode 100644 index 7ae901adfe..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po +++ /dev/null @@ -1,292 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "When to use scenes versus scripts" -msgstr "Когда использовать сцены вместо скриптов" - -msgid "" -"We've already covered how scenes and scripts are different. Scripts define " -"an engine class extension with imperative code, scenes with declarative code." -msgstr "" -"Мы уже рассмотрели, чем отличаются сцены и скрипты. Скрипты определяют " -"расширение класса движка с императивным кодом, сцены - с декларативным кодом." - -msgid "" -"Each system's capabilities are different as a result. Scenes can define how " -"an extended class initializes, but not what its behavior actually is. Scenes " -"are often used in conjunction with a script, the scene declaring a " -"composition of nodes, and the script adding behaviour with imperative code." -msgstr "" -"В результате возможности каждой системы оказываются различными. Сцены могут " -"определять, как инициализируется расширенный класс, но не его поведение. " -"Сцены часто используются совместно со скриптами, при этом сцена объявляет " -"структуру узлов, а скрипт добавляет поведение с помощью императивного кода." - -msgid "Anonymous types" -msgstr "Анонимные типы" - -msgid "" -"It *is* possible to completely define a scenes' contents using a script " -"alone. This is, in essence, what the Godot Editor does, only in the C++ " -"constructor of its objects." -msgstr "" -"*Возможно* полностью определить содержимое сцены, используя только скрипт. " -"Это, по сути, то, что делает редактор Godot, только в конструкторе C++ своих " -"объектов." - -msgid "" -"But, choosing which one to use can be a dilemma. Creating script instances " -"is identical to creating in-engine classes whereas handling scenes requires " -"a change in API:" -msgstr "" -"Но выбор того, какой из них использовать, может оказаться дилеммой. Создание " -"экземпляров скрипта идентично созданию классов в движке, тогда как обработка " -"сцен требует изменения в API:" - -msgid "" -"Also, scripts will operate a little slower than scenes due to the speed " -"differences between engine and script code. The larger and more complex the " -"node, the more reason there is to build it as a scene." -msgstr "" -"Кроме того, скрипты будут работать немного медленнее, чем сцены, из-за " -"разницы в скорости между движком и кодом скрипта. Чем больше и сложнее узел, " -"тем больше причин строить его как сцену." - -msgid "Named types" -msgstr "Именованные типы" - -msgid "" -"Scripts can be registered as a new type within the editor itself. This " -"displays it as a new type in the node or resource creation dialog with an " -"optional icon. This way, the user's ability to use the script is much more " -"streamlined. Rather than having to..." -msgstr "" -"Скрипты могут быть зарегистрированы как новый тип в самом редакторе. При " -"этом он отображается как новый тип в диалоге создания узла или ресурса с " -"опциональной иконкой. Таким образом, возможности пользователя по " -"использованию скрипта становятся гораздо более удобными. Вместо того чтобы..." - -msgid "Know the base type of the script they would like to use." -msgstr "Знать базовый тип скрипта, который они хотели бы использовать." - -msgid "Create an instance of that base type." -msgstr "Создавать экземпляр этого базового типа." - -msgid "Add the script to the node." -msgstr "Добавлять скрипт в узел." - -msgid "" -"With a registered script, the scripted type instead becomes a creation " -"option like the other nodes and resources in the system. The creation dialog " -"even has a search bar to look up the type by name." -msgstr "" -"При наличии зарегистрированного скрипта создание заскриптованного типа " -"становится опциональным, как и другие узлы и ресурсы в системе. В диалоге " -"создания даже имеется строка поиска, позволяющая найти тип по имени." - -msgid "There are two systems for registering types:" -msgstr "Существует две системы регистрации типов:" - -msgid ":ref:`Custom Types `" -msgstr ":ref:`Пользовательские типы `" - -msgid "Editor-only. Typenames are not accessible at runtime." -msgstr "" -"Editor-only (Только редактор). Имена типов недоступны во время выполнения." - -msgid "Does not support inherited custom types." -msgstr "Не поддерживает унаследованные пользовательские типы." - -msgid "An initializer tool. Creates the node with the script. Nothing more." -msgstr "Инструмент инициализации. Создает узел со скриптом. Ничего более." - -msgid "" -"Editor has no type-awareness of the script or its relationship to other " -"engine types or scripts." -msgstr "" -"Редактор не имеет никакого представления о типе скрипта или его связи с " -"другими типами движков или скриптов." - -msgid "Allows users to define an icon." -msgstr "Позволяет пользователям определять иконку." - -msgid "" -"Works for all scripting languages because it deals with Script resources in " -"abstract." -msgstr "" -"Работает для всех скриптовых языков, потому что работает со скриптовыми " -"ресурсами абстрактно." - -msgid "" -"Set up using :ref:`EditorPlugin.add_custom_type " -"`." -msgstr "" -"Настраивается с помощью :ref:`EditorPlugin.add_custom_type " -"`." - -msgid ":ref:`Script Classes `" -msgstr ":ref:`Классы скриптов `" - -msgid "Editor and runtime accessible." -msgstr "Доступны редактор и среда выполнения." - -msgid "Displays inheritance relationships in full." -msgstr "Полностью отображает отношения наследования." - -msgid "" -"Creates the node with the script, but can also change types or extend the " -"type from the editor." -msgstr "" -"Создаёт узел со скриптом, но также может изменять типы или расширять тип из " -"редактора." - -msgid "" -"Editor is aware of inheritance relationships between scripts, script " -"classes, and engine C++ classes." -msgstr "" -"Редактор знает об отношениях наследования между скриптами, классами скриптов " -"и классами C++ движка." - -msgid "" -"Engine developers must add support for languages manually (both name " -"exposure and runtime accessibility)." -msgstr "" -"Разработчики движка должны добавлять поддержку языков вручную (как для " -"отображения имени, так и для доступности во время выполнения)." - -msgid "" -"The Editor scans project folders and registers any exposed names for all " -"scripting languages. Each scripting language must implement its own support " -"for exposing this information." -msgstr "" -"Редактор сканирует папки проекта и регистрирует любые открытые имена для " -"всех скриптовых языков. Каждый скриптовой язык должен реализовывать свою " -"собственную поддержку для раскрытия этой информации." - -msgid "" -"Both methodologies add names to the creation dialog, but script classes, in " -"particular, also allow for users to access the typename without loading the " -"script resource. Creating instances and accessing constants or static " -"methods is viable from anywhere." -msgstr "" -"Обе методологии добавляют имена в диалог создания, но классы скриптов, в " -"частности, также позволяют пользователям получить доступ к названию типа без " -"загрузки ресурса скрипта. Создание экземпляров и доступ к константам или " -"статическим методам является жизнеспособным из любого места." - -msgid "" -"With features like these, one may wish their type to be a script without a " -"scene due to the ease of use it grants users. Those developing plugins or " -"creating in-house tools for designers to use will find an easier time of " -"things this way." -msgstr "" -"С такими функциями можно пожелать, чтобы их тип был скриптом без сцены из-за " -"простоты использования, которую он предоставляет пользователям. Тем, кто " -"разрабатывает плагины или создает собственные инструменты для дизайнеров, " -"таким образом будет легче." - -msgid "" -"On the downside, it also means having to use largely imperative programming." -msgstr "" -"С другой стороны, это также означает необходимость использования в " -"значительной степени императивного программирования." - -msgid "Performance of Script vs PackedScene" -msgstr "Производительность сценариев и PackedScene" - -msgid "" -"One last aspect to consider when choosing scenes and scripts is execution " -"speed." -msgstr "" -"Последний аспект, который следует учитывать при выборе сцен и скриптов — это " -"скорость выполнения." - -msgid "" -"As the size of objects increases, the scripts' necessary size to create and " -"initialize them grows much larger. Creating node hierarchies demonstrates " -"this. Each Node's logic could be several hundred lines of code in length." -msgstr "" -"По мере увеличения размера объектов необходимый размер скриптов для их " -"создания становится намного больше. Создание иерархии узлов демонстрирует " -"это. Логика каждого отдельного узла может состоять из нескольких сотен строк " -"кода." - -msgid "" -"The code example below creates a new ``Node``, changes its name, assigns a " -"script to it, sets its future parent as its owner so it gets saved to disk " -"along with it, and finally adds it as a child of the ``Main`` node:" -msgstr "" -"Приведенный ниже код создаёт новый узел ``Node``, меняет его имя, назначает " -"ему скрипт, устанавливает его будущего родителя в качестве его владельца, " -"чтобы он сохранялся на диске вместе с ним, и, наконец, добавляет его в " -"качестве дочернего элемента главного узла ``Main``:" - -msgid "" -"Script code like this is much slower than engine-side C++ code. Each " -"instruction makes a call to the scripting API which leads to many " -"\"lookups\" on the back-end to find the logic to execute." -msgstr "" -"Такой код скрипта намного медленнее, чем код C++ на стороне движка. Каждое " -"изменение вызывает отдельный вызов API сценариев, что приводит к множеству " -"\"поисков\" в серверной части, чтобы найти логику для выполнения." - -msgid "" -"Scenes help to avoid this performance issue. :ref:`PackedScene " -"`, the base type that scenes inherit from, defines " -"resources that use serialized data to create objects. The engine can process " -"scenes in batches on the back-end and provide much better performance than " -"scripts." -msgstr "" -"Сцены помогают избежать этой проблемы с производительностью. :ref:" -"`PackedScene `, базовый тип, от которого наследуются " -"сцены определяет ресурсы, использующие сериализованные данные для создания " -"объектов. Движок может обрабатывать сцены группами на сервере и обеспечивать " -"гораздо лучшую производительность, чем скрипты." - -msgid "Conclusion" -msgstr "Заключение" - -msgid "In the end, the best approach is to consider the following:" -msgstr "" -"В конце концов, лучший подход заключается в том, чтобы рассмотреть следующее:" - -msgid "" -"If one wishes to create a basic tool that is going to be re-used in several " -"different projects and which people of all skill levels will likely use " -"(including those who don't label themselves as \"programmers\"), then " -"chances are that it should probably be a script, likely one with a custom " -"name/icon." -msgstr "" -"Если кто-то хочет создать базовый инструмент, который будет повторно " -"использоваться в нескольких различных проектах, и который, скорее всего, " -"будут использовать люди всех уровней квалификации (включая тех, кто не " -"называет себя \"программистами\"), то, скорее всего, это должен быть скрипт " -"с пользовательским именем/иконкой." - -msgid "" -"If one wishes to create a concept that is particular to their game, then it " -"should always be a scene. Scenes are easier to track/edit and provide more " -"security than scripts." -msgstr "" -"Если кто-то хочет создать концепцию, характерную для его игры, то это всегда " -"должна быть сцена. Сцены легче отслеживать/редактировать и обеспечивают " -"большую безопасность, чем скрипты." - -msgid "" -"If one would like to give a name to a scene, then they can still sort of do " -"this by declaring a script class and giving it a scene as a constant. The " -"script becomes, in effect, a namespace:" -msgstr "" -"Если хочется дать сцене имя, то это можно сделать, объявив класс скрипта и " -"присвоив ему сцену в качестве константы. Скрипт становится, по сути, " -"пространством имён:" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/version_control_systems.po b/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/version_control_systems.po deleted file mode 100644 index 22a8fdca8d..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/version_control_systems.po +++ /dev/null @@ -1,170 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Version control systems" -msgstr "Системы контроля версий" - -msgid "Introduction" -msgstr "Введение" - -msgid "" -"Godot aims to be VCS-friendly and generate mostly readable and mergeable " -"files." -msgstr "" -"Godot стремится быть дружественным к системам контроля версий и генерировать " -"в основном читаемые и объединяемые файлы." - -msgid "Version control plugins" -msgstr "Плагины контроля версий" - -msgid "" -"Godot also supports the use of version control systems in the editor itself. " -"However, version control in the editor requires a plugin for the specific " -"VCS you're using." -msgstr "" -"Godot также поддерживает использование систем контроля версий в самом " -"редакторе. Однако для контроля версий в редакторе требуется плагин для " -"конкретной системы управления версиями, которую вы используете." - -msgid "" -"As of July 2023, there is only a Git plugin available, but the community may " -"create additional VCS plugins." -msgstr "" -"По состоянию на июль 2023 года доступен только плагин Git, но сообщество " -"может создавать дополнительные плагины контроля версий." - -msgid "Official Git plugin" -msgstr "Официальный плагин для Git" - -msgid "" -"Using Git from inside the editor is supported with an official plugin. You " -"can find the latest releases on `GitHub `__." -msgstr "" -"Использование Git из редактора поддерживается официальным плагином. Вы " -"можете найти последние версии на `GitHub `__." - -msgid "" -"Documentation on how to use the Git plugin can be found on its `wiki " -"`__." -msgstr "" -"Документацию по использованию плагина Git можно найти на его `wiki `__." - -msgid "Files to exclude from VCS" -msgstr "Файлы, которые необходимо исключить из систем контроля версий" - -msgid "" -"This lists files and folders that should be ignored from version control in " -"Godot 4.1 and later." -msgstr "" -"Здесь перечислены файлы и папки, которые следует игнорировать при контроле " -"версий в Godot 4.1 и более поздних версиях." - -msgid "" -"The list of files of folders that should be ignored from version control in " -"Godot 3.x and Godot 4.0 is **entirely** different. This is important, as " -"Godot 3.x and 4.0 may store sensitive credentials in ``export_presets.cfg`` " -"(unlike Godot 4.1 and later)." -msgstr "" -"Список файлов папок, которые следует игнорировать при контроле версий в " -"Godot 3.x и Godot 4.0, **совершенно** разный. Это важно, поскольку Godot 3.x " -"и 4.0 могут хранить конфиденциальные учетные данные в файле ``export_presets." -"cfg`` (в отличие от Godot 4.1 и более поздних версий)." - -msgid "" -"If you are using Godot 3, check the ``3.5`` version of this documentation " -"page instead." -msgstr "" -"Если вы используете Godot 3, вместо этого проверьте версию ``3.5`` на этой " -"странице документации." - -msgid "" -"There are some files and folders Godot automatically creates when opening a " -"project in the editor for the first time. To avoid bloating your version " -"control repository with generated data, you should add them to your VCS " -"ignore:" -msgstr "" -"Некоторые файлы и папки Godot создает автоматически при первом открытии " -"проекта в редакторе. Чтобы избежать переполнения репозитория контроля версий " -"сгенерированными данными, вам следует добавить их в игнор контроля версий:" - -msgid "``.godot/``: This folder stores various project cache data." -msgstr "``.godot/``: В этой папке хранятся различные данные кэша проекта." - -msgid "" -"``*.translation``: These files are binary imported :ref:`translations " -"` generated from CSV files." -msgstr "" -"``*.translation``: Эти файлы представляют собой :ref:`переводы " -"`, сгенерированные из файлов контроля версий." - -msgid "" -"You can make the Godot project manager generate version control metadata for " -"you automatically when creating a project. When choosing the **Git** option, " -"this creates ``.gitignore`` and ``.gitattributes`` files in the project root:" -msgstr "" -"Вы можете заставить менеджер проектов Godot автоматически генерировать " -"метаданные для контроля версий при создании проекта. При выборе опции " -"**Git** в корне проекта создаются файлы ``.gitignore`` и ``.gitattributes``:" - -msgid "" -"Creating version control metadata in the project manager's New Project dialog" -msgstr "" -"Создание метаданных для контроля версий в диалоговом окне Новый проект " -"менеджера проектов" - -msgid "" -"Creating version control metadata in the project manager's **New Project** " -"dialog" -msgstr "" -"Создание метаданных для контроля версий в диалоговом окне **Новый проект** " -"менеджера проектов" - -msgid "" -"In existing projects, select the **Project** menu at the top of the editor, " -"then choose **Version Control > Generate Version Control Metadata**. This " -"creates the same files as if the operation was performed in the project " -"manager." -msgstr "" -"В существующих проектах выберите меню **Проект** в верхней части редактора, " -"затем выберите **Контроль версий > Создание метаданных контроля версий**. " -"При этом создаются те же файлы, как если бы операция выполнялась в менеджере " -"проекта." - -msgid "Working with Git on Windows" -msgstr "Работа с Git на Windows" - -msgid "" -"Most Git for Windows clients are configured with the ``core.autocrlf`` set " -"to ``true``. This can lead to files unnecessarily being marked as modified " -"by Git due to their line endings being converted from LF to CRLF " -"automatically." -msgstr "" -"Большинство клиентов Git для Windows настроены с параметром ``core." -"autocrlf``, установленным в значение ``true``. Это может привести к тому, " -"что файлы будут без необходимости помечены Git как измененные, поскольку " -"окончания их строк автоматически преобразуются из LF в CRLF." - -msgid "It is better to set this option as:" -msgstr "Лучше установить этот параметр как:" - -msgid "" -"Creating version control metadata using the project manager or editor will " -"automatically enforce LF line endings using the ``.gitattributes`` file. In " -"this case, you don't need to change your Git configuration." -msgstr "" -"При создании метаданных контроля версий с помощью менеджера проекта или " -"редактора автоматически применяются окончания строк LF с использованием " -"файла ``.gitattributes``. В этом случае вам не нужно менять конфигурацию Git." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po b/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po deleted file mode 100644 index 01e2d0c2c2..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po +++ /dev/null @@ -1,176 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Applying object-oriented principles in Godot" -msgstr "" -"Применение принципов объектно-ориентированного программирования в Godot" - -msgid "" -"The engine offers two main ways to create reusable objects: scripts and " -"scenes. Neither of these technically define classes under the hood." -msgstr "" -"Движок предлагает два основных способа создания объектов многократного " -"использования: скрипты и сцены. Ни один из них технически не определяет " -"внутренние классы." - -msgid "" -"Still, many best practices using Godot involve applying object-oriented " -"programming principles to the scripts and scenes that compose your game. " -"That is why it's useful to understand how we can think of them as classes." -msgstr "" -"Тем не менее многие передовые практики использования Godot включают " -"применение принципов объектно-ориентированного программирования к скриптам и " -"сценам, из которых состоит ваша игра. Вот почему полезно понять, как мы " -"можем думать о них как о классах." - -msgid "" -"This guide briefly explains how scripts and scenes work in the engine's core " -"to help you understand how they work under the hood." -msgstr "" -"В этом руководстве кратко объясняется, как скрипты и сцены работают в ядре " -"движка, чтобы помочь вам понять, как они работают изнутри." - -msgid "How scripts work in the engine" -msgstr "Как работают скрипты в движке" - -msgid "" -"The engine provides built-in classes like :ref:`Node `. You can " -"extend those to create derived types using a script." -msgstr "" -"Движок предоставляет встроенные классы, такие как :ref:`Node `. " -"Их можно расширить для создания производных типов с помощью скрипта." - -msgid "" -"These scripts are not technically classes. Instead, they are resources that " -"tell the engine a sequence of initializations to perform on one of the " -"engine's built-in classes." -msgstr "" -"Эти скрипты технически не являются классами. Вместо этого они представляют " -"собой ресурсы, которые сообщают движку последовательность инициализаций для " -"выполнения в одном из встроенных классов." - -msgid "" -"Godot's internal classes have methods that register a class's data with a :" -"ref:`ClassDB `. This database provides runtime access to " -"class information. ``ClassDB`` contains information about classes like:" -msgstr "" -"Во внутренних классах Godot есть методы, которые регистрируют данные класса " -"с помощью :ref:`ClassDB `. Эта база данных обеспечивает " -"доступ к информации о классе во время выполнения. ``ClassDB`` содержит такую " -"информацию о классах как:" - -msgid "Properties." -msgstr "Свойства." - -msgid "Methods." -msgstr "Методы." - -msgid "Constants." -msgstr "Константы." - -msgid "Signals." -msgstr "Сигналы." - -msgid "" -"This ``ClassDB`` is what objects check against when performing an operation " -"like accessing a property or calling a method. It checks the database's " -"records and the object's base types' records to see if the object supports " -"the operation." -msgstr "" -"``ClassDB`` - это то, что объекты проверяют при выполнении такой операции, " -"как доступ к свойству или вызов метода. ``ClassDB`` проверяет записи базы " -"данных и записи базовых типов объекта, чтобы узнать, поддерживает ли объект " -"операцию." - -msgid "" -"Attaching a :ref:`Script ` to your object extends the methods, " -"properties, and signals available from the ``ClassDB``." -msgstr "" -"Присоединение :ref:`Script ` к вашему объекту расширяет " -"методы, свойства и сигналы, доступные из ``ClassDB``." - -msgid "" -"Even scripts that don't use the ``extends`` keyword implicitly inherit from " -"the engine's base :ref:`RefCounted ` class. As a result, " -"you can instantiate scripts without the ``extends`` keyword from code. Since " -"they extend ``RefCounted`` though, you cannot attach them to a :ref:`Node " -"`." -msgstr "" -"Даже скрипты, которые не использующие ключевого слова ``extends``, неявно " -"наследуются от базового класса движка :ref:`RefCounted `. " -"В результате вы можете писать сценарии без ключевого слова ``extends``. " -"Поскольку они расширяют ``RefCounted``, вы не можете прикрепить их к :ref:" -"`Node `." - -msgid "Scenes" -msgstr "Сцены" - -msgid "" -"The behavior of scenes has many similarities to classes, so it can make " -"sense to think of a scene as a class. Scenes are reusable, instantiable, and " -"inheritable groups of nodes. Creating a scene is similar to having a script " -"that creates nodes and adds them as children using ``add_child()``." -msgstr "" -"Поведение сцен во многом похоже на классы, поэтому имеет смысл рассматривать " -"сцену как класс. Сцены - это многократно используемые, инстанцируемые и " -"наследуемые группы узлов. Создание сцены аналогично созданию скрипта, " -"который создает узлы и добавляет их как дочерние элементы с помощью " -"``add_child()``." - -msgid "" -"We often pair a scene with a scripted root node that makes use of the " -"scene's nodes. As such, the script extends the scene by adding behavior " -"through imperative code." -msgstr "" -"Часто мы связываем сцену с корневым узлом, который использует узлы сцены. " -"Таким образом, скрипт расширяет сцену, добавляя поведение с помощью " -"императивного кода." - -msgid "The content of a scene helps to define:" -msgstr "Содержание сцены позволяет определить:" - -msgid "What nodes are available to the script." -msgstr "Какие узлы доступны скрипту." - -msgid "How they are organized." -msgstr "Как они организованы." - -msgid "How they are initialized." -msgstr "Как они инициализированы." - -msgid "What signal connections they have with each other." -msgstr "Какие сигналы подключены к кому." - -msgid "" -"Why is any of this important to scene organization? Because instances of " -"scenes *are* objects. As a result, many object-oriented principles that " -"apply to written code also apply to scenes: single responsibility, " -"encapsulation, and others." -msgstr "" -"Почему все это важно для организации сцены? Потому что экземпляры сцен " -"*являются* объектами. В результате, многие объектно-ориентированные " -"принципы, применимые к написанному коду, также применимы и к сценам: принцип " -"единственной ответственности (SRP), инкапсуляция и другие." - -msgid "" -"The scene is *always an extension of the script attached to its root node*, " -"so you can interpret it as part of a class." -msgstr "" -"Сцена *всегда является расширением скрипта, прикрепленного к его корневому " -"узлу*, поэтому вы можете представлять ее как часть класса." - -msgid "" -"Most of the techniques explained in this best practices series build on this " -"point." -msgstr "" -"Большинство техник, описанных в этой серии лучших практик, основаны на этом." diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/editor/command_line_tutorial.po b/sphinx/po/ru/LC_MESSAGES/tutorials/editor/command_line_tutorial.po deleted file mode 100644 index e7ac192545..0000000000 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/editor/command_line_tutorial.po +++ /dev/null @@ -1,750 +0,0 @@ -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine 4.3\n" -"Report-Msgid-Bugs-To: \n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"Language: ru\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Command line tutorial" -msgstr "Руководство по командной строке" - -msgid "" -"Some developers like using the command line extensively. Godot is designed " -"to be friendly to them, so here are the steps for working entirely from the " -"command line. Given the engine relies on almost no external libraries, " -"initialization times are pretty fast, making it suitable for this workflow." -msgstr "" -"Некоторым разработчикам нравится широко использовать командную строку. Godot " -"разработан для того, чтобы быть дружелюбным к ним, поэтому здесь приведены " -"шаги для работы полностью из командной строки. Поскольку механизм " -"практически не опирается на внешние библиотеки, время инициализации довольно " -"быстрое, что делает его подходящим для данного рабочего процесса." - -msgid "" -"On Windows and Linux, you can run a Godot binary in a terminal by specifying " -"its relative or absolute path." -msgstr "" -"В Windows и Linux вы можете запустить исполняемый файл Godot в терминале, " -"указав его относительный или абсолютный путь." - -msgid "" -"On macOS, the process is different due to Godot being contained within an ``." -"app`` bundle (which is a *folder*, not a file). To run a Godot binary from a " -"terminal on macOS, you have to ``cd`` to the folder where the Godot " -"application bundle is located, then run ``Godot.app/Contents/MacOS/Godot`` " -"followed by any command line arguments. If you've renamed the application " -"bundle from ``Godot`` to another name, make sure to edit this command line " -"accordingly." -msgstr "" -"На MacOS процесс отличается для Godot из-за того что Godot содержится в ``." -"app`` (который является *папкой*, а не файлом). Что бы запустить бинарный " -"файл движка Godot с терминала на MacOS, надо перейти в папку где находится " -"Godot с помощью команды ``cd``, а затем запустить Godot, введя в терминал " -"следующее: ``Godot.app/Contents/MacOS/Godot`` указав после этого аргументы " -"запуска. Если вы переименовали папку с ``Godot``, то убедитесь в том что вы " -"изменили команду для запуска Godot соответсвующе." - -msgid "Command line reference" -msgstr "Ссылка на командную строку" - -msgid "**Legend**" -msgstr "**Легенда**" - -msgid "" -"|release| Available in editor builds, debug export templates and release " -"export templates." -msgstr "" -"|release| Доступно в эдитор сборках, при дебажном экспорте и в релизном " -"экспорте шаблонов." - -msgid "release" -msgstr "релиз" - -msgid "|debug| Available in editor builds and debug export templates only." -msgstr "" -"|debug| Доступно только в эдитор сборках и при дебажном экспорте шаблонов." - -msgid "debug" -msgstr "отладка" - -msgid "|editor| Only available in editor builds." -msgstr "|editor| Доступно только в эдитор сборках." - -msgid "editor" -msgstr "редактор" - -msgid "" -"Note that unknown command line arguments have no effect whatsoever. The " -"engine will **not** warn you when using a command line argument that doesn't " -"exist with a given build type." -msgstr "" -"Учтите, что неизвестные аргументы командной строки проигнорируются. Движок " -"**не** сообщит вам о том, что вы используете несуществующие в выбранном " -"варианте сборки аргументы." - -msgid "**General options**" -msgstr "**Основные настройки**" - -msgid "Command" -msgstr "Command" - -msgid "Description" -msgstr "Описание" - -msgid "``-h``, ``--help``" -msgstr "``-h``, ``--help``" - -msgid "|release| Display the list of command line options." -msgstr "Отобразить список опций командной строки." - -msgid "``--version``" -msgstr "``--version``" - -msgid "|release| Display the version string." -msgstr "Показать строку версии." - -msgid "``-v``, ``--verbose``" -msgstr "``-v``, ``--verbose``" - -msgid "|release| Use verbose stdout mode." -msgstr "Использовать подробный режим stdout." - -msgid "``-q``, ``--quiet``" -msgstr "``-q``, ``--quiet``" - -msgid "" -"|release| Quiet mode, silences stdout messages. Errors are still displayed." -msgstr "" -"Тихий режим, заглушает сообщения stdout. Ошибки по-прежнему отображаются." - -msgid "**Run options**" -msgstr "**Параметры запуска**" - -msgid "``--``, ``++``" -msgstr "``--``, ``++``" - -msgid "" -"|release| Separator for user-provided arguments. Following arguments are not " -"used by the engine, but can be read from ``OS.get_cmdline_user_args()``." -msgstr "" -"|release| Разделитель для пользовательских аргументов. Приведенные аргументы " -"не используются движком, но могут быть прочитаны с помощью ``OS." -"get_cmdline_user_args()``." - -msgid "``-e``, ``--editor``" -msgstr "``-e``, ``--editor``" - -msgid "|editor| Start the editor instead of running the scene." -msgstr "|editor| Запустить редактор вместо запуска сцены." - -msgid "``-p``, ``--project-manager``" -msgstr "``-p``, ``--project-manager``" - -msgid "|editor| Start the Project Manager, even if a project is auto-detected." -msgstr "" -"|editor| Запустить Проектный Менеджер, даже если проект был найден " -"автоматически." - -msgid "``--debug-server ``" -msgstr "``--debug-server ``" - -msgid "" -"|editor| Start the editor debug server (``://[:]``, " -"e.g. ``tcp://127.0.0.1:6007``)" -msgstr "" -"|editor| Запустить дебаг сервер для редактора (``://[:" -"]``, например ``tcp://127.0.0.1:6007``)" - -msgid "``--quit``" -msgstr "``--quit``" - -msgid "|release| Quit after the first iteration." -msgstr "Выйти после первой итерации." - -msgid "``--quit-after``" -msgstr "``--quit-after``" - -msgid "" -"|release| Quit after the given number of iterations. Set to 0 to disable." -msgstr "" -"|release| Выйти после заданного числа итераций. Передайте 0 для отключения." - -msgid "``-l``, ``--language ``" -msgstr "``-l``, ``--language ``" - -msgid "" -"|release| Use a specific locale. ```` follows the format " -"``language_Script_COUNTRY_VARIANT`` where language is a 2 or 3-letter " -"language code in lowercase and the rest is optional. See :ref:`doc_locales` " -"for more details." -msgstr "" -"|release| Использовать заданную локализацию. ```` задается в формате " -"``language_Script_COUNTRY_VARIANT`` где 'language' двух-трех буквенное " -"обозначение кода языка в нижнем регистре, все остальное опционально. :ref:" -"`doc_locales` для более подробной информации." - -msgid "``--path ``" -msgstr "``--path ``" - -msgid "" -"|release| Path to a project (```` must contain a 'project.godot' " -"file)." -msgstr "Путь к проекту ( должен содержать файл 'project.godot')." - -msgid "``-u``, ``--upwards``" -msgstr "``-u``, ``--upwards``" - -msgid "``--main-pack ``" -msgstr "``--main-pack ``" - -msgid "``--render-thread ``" -msgstr "``--render-thread ``" - -msgid "``--remote-fs
``" -msgstr "``--remote-fs
``" - -msgid "``--remote-fs-password ``" -msgstr "``--remote-fs-password <пароль>``" - -msgid "|release| Password for remote filesystem." -msgstr "|release| Пароль для удаленного доступа к файловой системе." - -msgid "``--audio-driver ``" -msgstr "``--audio-driver ``" - -msgid "``--display-driver ``" -msgstr "``--display-driver <драйвер>``" - -msgid "``--rendering-method ``" -msgstr "``--rendering-method ``" - -msgid "|release| Renderer name. Requires driver support." -msgstr "|release| Имя рендерера. Требуется поддержка драйвера." - -msgid "``--rendering-driver ``" -msgstr "``--rendering-driver ``" - -msgid "``--gpu-index ``" -msgstr "``--gpu-index <индекс_устройства>``" - -msgid "" -"|release| Use a specific GPU (run with ``--verbose`` to get available device " -"list)." -msgstr "" -"|release| Использовать определенный GPU (запустите с ``--verbose`` чтобы " -"получить список доступных устройств)." - -msgid "``--text-driver ``" -msgstr "``--text-driver <драйвер>``" - -msgid "|release| Text driver (Fonts, BiDi, shaping)." -msgstr "|release| Драйвер текста (Шрифты, BiDi, шейпинг)." - -msgid "``--tablet-driver ``" -msgstr "``--tablet-driver <драйвер>``" - -msgid "|release| Pen tablet input driver." -msgstr "|release| Драйвер ввода графического планшета." - -msgid "``--headless``" -msgstr "``--headless``" - -msgid "" -"|release| Enable headless mode (``--display-driver headless --audio-driver " -"Dummy``). Useful for servers and with ``--script``." -msgstr "" -"|release| Включает headless (безоконный) режим (``--display-driver headless " -"--audio-driver Dummy``). Полезен для серверов и со ``--script``." - -msgid "``--write-movie ``" -msgstr "``--write-movie <файл>``" - -msgid "" -"|release| Run the engine in a way that a movie is written (usually with .avi " -"or .png extension). ``--fixed-fps`` is forced when enabled, but can be used " -"to change movie FPS. ``--disable-vsync`` can speed up movie writing but " -"makes interaction more difficult. ``--quit-after`` can be used to specify " -"the number of frames to write." -msgstr "" -"|release| Запустите движок таким образом, чтобы создать фильм (обычно с " -"расширением .avi или .png). ``--fixed-fps`` применяется по умолчанию при " -"включении, но может использоваться для изменения FPS фильма. ``--disable-" -"vsync`` может ускорить запись фильма, но делает взаимодействие более " -"сложным. ``--quit-after`` можно использовать для указания количества кадров " -"для записи." - -msgid "**Display options**" -msgstr "**Опции дисплея**" - -msgid "``-f``, ``--fullscreen``" -msgstr "``-f``, ``--fullscreen``" - -msgid "``-m``, ``--maximized``" -msgstr "``-m``, ``--maximized``" - -msgid "``-w``, ``--windowed``" -msgstr "``-w``, ``--windowed``" - -msgid "``-t``, ``--always-on-top``" -msgstr "``-t``, ``--always-on-top``" - -msgid "``--resolution x``" -msgstr "``--resolution x``" - -msgid "``--position ,``" -msgstr "``--position ,``" - -msgid "``--screen ``" -msgstr "``--screen ``" - -msgid "``--single-window``" -msgstr "``--single-window``" - -msgid "|release| Use a single window (no separate subwindows)." -msgstr "|release| Использовать одиночное окно (без отдельных подокон)." - -msgid "``--xr-mode ``" -msgstr "``--xr-mode <режим>``" - -msgid "|release| Select XR mode ('default', 'off', 'on')." -msgstr "|release| Выберите режим XR ('по умолчанию', 'выключен', 'включен')." - -msgid "**Debug options**" -msgstr "**Опции отладки**" - -msgid "``-d``, ``--debug``" -msgstr "``-d``, ``--debug``" - -msgid "``-b``, ``--breakpoints``" -msgstr "``-b``, ``--breakpoints``" - -msgid "``--profiling``" -msgstr "``--profiling``" - -msgid "``--gpu-profile``" -msgstr "``--gpu-profile``" - -msgid "" -"|release| Show a GPU profile of the tasks that took the most time during " -"frame rendering." -msgstr "" -"|release| Показать профиль GPU задач, которые занимали больше всего времени " -"во время рендеринга кадров." - -msgid "``--gpu-validation``" -msgstr "``--gpu-validation``" - -msgid "" -"|release| Enable graphics API :ref:`validation layers " -"` for debugging." -msgstr "" -"|release| Включить слои валидации графического API :ref:`validation layers " -"` для отладки." - -msgid "``--gpu-abort``" -msgstr "``--gpu-abort``" - -msgid "" -"|debug| Abort on GPU errors (usually validation layer errors), may help see " -"the problem if your system freezes." -msgstr "" -"|debug| Прекратить выполнение при ошибках GPU (обычно ошибки слоев " -"валидации), что может помочь увидеть проблему, если ваша система зависает." - -msgid "``--remote-debug ``" -msgstr "``--remote-debug ``" - -msgid "" -"|release| Remote debug (``://[:]``, e.g. " -"``tcp://127.0.0.1:6007``)." -msgstr "" -"|release| Удаленная отладка (``://[:]``, например, " -"``tcp://127.0.0.1:6007``)." - -msgid "``--single-threaded-scene``" -msgstr "``--single-threaded-scene``" - -msgid "" -"|release| Scene tree runs in single-threaded mode. Sub-thread groups are " -"disabled and run on the main thread." -msgstr "" -"|release| Запустить дерево сцены в однопоточном режиме. Дочерние потоки " -"отключены и будут запущенны в основном потоке." - -msgid "``--debug-collisions``" -msgstr "``--debug-collisions``" - -msgid "``--debug-paths``" -msgstr "``--debug-paths``" - -msgid "``--debug-navigation``" -msgstr "``--debug-navigation``" - -msgid "``--debug-avoidance``" -msgstr "``--debug-avoidance``" - -msgid "``--debug-stringnames``" -msgstr "``--debug-stringnames``" - -msgid "" -"|debug| Print all StringName allocations to stdout when the engine quits." -msgstr "" -"|debug| Печать всех выделений StringName в stdout при завершении работы " -"движка." - -msgid "``--frame-delay ``" -msgstr "``--frame-delay ``" - -msgid "``--time-scale ``" -msgstr "``--time-scale ``" - -msgid "``--disable-vsync``" -msgstr "``--disable-vsync``" - -msgid "" -"|release| Forces disabling of vertical synchronization, even if enabled in " -"the project settings. Does not override driver-level V-Sync enforcement." -msgstr "" -"|release| Отключает вертикальную синхронизацию, даже если она включена в " -"настройках проекта. Не работает, если вертикальная синхронизация " -"принудительно включена на уровне драйвера." - -msgid "``--disable-render-loop``" -msgstr "``--disable-render-loop``" - -msgid "``--disable-crash-handler``" -msgstr "``--disable-crash-handler``" - -msgid "``--fixed-fps ``" -msgstr "``--fixed-fps ``" - -msgid "``--delta-smoothing ``" -msgstr "``--delta-smoothing <включить>``" - -msgid "" -"|release| Enable or disable frame delta smoothing ('enable', 'disable')." -msgstr "" -"|release| Включает или выключает размытие кадра ('enable' (включить), " -"'disable' (выключить))." - -msgid "``--print-fps``" -msgstr "``--print-fps``" - -msgid "**Standalone tools**" -msgstr "**Автономные инструменты**" - -msgid "``-s``, ``--script